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//============================================================================= // projectileLeechAlt.uc // $Author: Mfox $ // $Date: 4/30/02 3:39p $ // $Revision: 4 $ //============================================================================= class projectileLeechAlt extends projectileLeech; // Flys slower than alt-fire, and arcs through the air (phys_falling), but when it hits a wall, it sticks. var() Range LookTime; // how often we check for nearby pawns. var() float AttackRange; var bool DestroyOnImpact; replication { reliable toall if( Role == ROLE_Authority ) ClientLaunch; } auto simulated state Flying { simulated event LandedEx( CheckResult Hit ) { if( DestroyOnImpact ) { TryExplodeEx( Hit ); } else { SetRotation( rotator(Hit.Normal) ); GotoState('Waiting'); } } simulated event HitWallEx( CheckResult Hit ) { if( DestroyOnImpact ) { TryExplodeEx( Hit ); } else { SetRotation( rotator(Hit.Normal) ); GotoState('Waiting'); } } } // // Leeches go into this state when it hits a wall. // From here it waits until a pawn comes close enough, then it jumps toward that pawn. // If it hits it, it will attack it like normal (see Attacking state in superclass). // Otherwise, it will wait on the next surface it hits for the next pawn to walk by. // This continues until its lifespan runs out (20 seconds). // simulated function ClientLaunch( vector NewVelocity ) { if( Level.NetMode == NM_Client ) { Velocity = NewVelocity; GotoState( 'Launch' ); } } simulated function bool CanAttack( Controller C ) { return ( C.Pawn != None && !C.Pawn.bHidden ); } simulated state Waiting { simulated event BeginState() { CurrentState = 'Waiting'; Velocity = vect(0,0,0); Victim = None; SetPhysics( PHYS_None ); SetTimer( GetRand(LookTime), false ); } event Timer() { local Controller C; for( C=Level.ControllerList; C!=None; C=C.NextController ) { // Fix ARL: Make distance check take falling into account? That way leeches could fall down from way up high onto their victims. if( CanAttack( C ) && VSize(C.Pawn.Location - Location) <= AttackRange && FastTrace( Location, C.Pawn.Location ) ) { Velocity = Normal(C.Pawn.Location - Location) * Speed; GotoState( 'Launch' ); ClientLaunch( Velocity ); return; } } SetTimer( GetRand(LookTime), false ); } Begin: PlayAnim('Land'); FinishAnim(); Loop: PlayAnim('Wallidle'); FinishAnim(); Goto('Loop'); } simulated state Launch { simulated event BeginState() { CurrentState = 'Launch'; } Begin: PlayAnim('Launch'); FinishAnim(); SetPhysics(default.Physics); DestroyOnImpact = true; GotoState('Flying'); } defaultproperties { LookTime=(B=1.000000) AttackRange=256.000000 speed=1200.000000 MaxSpeed=1200.000000 Physics=PHYS_Falling bBounce=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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