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//============================================================================= // projectileTakkraDefensive.uc -- spawned by the weaponTakkra AltFire() // Created by: Mark Poesch // Created on: 1/31/2001 // $Author: Aleiby $ // $Date: 12/09/02 6:13p $ // $Revision: 6 $ //============================================================================= class projectileTakkraDefensive extends projectileTakkra; var() int MaxDefensiveShots; var int ShotCount; event PreBeginPlay() { local array<ActorType> ActorTypes; Super.PreBeginPlay(); ActorTypes.Length = 1; //because structs don't work right ActorTypes[0].ClassType = class'Projectile'; Level.AddList('ActorProjectile',ActorTypes); ActorTypes[0].ClassType = class'projectileTakkraDefensive'; Level.AddList('TraceFireNotify',ActorTypes); // so we get AdjustTraceFireHit notifications. } function InitPawnProxy(); // so NPCs won't attack defensive takkra (attack owner instead) function bool AttackLocation( vector HitLocation ) { if( VSize( HitLocation - Location ) < MaxAttackRadius ) { AttackEffect( HitLocation ); ShotCount++; NextAttackTime = Level.TimeSeconds + AttackDelay; return true; } return false; } function AdjustTraceFireHit( out CheckResult Hit ) { local vector InterceptLocation; if( Hit.Actor!=Target ) return; // contrain the number of instant hit shots the Takkra can intercept if( Level.TimeSeconds > NextAttackTime ) { ShotCount = 0; } if( ShotCount < MaxDefensiveShots ) { // find a point along the Hit vector toward the Hit Location InterceptLocation = Hit.Location - ( FRand() * MaxAttackRadius * Hit.Normal ); if( AttackLocation( InterceptLocation ) ) { Hit.Actor = None; } } else { Destroy(); } } function InterceptProjectiles() { local int ShotCount; local array<actor> Projectiles; local int i; // constrain the number of projectiles the Takkra can destroy if( Level.TimeSeconds > NextAttackTime ) { ShotCount = 0; } Projectiles = Level.GetList('ActorProjectile'); for( i = 0; i < Projectiles.Length; i++ ) { if( ShotCount > MaxDefensiveShots ) { Destroy(); break; } // ignore self and projectiles fired by our pawn if( Projectiles[i] == self || Projectiles[i].Instigator == Instigator ) continue; //!!arl only attack projectiles headed toward Instigator //!!arl handling for Particle-based projectiles //!!ARL (mdf) this sounds a lot like the code planned for the skaarj and other NPCs avoiding projectiles if( AttackLocation( Projectiles[i].Location ) ) { Projectiles[i].Destroy(); } } } function AttackTarget() { InterceptProjectiles(); } defaultproperties { MaxDefensiveShots=10 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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