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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTOnslaughtObjective extends UTGameObjective abstract native(Onslaught) nativereplication; var float LastAttackMessageTime; var float LastAttackTime; var float LastAttackExpirationTime; var float LastAttackAnnouncementTime; var int LastAttackSwitch; /** link distance from each team's powercore, used for automatic player respawn selection */ var byte FinalCoreDistance[2]; var UTPlayerReplicationInfo LastDamagedBy; var Pawn LastAttacker; var(ObjectiveHealth) float DamageCapacity; var repnotify float Health; var(ObjectiveHealth) float LinkHealMult; // If > 0, Link Gun secondary heals an amount equal to its damage times this /** true when in Neutral state */ var bool bIsNeutral; /** If true, associate playerstarts with this objective */ var() bool bAssociatePlayerStarts; // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (bNetDirty && Role == ROLE_Authority) Health; } function InitCloseActors() { PlayerStarts.length = 0; VehicleFactories.length = 0; } function TarydiumBoost(float Quantity); simulated function bool PoweredBy(byte TeamNum) { return false; } /** * returns true if is objective on which player should focus */ simulated native function bool IsKeyBeaconObjective(UTPlayerController PC); simulated native function NativePostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir); /** @return Rating of this core for automatic spawn point selection (lower is better) */ function float GetSpawnRating(byte EnemyTeam) { return (float(FinalCoreDistance[EnemyTeam]) - FMin(GetBestAvailableVehicleRating(), 0.99)); } function bool LegitimateTargetOf(UTBot B) { return false; } function bool HasActiveDefenseSystem() { return false; } function FailedLinkHeal(Controller C); function ClearUnderAttack() { SetUnderAttack(false); } function SetUnderAttack(bool bNewUnderAttack) { bUnderAttack = bNewUnderAttack; if (bUnderAttack) { SetTimer(5.0, false, 'ClearUnderAttack'); } else { ClearTimer('ClearUnderAttack'); } } simulated function bool IsNeutral() { return bIsNeutral; } function bool IsCurrentlyDestroyed() { return false; } function bool HasUsefulVehicles(Controller Asker) { return false; } function bool LinkedToCoreConstructingFor(byte Team) { return false; } simulated event bool IsActive() { return true; } simulated function UpdateEffects(bool bPropagate) { } function bool TooClose(UTBot B) { local UTBot SquadMate; local int R; if ( (VSize(Location - B.Pawn.Location) < 2*B.Pawn.GetCollisionRadius()) && (PathList.Length > 1) ) { //standing right on top of it, move away a little B.GoalString = "Move away from "$self; R = Rand(PathList.Length-1); B.MoveTarget = PathList[R].End.Nav; for ( SquadMate=B.Squad.SquadMembers; SquadMate!=None; SquadMate=SquadMate.NextSquadMember ) { if ( (SquadMate.Pawn != None) && (VSize(SquadMate.Pawn.Location - B.MoveTarget.Location) < B.Pawn.GetCollisionRadius()) ) { B.MoveTarget = PathList[R+1].End.Nav; break; } } B.SetAttractionState(); return true; } return false; } // if bot is in important vehicle, and other bots can do the dirty work, // return false if within get out distance function bool StandGuard(UTBot B) { local UTBot SquadMate; local float Dist; local int i; local UTVehicle BotVehicle; local UTVehicle_Deployable DeployableVehicle; if (DefenderTeamIndex != B.PlayerReplicationInfo.Team.TeamIndex && DefenderTeamIndex < 2) { return false; } // heroes can't trigger nodes if ( (UTPawn(B.Pawn) != None) && UTPawn(B.Pawn).IsHero() ) { return true; } BotVehicle = UTVehicle(B.Pawn); if (BotVehicle != None && BotVehicle.ImportantVehicle()) { Dist = VSize(BotVehicle.Location - Location); if (ReachedParkingSpot(BotVehicle) || (Dist < BotVehicle.ObjectiveGetOutDist && B.LineOfSightTo(self))) { if (BotVehicle.bKeyVehicle && BotVehicle.CanAttack(self)) { DeployableVehicle = B.GetDeployableVehicle(); if (DeployableVehicle != None && DeployableVehicle.DeployedState == EDS_Undeployed) { DeployableVehicle.SetTimer(0.01, false, 'ServerToggleDeploy'); } return true; } if ( DefenderTeamIndex == B.PlayerReplicationInfo.Team.TeamIndex || (B.Enemy != None && WorldInfo.TimeSeconds - B.LastSeenTime < 2) ) { return true; } // check if there's a passenger if (BotVehicle.Seats.length > 1) { for (i = 1; i < BotVehicle.Seats.length; i++) { if (BotVehicle.Seats[i].SeatPawn != None) { SquadMate = UTBot(BotVehicle.Seats[i].SeatPawn.Controller); if (SquadMate != None) { BotVehicle.Seats[i].SeatPawn.DriverLeave(false); return true; } } } } // check if there's another bot around to do it for (SquadMate = B.Squad.SquadMembers; SquadMate != None; SquadMate = SquadMate.NextSquadMember) { if ( SquadMate.Pawn != None && (UTVehicle(SquadMate.Pawn) == None || !UTVehicle(SquadMate.Pawn).ImportantVehicle()) && VSize(SquadMate.Pawn.Location - Location) < Dist + 2000.0 && SquadMate.RouteGoal == self ) { return true; } } } } return false; } /** Onslaught Objectives are considered critical if their health is < 20% of max */ simulated event bool IsCritical() { if ( Health < DamageCapacity * 0.2 ) { return true; } return false; } defaultproperties { bAssociatePlayerStarts=True Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTGameObjective:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTGameObjective:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTGameObjective:Sprite' ObjectArchetype=SpriteComponent'UTGame.Default__UTGameObjective:Sprite' End Object GoodSprite=Sprite Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'UTGame.Default__UTGameObjective:Sprite2' ObjectArchetype=SpriteComponent'UTGame.Default__UTGameObjective:Sprite2' End Object BadSprite=Sprite2 Components(0)=Sprite Components(1)=Sprite2 Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTGameObjective:Arrow' ObjectArchetype=ArrowComponent'UTGame.Default__UTGameObjective:Arrow' End Object Components(2)=Arrow Components(3)=CollisionCylinder Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTGameObjective:PathRenderer' ObjectArchetype=PathRenderingComponent'UTGame.Default__UTGameObjective:PathRenderer' End Object Components(4)=PathRenderer bStatic=False CollisionComponent=CollisionCylinder Name="Default__UTOnslaughtObjective" ObjectArchetype=UTGameObjective'UTGame.Default__UTGameObjective' } |
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