rott/kf_sources/KFOldSchoolZeds/Classes/ControllerFleshpoundOS.uc
2026-07-14 20:27:09 +07:00

208 lines
4.7 KiB
Ucode

//Controller class for Fleshpound ✓
class ControllerFleshpoundOS extends KFMonsterControllerOS;
var float RageAnimTimeout;
var bool bDoneSpottedCheck;
var float RageFrustrationTimer;
var float RageFrustrationThreshhold;
var bool bEnableOldFleshpoundBehavior;
state ZombieHunt
{
event SeePlayer(Pawn SeenPlayer)
{
if ( !bDoneSpottedCheck && PlayerController(SeenPlayer.Controller) != none )
{
if ( !KFGameType(Level.Game).bDidSpottedFleshpoundMessage && FRand() < 0.25 )
{
PlayerController(SeenPlayer.Controller).Speech('AUTO', 12, "");
KFGameType(Level.Game).bDidSpottedFleshpoundMessage = true;
}
bDoneSpottedCheck = true;
}
super.SeePlayer(SeenPlayer);
}
}
function TimedFireWeaponAtEnemy()
{
if ( (Enemy == none) || FireWeaponAt(Enemy) )
SetCombatTimer();
else
SetTimer(0.01, true);
}
state SpinAttack
{
ignores EnemyNotVisible;
function GetOutOfTheWayOfShot(vector ShotDirection, vector ShotOrigin){}
function DoSpinDamage()
{
local Actor A;
foreach CollidingActors(class'actor', A, (ZombieFleshpoundOS(pawn).MeleeRange * 1.5)+pawn.CollisionRadius, pawn.Location)
ZombieFleshpoundOS(pawn).SpinDamage(A);
}
Begin:
WaitForAnim:
While( KFM.bShotAnim )
{
Sleep(0.1);
DoSpinDamage();
}
WhatToDoNext(152);
if ( bSoaking )
SoakStop("STUCK IN SPINATTACK!!!");
}
state ZombieCharge
{
function Tick( float Delta )
{
local ZombieFleshpoundOS ZFP;
Global.Tick(Delta);
if( RageFrustrationTimer < RageFrustrationThreshhold && !bEnableOldFleshpoundBehavior )
{
RageFrustrationTimer += Delta;
if( RageFrustrationTimer >= RageFrustrationThreshhold )
{
ZFP = ZombieFleshpoundOS(Pawn);
if( ZFP != none && !ZFP.bChargingPlayer )
{
ZFP.StartCharging();
ZFP.bFrustrated = true;
}
}
}
}
function bool StrafeFromDamage(float Damage, class<DamageType> DamageType, bool bFindDest)
{
return false;
}
function bool TryStrafe(vector sideDir)
{
return false;
}
function Timer()
{
Disable('NotifyBump');
Target = Enemy;
TimedFireWeaponAtEnemy();
}
function BeginState()
{
super.BeginState();
if(!bEnableOldFleshpoundBehavior)
{
RageFrustrationThreshhold = default.RageFrustrationThreshhold + (Frand() * 5);
RageFrustrationTimer = 0;
}
}
WaitForAnim:
if ( Monster(Pawn).bShotAnim )
{
Goto('Moving');
}
if ( !FindBestPathToward(Enemy, false,true) )
GotoState('ZombieRestFormation');
Moving:
MoveToward(Enemy);
WhatToDoNext(17);
if ( bSoaking )
SoakStop("STUCK IN CHARGING!");
}
function SetPoundRageTimout(float NewRageTimeOut)
{
RageAnimTimeout = NewRageTimeOut;
}
state WaitForAnim
{
Ignores SeePlayer,HearNoise,Timer,EnemyNotVisible,NotifyBump;
function GetOutOfTheWayOfShot(vector ShotDirection, vector ShotOrigin){}
function BeginState()
{
bUseFreezeHack = false;
}
function RageTimeout()
{
if( bUseFreezeHack )
{
if( Pawn!=none )
{
Pawn.AccelRate = Pawn.default.AccelRate;
Pawn.GroundSpeed = Pawn.default.GroundSpeed;
}
bUseFreezeHack = false;
AnimEnd(0);
}
}
function Tick( float Delta )
{
Global.Tick(Delta);
if( RageAnimTimeout > 0 )
{
RageAnimTimeout -= Delta;
if( RageAnimTimeout <= 0 )
{
RageAnimTimeout = 0;
RageTimeout();
}
}
if( bUseFreezeHack )
{
MoveTarget = none;
MoveTimer = -1;
Pawn.Acceleration = vect(0,0,0);
Pawn.GroundSpeed = 1;
Pawn.AccelRate = 0;
}
}
function EndState()
{
if( Pawn!=none )
{
Pawn.AccelRate = Pawn.default.AccelRate;
Pawn.GroundSpeed = Pawn.default.GroundSpeed;
}
bUseFreezeHack = false;
}
Begin:
While( KFM.bShotAnim )
{
Sleep(0.15);
}
WhatToDoNext(99);
}
defaultproperties
{
RageFrustrationThreshhold=10.000000
}