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

140 lines
2.9 KiB
Ucode

//Controller class for Gunner Pound ✓
class ControllerRangedPoundOS extends KFMonsterControllerOS;
var float WaitAnimTimeout;
var int AnimWaitChannel;
var name AnimWaitingFor;
function bool FireWeaponAt(Actor A)
{
if ( A == none )
A = Enemy;
if ( (A == none) || (Focus != A) )
return false;
Target = A;
if( (VSize(A.Location - Pawn.Location) >= ZombieRangedPoundOS(Pawn).MeleeRange + Pawn.CollisionRadius + Target.CollisionRadius) &&
ZombieRangedPoundOS(Pawn).LastChainGunTime - Level.TimeSeconds > 0 )
{
return false;
}
Monster(Pawn).RangedAttack(Target);
return false;
}
function TimedFireWeaponAtEnemy()
{
if ( (Enemy == none) || FireWeaponAt(Enemy) )
SetCombatTimer();
else
SetTimer(0.01, true);
}
state ZombieCharge
{
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();
}
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 SetWaitForAnimTimout(float NewWaitAnimTimeout, name AnimToWaitFor)
{
WaitAnimTimeout = NewWaitAnimTimeout;
AnimWaitingFor = AnimToWaitFor;
}
state WaitForAnim
{
Ignores SeePlayer,HearNoise,Timer,EnemyNotVisible,NotifyBump,Startle;
function WaitTimeout()
{
if( bUseFreezeHack )
{
if( Pawn!=none )
{
Pawn.AccelRate = Pawn.default.AccelRate;
Pawn.GroundSpeed = Pawn.default.GroundSpeed;
}
bUseFreezeHack = false;
}
AnimEnd(AnimWaitChannel);
}
event AnimEnd(int Channel)
{
Pawn.AnimEnd(Channel);
if ( !Monster(Pawn).bShotAnim )
WhatToDoNext(99);
}
function Tick( float Delta )
{
Global.Tick(Delta);
if( WaitAnimTimeout > 0 )
{
WaitAnimTimeout -= Delta;
if( WaitAnimTimeout <= 0 )
{
WaitAnimTimeout = 0;
WaitTimeout();
}
}
if( bUseFreezeHack )
{
MoveTarget = none;
MoveTimer = -1;
Pawn.Acceleration = vect(0,0,0);
Pawn.GroundSpeed = 1;
Pawn.AccelRate = 0;
}
}
function EndState()
{
super.EndState();
AnimWaitingFor = '';
}
}
defaultproperties
{
}