109 lines
3.8 KiB
Ucode
109 lines
3.8 KiB
Ucode
// Code originally was taken from Scary Ghost's Super Zombies mutator
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class ZombieBloat_GRITTIER extends ZombieBloat;
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#exec OBJ LOAD FILE=ScrnZedPack_T.utx
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var bool bAmIBarfing;
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var float NextExtraBileTime;
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function TakeDamage(int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector momentum, class<DamageType> DamType, optional int HitIndex)
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{
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if (InstigatedBy == none || class<KFWeaponDamageType>(DamType) == none)
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Super(Monster).TakeDamage(Damage, instigatedBy, hitLocation, momentum, DamType); // skip NONE-reference error
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else
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Super(KFMonster).TakeDamage(Damage, instigatedBy, hitLocation, momentum, DamType);
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}
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simulated function Tick(float DeltaTime)
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{
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super.Tick(DeltaTime);
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if( bAmIBarfing && !bDecapitated && Level.TimeSeconds > NextExtraBileTime ) {
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SpawnTwoShots();
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NextExtraBileTime = Level.TimeSeconds + default.NextExtraBileTime;
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}
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}
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function Touch(Actor Other)
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{
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super.Touch(Other);
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if (Other.IsA('ShotgunBullet')) {
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ShotgunBullet(Other).Damage= 0;
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}
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}
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function RangedAttack(Actor A)
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{
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local int LastFireTime;
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if ( bShotAnim )
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return;
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if ( Physics == PHYS_Swimming ) {
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SetAnimAction('Claw');
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bShotAnim = true;
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LastFireTime = Level.TimeSeconds;
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}
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else if ( VSize(A.Location - Location) < MeleeRange + CollisionRadius + A.CollisionRadius ) {
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bShotAnim = true;
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LastFireTime = Level.TimeSeconds;
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SetAnimAction('Claw');
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//PlaySound(sound'Claw2s', SLOT_Interact); KFTODO: Replace this
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Controller.bPreparingMove = true;
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Acceleration = vect(0,0,0);
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}
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else if ( (KFDoorMover(A) != none || VSize(A.Location-Location) <= 250) && !bDecapitated ) {
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bShotAnim = true;
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SetAnimAction('ZombieBarfMoving');
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RunAttackTimeout = GetAnimDuration('ZombieBarf', 1.0);
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bMovingPukeAttack=true;
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// Randomly send out a message about Bloat Vomit burning(3% chance)
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if ( FRand() < 0.03 && KFHumanPawn(A) != none && PlayerController(KFHumanPawn(A).Controller) != none ) {
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PlayerController(KFHumanPawn(A).Controller).Speech('AUTO', 7, "");
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}
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}
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}
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//ZombieBarf animation triggers this
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function SpawnTwoShots() {
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super.SpawnTwoShots();
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bAmIBarfing= true;
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}
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simulated function AnimEnd(int Channel) {
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local name Sequence;
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local float Frame, Rate;
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GetAnimParams( ExpectingChannel, Sequence, Frame, Rate );
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super.AnimEnd(Channel);
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if(Sequence == 'ZombieBarf')
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bAmIBarfing= false;
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}
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defaultproperties
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{
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NextExtraBileTime=1.000000
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BileExplosion=Class'KFMod.BileExplosion'
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BileExplosionHeadless=Class'KFMod.BileExplosionHeadless'
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MoanVoice=SoundGroup'KF_EnemiesFinalSnd.Bloat.Bloat_Talk'
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MeleeAttackHitSound=SoundGroup'KF_EnemiesFinalSnd.Bloat.Bloat_HitPlayer'
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JumpSound=SoundGroup'KF_EnemiesFinalSnd.Bloat.Bloat_Jump'
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DetachedArmClass=Class'KFChar.SeveredArmBloat'
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DetachedLegClass=Class'KFChar.SeveredLegBloat'
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DetachedHeadClass=Class'KFChar.SeveredHeadBloat'
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HeadHealth=50.000000
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HitSound(0)=SoundGroup'KF_EnemiesFinalSnd.Bloat.Bloat_Pain'
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DeathSound(0)=SoundGroup'KF_EnemiesFinalSnd.Bloat.Bloat_Death'
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ChallengeSound(0)=SoundGroup'KF_EnemiesFinalSnd.Bloat.Bloat_Challenge'
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ChallengeSound(1)=SoundGroup'KF_EnemiesFinalSnd.Bloat.Bloat_Challenge'
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ChallengeSound(2)=SoundGroup'KF_EnemiesFinalSnd.Bloat.Bloat_Challenge'
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ChallengeSound(3)=SoundGroup'KF_EnemiesFinalSnd.Bloat.Bloat_Challenge'
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MenuName="Bloat.se"
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AmbientSound=Sound'KF_BaseBloat.Bloat_Idle1Loop'
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Mesh=SkeletalMesh'KF_Freaks_Trip.Bloat_Freak'
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Skins(0)=Combiner'ScrnZedPack_T.bloat_grittier.bloat_grittier_cmb'
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}
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