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UnrealI.Warlord


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//=============================================================================
// Warlord.
//=============================================================================
class Warlord expands ScriptedPawn;

#exec MESH IMPORT MESH=WarlordM ANIVFILE=MODELS\warlor_a.3D DATAFILE=MODELS\warlor_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordM X=0 Y=-300 Z=0 YAW=64 Roll=-64

#exec MESH SEQUENCE MESH=warlordM SEQ=All		STARTFRAME=0	NUMFRAMES=492
#exec MESH SEQUENCE MESH=warlordM SEQ=Breath		STARTFRAME=0	NUMFRAMES=8		RATE=6
#exec MESH SEQUENCE MESH=warlordM SEQ=Dead1		STARTFRAME=8    NUMFRAMES=26	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=TakeHit	STARTFRAME=8    NUMFRAMES=1
#exec MESH SEQUENCE MESH=warlordM SEQ=Fire		STARTFRAME=34   NUMFRAMES=15	RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=warlordM SEQ=Fighter	STARTFRAME=34	NUMFRAMES=1
#exec MESH SEQUENCE MESH=warlordM SEQ=Fly		STARTFRAME=49   NUMFRAMES=15	RATE=15	
#exec MESH SEQUENCE MESH=warlordM SEQ=FlyFire	STARTFRAME=64   NUMFRAMES=15	RATE=15  Group=MovingAttack
#exec MESH SEQUENCE MESH=warlordM SEQ=Land		STARTFRAME=79   NUMFRAMES=15	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Run		STARTFRAME=94   NUMFRAMES=10	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Strike		STARTFRAME=104  NUMFRAMES=15	RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=warlordM SEQ=TakeOff	STARTFRAME=119  NUMFRAMES=10	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Twirl		STARTFRAME=129  NUMFRAMES=40
#exec MESH SEQUENCE MESH=warlordM SEQ=Walk		STARTFRAME=169  NUMFRAMES=15	RATE=18
#exec MESH SEQUENCE MESH=warlordM SEQ=WalkFire	STARTFRAME=184  NUMFRAMES=15	RATE=18  Group=MovingAttack
#exec MESH SEQUENCE MESH=warlordM SEQ=Appear		STARTFRAME=199  NUMFRAMES=11 
#exec MESH SEQUENCE MESH=warlordM SEQ=FDodgeUp	STARTFRAME=210  NUMFRAMES=18	RATE=15	 Group=Dodge
#exec MESH SEQUENCE MESH=warlordM SEQ=FDodgeL	STARTFRAME=228  NUMFRAMES=15	RATE=15  Group=Dodge
#exec MESH SEQUENCE MESH=warlordM SEQ=FDodgeR	STARTFRAME=243  NUMFRAMES=15	RATE=15  Group=Dodge
#exec MESH SEQUENCE MESH=warlordM SEQ=GKick1		STARTFRAME=258  NUMFRAMES=15	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=GKick2		STARTFRAME=273  NUMFRAMES=15	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=GPunch1	STARTFRAME=288  NUMFRAMES=15	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=GPunch2	STARTFRAME=303  NUMFRAMES=15	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Grab		STARTFRAME=318  NUMFRAMES=18	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Laugh		STARTFRAME=336  NUMFRAMES=33	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Munch		STARTFRAME=369  NUMFRAMES=20	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Point		STARTFRAME=389  NUMFRAMES=28	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Teleport	STARTFRAME=417  NUMFRAMES=21	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Dead2A		STARTFRAME=438  NUMFRAMES=10	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Fall		STARTFRAME=448  NUMFRAMES=10	RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Dead2B		STARTFRAME=458  NUMFRAMES=34	RATE=15

#exec TEXTURE IMPORT NAME=JWarlord1 FILE=MODELS\warlord.PCX GROUP=Skins FLAGS=2
#exec MESHMAP SCALE MESHMAP=WarlordM X=0.17 Y=0.17 Z=0.34
#exec MESHMAP SETTEXTURE MESHMAP=warlordM NUM=1 TEXTURE=Jwarlord1

#exec MESH NOTIFY MESH=WarlordM SEQ=Dead1 TIME=0.78 FUNCTION=LandThump
#exec MESH NOTIFY MESH=WarlordM SEQ=Fly TIME=0.1 FUNCTION=Flap
#exec MESH NOTIFY MESH=WarlordM SEQ=FlyFire TIME=0.1 FUNCTION=Flap
#exec MESH NOTIFY MESH=WarlordM SEQ=TakeOff TIME=0.1 FUNCTION=Flap
#exec MESH NOTIFY MESH=WarlordM SEQ=Run TIME=0.25 FUNCTION=Step
#exec MESH NOTIFY MESH=WarlordM SEQ=Run TIME=0.75 FUNCTION=Step
#exec MESH NOTIFY MESH=WarlordM SEQ=Walk TIME=0.33 FUNCTION=Step
#exec MESH NOTIFY MESH=WarlordM SEQ=Walk TIME=0.83 FUNCTION=Step
#exec MESH NOTIFY MESH=WarlordM SEQ=WalkFire TIME=0.33 FUNCTION=Step
#exec MESH NOTIFY MESH=WarlordM SEQ=WalkFire TIME=0.83 FUNCTION=Step

#exec AUDIO IMPORT FILE="Sounds\WarLord\injur1W.WAV" NAME="injur1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\injur2W.WAV" NAME="injur2WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\aquire1W.WAV" NAME="acquire1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\DCry1W.WAV" NAME="DeathCry1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\fly1W.WAV" NAME="fly1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\roam1W.WAV" NAME="roam1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\threat1W.WAV" NAME="threat1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\breath1.WAV" NAME="breath1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\Titan\step1a.WAV" NAME="step1t" GROUP="Titan"
#exec AUDIO IMPORT FILE="Sounds\WarLord\laugh3b.WAV" NAME="laugh1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Generic\teleprt28.WAV" NAME="Teleport2" GROUP="Generic"

//FIXME - use TakeOff animation (maybe for falling start)

var() byte  StrikeDamage;
var() bool  bTeleportWhenHurt;
var float   LastDuckTime;

function PreSetMovement()
{
    bCanJump = true;
    bCanWalk = true;
    bCanSwim = false;
    bCanFly = true;
    MinHitWall = -0.6;
    bCanOpenDoors = true;
    bCanDoSpecial = true;
    bCanDuck = true;
}

function Died(pawn Killer, name damageType, vector HitLocation)
{
    if ( bTeleportWhenHurt )
    {
        Health = 1000;
        PlayAnim('Teleport');
        GotoState('Teleporting');
    }
    else
        Super.Died(Killer, damageType, HitLocation);
}

function TryToDuck(vector duckDir, bool bReversed)
{
    local vector HitLocation, HitNormal, Extent;
    local bool duckLeft, bSuccess;
    local actor HitActor;
    local float decision;

    //log("duck");
    if ( Level.TimeSeconds - LastDuckTime < 0.6 - 0.1 * skill )
        return; 
                
    duckLeft = !bReversed;

    Extent.X = CollisionRadius;
    Extent.Y = CollisionRadius;
    Extent.Z = CollisionHeight;

    if ( (Physics != PHYS_Flying) && (FRand() < 0.4) ) // try to duck up
    {
        HitActor = Trace(HitLocation, HitNormal, Location + vect(0,0,300), Location, false, Extent);
        if ( HitActor == None )
        {
            if ( FRand() < 0.7 )
                PlayAnim('Fly', 1.6, 0.1);
            else
                PlayAnim('FDodgeUp');
            SetPhysics(PHYS_Flying);
            Destination = Location  + vect(0,0,300);
            Velocity = AirSpeed * vect(0,0,1);
            LastDuckTime = Level.TimeSeconds;
            GotoState('TacticalMove', 'DoMove');                
            return;
        }
    }       
        
    HitActor = Trace(HitLocation, HitNormal, Location + 200 * duckDir, Location, false, Extent);
    bSuccess = ( HitActor == None );
    if ( !bSuccess )
    {
        duckLeft = !duckLeft;
        duckDir *= -1;
        HitActor = Trace(HitLocation, HitNormal, Location + 200 * duckDir, Location, false, Extent);
        bSuccess = ( HitActor == None );
    }
    if ( !bSuccess )
        return;
    
    LastDuckTime = Level.TimeSeconds;
    if ( FRand() < 0.7 )
        PlayAnim('Fly', 1.6, 0.1);
    else if ( duckLeft )
        PlayAnim('FDodgeL');
    else
        PlayAnim('FDodgeR');

    SetPhysics(PHYS_Flying);
    Destination = Location + 200 * duckDir;
    Velocity = AirSpeed * duckDir;
    GotoState('TacticalMove', 'DoMove');
}   

event Landed(vector HitNormal)
{
    SetPhysics(PHYS_Walking);
    if ( !IsAnimating() )
        PlayLanded(Velocity.Z);
    if (Velocity.Z < -1.4 * JumpZ)
        MakeNoise(-0.5 * Velocity.Z/(FMax(JumpZ, 150.0)));
    bJustLanded = true;
}

function Step()
{
    PlaySound(sound'step1t', SLOT_Interact);
}

function Flap()
{
    PlaySound(sound'fly1WL', SLOT_Interact);
}

function SetMovementPhysics()
{
    if (Enemy != None)
    {
        if (Physics == PHYS_None)
            SetPhysics(PHYS_Walking);
        else if ( Region.Zone.bWaterZone || (Physics != PHYS_Walking) )
            SetPhysics(PHYS_Flying);
    } 
    else if (Physics != PHYS_Falling)
        SetPhysics(PHYS_Walking);
}

singular function Falling()
{
    SetPhysics(PHYS_Flying);
}

function PlayWaiting()
{
    local float decision;

    if (AnimSequence == 'Land')
    {
        TweenAnim('Breath', 0.3);
        return;
    }

    PlaySound(sound'breath1WL', SLOT_Interact);
    if (FRand() < 0.9)
        LoopAnim('Breath', 0.2 + 0.7 * FRand());
    else
        LoopAnim('Twirl', 0.5 + 0.5 * FRand());
}

function PlayPatrolStop()
{
    if (Physics == PHYS_Flying)
        LoopAnim('Fly', 0.7);
    else
        PlayWaiting();
}

function PlayWaitingAmbush()
{
    PlayWaiting();
}

function PlayChallenge()
{
    if (Physics == PHYS_Flying)
        PlayAnim('Fly', 0.7, 0.1);
    else if ( FRand() < 0.5 )
    {
        PlaySound(sound'laugh1WL', SLOT_Talk);
        PlayAnim('Laugh', 0.7, 0.1);
    }
    else
        PlayAnim('Point', 0.7, 0.1);
}

function TweenToFighter(float tweentime)
{
    if (Physics == PHYS_Flying)
        TweenAnim('Fly', tweentime);
    else
        TweenAnim('Fighter', tweentime);
}

function TweenToRunning(float tweentime)
{
    if ( IsAnimating() && ((AnimSequence == 'WalkFire') || (AnimSequence == 'FlyFire')) )
        return;
    if (Physics == PHYS_Flying)
    {
        if ( (GetAnimGroup(AnimSequence) != 'Dodge') && ((AnimSequence != 'Fly') || !bAnimLoop) )
            TweenAnim('Fly', tweentime);
    }
    else if ( (AnimSequence != 'Run') || !bAnimLoop )
        TweenAnim('Run', tweentime);

}

function TweenToWalking(float tweentime)
{
    if (Physics == PHYS_Flying)
        TweenAnim('Fly', tweentime);
    else
        TweenAnim('Walk', tweentime);
}

function TweenToWaiting(float tweentime)
{
    PlayAnim('Land', 0.2 + 0.8 * FRand());
    SetPhysics(PHYS_Falling);
}

function TweenToPatrolStop(float tweentime)
{
    if (Physics == PHYS_Flying)
    {
        if (FRand() < 0.3)
        {
            SetPhysics(PHYS_Falling);
            PlayAnim('Land', 0.7);
        }
        else
            TweenAnim('Fly', tweentime);
    }
    else
        TweenAnim('Breath', tweentime);

}

function PlayRunning()
{
    if (Physics == PHYS_Walking)
        LoopAnim('Run', -1.0/GroundSpeed,, 0.4);
    else
        LoopAnim('Fly', -1.0/AirSpeed,, 0.4);
}

function PlayWalking()
{
    if (Physics == PHYS_Walking)
        LoopAnim('Walk', -1.4/GroundSpeed,, 0.4);
    else
        LoopAnim('Fly', -1.7/AirSpeed,, 0.4);
}

function PlayThreatening()
{
    if (Physics == PHYS_Walking)
        TweenAnim('Fighter', 0.3);
    else
        LoopAnim('Fly', 0.6);
}

function PlayTurning()
{
    if (Physics == PHYS_Walking)
        TweenAnim('Walk', 0.3);
    else
        LoopAnim('Fly');
}

function PlayDying(name DamageType, vector HitLocation)
{
    PlaySound(Die, SLOT_Talk);
    if ( Physics == PHYS_Flying )
        PlayAnim('Dead2A', 0.7, 0.12);
    else
        PlayAnim('Dead1', 0.7, 0.12);
}

function PlayTakeHit(float tweentime, vector HitLoc, int damage)
{
    TweenAnim('TakeHit', tweentime);
}

function TweenToFalling()
{
    TweenAnim('Fly', 0.2);
}

function PlayInAir()
{
    LoopAnim('Fly');
}

function PlayLanded(float impactVel)
{
    PlayAnim('Land');
}

function PlayVictoryDance()
{
    PlayAnim('Strike', 0.6, 0.1);
}
    
function PlayMeleeAttack()
{
    if (Physics == PHYS_Flying)
    {
        PlayRangedAttack();
        return;
    }
    PlayAnim('Strike');
    if ( MeleeDamageTarget(StrikeDamage, (StrikeDamage * 1000.0 * Normal(Target.Location - Location))) )
        PlaySound(Threaten, SLOT_Talk); 
}


function bool CanFireAtEnemy()
{
    local vector HitLocation, HitNormal,X,Y,Z, projStart, EnemyDir, EnemyUp;
    local actor HitActor;
    local rotator EnemyRot;
    local float EnemyDist;
        
    EnemyDir = Enemy.Location - Location;
    EnemyDist = VSize(EnemyDir);
    EnemyUp = Enemy.CollisionHeight * vect(0,0,0.9);
    if ( EnemyDist > 300 )
    {
        EnemyDir = 300 * EnemyDir/EnemyDist;
        EnemyUp = 300 * EnemyUp/EnemyDist;
    }
    
    GetAxes(Rotation,X,Y,Z);
    projStart = Location - 0.5 * CollisionRadius * Y;
    HitActor = Trace(HitLocation, HitNormal, 
                projStart + EnemyDir + EnemyUp,
                projStart , true);

    if ( (HitActor == None) || (HitActor == Enemy) 
            || ((Pawn(HitActor) != None) && (AttitudeTo(Pawn(HitActor)) <= ATTITUDE_Ignore)) )
        return true;

    HitActor = Trace(HitLocation, HitNormal, projStart + EnemyDir, projStart , true);

    return ( (HitActor == None) || (HitActor == Enemy) 
            || ((Pawn(HitActor) != None) && (AttitudeTo(Pawn(HitActor)) <= ATTITUDE_Ignore)) );
}

function PlayRangedAttack()
{
    local vector X,Y,Z, projStart;
    local rotator projRotation;
    if (Physics == PHYS_Flying)
        PlayAnim('FlyFire');
    else
        PlayAnim('Fire');
     
    GetAxes(Rotation,X,Y,Z);
    projStart = Location - 0.5 * CollisionRadius * Y;
    projRotation = AdjustAim(ProjectileSpeed, projStart, 0, bLeadTarget, bWarnTarget); 
    spawn(RangedProjectile ,self,'',projStart,projRotation);
}

function PlayMovingAttack()
{
    local vector X,Y,Z, projStart;
    local rotator projRotation;
    if (Physics == PHYS_Flying)
        PlayAnim('FlyFire');
    else
    {
        DesiredSpeed = 0.4;
        PlayAnim('WalkFire');
    }
    GetAxes(Rotation,X,Y,Z);
    projStart = Location - 0.5 * CollisionHeight * Y;
    projRotation = AdjustAim(ProjectileSpeed, projStart, 600, bLeadTarget, bWarnTarget); 
    if ( FRand() < 0.5 )
    {
        if (FRand() < 0.5)
            projRotation.Yaw += 3072; 
        else
            projRotation.Yaw -= 3072; 
    }
    spawn(RangedProjectile ,self,'',projStart,projRotation);
}

State Charging
{
    function HitWall(vector HitNormal, actor Wall)
    {
        if ( (Physics == PHYS_Flying) && (HitNormal.Z > 0.7) )
        {
            SetPhysics(PHYS_Walking);
            return;
        }
        Super.HitWall(HitNormal, Wall);
    }

    function BeginState()
    {
        local vector HitLocation, HitNormal;
        local actor HitActor;

        if ( (Enemy.Location.Z > Location.Z + MaxStepHeight) || (FRand() < 0.3) )
        {
            Velocity.Z = 400;
            SetPhysics(PHYS_Flying);
        }
        else if ( !Region.Zone.bWaterZone )
        {   
            HitActor = Trace(HitLocation, HitNormal, Location - 2 * CollisionHeight * vect(0,0,1), Location, true);
            if (HitActor == Level)
                SetPhysics(PHYS_Falling);
        }               
        Super.BeginState();
    }
}

State TacticalMove
{
    function HitWall(vector HitNormal, actor Wall)
    {
        if (HitNormal.Z > 0.7)
        {
            SetPhysics(PHYS_Walking);
            return;
        }
        Focus = Destination;
        if (PickWallAdjust())
            GotoState('TacticalMove', 'AdjustFromWall');
        else
        {
            DesiredRotation = Rotator(Enemy.Location - location);
            GotoState('Attacking');
        }
    }

    function BeginState()
    {
        local vector HitLocation, HitNormal;
        local actor HitActor;

        if ( (FRand() < 0.3) || 
                (Enemy.Location.Z - Location.Z) > MaxStepHeight + 2 * (CollisionHeight - Enemy.CollisionHeight) )
        {
            Velocity.Z = 400;
            SetPhysics(PHYS_Flying);
        }
        else if ( !Region.Zone.bWaterZone )
        {   
            HitActor = Trace(HitLocation, HitNormal, Location - 2 * CollisionHeight * vect(0,0,1), Location, true);
            if (HitActor == Level)
                SetPhysics(PHYS_Falling);
        }               
        Super.BeginState();
    }

}

State Teleporting
{
ignores TakeDamage, SeePlayer, EnemyNotVisible, HearNoise, KilledBy, Bump, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, Falling, WarnTarget, Died;

    function Tick(float DeltaTime)
    {
        local Actor A;

        ScaleGlow -= 3 * DeltaTime;
        if ( ScaleGlow < 0.3 )
        {
            PlaySound(sound'Teleport2',, 8.0);
            if ( Event != '' )
                ForEach AllActors( class'Actor', A, Event )
                    A.Trigger( Self, Enemy );
            Destroy();
        }
    }

    function BeginState()
    {
        bStasis = false;
        SetPhysics(PHYS_None);
        Disable('Tick');
    }
        
Begin:
    FinishAnim();
    Style = STY_Translucent;
    bUnlit = true;
    ScaleGlow = 2.0;
    Enable('Tick');
}

state Mutilating
{
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
    }

    function Bump(actor Other)
    {
        if ( Other.IsA('Pawn') && Pawn(Other).bIsPlayer )
            GotoState('Mutilating', 'FinalSequence');
    }
    
    function EnemyAcquired()
    {
        GotoState('Mutilating', 'FinalSequence');
    }
    
    function AnimEnd()
    {
        local float decision;

        decision = FRand();
        if ( AnimSequence == 'Grab' )
            PlayAnim('Munch', 0.3 + 0.7 * FRand());
        else if ( decision < 0.2 )
            PlayAnim('GKick1', 0.3 + 0.7 * FRand());
        else if ( decision < 0.4 )
            PlayAnim('GKick2', 0.3 + 0.7 * FRand());
        else if ( decision < 0.6 )
            PlayAnim('GPunch1', 0.3 + 0.7 * FRand());
        else if ( decision < 0.8 )
            PlayAnim('GPunch2', 0.3 + 0.7 * FRand());
        else
            PlayAnim('Grab', 0.3 + 0.7 * FRand());
    }
 
    function Landed(vector HitNormal)
    {
        SetPhysics(PHYS_None);
    }

    function BeginState()
    {
        Enemy = None;
        Acceleration = vect(0,0,0);
        SetAlertness(0.0);
        Health = 100000;
    }

FinalSequence:
    Disable('AnimEnd');
    PlayTurning();
    TurnToward(Enemy);
    PlayAnim('Point', 0.7, 0.15);
    FinishAnim();
    PlaySound(sound'laugh1WL', SLOT_Talk);
    PlayAnim('Laugh', 0.7);
    FinishAnim();
    GotoState('Attacking');
Begin:
    TweenToWaiting(0.2);
    bReadyToAttack = false;
    DesiredRotation = rot(0,0,0);
    DesiredRotation.Yaw = Rotation.Yaw;
    SetRotation(DesiredRotation);
    if (Physics != PHYS_Falling) 
        SetPhysics(PHYS_None);
}

defaultproperties
{
     StrikeDamage=40
     CarcassType=Class'UnrealI.WarlordCarcass'
     Aggressiveness=0.500000
     RefireRate=0.700000
     WalkingSpeed=0.250000
     bHasRangedAttack=True
     bMovingRangedAttack=True
     bIsBoss=True
     RangedProjectile=Class'UnrealI.WarlordRocket'
     Acquire=Sound'UnrealI.WarLord.acquire1WL'
     Fear=Sound'UnrealI.WarLord.threat1WL'
     Roam=Sound'UnrealI.WarLord.roam1WL'
     Threaten=Sound'UnrealI.WarLord.threat1WL'
     bCanStrafe=True
     MeleeRange=70.000000
     GroundSpeed=440.000000
     AirSpeed=440.000000
     AccelRate=1500.000000
     SightRadius=3000.000000
     Health=1100
     ReducedDamageType=exploded
     Intelligence=BRAINS_HUMAN
     HitSound1=Sound'UnrealI.WarLord.injur1WL'
     HitSound2=Sound'UnrealI.WarLord.injur2WL'
     Die=Sound'UnrealI.WarLord.DeathCry1WL'
     CombatStyle=0.500000
     NameArticle=" the "
     DrawType=DT_Mesh
     Mesh=Mesh'UnrealI.WarlordM'
     TransientSoundVolume=12.000000
     CollisionRadius=52.000000
     CollisionHeight=78.000000
     Mass=1000.000000
}

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Class file time: Sun 21/2/2010 23:48:40.000 - Creation time: Sun 21/2/2010 23:49:54.379 - Created with UnCodeX