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UnrealI.Tentacle


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//=============================================================================
// Tentacle.
//=============================================================================
class Tentacle expands ScriptedPawn;

#exec MESH IMPORT MESH=Tentacle1 ANIVFILE=MODELS\tentcl_a.3D DATAFILE=MODELS\tentcl_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Tentacle1 X=00 Y=330 Z=00 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=Tentacle1 SEQ=All    STARTFRAME=0   NUMFRAMES=156 RATE=15
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=Curl   STARTFRAME=0   NUMFRAMES=18  RATE=15 Group=Hiding
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=Dead1  STARTFRAME=18  NUMFRAMES=25  RATE=15
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=Dead1Land STARTFRAME=43  NUMFRAMES=3 RATE=15
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=Dead2  STARTFRAME=46  NUMFRAMES=11  RATE=15
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=Hide   STARTFRAME=57  NUMFRAMES=1            Group=Hiding
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=Move1  STARTFRAME=58  NUMFRAMES=10
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=Move2  STARTFRAME=68  NUMFRAMES=10
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=Shoot  STARTFRAME=78  NUMFRAMES=15  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=Smack  STARTFRAME=93  NUMFRAMES=30  Group=Attack
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=Uncurl STARTFRAME=123 NUMFRAMES=18  RATE=15
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=Fighter  STARTFRAME=141 NUMFRAMES=1  RATE=15
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=Waver  STARTFRAME=141 NUMFRAMES=15  RATE=15
#exec MESH SEQUENCE MESH=Tentacle1 SEQ=TakeHit STARTFRAME=132 NUMFRAMES=1 

#exec TEXTURE IMPORT NAME=JTentacle1 FILE=MODELS\Tentacle.PCX GROUP="Skins" 
#exec MESHMAP SCALE MESHMAP=Tentacle1 X=0.15 Y=0.15 Z=0.3
#exec MESHMAP SETTEXTURE MESHMAP=Tentacle1 NUM=1 TEXTURE=JTentacle1

#exec MESH NOTIFY MESH=Tentacle1 SEQ=Dead1 TIME=0.96 FUNCTION=Drop
#exec MESH NOTIFY MESH=Tentacle1 SEQ=Smack TIME=0.6 FUNCTION=SmackTarget

#exec AUDIO IMPORT FILE="Sounds\Tentacle\injured1.WAV" NAME="injured1tn" GROUP="Tentacle"
#exec AUDIO IMPORT FILE="Sounds\Tentacle\injured2.WAV" NAME="injured2tn" GROUP="Tentacle"
#exec AUDIO IMPORT FILE="Sounds\Tentacle\yell1.WAV" NAME="yell1tn" GROUP="Tentacle"
#exec AUDIO IMPORT FILE="Sounds\Tentacle\yell2.WAV" NAME="yell2tn" GROUP="Tentacle"
#exec AUDIO IMPORT FILE="Sounds\Tentacle\waver1.WAV" NAME="waver1tn" GROUP="Tentacle"
#exec AUDIO IMPORT FILE="Sounds\Tentacle\splat2.WAV" NAME="splat2tn" GROUP="Tentacle"
#exec AUDIO IMPORT FILE="Sounds\Tentacle\death2a.WAV" NAME="death2tn" GROUP="Tentacle"
#exec AUDIO IMPORT FILE="Sounds\Tentacle\strike2.WAV" NAME="strike2tn" GROUP="Tentacle"
#exec AUDIO IMPORT FILE="Sounds\Tentacle\mebax.WAV" NAME="curltn" GROUP="Tentacle"

//-----------------------------------------------------------------------------
// Tentacle variables.

// Attack damage.
var() int WhipDamage; // Damage done by whipping.

var(Sounds) sound mebax;
var(Sounds)  sound whip;
var(Sounds) sound Smack;

//-----------------------------------------------------------------------------
// Tentacle functions.

function PostBeginPlay()
{
    Super.PostBeginPlay();
    bLeadTarget = bLeadTarget && (FRand() > 0.5);
}

function WhatToDoNext(name LikelyState, name LikelyLabel)
{
    bQuiet = false;
    GotoState('Waiting');
}

function eAttitude AttitudeToCreature(Pawn Other)
{
    if ( Other.IsA('Tentacle') )
        return ATTITUDE_Friendly;
    else if ( Other.IsA('ScriptedPawn') )
        return ATTITUDE_Hate;
    else
        return ATTITUDE_Ignore;
}

simulated function AddVelocity( vector NewVelocity )
{
    if (Physics == PHYS_Rotating)
        Velocity = vect(0,0,0);
    else
        Velocity += NewVelocity;
}

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

function bool CanFireAtEnemy()
{
    local vector HitLocation, HitNormal, EnemyDir, projStart, EnemyUp;
    local actor HitActor;
    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;
    }
        
    projStart = Location + CollisionHeight * vect(0,0,-1.2);
    
    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 SetMovementPhysics()
{
    if (Region.Zone.bWaterZone)
        SetPhysics(PHYS_Swimming);
    else
        SetPhysics(PHYS_Rotating); 
}

function bool SetEnemy( Pawn NewEnemy )
{
    local bool result;

    bCanWalk = true; //even though can't move, still acquire enemies
    result = Super.SetEnemy(NewEnemy);
    bCanWalk = false;
    return result;
}

function Drop()
{
    //implemented in TentacleCarcass
}

singular function Falling()
{
    SetMovementPhysics();
}

function PlayWaiting()
{
    TweenAnim('Hide', 5.0);
}

function PlayPatrolStop()
{
    TweenAnim('Hide', 5.0);
}

function PlayWaitingAmbush()
{
    TweenAnim('Hide', 5.0);
}

function PlayChallenge()
{
    if ( GetAnimGroup(AnimSequence) == 'Hiding')
    {
        PlaySound(Mebax, SLOT_Interact);
        PlayAnim('Uncurl', 0.6, 0.2);
    }
    else
        PlayAnim('Waver', 1.0, 0.1);
}

function TweenToFighter(float tweentime)
{
    if ( GetAnimGroup(AnimSequence) == 'Hiding')
    {
        PlaySound(Mebax, SLOT_Interact);
        PlayAnim('Uncurl', 0.6, 0.2);
    }
    else
        TweenAnim('Waver', tweentime);
}

function TweenToRunning(float tweentime)
{
    if ( GetAnimGroup(AnimSequence) == 'Hiding')
    {
        PlaySound(Mebax, SLOT_Interact);
        PlayAnim('Uncurl', 0.6, 0.2);
    }
    else if ( (AnimSequence != 'Move2') || !bAnimLoop )
        TweenAnim('Move2', tweentime);
}

function TweenToWalking(float tweentime)
{
    if ( GetAnimGroup(AnimSequence) == 'Hiding')
    {
        PlaySound(Mebax, SLOT_Interact);
        PlayAnim('Uncurl', 0.6, 0.2);
    }
    else if ( (AnimSequence != 'Move1') || !bAnimLoop )
        TweenAnim('Move1', tweentime);
}

function TweenToWaiting(float tweentime)
{
    if ( GetAnimGroup(AnimSequence) != 'Hiding')
    {
        PlaySound(Mebax, SLOT_Interact);
        PlayAnim('Curl', 0.6, 0.2);
    }
}

function TweenToPatrolStop(float tweentime)
{
    if ( GetAnimGroup(AnimSequence) == 'Hiding')
    {
        PlaySound(Mebax, SLOT_Interact);
        PlayAnim('Uncurl', 0.6, 0.2);
    }
    else TweenAnim('Waver', tweentime);
}

function PlayRunning()
{
    LoopAnim('Move2', 1.0,, 0.4);
}

function PlayWalking()
{
    LoopAnim('Move1', 1.0,, 0.4);
}

function PlayThreatening()
{
    if ( FRand() < 0.8 )
        PlayAnim('Waver', 0.4);
    else
        PlayAnim('Smack', 0.4);
}

function PlayTurning()
{
    if ( GetAnimGroup(AnimSequence) == 'Hiding')
    {
        PlaySound(Mebax, SLOT_Interact);
        PlayAnim('Uncurl', 0.6, 0.2);
    }
    else
        LoopAnim('Waver');
}

function PlayDying(name DamageType, vector HitLocation)
{
    PlaySound(Die, SLOT_Talk, 3 * TransientSoundVolume);
    if ( Velocity.Z > 200 )
        PlayAnim('Dead2', 0.7, 0.1);
    else
    {
        PlayAnim('Dead1', 0.7, 0.1);
        SetPhysics(PHYS_None);
    }
}

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

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

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

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


function PlayVictoryDance()
{
    PlaySound(whip, SLOT_Interact);
    PlayAnim('Smack', 0.6, 0.1);
}
    
function PlayMeleeAttack()
{
    PlaySound(whip, SLOT_Interact);
    PlayAnim('Smack');
}

function SmackTarget()
{
    if ( MeleeDamageTarget(WhipDamage, (WhipDamage * 1000 * Normal(Target.Location - Location))) )
        PlaySound(Smack, SLOT_Interact);        
}

function PlayRangedAttack()
{
    local vector projStart;

    MakeNoise(1.0); 
    projStart = Location + CollisionHeight * vect(0,0,-1.2);
    spawn(RangedProjectile ,self,'',projStart,AdjustAim(ProjectileSpeed, projStart, 900, bLeadTarget, bWarnTarget));
    PlayAnim('Shoot');
}


state Attacking
{
ignores SeePlayer, HearNoise, Bump, HitWall;

    function ChooseAttackMode()
    {
        if (Physics == PHYS_Swimming)
        {
            Super.ChooseAttackMode();
            return;
        }
            
        if ((Enemy == None) || (Enemy.Health <= 0))
        {
            if ((OldEnemy != None) && (OldEnemy.Health > 0)) 
                {
                Enemy = OldEnemy;
                OldEnemy = None;
                }
            else
            {
                 GotoState('Waiting');
                 return;
            }
        }
            
        if (!LineOfSightTo(Enemy))
            GotoState('StakeOut');
        else
            GotoState('RangedAttack');
    }
}

state StakeOut
{
ignores EnemyNotVisible; 

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
        if ( health <= 0 )
            return;
        if (NextState == 'TakeHit')
        {
            NextState = 'Attacking';
            NextLabel = 'Begin';
            GotoState('TakeHit'); 
        }
    }

Begin:
    PlayChallenge();
    TurnTo(LastSeenPos);
HangOut:
    if ( bHasRangedAttack && bClearShot && (FRand() < 0.5) && (VSize(Enemy.Location - LastSeenPos) < 100) && CanStakeOut() )
        PlayRangedAttack();
    FinishAnim();
    PlayChallenge();
    Sleep(1 + FRand());
    if ( FRand() < 0.1 )
        GotoState('Waiting');
    else
        LoopAnim('Waver');
    Goto('HangOut');
}

state Acquisition
{
 
PlayOut:
    FinishAnim();
        
Begin:
    PlayTurning();
    FinishAnim();
    GotoState('Attacking');
}

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Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:47.312 - Created with UnCodeX