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Bot.uc
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Bot.uc
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//=============================================================================
// Bot.
//=============================================================================
class Bot expands Pawn
abstract;
var(Pawn) class<carcass> CarcassType;
// Advanced AI attributes.
var(Orders) name Orders; //orders a bot is carrying out
var(Orders) name OrderTag; // tag of object referred to by orders
var actor OrderObject; // object referred to by orders (if applicable)
var(Combat) float TimeBetweenAttacks; // seconds - modified by difficulty
var name NextAnim; // used in states with multiple, sequenced animations
var(Combat) float Aggressiveness; //0.0 to 1.0 (typically)
var float BaseAggressiveness;
var Pawn OldEnemy;
var int numHuntPaths;
var vector HidingSpot;
var float WalkingSpeed;
var(Combat) float RefireRate;
var float StrafingAbility;
//AI flags
var bool bReadyToAttack; // can attack again
var bool bCanFire; //used by TacticalMove and Charging states
var bool bCanDuck;
var bool bStrafeDir;
var(Combat) bool bLeadTarget; // lead target with projectile attack
var bool bSpecialGoal;
var bool bChangeDir; // tactical move boolean
var bool bFiringPaused;
var bool bComboPaused;
var bool bSpecialPausing;
var bool bGreenBlood;
var bool bFrustrated;
var bool bNoShootDecor;
var bool bGathering;
var bool bCamping;
var config bool bVerbose; //for debugging
var bool bWantsToCamp;
var bool bWallAdjust;
var bool bCanTranslocate;
var bool bInitLifeMessage;
var bool bNoClearSpecial;
var bool bStayFreelance;
var bool bNovice;
var bool bThreePlus; // high skill novice
var bool bKamikaze;
var bool bClearShot;
var bool bQuickFire; // fire quickly as moving in and out of cover
var bool bDevious;
var bool bDumbDown; // dumb down team AI
var bool bJumpy;
var bool bHasImpactHammer;
var bool bImpactJumping;
var bool bSniping;
var bool bFireFalling;
var bool bLeading;
var bool bSpecialAmbush;
var bool bCampOnlyOnce;
var bool bPowerPlay;
var bool bBigJump;
var bool bTacticalDir; // used during movement between pathnodes
var bool bNoTact;
var bool bMustHunt;
var bool bIsCrouching;
var Weapon EnemyDropped;
var float LastInvFind;
var class<Weapon> FavoriteWeapon;
var float Accuracy;
var vector WanderDir;
var name LastPainAnim;
var float LastPainTime;
var float LastAcquireTime;
var(Sounds) sound drown;
var(Sounds) sound breathagain;
var(Sounds) sound Footstep1;
var(Sounds) sound Footstep2;
var(Sounds) sound Footstep3;
var(Sounds) sound HitSound3;
var(Sounds) sound HitSound4;
var(Sounds) Sound Deaths[6];
var(Sounds) sound GaspSound;
var(Sounds) sound UWHit1;
var(Sounds) sound UWHit2;
var(Sounds) sound LandGrunt;
var(Sounds) sound JumpSound;
var name OldMessageType;
var int OldMessageID;
var float PointDied;
var float CampTime;
var float CampingRate;
var float LastCampCheck;
var float LastAttractCheck;
var Ambushpoint AmbushSpot;
var AlternatePath AlternatePath; //used by game AI for team games with bases
var Actor RoamTarget, ImpactTarget;
var float Rating;
var int FaceSkin;
var int FixedSkin;
var int TeamSkin1;
var int TeamSkin2;
var string DefaultSkinName;
var string DefaultPackage;
var float BaseAlertness;
var Translocator MyTranslocator;
var PlayerPawn SupportingPlayer;
var NavigationPoint BlockedPath;
var vector RealLastSeenPos;
var float TacticalOffset;
// for debugging
var string GoalString;
// HUD status
var texture StatusDoll, StatusBelt;
// allowed voices
var string VoicePackMetaClass;
function PreBeginPlay()
{
bIsPlayer = true;
Super.PreBeginPlay();
if (Orders == '')
Orders = 'FreeLance';
}
// called when using movetoward with bAdvancedTactics true to temporarily modify destination
event AlterDestination()
{
local float dir, dist;
dist = VSize(Destination - Location);
if ( dist < 120 )
{
bAdvancedTactics = false;
return;
}
if ( bNoTact )
return;
if ( bTacticalDir )
Dir = 1;
else
Dir = -1;
Destination = Destination + 1.2 * Dir * dist * Normal((Destination - Location) Cross vect(0,0,1));
}
// Mover has notifies pawn that pawn is underneath it
function UnderLift(Mover M)
{
local NavigationPoint N;
// find nearest lift exit and go for that
if ( (MoveTarget != None) && MoveTarget.IsA('LiftCenter') )
for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
if ( N.IsA('LiftExit') && (LiftExit(N).LiftTag == M.Tag)
&& ActorReachable(N) )
{
MoveTarget = N;
return;
}
}
simulated function PostBeginPlay()
{
if ( class'GameInfo'.Default.bVeryLowGore )
bGreenBlood = true;
InitRating();
Super.PostBeginPlay();
if ( Level.NetMode != NM_DedicatedServer )
Shadow = Spawn(class'PlayerShadow',self);
}
function StartMatch();
function StopFiring()
{
bFire = 0;
bAltFire = 0;
SetTimer((0.5 + 0.5 * FRand()) * TimeBetweenAttacks, false);
}
function ShootTarget(Actor NewTarget);
function InitRating()
{
if ( !Level.Game.IsA('DeathMatchPlus') )
return;
Rating = 1000 + 400 * skill;
if ( DeathMatchPlus(Level.Game).bNoviceMode )
Rating -= 500;
}
function float GetRating()
{
return Rating;
}
function PlayLookAround()
{
PlayWaiting();
}
function PlayWaving()
{
TweenToWaiting(0.4);
}
function PlayFlip()
{
PlayAnim('Flip', 1.35 * FMax(0.35, Region.Zone.ZoneGravity.Z/Region.Zone.Default.ZoneGravity.Z), 0.06);
}
singular event BaseChange()
{
local actor HitActor;
local vector HitNormal, HitLocation;
if ( Mover(Base) != None )
{
// handle shootable secret floors
if ( Mover(Base).bDamageTriggered && !Mover(Base).bOpening
&& (MoveTarget != None) )
{
HitActor = Trace(HitLocation, HitNormal, MoveTarget.Location, Location, true);
if ( HitActor == Base )
{
Target = Base;
bShootSpecial = true;
FireWeapon();
bFire = 0;
bAltFire = 0;
Base.Trigger(Base, Self);
bShootSpecial = false;
}
}
}
else
Super.BaseChange();
}
function YellAt(Pawn Moron)
{
local float Threshold;
if ( Enemy == None )
Threshold = 0.4;
else
Threshold = 0.7;
if ( FRand() < Threshold )
return;
SendTeamMessage(None, 'FRIENDLYFIRE', Rand(class<ChallengeVoicePack>(PlayerReplicationInfo.VoiceType).Default.NumFFires), 5);
}
function bool AddInventory( inventory NewItem )
{
local bool Result;
Result = Super.AddInventory(NewItem);
if ( NewItem.IsA('Translocator') )
MyTranslocator = Translocator(NewItem);
return Result;
}
function HaltFiring()
{
bCanFire = false;
bFire = 0;
bAltFire = 0;
SetTimer((0.75 + 0.5 * FRand()) * TimeBetweenAttacks, false);
if ( Weapon != None )
Weapon.Tick(0.001);
}
function bool TryToward(inventory Inv, float Weight)
{
return true;
}
function SendTeamMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait)
{
//log(self@"Send message"@MessageType@MessageID@"at"@Level.TimeSeconds);
if ( (MessageType == OldMessageType) && (MessageID == OldMessageID)
&& (Level.TimeSeconds - OldMessageTime < Wait) )
return;
//log("Passed filter");
OldMessageID = MessageID;
OldMessageType = MessageType;
SendVoiceMessage(PlayerReplicationInfo, Recipient, MessageType, MessageID, 'TEAM');
}
function SendGlobalMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait)
{
//log(self@"Send message"@MessageType@MessageID@"at"@Level.TimeSeconds);
if ( (MessageType == OldMessageType) && (MessageID == OldMessageID)
&& (Level.TimeSeconds - OldMessageTime < Wait) )
return;
//log("Passed filter");
OldMessageID = MessageID;
OldMessageType = MessageType;
SendVoiceMessage(PlayerReplicationInfo, Recipient, MessageType, MessageID, 'GLOBAL');
}
function SetOrders(name NewOrders, Pawn OrderGiver, optional bool bNoAck)
{
local Pawn P;
local Bot B;
if ( NewOrders != BotReplicationInfo(PlayerReplicationInfo).RealOrders )
{
if ( (IsInState('Roaming') && bCamping) || IsInState('Wandering') )
GotoState('Roaming', 'PreBegin');
else if ( !IsInState('Dying') )
GotoState('Attacking');
}
bLeading = false;
if ( NewOrders == 'Point' )
{
NewOrders = 'Attack';
SupportingPlayer = PlayerPawn(OrderGiver);
}
else
SupportingPlayer = None;
if ( bSniping && (NewOrders != 'Defend') )
bSniping = false;
bStayFreelance = false;
if ( !bNoAck && (OrderGiver != None) )
SendTeamMessage(OrderGiver.PlayerReplicationInfo, 'ACK', Rand(class<ChallengeVoicePack>(PlayerReplicationInfo.VoiceType).Default.NumAcks), 5);
BotReplicationInfo(PlayerReplicationInfo).SetRealOrderGiver(OrderGiver);
BotReplicationInfo(PlayerReplicationInfo).RealOrders = NewOrders;
Aggressiveness = BaseAggressiveness;
if ( Orders == 'Follow' )
Aggressiveness -= 1;
Orders = NewOrders;
if ( !bNoAck && (HoldSpot(OrderObject) != None) )
{
OrderObject.Destroy();
OrderObject = None;
}
if ( Orders == 'Hold' )
{
Aggressiveness += 1;
if ( !bNoAck )
OrderObject = OrderGiver.Spawn(class'HoldSpot');
}
else if ( Orders == 'Follow' )
{
Aggressiveness += 1;
OrderObject = OrderGiver;
}
else if ( Orders == 'Defend' )
{
if ( Level.Game.IsA('TeamGamePlus') )
OrderObject = TeamGamePlus(Level.Game).SetDefenseFor(self);
else
OrderObject = None;
if ( OrderObject == None )
{
Orders = 'Freelance';
if ( bVerbose )
log(self$" defender couldn't find defense object");
}
else
CampingRate = 1.0;
}
else if ( Orders == 'Attack' )
{
CampingRate = 0.0;
// set bLeading if have supporters
if ( Level.Game.bTeamGame )
for ( P=Level.PawnList; P!=None; P=P.NextPawn )
if ( P.bIsPlayer && (P.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team) )
{
B = Bot(P);
if ( (B != None) && (B.OrderObject == self) && (BotReplicationInfo(B.PlayerReplicationInfo).RealOrders == 'Follow') )
{
bLeading = true;
break;
}
}
}
BotReplicationInfo(PlayerReplicationInfo).OrderObject = OrderObject;
}
function BotVoiceMessage(name messagetype, byte messageID, Pawn Sender)
{
if ( !Level.Game.bTeamGame || (Sender.PlayerReplicationInfo.Team != PlayerReplicationInfo.Team) )
return;
if ( messagetype == 'ORDER' )
SetOrders(class'ChallengeTeamHUD'.default.OrderNames[messageID], Sender);
}
function float AdjustDesireFor(Inventory Inv)
{
if ( inv.class == FavoriteWeapon )
return 0.35;
return 0;
}
function bool SwitchToBestWeapon()
{
local float rating;
local int usealt, favalt;
local inventory MyFav;
if ( Inventory == None )
return false;
PendingWeapon = Inventory.RecommendWeapon(rating, usealt);
if ( PendingWeapon == None )
return false;
if ( (FavoriteWeapon != None) && (PendingWeapon.class != FavoriteWeapon) )
{
MyFav = FindInventoryType(FavoriteWeapon);
if ( (MyFav != None) && (Weapon(MyFav).RateSelf(favalt) + 0.22 > PendingWeapon.RateSelf(usealt)) )
{
usealt = favalt;
PendingWeapon = Weapon(MyFav);
}
}
if ( Weapon == None )
ChangedWeapon();
else if ( Weapon != PendingWeapon )
Weapon.PutDown();
return (usealt > 0);
}
// ASMD combo move
function SpecialFire()
{
bComboPaused = true;
if (Weapon != None)
SpecialPause = 0.75 + VSize(Target.Location - Location)/Weapon.AltProjectileSpeed;
else
SpecialPause = 0.75 + VSize(Target.Location - Location)/class'Weapon'.default.AltProjectileSpeed;
NextState = 'Attacking';
NextLabel = 'Begin';
Acceleration = vect(0,0,0);
GotoState('RangedAttack');
}
//*********************************************************************
/* Default location specific take hits - make sure pain frames are named right */
function PlayGutHit(float tweentime)
{
if ( (LastPainTime - Level.TimeSeconds < 0.3) && (LastPainAnim == 'GutHit') )
{
if (FRand() < 0.5)
TweenAnim('LeftHit', tweentime);
else
TweenAnim('RightHit', tweentime);
}
else
TweenAnim('GutHit', tweentime);
}
function PlayHeadHit(float tweentime)
{
if ( (LastPainTime - Level.TimeSeconds < 0.3) && (LastPainAnim == 'HeadHit') )
{
if (FRand() < 0.5)
TweenAnim('LeftHit', tweentime);
else
TweenAnim('RightHit', tweentime);
}
else
TweenAnim('HeadHit', tweentime);
}
function PlayLeftHit(float tweentime)
{
if ( (LastPainTime - Level.TimeSeconds < 0.3) && (LastPainAnim == 'LeftHit') )
TweenAnim('GutHit', tweentime);
else
TweenAnim('LeftHit', tweentime);
}
function PlayRightHit(float tweentime)
{
if ( (LastPainTime - Level.TimeSeconds < 0.3) && (LastPainAnim == 'RightHit') )
TweenAnim('GutHit', tweentime);
else
TweenAnim('RightHit', tweentime);
}
function bool StrafeFromDamage(vector momentum, float Damage,name DamageType, bool bFindDest);
//**********************************************************************
function PlayHit(float Damage, vector HitLocation, name damageType, vector Momentum)
{
local float rnd;
local Bubble1 bub;
local bool bOptionalTakeHit;
local vector BloodOffset, Mo;
if (Damage > 1) //spawn some blood
{
if (damageType == 'Drowned')
{
bub = spawn(class 'Bubble1',,, Location
+ 0.7 * CollisionRadius * vector(ViewRotation) + 0.3 * BaseEyeHeight * vect(0,0,1));
if (bub != None)
bub.DrawScale = FRand()*0.06+0.04;
}
else if ( damageType != 'Corroded' )
{
BloodOffset = 0.2 * CollisionRadius * Normal(HitLocation - Location);
BloodOffset.Z = BloodOffset.Z * 0.5;
if ( bGreenBlood )
spawn(class 'UT_GreenBloodPuff',self,,hitLocation + BloodOffset, rotator(BloodOffset));
else if ( (!Level.bDropDetail || (FRand() < 0.67))
&& ((DamageType == 'shot') || (DamageType == 'decapitated') || (DamageType == 'shredded')) )
{
Mo = Momentum;
if ( Mo.Z > 0 )
Mo.Z *= 0.5;
spawn(class 'UT_BloodHit',self,,hitLocation + BloodOffset, rotator(Mo));
}
else
spawn(class 'UT_BloodBurst',self,,hitLocation + BloodOffset);
}
}
bFireFalling = false;
bOptionalTakeHit = ( (Level.TimeSeconds - LastPainTime > 0.3 + 0.25 * skill)
&& (Damage * FRand() > 0.08 * Health) && (bNovice || (Skill < 2))
&& (GetAnimGroup(AnimSequence) != 'MovingAttack')
&& (GetAnimGroup(AnimSequence) != 'Attack') );
PlayTakeHitSound(Damage, damageType, 2);
if ( ((Weapon == None) || !Weapon.bPointing)
&& (GetAnimGroup(AnimSequence) != 'Dodge')
&& (bOptionalTakeHit || (Momentum.Z > 140)
|| (Damage * FRand() > (0.17 + 0.04 * skill) * Health)) )
{
PlayHitAnim(HitLocation, Damage);
if ( (Enemy != None) && !bNovice && (FRand() * Skill > 0.5) )
{
NextState = 'FallingState';
NextLabel = 'FireWhileFalling';
}
}
else if ( (Region.Zone.ZoneGravity.Z > Region.Zone.Default.ZoneGravity.Z)
&& (Momentum.Z/Region.Zone.ZoneGravity.Z < -0.5) )
bFireFalling = true;
else if (NextState == 'TakeHit')
NextState = '';
}
function PlayHitAnim(vector HitLocation, float Damage)
{
NextAnim = '';
NextState = 'TakeHit';
PlayTakeHit(0.08, hitLocation, Damage);
}
function PlayDeathHit(float Damage, vector HitLocation, name damageType, vector Momentum)
{
local Bubble1 bub;
local UT_BloodBurst b;
local vector Mo;
if ( Region.Zone.bDestructive && (Region.Zone.ExitActor != None) )
Spawn(Region.Zone.ExitActor);
if (HeadRegion.Zone.bWaterZone)
{
bub = spawn(class 'Bubble1',,, Location
+ 0.3 * CollisionRadius * vector(Rotation) + 0.8 * BaseEyeHeight * vect(0,0,1));
if (bub != None)
bub.DrawScale = FRand()*0.08+0.03;
bub = spawn(class 'Bubble1',,, Location
+ 0.2 * CollisionRadius * VRand() + 0.7 * BaseEyeHeight * vect(0,0,1));
if (bub != None)
bub.DrawScale = FRand()*0.08+0.03;
bub = spawn(class 'Bubble1',,, Location
+ 0.3 * CollisionRadius * VRand() + 0.6 * BaseEyeHeight * vect(0,0,1));
if (bub != None)
bub.DrawScale = FRand()*0.08+0.03;
}
if ( !bGreenBlood && (DamageType == 'shot') || (DamageType == 'decapitated') )
{
Mo = Momentum;
if ( Mo.Z > 0 )
Mo.Z *= 0.5;
spawn(class 'UT_BloodHit',self,,hitLocation, rotator(Mo));
}
else if ( (damageType != 'Burned') && (damageType != 'Corroded')
&& (damageType != 'Drowned') && (damageType != 'Fell') )
{
b = spawn(class 'UT_BloodBurst',self,'', hitLocation);
if ( bGreenBlood && (b != None) )
b.GreenBlood();
}
}
function PlayChallenge()
{
TweenToFighter(0.1);
}
simulated function PlayFootStep()
{
local sound step;
local float decision;
if ( FootRegion.Zone.bWaterZone )
{
PlaySound(sound 'LSplash', SLOT_Interact, 1, false, 1500.0, 1.0);
return;
}
decision = FRand();
if ( decision < 0.34 )
step = Footstep1;
else if (decision < 0.67 )
step = Footstep2;
else
step = Footstep3;
PlaySound(step, SLOT_Interact, 2.2, false, 1000.0, 1.0);
}
function PlayDyingSound()
{
local int rnd;
if ( HeadRegion.Zone.bWaterZone )
{
if ( FRand() < 0.5 )
PlaySound(UWHit1, SLOT_Pain,16,,,Frand()*0.2+0.9);
else
PlaySound(UWHit2, SLOT_Pain,16,,,Frand()*0.2+0.9);
return;
}
rnd = Rand(6);
PlaySound(Deaths[rnd], SLOT_Talk, 16);
PlaySound(Deaths[rnd], SLOT_Pain, 16);
}
function PlayTakeHitSound(int damage, name damageType, int Mult)
{
if ( Level.TimeSeconds - LastPainSound < 0.25 )
return;
LastPainSound = Level.TimeSeconds;
if ( HeadRegion.Zone.bWaterZone )
{
if ( damageType == 'Drowned' )
PlaySound(drown, SLOT_Pain, 12);
else if ( FRand() < 0.5 )
PlaySound(UWHit1, SLOT_Pain,16,,,Frand()*0.15+0.9);
else
PlaySound(UWHit2, SLOT_Pain,16,,,Frand()*0.15+0.9);
return;
}
damage *= FRand();
if (damage < 8)
PlaySound(HitSound1, SLOT_Pain,16,,,Frand()*0.2+0.9);
else if (damage < 25)
{
if (FRand() < 0.5) PlaySound(HitSound2, SLOT_Pain,16,,,Frand()*0.15+0.9);
else PlaySound(HitSound3, SLOT_Pain,16,,,Frand()*0.15+0.9);
}
else
PlaySound(HitSound4, SLOT_Pain,16,,,Frand()*0.15+0.9);
}
function CallForHelp()
{
local Pawn P;
//log(self$" call for help");
SendTeamMessage(None, 'Other', 4, 15);
for ( P=Level.PawnList; P!=None; P=P.NextPawn )
if ( P.IsA('Bot') && (P.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team) )
P.HandleHelpMessageFrom(self);
}
function string KillMessage(name damageType, pawn Other)
{
return ( Level.Game.PlayerKillMessage(damageType, Other.PlayerReplicationInfo)$PlayerReplicationInfo.PlayerName );
}
function Gasp()
{
if ( PainTime < 2 )
PlaySound(GaspSound, SLOT_Talk, 2.0);
else
PlaySound(BreathAgain, SLOT_Talk, 2.0);
}
function ZoneChange(ZoneInfo newZone)
{
local vector jumpDir;
if ( newZone.bWaterZone )
{
if (!bCanSwim)
MoveTimer = -1.0;
else if (Physics != PHYS_Swimming)
{
if (Physics != PHYS_Falling)
PlayDive();
setPhysics(PHYS_Swimming);
}
}
else if (Physics == PHYS_Swimming)
{
if ( bCanFly )
SetPhysics(PHYS_Flying);
else
{
SetPhysics(PHYS_Falling);
if ( bCanWalk && (Abs(Acceleration.X) + Abs(Acceleration.Y) > 0)
&& (Destination.Z >= Location.Z)
&& CheckWaterJump(jumpDir) )
JumpOutOfWater(jumpDir);
}
}
}
function JumpOutOfWater(vector jumpDir)
{
Falling();
Velocity = jumpDir * WaterSpeed;
Acceleration = jumpDir * AccelRate;
velocity.Z = 380; //set here so physics uses this for remainder of tick
PlayOutOfWater();
bUpAndOut = true;
}
function PreSetMovement()
{
if (JumpZ > 0)
bCanJump = true;
bCanWalk = true;
bCanSwim = true;
bCanFly = false;
MinHitWall = -0.5;
bCanOpenDoors = true;
bCanDoSpecial = true;
SetPeripheralVision();
if ( bNovice )
{
RotationRate.Yaw = 30000 + 3000 * skill;
bCanDuck = false;
if ( bThreePlus )
MaxDesiredSpeed = 1;
else
MaxDesiredSpeed = 0.5 + 0.1 * skill;
bCanDuck = false;
}
else
{
MaxDesiredSpeed = 1;
if ( Skill == 3 )
RotationRate.Yaw = 100000;
else
RotationRate.Yaw = 40000 + 11000 * skill;
bCanDuck = ( skill > 1 );
}
}
function SetPeripheralVision()
{
if ( bNovice )
PeripheralVision = 0.7;
else if ( Skill == 3 )
PeripheralVision = -0.2;
else
PeripheralVision = 0.65 - 0.33 * skill;
PeripheralVision = FMin(PeripheralVision - BaseAlertness, 0.9);
if ( bSniping && (AmbushSpot != None) )
SightRadius = AmbushSpot.SightRadius;
else
SightRadius = Default.SightRadius;
}
function PainTimer()
{
local float depth;
if (Health <= 0)
return;
if (FootRegion.Zone.bPainZone)
Super.PainTimer();
else if (HeadRegion.Zone.bWaterZone)
{
if (bDrowning)
self.TakeDamage(5, None, Location + CollisionHeight * vect(0,0,0.5), vect(0,0,0), 'Drowned');
else if ( !Level.Game.IsA('Assault') )
{
bDrowning = true;
GotoState('FindAir');
}
if (Health > 0)
PainTime = 2.0;
}
}
function ChangedWeapon()
{
local int usealt;
if ( Weapon == PendingWeapon )
{
if ( Weapon == None )
SwitchToBestWeapon();
else if ( Weapon.GetStateName() == 'DownWeapon' )
Weapon.GotoState('Idle');
PendingWeapon = None;
}
else
Super.ChangedWeapon();
if ( Weapon != None )
{
if ( (bFire > 0) || (bAltFire > 0) )
{
Weapon.RateSelf(usealt);
if ( usealt == 0 )
{
bAltFire = 0;
bFire = 1;
Weapon.Fire(1.0);
}
else
{
bAltFire = 0;
bFire = 1;
Weapon.AltFire(1.0);
}
}
Weapon.SetHand(0);
// Weapon.FireOffset.Y = 0;
}
}
function bool Gibbed( name damageType)
{
if ( (damageType == 'decapitated') || (damageType == 'shot') )
return false;
return ( (Health < -80) || ((Health < -40) && (FRand() < 0.6)) );
}
function SpawnGibbedCarcass()
{
local carcass carc;
carc = Spawn(CarcassType);
if ( carc != None )
{
carc.Initfor(self);
carc.ChunkUp(-1 * Health);
}
}
function Carcass SpawnCarcass()
{
local carcass carc;
carc = Spawn(CarcassType);
if ( carc != None )
carc.Initfor(self);
return carc;
}
function JumpOffPawn()
{
Velocity += (100 + CollisionRadius) * VRand();
Velocity.Z = 200 + CollisionHeight;
SetPhysics(PHYS_Falling);
bJumpOffPawn = true;
SetFall();
}
//=============================================================================
function SetMovementPhysics()
{
if (Physics == PHYS_Falling)
return;
if ( Region.Zone.bWaterZone )
SetPhysics(PHYS_Swimming);
else
SetPhysics(PHYS_Walking);
}
function FearThisSpot(Actor aSpot)
{
Acceleration = vect(0,0,0);
MoveTimer = -1.0;
}
function FastInAir()
{
PlayInAir();
}
/*
SetAlertness()
Change creature's alertness, and appropriately modify attributes used by engine for determining
seeing and hearing.
SeePlayer() is affected by PeripheralVision, and also by SightRadius and the target's visibility
HearNoise() is affected by HearingThreshold
*/
final function SetAlertness(float NewAlertness)
{
if ( Alertness != NewAlertness )
{
PeripheralVision += 0.707 * (Alertness - NewAlertness); //Used by engine for SeePlayer()
HearingThreshold += 0.5 * (Alertness - NewAlertness); //Used by engine for HearNoise()
Alertness = NewAlertness;
}
}
function WhatToDoNext(name LikelyState, name LikelyLabel)
{
if ( bVerbose )
{
log(self$" what to do next");
log("enemy "$Enemy);
log("old enemy "$OldEnemy);
}
if ( (Level.NetMode != NM_Standalone)
&& Level.Game.IsA('DeathMatchPlus')
&& DeathMatchPlus(Level.Game).TooManyBots() )
{
Destroy();
return;
}
BlockedPath = None;
bDevious = false;
bFire = 0;
bAltFire = 0;
bKamikaze = false;
SetOrders(BotReplicationInfo(PlayerReplicationInfo).RealOrders, BotReplicationInfo(PlayerReplicationInfo).RealOrderGiver, true);
Enemy = OldEnemy;
OldEnemy = None;
bReadyToAttack = false;
if ( Enemy != None )
{
bReadyToAttack = !bNovice;
GotoState('Attacking');
}
else if ( (Orders == 'Hold') && (Weapon != None) && (Weapon.AIRating > 0.4) && (Health > 70) )
GotoState('Hold');
else
{
GotoState('Roaming');
if ( Skill > 2.7 )
bReadyToAttack = true;
}
}
function bool CheckBumpAttack(Pawn Other)
{
local pawn CurrentEnemy;
CurrentEnemy = Enemy;
if ( SetEnemy(Other) )
{
if ( (Enemy == Other) && (Weapon != None) && !Weapon.bMeleeWeapon )
{
bReadyToAttack = true;