SFCharacter.SFSkav

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//=============================================================================
// Spatial Fear
// Class: SFSkav
// Description:  Big SF enemy. Will work in teams with a leader.
//
// Created by: Markus Nuebel
//=============================================================================
class SFSkav expands SFScriptedPawn;

#exec OBJ LOAD FILE=SPF-Content.uax  PACKAGE=SPF-Content GROUP=Creatures

//#exec AUDIO IMPORT FILE="Sounds\Skav\SkavAquisition.wav"	NAME=Aquisition PACKAGE=SFCharacter GROUP=Skav
//#exec AUDIO IMPORT FILE="Sounds\Skav\SkavFear.wav"			NAME=Fear PACKAGE=SFCharacter GROUP=Skav
//#exec AUDIO IMPORT FILE="Sounds\Skav\SkavSwipe.wav"			NAME=Roam PACKAGE=SFCharacter GROUP=Skav
//#exec AUDIO IMPORT FILE="Sounds\Skav\SkavRoar1.wav"			NAME=Roar PACKAGE=SFCharacter GROUP=Skav

#exec MESH IMPORT MESH=SFSkav ANIVFILE=MODELS\SFSkav_a.3d DATAFILE=MODELS\SFSkav_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFSkav X=0 Y=0 Z=-90 YAW=64 ROLL=0 PITCH=0
#exec MESH SCALE x=0.075 y=0.075 z=0.15

#exec MESH SEQUENCE MESH=SFSkav SEQ=All STARTFRAME=0 NUMFRAMES=349

//Wait Animations
#exec MESH SEQUENCE MESH=SFSkav SEQ=Breath1 STARTFRAME=184 NUMFRAMES=10 RATE=10 Group=Waiting
#exec MESH SEQUENCE MESH=SFSkav SEQ=Breath2 STARTFRAME=200 NUMFRAMES=10 RATE=10 Group=Waiting
#exec MESH SEQUENCE MESH=SFSkav SEQ=Breath3 STARTFRAME=270 NUMFRAMES=10 RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=SFSkav SEQ=Look STARTFRAME=23 NUMFRAMES=20 RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=SFSkav SEQ=Fighter STARTFRAME=1 NUMFRAMES=1

//Movement Animations
#exec MESH SEQUENCE MESH=SFSkav SEQ=Run STARTFRAME=44 NUMFRAMES=20 RATE=30
#exec MESH SEQUENCE MESH=SFSkav SEQ=Run2 STARTFRAME=309 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=SFSkav SEQ=Walk STARTFRAME=2 NUMFRAMES=20 RATE=20
#exec MESH SEQUENCE MESH=SFSkav SEQ=Turn STARTFRAME=2 NUMFRAMES=2 RATE=15 
#exec MESH SEQUENCE MESH=SFSkav SEQ=StrafeL STARTFRAME=120 NUMFRAMES=20 RATE=30 Group=MovingFire
#exec MESH SEQUENCE MESH=SFSkav SEQ=StrafeR STARTFRAME=100 NUMFRAMES=20 RATE=30 Group=MovingFire
#exec MESH SEQUENCE MESH=SFSkav SEQ=Jump STARTFRAME=306 NUMFRAMES=1 Group=Jumping // New Frame
#exec MESH SEQUENCE MESH=SFSkav SEQ=Land STARTFRAME=307 NUMFRAMES=1 Group=Landing // New Frame

//Attack Animations
#exec MESH SEQUENCE MESH=SFSkav SEQ=Attack STARTFRAME=140 NUMFRAMES=20 RATE=20
#exec MESH SEQUENCE MESH=SFSkav SEQ=Kick STARTFRAME=160 NUMFRAMES=10 RATE=10
#exec MESH SEQUENCE MESH=SFSkav SEQ=Hack STARTFRAME=170 NUMFRAMES=20 RATE=20
#exec MESH SEQUENCE MESH=SFSkav SEQ=Slap STARTFRAME=280 NUMFRAMES=16 RATE=15 // New animation
#exec MESH SEQUENCE MESH=SFSkav SEQ=Push STARTFRAME=296 NUMFRAMES=9 RATE=10 // New animation
#exec MESH SEQUENCE MESH=SFSkav SEQ=Swipe STARTFRAME=319 NUMFRAMES=15 RATE=10 // New animation
#exec MESH SEQUENCE MESH=SFSkav SEQ=KickPunch STARTFRAME=334 NUMFRAMES=15 RATE=10 // New animation

//Special Animations
#exec MESH SEQUENCE MESH=SFSkav SEQ=Roar STARTFRAME=230 NUMFRAMES=20 RATE=20


//Take Hit Animations
#exec MESH SEQUENCE MESH=SFSkav SEQ=HeadHit STARTFRAME=319 NUMFRAMES=1 Group=TakeHit // Changed Frame
#exec MESH SEQUENCE MESH=SFSkav SEQ=GutHit STARTFRAME=74 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=SFSkav SEQ=LeftHit STARTFRAME=140 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=SFSkav SEQ=RightHit STARTFRAME=158 NUMFRAMES=1 Group=TakeHit

//Death Animations
#exec MESH SEQUENCE MESH=SFSkav SEQ=Dead1 STARTFRAME=64 NUMFRAMES=15 RATE=20 Group=TakeHit
#exec MESH SEQUENCE MESH=SFSkav SEQ=Dead2 STARTFRAME=210 NUMFRAMES=20 RATE=20
#exec MESH SEQUENCE MESH=SFSkav SEQ=Dead3 STARTFRAME=79 NUMFRAMES=15 RATE=20
#exec MESH SEQUENCE MESH=SFSkav SEQ=Dead4 STARTFRAME=250 NUMFRAMES=20 RATE=20
#exec MESH SEQUENCE MESH=SFSkav SEQ=Dead5 STARTFRAME=319 NUMFRAMES=10 RATE=10 // New animation

//Body frames.  Used for corpses.
#exec MESH SEQUENCE MESH=SFSkav SEQ=DeathEnd STARTFRAME=78 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFSkav SEQ=DeathEnd2 STARTFRAME=99 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFSkav SEQ=DeathEnd3 STARTFRAME=229 NUMFRAMES=1



#exec MESHMAP NEW MESHMAP=SFSkav MESH=SFSkav
#exec MESHMAP SCALE MESHMAP=SFSkav X=0.1 Y=0.1 Z=0.2

#exec TEXTURE IMPORT NAME=Skav1 FILE=Textures\SkavChest.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=Skav1 FILE=Textures\SkavChest.pcx GROUP=Skins PALETTE=Skav1
#exec MESHMAP SETTEXTURE MESHMAP=SFSkav NUM=1 TEXTURE=Skav1

#exec TEXTURE IMPORT NAME=Skav2 FILE=Textures\SkavFace.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=Skav2 FILE=Textures\SkavFace.pcx GROUP=Skins PALETTE=Skav2
#exec MESHMAP SETTEXTURE MESHMAP=SFSkav NUM=2 TEXTURE=Skav2

#exec TEXTURE IMPORT NAME=Skav3 FILE=Textures\SkavLegs.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=Skav3 FILE=Textures\SkavLegs.pcx GROUP=Skins PALETTE=Skav3
#exec MESHMAP SETTEXTURE MESHMAP=SFSkav NUM=3 TEXTURE=Skav3

#exec TEXTURE IMPORT NAME=Skav4 FILE=Textures\SkavButt.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=Skav4 FILE=Textures\SkavButt.pcx GROUP=Skins PALETTE=Skav4
#exec MESHMAP SETTEXTURE MESHMAP=SFSkav NUM=4 TEXTURE=Skav4


var(Sounds) sound Die2;
var name m_nameRestoreState;
var vector m_vectPushDir;

function eAttitude AttitudeToCreature(Pawn Other)
{

	local float fDecision;

	// Check the global attitude flag
	if(!bFightOtherCreatures)
		return ATTITUDE_IGNORE;

	fDecision	= FRand();

	if ( Other.IsA('SFSkav') )
	{
		if(fDecision < 0.04)
			return ATTITUDE_Threaten;
		else if ((fDecision < 0.05) && (!Other.IsA('SFSkavLeader')))
			return ATTITUDE_Hate;
		else
			return ATTITUDE_Friendly;
	}
	else
		if(ScriptedPawn(Other).Aggressiveness > Aggressiveness)
			return ATTITUDE_Ignore;
		else
		{
			if(FRand() < 0.04)
				return ATTITUDE_Threaten;
			else
				return ATTITUDE_Ignore;
		}
}


function TweenToStunned(float tweentime)
{
	TweenAnim('Fighter', tweentime);
}

function TweenToRunning(float tweentime)
{
	local vector X,Y,Z, Dir;

	GetAxes(Rotation, X,Y,Z);
	Dir = Normal(Acceleration);

	if (bIsWalking)
		TweenToWalking(0.1);
	else
		PlayAnim('Run', 1, tweentime);

	if ( (Dir Dot X < 0.75) && (Dir != vect(0,0,0)) )
	{
		// Strafing
		if ( Dir Dot Y > 0 )
			PlayAnim('StrafeR', 1.55, tweentime);
		else
			PlayAnim('StrafeL', 1.55, tweentime);
	}
}

function PlayStunned()
{
	PlayAnim('Fighter');
}

function PlayWalking()
{
	PlaySound(WalkSound, SLOT_Interact);
	LoopAnim(WalkAnim, -2.0f/GroundSpeed,0.1,0.4);
}

function PlayRunning()
{
	local vector X,Y,Z, Dir;

	GetAxes(Rotation, X,Y,Z);
	Dir = Normal(Acceleration);

	PlaySound(RunSound, SLOT_Interact);

	if(FRand() < 0.92)
		LoopAnim('Run', -1.35f/GroundSpeed,0.1,0.4);
	else
		LoopAnim('Run2', -1.35f/GroundSpeed,0.1,0.4);

	if ( (Dir Dot X < 0.75) && (Dir != vect(0,0,0)) )
	{
		// Strafing
		if ( Dir Dot Y > 0 )
			LoopAnim('StrafeR', -1.35f/GroundSpeed);
		else
			LoopAnim('StrafeL', -1.35f/GroundSpeed);
	}


}

function TweenToWaiting(float tweentime)
{
	TweenAnim('Look', tweentime);
}

function PlayWaiting()
{
	local float decision;
	local float animspeed;

	animspeed = 0.1 + 0.6 * FRand();
	decision = FRand();

	if ( !bool(NextAnim) || (decision < 0.1) ) //pick first waiting animation
		NextAnim = 'Breath1';
	else if (decision < 0.2)
		NextAnim = 'Breath2';
	else if (decision < 0.4)
		NextAnim = 'Breath3';
	else if (decision < 0.95)
		NextAnim = 'Look';
	else
	{
		if ( !bQuiet )
			PlaySound(Threaten, SLOT_Talk, 0.7,,800);
		NextAnim	= 'Roar';
		animspeed	*= 0.7;
	}

	LoopAnim(NextAnim, animspeed, , 0.4);

}

function PlayChallenge()
{
	if ( FRand() < 0.1 )
		PlayWaiting();
	else
		PlayAnim('Roar');
}

function TweenToFighter(float tweentime)
{
	TweenAnim('Fighter', tweentime);
}

function PlayDying(name DamageType, vector HitLocation)
{
	local carcass carc;
	local float	fDist;

	if(FRand() <0.5)
		PlaySound(Die, SLOT_Talk, 3.5 * TransientSoundVolume);
	else
		PlaySound(Die2, SLOT_Talk, 3.5 * TransientSoundVolume);

	if ( FRand() < 0.10 )
	{
		PlayAnim('Dead5', 0.7, 0.1);
		fDist = VSize(Target.Location - Location);
		if (fDist < CollisionRadius + Target.CollisionRadius)
			MeleeDamageTarget(fMeleeDamage, vect(0,0,0));
	}
	else if ( FRand() < 0.35 )
		PlayAnim('Dead1', 0.7, 0.1);
	else if ( FRand() < 0.5 )
	{
		carc = Spawn(class 'SFCreatureChunks',,, Location + CollisionHeight * vect(0,0,0.8), Rotation + rot(3000,0,16384) );
		if (carc != None)
		{
			carc.Mesh = mesh'SkavHead';
			carc.Initfor(self);
			carc.Velocity = Velocity + VSize(Velocity) * VRand();
			carc.Velocity.Z = FMax(carc.Velocity.Z, Velocity.Z);
		}
		PlayAnim('Dead2', 0.7, 0.1);
	}
	else if ( FRand() < 0.7 )
		PlayAnim('Dead3', 0.7, 0.1);
	else
	{
		carc = Spawn(class 'SFCreatureChunks',,, Location + CollisionHeight * vect(0,0,0.8), Rotation + rot(3000,0,16384) );
		if (carc != None)
		{
			carc.Mesh = mesh'SkavArm';
			carc.Initfor(self);
			carc.Velocity = Velocity + VSize(Velocity) * VRand();
			carc.Velocity.Z = FMax(carc.Velocity.Z, Velocity.Z);
		}
		PlayAnim('Dead4', 0.7, 0.1);
	}
}

function PlayMeleeAttack()
{
	local float dist, decision;

	m_vectPushDir	= vect(0,0,0);
	decision		= FRand();
	dist = VSize(Target.Location - Location);
	if (dist > CollisionRadius + Target.CollisionRadius + 45)
		decision = 0.0;

	if (Physics == PHYS_Falling)
		decision = 1.0;
	if (Target == None)
		decision = 1.0;

	if(FRand() < 0.9)
  		PlaySound(Threaten, SLOT_Interact);
	else
  		PlaySound(Roam, SLOT_Interact);

	if(decision < 0.4)
	{
		PlayAnim('Attack', 1.1,0.1);
		m_vectPushDir	= 8000 * (Normal(Target.Location - Location));
		MeleeDamageTarget(fMeleeDamage, m_vectPushDir);
	}
	else if(decision < 0.5)
	{
		// Save the current state name
		m_nameRestoreState	= GetStateName();
		// Calculate momentum for this attack
		m_vectPushDir		= 60000 * (Normal(Target.Location - Location));
		// Play the animation
		PlayAnim('Kick', 1.9,0.1);
		// Switch to delaying state
		GotoState('Kicking');
	}	
	else if(decision < 0.7)
	{
		// Save the current state name
		m_nameRestoreState	= GetStateName();
		// Calculate momentum for this attack
		m_vectPushDir	= 5000 * (Normal(Target.Location - Location));
		// Play the animation
		PlayAnim('Hack', 1.3,0.1);
		// Switch to delaying state
		GotoState('Hacking');
	}
	else if(decision < 0.75)
	{
		PlayAnim('Slap', 1.2,0.1);
		m_vectPushDir	= 5000 * (Normal(Target.Location - Location));
		MeleeDamageTarget(fMeleeDamage, m_vectPushDir);
	}
	else if(decision < 0.95)
	{
		// Save the current state name
		m_nameRestoreState	= GetStateName();
		// Calculate momentum for this attack
		m_vectPushDir	= 21000 * (Normal(Target.Location - Location));
		// Play the animation
		PlayAnim('Push', 1.1,0.1);
		// Switch to delaying state
		GotoState('Pushing');
	}
	else if(decision < 0.97)
	{
		// Save the current state name
		m_nameRestoreState	= GetStateName();
		// Calculate momentum for this attack
		m_vectPushDir	= 31000 * (Normal(Target.Location - Location));
		// Play the animation
		PlayAnim('Swipe', 1.2,0.1);
		// Switch to delaying state
		GotoState('Swiping');
	}
	else 
	{
		// Save the current state name
		m_nameRestoreState	= GetStateName();
		// Calculate momentum for this attack
		m_vectPushDir	= 51000 * (Normal(Target.Location - Location));
		// Play the animation
		PlayAnim('KickPunch', 1.2,0.1);
		// Switch to delaying state
		GotoState('KickPunching');
	}	
}

// State used to delay the MeleeDamageTarget
// until part of the kicking animation has been played
state Kicking
{
Begin:
	Sleep(0.2);
	MeleeDamageTarget(fMeleeDamage, m_vectPushDir);
	GotoState(m_nameRestoreState);
}

// State used to delay the MeleeDamageTarget
// until part of the hacking animation has been played
state Hacking
{
Begin:
	Sleep(0.4);
	MeleeDamageTarget(fMeleeDamage, m_vectPushDir);
	GotoState(m_nameRestoreState);
}

// State used to delay the MeleeDamageTarget
// until part of the push animation has been played
state Pushing
{
Begin:
	Sleep(0.5);
	MeleeDamageTarget(fMeleeDamage, m_vectPushDir);
	GotoState(m_nameRestoreState);
}

// State used to delay the MeleeDamageTarget
// until part of the swipe animation has been played
state Swiping
{
Begin:
	Sleep(0.5);
	MeleeDamageTarget(fMeleeDamage, m_vectPushDir);
	GotoState(m_nameRestoreState);
}

// State used to delay the MeleeDamageTarget
// until part of the KickPunch animation has been played
state KickPunching
{
Begin:
	Sleep(0.5);
	MeleeDamageTarget(fMeleeDamage, m_vectPushDir);
	GotoState(m_nameRestoreState);
}

//	Threaten=Sound'UnrealShare.Brute.yell2br'
//	Acquire=Sound'UnrealShare.Brute.yell1br'
//	Fear=Sound'UnrealShare.Brute.injur2br'
//	Roam=Sound'UnrealShare.Brute.nearby2br'

defaultproperties
{
     Die2=Sound'UnrealShare.Brute.death2br'
     WalkSound=Sound'UnrealShare.Brute.walk1br'
     WalkAnim=Walk
     RunSound=Sound'UnrealShare.Brute.walk2br'
     RunAnim=Run
     ThreatenAnim=Roar
     TakeHitAnim=GutHit
     VictoryAnim=Roar
     SmellRadius=2700.000000
     fMeleeDamage=22.000000
     fStunnedTime=4.000000
     CarcassType=Class'SFCharacter.SFSkavCarcass'
     TimeBetweenAttacks=0.900000
     Aggressiveness=1.000000
     Acquire=Sound'SPF-Content.Creatures.SkavAquisition'
     Fear=Sound'SPF-Content.Creatures.SkavFear'
     Roam=Sound'SPF-Content.Creatures.SkavSwipe'
     Threaten=Sound'SPF-Content.Creatures.SkavRoar'
     bCanStrafe=True
     bCanJump=True
     MeleeRange=50.000000
     GroundSpeed=300.000000
     WaterSpeed=100.000000
     AccelRate=900.000000
     JumpZ=140.000000
     Visibility=120
     SightRadius=2600.000000
     Health=250
     Intelligence=BRAINS_HUMAN
     HitSound1=Sound'UnrealShare.Brute.injur1br'
     HitSound2=Sound'UnrealShare.Brute.injur2br'
     Die=Sound'UnrealShare.Brute.death1br'
     CombatStyle=1.000000
     DrawType=DT_Mesh
     Mesh=LodMesh'SFCharacter.SFSkav'
     ScaleGlow=0.150000
     CollisionRadius=43.000000
     CollisionHeight=46.000000
}

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:45 PM
Created with UnCodeX