SFCharacter3.SFHunter

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//=============================================================================
// Spatial Fear
// Class: SFHunter
// Description:  Medium SF enemy. Melee and Long Range attacks if has weapon
//
// Author: Markus Nuebel
//=============================================================================

class SFHunter expands SFScriptedPawn;

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


#exec MESH IMPORT MESH=SFHunter ANIVFILE=MODELS\SFHunter_a.3d DATAFILE=MODELS\SFHunter_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFHunter X=0 Y=0 Z=-123 YAW=-64 ROLL=0 PITCH=0
#exec MESH SCALE x=0.075 y=0.075 z=0.15

#exec MESH SEQUENCE MESH=SFHunter SEQ=All STARTFRAME=0 NUMFRAMES=229


//General Animations, can be used if Hunter is holding a weapon or not.

//Movement Animations
#exec MESH SEQUENCE MESH=SFHunter SEQ=StrafeL STARTFRAME=159 NUMFRAMES=10 RATE=10
#exec MESH SEQUENCE MESH=SFHunter SEQ=StrafeR STARTFRAME=169 NUMFRAMES=10 RATE=10

//Wait Animations
#exec MESH SEQUENCE MESH=SFHunter SEQ=Breath1 STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Waiting
#exec MESH SEQUENCE MESH=SFHunter SEQ=Look1 STARTFRAME=179 NUMFRAMES=15 RATE=5 Group=Waiting
#exec MESH SEQUENCE MESH=SFHunter SEQ=Fighter STARTFRAME=1 NUMFRAMES=1


//Special Animations
#exec MESH SEQUENCE MESH=SFHunter SEQ=Roar1 STARTFRAME=194 NUMFRAMES=15 RATE=10


//Take Hit Animations
#exec MESH SEQUENCE MESH=SFHunter SEQ=HeadHit STARTFRAME=181 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=SFHunter SEQ=GutHit STARTFRAME=68 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=SFHunter SEQ=LeftHit STARTFRAME=79 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=SFHunter SEQ=RightHit STARTFRAME=79 NUMFRAMES=1 Group=TakeHit

//Death Animations
#exec MESH SEQUENCE MESH=SFHunter SEQ=Dead1 STARTFRAME=69 NUMFRAMES=10 RATE=10
#exec MESH SEQUENCE MESH=SFHunter SEQ=Dead2 STARTFRAME=79 NUMFRAMES=10 RATE=10
#exec MESH SEQUENCE MESH=SFHunter SEQ=Dead3 STARTFRAME=89 NUMFRAMES=15 RATE=10

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



//Melee Animations, Only used if Hunter is NOT holding a weapon.
//Movement Animations
#exec MESH SEQUENCE MESH=SFHunter SEQ=Run STARTFRAME=1 NUMFRAMES=20 RATE=30
#exec MESH SEQUENCE MESH=SFHunter SEQ=Run2 STARTFRAME=31 NUMFRAMES=15 RATE=20
#exec MESH SEQUENCE MESH=SFHunter SEQ=Walk STARTFRAME=1 NUMFRAMES=20 RATE=20
#exec MESH SEQUENCE MESH=SFHunter SEQ=Turn STARTFRAME=2 NUMFRAMES=2 RATE=15
#exec MESH SEQUENCE MESH=SFHunter SEQ=StrafeL STARTFRAME=159 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=SFHunter SEQ=StrafeR STARTFRAME=169 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=SFHunter SEQ=Jump STARTFRAME=134 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=SFHunter SEQ=Land STARTFRAME=138 NUMFRAMES=1 Group=Landing


//Attack Animations
#exec MESH SEQUENCE MESH=SFHunter SEQ=Attack1 STARTFRAME=46 NUMFRAMES=23 RATE=15
#exec MESH SEQUENCE MESH=SFHunter SEQ=Attack2 STARTFRAME=104 NUMFRAMES=21 RATE=15
#exec MESH SEQUENCE MESH=SFHunter SEQ=Attack3 STARTFRAME=125 NUMFRAMES=14 RATE=15




//Melee Animations, Only used if Hunter IS holding a weapon.
//Movement Animations
#exec MESH SEQUENCE MESH=SFHunter SEQ=RunGun STARTFRAME=139 NUMFRAMES=20 RATE=30

//Attack Animations

#exec MESH SEQUENCE MESH=SFHunter SEQ=Shoot1 STARTFRAME=209 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=SFHunter SEQ=Shoot2 STARTFRAME=219 NUMFRAMES=10 RATE=15



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

#exec TEXTURE IMPORT NAME=HuntHead1 FILE=TEXTURES\HunterHead.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=HuntHead1 FILE=TEXTURES\HunterHead.pcx GROUP=Skins PALETTE=HuntHead1
#exec MESHMAP SETTEXTURE MESHMAP=SFHunter NUM=1 TEXTURE=HuntHead1

#exec TEXTURE IMPORT NAME=HuntBody1 FILE=TEXTURES\HunterBody.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=HuntBody1 FILE=TEXTURES\HunterBody.pcx GROUP=Skins PALETTE=HuntBody1
#exec MESHMAP SETTEXTURE MESHMAP=SFHunter NUM=2 TEXTURE=HuntBody1

#exec TEXTURE IMPORT NAME=HuntArm1 FILE=TEXTURES\HunterArm.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=HuntArm1 FILE=TEXTURES\HunterArm.pcx GROUP=Skins PALETTE=HuntArm1
#exec MESHMAP SETTEXTURE MESHMAP=SFHunter NUM=3 TEXTURE=HuntArm1


var name	m_nameRestoreState;
var vector	m_vectPushDir;
var float	m_fAttackWait;

var float WSpeed;
var float RSpeed;
var float SSpeed;
var (SpatialFear) bool bHasWeapon; // Determines if enemy is spawned with or without a weapon. Default: false


function PostBeginPlay()
{
	// Call to base class
	Super.PostBeginPlay();

	if(bHasWeapon)
	{
		// Set parameters
		WeaponType=Class'SFWeapon.SFAlien';
		bCanFire=true;
		bHasRangedAttack=true;
		bMovingRangedAttack=true;

	}
}

function eAttitude AttitudeToCreature(Pawn Other)
{

	local float fDecision;

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

	fDecision	= FRand();

	if ( Other.IsA('SFHunter') )
	{
		if(fDecision < 0.02)
			return ATTITUDE_Threaten;
		else if ((fDecision < 0.03) && (!SFHunter(Other).bHasWeapon))
			return ATTITUDE_Hate;
		else
			return ATTITUDE_Friendly;
	}
	else
		if(ScriptedPawn(Other).Aggressiveness > Aggressiveness)
			return ATTITUDE_Ignore;
		else
		{
			if(FRand() < 0.02)
				return ATTITUDE_Threaten;
			else
				return ATTITUDE_Ignore;
		}
}

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

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

	if (bIsWalking)
		TweenToWalking(0.1);
	else
	{
		if(bHasWeapon)
			PlayAnim('RunGun', 1, tweentime);
		else
			PlayAnim('Run', 1, tweentime);
	}

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

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

function PlayWalking()
{
	PlaySound(WalkSound, SLOT_Interact);
	LoopAnim(WalkAnim, WSpeed/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(bHasWeapon)
		LoopAnim('RunGun', RSpeed/GroundSpeed,0.1,0.4);
	else
	{
		if(FRand() < 0.72)
			LoopAnim('Run', RSpeed/GroundSpeed,0.1,0.4);
		else
			LoopAnim('Run2', RSpeed/GroundSpeed,0.1,0.4);

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

	}
}

function TweenToWaiting(float tweentime)
{
	TweenAnim('Look1', tweentime);
}

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


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

	if ( !bool(NextAnim) || (decision < 0.7) ) //pick first waiting animation
		NextAnim = 'Breath1';
	else if (decision < 0.94)
		NextAnim = 'Look1';
	else
	{
		if ( !bQuiet )
			PlaySound(Threaten, SLOT_Talk, 0.7,,800);
		NextAnim	= 'Roar1';
	}

	LoopAnim(NextAnim, animspeed, , 0.4);

}

function PlayChallenge()
{
	if ( FRand() < 0.1 )
		PlayWaiting();
	else
		PlayAnim('Roar1', 1.4);
}

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

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

	PlaySound(Die, SLOT_Talk, 3.5 * TransientSoundVolume);

	if ( FRand() < 0.70 )
		PlayAnim('Dead1', 0.7, 0.1);
	else if ( FRand() < 0.95 )
		PlayAnim('Dead2', 0.7, 0.1);
	else
		PlayAnim('Dead3', 0.7, 0.1);
}

function PlayMeleeAttack()
{
	local float dist, decision;

	if(bHasWeapon)
	{
		Acceleration = AccelRate * VRand();
		TweenToWaiting(0.15);
		FireWeapon();
	}
	else
	{
		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 < 0.8)
		{
			// Save the current state name
			m_nameRestoreState	= GetStateName();
			// Calculate momentum for this attack
			m_vectPushDir		= 30000 * (Normal(Target.Location - Location));
			// Set the wait time for the damage application
			m_fAttackWait		= 0.5;
			// Play the animation
			PlayAnim('Attack1', 1.4,0.1);
			// Switch to delaying state
			GotoState('Hitting');
		}
		else if(decision < 0.95)
		{
			// Save the current state name
			m_nameRestoreState	= GetStateName();
			// Calculate momentum for this attack
			m_vectPushDir		= 50000 * (Normal(Target.Location - Location));
			// Set the wait time for the damage application
			m_fAttackWait		= 0.5;
			// Play the animation
			PlayAnim('Attack2', 1.4,0.1);
			// Switch to delaying state
			GotoState('Hitting');
		}
		else
		{
			// Save the current state name
			m_nameRestoreState	= GetStateName();
			// Calculate momentum for this attack
			m_vectPushDir		= 25000 * (Normal(Target.Location - Location));
			// Set the wait time for the damage application
			m_fAttackWait		= 0.5;
			// Play the animation
			PlayAnim('Attack3', 1.3,0.1);
			// Switch to delaying state
			GotoState('Hitting');
		}
	}
}

function PlayRangedAttack()
{
	PlayFiring();
}


function PlayFiring()
{
	local float	fDecision;
	local name	nameAnim;

	fDecision	= FRand();
	if(fDecision < 0.8)
		nameAnim	= 'Shoot1';
	else
		nameAnim	= 'Shoot2';

	PlayAnim(nameAnim, 1.8, 0.3);

	if ( (Weapon != None) && (Weapon.AmmoType != None) )
		Weapon.AmmoType.AmmoAmount = Weapon.AmmoType.Default.AmmoAmount;
}

function FireWeapon()
{
	local float rating;
	local int bUseAltMode;

	if( Weapon!=None )
	{
		Weapon.RateSelf(bUseAltMode);
		ViewRotation = Rotation;
		if ( bUseAltMode > 0 )
		{
			bFire = 0;
			bAltFire = 1;
			Weapon.AltFire(1.0);
		}
		else
		{
			bFire = 1;
			bAltFire = 0;
			Weapon.Fire(1.0);
		}
		PlayFiring();
	}
}

state TakeHit
{
ignores seeplayer, hearnoise, bump, hitwall;

	function BeginState()
	{
		bFire = 0;
		bAltFire = 0;
		Super.BeginState();
	}
}

state Retreating
{
ignores SeePlayer, EnemyNotVisible, HearNoise;

	function EndState()
	{
		bFire = 0;
		bAltFire = 0;
		Super.EndState();
	}
}

state Charging
{
ignores SeePlayer, HearNoise;

	function EndState()
	{
		bFire = 0;
		bAltFire = 0;
		Super.EndState();
	}
}


state TacticalMove
{
ignores SeePlayer, HearNoise;

	function EndState()
	{
		bFire = 0;
		bAltFire = 0;
		Super.EndState();
	}
}

state Hunting
{
ignores EnemyNotVisible;

	function EndState()
	{
		bFire = 0;
		bAltFire = 0;
		if ( !Region.Zone.bWaterZone )
			bCanSwim = false;
		Super.EndState();
	}
}


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

state RangedAttack
{
	function PlayRangedAttack()
	{
		local float dist;

		if(bHasWeapon)
		{
			Disable('Bump');
			FireWeapon();
		}
		else
			Super.PlayRangedAttack();
	}

	function AnimEnd()
	{
		if(bHasWeapon)
		{
			if ( (FRand() < 0.5) || ((bFire == 0) && (bAltFire == 0)) )
				GotoState('RangedAttack', 'DoneFiring');
			else
				TweenAnim('Shoot1', 0.2);
		}
		else
			Super.AnimEnd();

	}

	function EndState()
	{
		bFire = 0;
		bAltFire = 0;
		Super.EndState();
	}

}

defaultproperties
{
     WSpeed=-3.000000
     RSpeed=-4.550000
     SSpeed=-6.550000
     WalkSound=Sound'SPF-Content.Creatures.HunterWalk'
     WalkAnim=Walk
     RunSound=Sound'SPF-Content.Creatures.HunterWalk'
     RunAnim=Run
     ThreatenAnim=Roar1
     TakeHitAnim=GutHit
     VictoryAnim=Roar1
     SmellRadius=2700.000000
     fMeleeDamage=15.000000
     fStunnedTime=3.000000
     CarcassType=Class'SFCharacter.SFSkavCarcass'
     TimeBetweenAttacks=0.000000
     Aggressiveness=1.000000
     Acquire=Sound'SPF-Content.Creatures.HunterAquire'
     Fear=Sound'SPF-Content.Creatures.HunterFear'
     Roam=Sound'SPF-Content.Creatures.HunterRoam'
     Threaten=Sound'SPF-Content.Creatures.HunterThreaten'
     bCanStrafe=True
     bCanJump=True
     MeleeRange=50.000000
     GroundSpeed=700.000000
     WaterSpeed=400.000000
     AccelRate=450.000000
     JumpZ=180.000000
     Visibility=80
     SightRadius=2600.000000
     Health=225
     Intelligence=BRAINS_HUMAN
     Skill=1.500000
     HitSound1=Sound'SPF-Content.Creatures.HunterHit1'
     HitSound2=Sound'SPF-Content.Creatures.HunterHit2'
     Die=Sound'SPF-Content.Creatures.HunterDie'
     CombatStyle=1.000000
     DrawType=DT_Mesh
     Mesh=LodMesh'SFCharacter3.SFHunter'
     ScaleGlow=0.150000
     MultiSkins(1)=Texture'SFCharacter.NewSkins.hunt1'
     MultiSkins(2)=Texture'SFCharacter.NewSkins.hunt2'
     MultiSkins(3)=Texture'SFCharacter.NewSkins.hunt3'
     CollisionRadius=30.000000
     CollisionHeight=44.000000
}

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX