SFCharacter.SFSkavLeader

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//=============================================================================
// Spatial Fear
// Class: SFSkavLeader
// Description:  Big SF enemy. Leader of a Skav team.
//
// Created by: Markus Nuebel
//=============================================================================
class SFSkavLeader expands SFSkav;

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

#exec MESH IMPORT MESH=SFSkavLeader ANIVFILE=MODELS\SFSkavLeader_a.3d DATAFILE=MODELS\SFSkavLeader_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFSkavLeader X=0 Y=0 Z=-63 YAW=64 ROLL=0 PITCH=0
#exec MESH SCALE x=0.075 y=0.075 z=0.15

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

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

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

//Attack Animations
#exec MESH SEQUENCE MESH=SFSkavLeader SEQ=Shoot STARTFRAME=296 NUMFRAMES=10 RATE=20 Group=Shooting// Changed frames
#exec MESH SEQUENCE MESH=SFSkavLeader SEQ=Shoot2 STARTFRAME=270 NUMFRAMES=10 RATE=15 Group=Shooting // New animation
#exec MESH SEQUENCE MESH=SFSkavLeader SEQ=Shoot3 STARTFRAME=334 NUMFRAMES=10 RATE=15 Group=Shooting // New animation

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

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

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

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


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

#exec TEXTURE IMPORT NAME=SkaL1 FILE=Textures\SkavLeaderChest.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=SkaL1 FILE=Textures\SkavLeaderChest.pcx GROUP=Skins PALETTE=SkaL1
#exec MESHMAP SETTEXTURE MESHMAP=SFSkavLeader NUM=1 TEXTURE=SkaL1

#exec TEXTURE IMPORT NAME=SkaL2 FILE=Textures\SkavLeaderFace.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=SkaL2 FILE=Textures\SkavLeaderFace.pcx GROUP=Skins PALETTE=SkaL2
#exec MESHMAP SETTEXTURE MESHMAP=SFSkavLeader NUM=2 TEXTURE=SkaL2

#exec TEXTURE IMPORT NAME=SkaL3 FILE=Textures\SkavLeaderLegs.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=SkaL3 FILE=Textures\SkavLeaderLegs.pcx GROUP=Skins PALETTE=SkaL3
#exec MESHMAP SETTEXTURE MESHMAP=SFSkavLeader NUM=3 TEXTURE=SkaL3

#exec TEXTURE IMPORT NAME=SkaL4 FILE=Textures\SkavLeaderButt.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=SkaL4 FILE=Textures\SkavLeaderButt.pcx GROUP=Skins PALETTE=SkaL4
#exec MESHMAP SETTEXTURE MESHMAP=SFSkavLeader NUM=4 TEXTURE=SkaL4

#exec AUDIO IMPORT FILE="Sounds\Skav\SkavSwipe2.wav"			NAME=Roam PACKAGE=SFCharacter GROUP=SkavLeader
#exec AUDIO IMPORT FILE="Sounds\Skav\SkavRoar2.wav"			NAME=Roar PACKAGE=SFCharacter GROUP=SkavLeader


function PlayRunning()
{
	bFire = 0;
	bAltFire = 0;

	PlaySound(RunSound, SLOT_Interact);
	LoopAnim('Run', -1.35f/GroundSpeed,0.1,0.4);

	// No call to base, since skav leader does not have Run2
}

function PlayRangedAttack()
{
	PlayFiring();
}


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

	fDecision	= FRand();
	if(fDecision < 0.5)
		nameAnim	= 'Shoot';
	else if (fDecision < 0.9)
		nameAnim	= 'Shoot2';
	else
		nameAnim	= 'Shoot3';

	PlayAnim(nameAnim, 1.7, 0.3);

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

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();
	}
}

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 RangedAttack
{
	function PlayRangedAttack()
	{
		local float dist;
		Disable('Bump');
		FireWeapon();
	}

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

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

}

function PlayMeleeAttack()
{
	//log("play melee attack");
	Acceleration = AccelRate * VRand();
	TweenToWaiting(0.15); 
	FireWeapon();
}

defaultproperties
{
     SmellRadius=1700.000000
     fMeleeDamage=28.000000
     WeaponType=Class'SFWeapon.SFAlien'
     fStunnedTime=3.000000
     TimeBetweenAttacks=0.200000
     bHasRangedAttack=True
     bCanFire=True
     Roam=Sound'SPF-Content.Creatures.SkavLeaderSwipe'
     Threaten=Sound'SPF-Content.Creatures.SkavLeaderRoar'
     GroundSpeed=200.000000
     AccelRate=800.000000
     Health=350
     Skill=1.800000
     CombatStyle=0.900000
     Mesh=LodMesh'SFCharacter.SFSkavLeader'
     Mass=110.000000
     RotationRate=(Pitch=3072,Yaw=60000,Roll=2048)
}

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