SFCharacter.SFScientist

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//=============================================================================
// Spatial Fear
// Class: SFScientist
// Descripton: SpatialFear NPC. No enemy, will fear, when attacked.
//
// Author: Markus Nuebel
//=============================================================================
class SFScientist expands SFScriptedPawn;

#exec MESH IMPORT MESH=SFSciComm ANIVFILE=MODELS\SFSciComm_a.3d DATAFILE=MODELS\SFSciComm_d.3d
#exec MESH ORIGIN MESH=SFSciComm X=0 Y=0 Z=-39 YAW=64 ROLL=0 PITCH=0


#exec MESH SEQUENCE MESH=SFSciComm SEQ=All STARTFRAME=0 NUMFRAMES=362

#exec MESH SEQUENCE MESH=SFSciComm SEQ=Breath1 STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Breath2 STARTFRAME=220 NUMFRAMES=15 RATE=5 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=CockGun STARTFRAME=275 NUMFRAMES=10 RATE=20 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Breath1L STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Breath2L STARTFRAME=220 NUMFRAMES=15 RATE=5 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=CockGunL STARTFRAME=275 NUMFRAMES=10 RATE=20 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=LookL STARTFRAME=124 NUMFRAMES=30 RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Chat1 STARTFRAME=261 NUMFRAMES=14 RATE=10 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Chat2 STARTFRAME=261 NUMFRAMES=14 RATE=10 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Look STARTFRAME=124 NUMFRAMES=30 RATE=15 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Fighter STARTFRAME=25 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFSciComm SEQ=RunLg STARTFRAME=64 NUMFRAMES=20 RATE=30
#exec MESH SEQUENCE MESH=SFSciComm SEQ=RunLgFr STARTFRAME=84 NUMFRAMES=20 RATE=30 Group=MovingFire
#exec MESH SEQUENCE MESH=SFSciComm SEQ=RunSm STARTFRAME=64 NUMFRAMES=20 RATE=30
#exec MESH SEQUENCE MESH=SFSciComm SEQ=RunSmFr STARTFRAME=84 NUMFRAMES=20 RATE=30 Group=MovingFire
#exec MESH SEQUENCE MESH=SFSciComm SEQ=WalkLg STARTFRAME=44 NUMFRAMES=20 RATE=20
#exec MESH SEQUENCE MESH=SFSciComm SEQ=WalkLgFr STARTFRAME=104 NUMFRAMES=20 RATE=20 Group=MovingFire
#exec MESH SEQUENCE MESH=SFSciComm SEQ=WalkSm STARTFRAME=44 NUMFRAMES=20 RATE=20
#exec MESH SEQUENCE MESH=SFSciComm SEQ=WalkSmFr STARTFRAME=104 NUMFRAMES=20 RATE=20 Group=MovingFire
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Walk STARTFRAME=44 NUMFRAMES=20 RATE=20
#exec MESH SEQUENCE MESH=SFSciComm SEQ=TurnLg STARTFRAME=44 NUMFRAMES=2 RATE=15 //2 frames of walklgfr
#exec MESH SEQUENCE MESH=SFSciComm SEQ=TurnSm STARTFRAME=44 NUMFRAMES=2 RATE=15 //2 frames of walksmfr
#exec MESH SEQUENCE MESH=SFSciComm SEQ=DuckWlkL STARTFRAME=285 NUMFRAMES=15 RATE=15 Group=Ducking
#exec MESH SEQUENCE MESH=SFSciComm SEQ=DuckWlkS STARTFRAME=285 NUMFRAMES=15 RATE=15 Group=Ducking
#exec MESH SEQUENCE MESH=SFSciComm SEQ=SwimLg STARTFRAME=1 NUMFRAMES=10 RATE=10
#exec MESH SEQUENCE MESH=SFSciComm SEQ=SwimSm STARTFRAME=1 NUMFRAMES=10 RATE=10
#exec MESH SEQUENCE MESH=SFSciComm SEQ=TreadLg STARTFRAME=1 NUMFRAMES=10 RATE=10 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=TreadSm STARTFRAME=1 NUMFRAMES=10 RATE=10 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=BackRun STARTFRAME=342 NUMFRAMES=20 RATE=30 Group=MovingFire
#exec MESH SEQUENCE MESH=SFSciComm SEQ=StrafeL STARTFRAME=321 NUMFRAMES=20 RATE=30 Group=MovingFire
#exec MESH SEQUENCE MESH=SFSciComm SEQ=StrafeR STARTFRAME=301 NUMFRAMES=20 RATE=30 Group=MovingFire
#exec MESH SEQUENCE MESH=SFSciComm SEQ=StillFrRp STARTFRAME=275 NUMFRAMES=10 RATE=40 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=StillLgFr STARTFRAME=275 NUMFRAMES=10 RATE=20 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=StillSmFr STARTFRAME=275 NUMFRAMES=10 RATE=20 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=AimDnLg STARTFRAME=33 NUMFRAMES=1 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=AimDnSm STARTFRAME=36 NUMFRAMES=1 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=AimUpLg STARTFRAME=34 NUMFRAMES=1 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=AimUpSm STARTFRAME=35 NUMFRAMES=1 Group=Waiting
#exec MESH SEQUENCE MESH=SFSciComm SEQ=DodgeB STARTFRAME=5 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=SFSciComm SEQ=DodgeF STARTFRAME=6 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=SFSciComm SEQ=DodgeR STARTFRAME=7 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=SFSciComm SEQ=DodgeL STARTFRAME=8 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=SFSciComm SEQ=HeadHit STARTFRAME=37 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=SFSciComm SEQ=GutHit STARTFRAME=32 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=SFSciComm SEQ=LeftHit STARTFRAME=38 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=SFSciComm SEQ=RightHit STARTFRAME=39 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=SFSciComm SEQ=JumpLgFr STARTFRAME=40 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=SFSciComm SEQ=JumpSmFr STARTFRAME=41 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=SFSciComm SEQ=LandLgFr STARTFRAME=43 NUMFRAMES=1 Group=Landing
#exec MESH SEQUENCE MESH=SFSciComm SEQ=LandSmFr STARTFRAME=42 NUMFRAMES=1 Group=Landing
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Taunt1 STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Gesture
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Wave STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Gesture
#exec MESH SEQUENCE MESH=SFSciComm SEQ=WaveL STARTFRAME=250 NUMFRAMES=10 RATE=10 Group=Gesture
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Thrust STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Gesture
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Victory1 STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Gesture
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Flip STARTFRAME=16 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Dead1 STARTFRAME=154 NUMFRAMES=20 RATE=20 Group=TakeHit
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Dead2 STARTFRAME=175 NUMFRAMES=20 RATE=20
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Dead3 STARTFRAME=195 NUMFRAMES=15 RATE=20
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Dead4 STARTFRAME=235 NUMFRAMES=15 RATE=20
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Dead5 STARTFRAME=195 NUMFRAMES=15 RATE=20
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Dead6 STARTFRAME=175 NUMFRAMES=20 RATE=20
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Dead7 STARTFRAME=154 NUMFRAMES=20 RATE=20 Group=TakeHit
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Dead8 STARTFRAME=154 NUMFRAMES=20 RATE=20 Group=TakeHit
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Dead9 STARTFRAME=195 NUMFRAMES=5 RATE=20 Group=TakeHit
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Dead9B STARTFRAME=195 NUMFRAMES=25 RATE=20
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Dead11 STARTFRAME=235 NUMFRAMES=15 RATE=20

#exec MESH SEQUENCE MESH=SFSciComm SEQ=DeathEnd STARTFRAME=174 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFSciComm SEQ=DeathEnd2 STARTFRAME=194 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFSciComm SEQ=DeathEnd3 STARTFRAME=219 NUMFRAMES=1

#exec MESH SEQUENCE MESH=SFSciComm SEQ=Panic STARTFRAME=1 NUMFRAMES=20 RATE=30
#exec MESH SEQUENCE MESH=SFSciComm SEQ=HandScan STARTFRAME=250 NUMFRAMES=11 RATE=10
#exec MESH SEQUENCE MESH=SFSciComm SEQ=Injured STARTFRAME=220 NUMFRAMES=5 RATE=5
#exec MESH SEQUENCE MESH=SFSciComm SEQ=InjuredTurn STARTFRAME=220 NUMFRAMES=2 RATE=10
#exec MESH SEQUENCE MESH=SFSciComm SEQ=InjuredWalk STARTFRAME=225 NUMFRAMES=10 RATE=10


#exec MESH NOTIFY MESH=SFSciComm SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep
#exec MESH NOTIFY MESH=SFSciComm SEQ=Dead1 TIME=0.7 FUNCTION=LandThump
#exec MESH NOTIFY MESH=SFSciComm SEQ=Dead2 TIME=0.9 FUNCTION=LandThump
#exec MESH NOTIFY MESH=SFSciComm SEQ=Dead3 TIME=0.45 FUNCTION=LandThump
#exec MESH NOTIFY MESH=SFSciComm SEQ=Dead4 TIME=0.6 FUNCTION=LandThump
#exec MESH NOTIFY MESH=SFSciComm SEQ=Dead7 TIME=0.7 FUNCTION=LandThump
#exec MESH NOTIFY MESH=SFSciComm SEQ=Dead8 TIME=0.7 FUNCTION=LandThump
#exec MESH NOTIFY MESH=SFSciComm SEQ=Dead9B TIME=0.8 FUNCTION=LandThump
#exec MESH NOTIFY MESH=SFSciComm SEQ=Dead11 TIME=0.57 FUNCTION=LandThump

#exec MESH SEQUENCE MESH=SFSciComm SEQ=Stunned STARTFRAME=21 NUMFRAMES=1

#exec MESHMAP NEW MESHMAP=SFSciComm MESH=SFSciComm
#exec MESHMAP SCALE MESHMAP=SFSciComm X=0.045 Y=0.045 Z=0.09

#exec TEXTURE IMPORT NAME=ScCo1 FILE=Textures\SciCommChest.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=ScCo1 FILE=Textures\SciCommChest.pcx GROUP=Skins PALETTE=ScCo1
#exec MESHMAP SETTEXTURE MESHMAP=SFSciComm NUM=1 TEXTURE=ScCo1

#exec TEXTURE IMPORT NAME=ScCo2 FILE=Textures\SciCommJacket.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=ScCo2 FILE=Textures\SciCommJacket.pcx GROUP=Skins PALETTE=ScCo2
#exec MESHMAP SETTEXTURE MESHMAP=SFSciComm NUM=2 TEXTURE=ScCo2

#exec TEXTURE IMPORT NAME=ScCo3 FILE=Textures\SciCommLegs.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=ScCo3 FILE=Textures\SciCommLegs.pcx GROUP=Skins PALETTE=ScCo3
#exec MESHMAP SETTEXTURE MESHMAP=SFSciComm NUM=3 TEXTURE=ScCo3

#exec TEXTURE IMPORT NAME=Face1 FILE=Textures\Face1.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Face1 FILE=Textures\Face1.pcx GROUP=Skins PALETTE=Face1
#exec MESHMAP SETTEXTURE MESHMAP=SFSciComm NUM=4 TEXTURE=Face1

#exec TEXTURE IMPORT NAME=Face2 FILE=Textures\Face2.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Face2 FILE=Textures\Face2.pcx GROUP=Skins PALETTE=Face2

#exec TEXTURE IMPORT NAME=Face3 FILE=Textures\Face3.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Face3 FILE=Textures\Face3.pcx GROUP=Skins PALETTE=Face3

#exec TEXTURE IMPORT NAME=Face4 FILE=Textures\Face4.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Face4 FILE=Textures\Face4.pcx GROUP=Skins PALETTE=Face4

#exec TEXTURE IMPORT NAME=Face5 FILE=Textures\Face5.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Face5 FILE=Textures\Face5.pcx GROUP=Skins PALETTE=Face5

#exec TEXTURE IMPORT NAME=Face6 FILE=Textures\Face6.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Face6 FILE=Textures\Face6.pcx GROUP=Skins PALETTE=Face6

#exec TEXTURE IMPORT NAME=Face7 FILE=Textures\Face7.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Face7 FILE=Textures\Face7.pcx GROUP=Skins PALETTE=Face7

#exec TEXTURE IMPORT NAME=Face8 FILE=Textures\Face8.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Face8 FILE=Textures\Face8.pcx GROUP=Skins PALETTE=Face8

#exec TEXTURE IMPORT NAME=Face9 FILE=Textures\Face9.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Face9 FILE=Textures\Face9.pcx GROUP=Skins PALETTE=Face9

#exec TEXTURE IMPORT NAME=Face10 FILE=Textures\Face10.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Face10 FILE=Textures\Face10.pcx GROUP=Skins PALETTE=Face10

#exec TEXTURE IMPORT NAME=Face11 FILE=Textures\Face11.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Face11 FILE=Textures\Face11.pcx GROUP=Skins PALETTE=Face11

#exec TEXTURE IMPORT NAME=Brui1 FILE=Textures\Bruised.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Brui1 FILE=Textures\Bruised.pcx GROUP=Skins PALETTE=Brui1

#exec TEXTURE IMPORT NAME=Blee1 FILE=Textures\Bleed.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Blee1 FILE=Textures\Bleed.pcx GROUP=Skins PALETTE=Blee1

#exec TEXTURE IMPORT NAME=Dead1 FILE=Textures\Dead1.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Dead1 FILE=Textures\Dead1.pcx GROUP=Skins PALETTE=Dead1

#exec TEXTURE IMPORT NAME=Dead2 FILE=Textures\Dead2.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Dead2 FILE=Textures\Dead2.pcx GROUP=Skins PALETTE=Dead2

#exec TEXTURE IMPORT NAME=ScJB1 FILE=Textures\JacketBlood1.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=ScJB1 FILE=Textures\JacketBlood1.pcx GROUP=Skins PALETTE=ScJB1

#exec TEXTURE IMPORT NAME=ScJB2 FILE=Textures\JacketBlood2.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=ScJB2 FILE=Textures\JacketBlood2.pcx GROUP=Skins PALETTE=ScJB2

#exec TEXTURE IMPORT NAME=ScJB3 FILE=Textures\JacketBlood3.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=ScJB3 FILE=Textures\JacketBlood3.pcx GROUP=Skins PALETTE=ScJB3

#exec TEXTURE IMPORT NAME=ScJB4 FILE=Textures\JacketBlood4.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=ScJB4 FILE=Textures\JacketBlood4.pcx GROUP=Skins PALETTE=ScJB4

#exec TEXTURE IMPORT NAME=ScCB1 FILE=Textures\ChestBlood1.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=ScCB1 FILE=Textures\ChestBlood1.pcx GROUP=Skins PALETTE=ScCB1

#exec TEXTURE IMPORT NAME=Brai1 FILE=Textures\BrainDead.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Brai1 FILE=Textures\BrainDead.pcx GROUP=Skins PALETTE=Brai1

var (SpatialFear) bool bPanicWhenTriggered; // Go to panic state when triggered. Default: false
var (SpatialFear) sound sndBreath;			// Breath sound
var (SpatialFear) float fInjuryThreshold;	// Threshold, where the scientist starts to play the injured animations. Default: 0.6
var (SpatialFear) float fPanicTime; // Panic duration in seconds: Default: 60
var float	m_fCurrentSpeed; // Private: current walk/run speed

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

	m_fCurrentSpeed	= GroundSpeed;
	SetPhysics(PHYS_Walking);
}

function eAttitude AttitudeWithFear()
{
	return ATTITUDE_Fear;
}

function damageAttitudeTo(pawn Other)
{
	local eAttitude OldAttitude;

	if ( (Other == Self) || (Other == None) || (FlockPawn(Other) != None) )
		return;
	if( Other.bIsPlayer ) //change attitude to player
		AttitudeToPlayer = ATTITUDE_Fear;
	else if ( ScriptedPawn(Other) == None )
		Hated = Other;
	SetEnemy(Other);
}

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


function Trigger( actor Other, pawn EventInstigator )
{
	local Pawn currentEnemy;

	if ( (Other == Self) || (Health <= 0) )
		return;
	if ( bPanicWhenTriggered )
	{
		GotoState('Panic');
	}
	else
		Super.Trigger(Other, EventInstigator);
}

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

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

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

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

	animspeed = 0.4 + 0.6 * FRand();
	decision = FRand();

	if ( !bool(NextAnim) || (decision < 0.95) ) //pick first waiting animation
	{
		if ( !bQuiet )
			PlaySound(sndBreath, SLOT_Talk, 0.7,,800);
		NextAnim = 'Breath1';
	}
	else
		NextAnim = 'Look';

	LoopAnim(NextAnim, animspeed, 0.4, 0.4);

}

function PlayChallenge()
{
	if ( FRand() < 0.3 )
		PlayWaiting();
	else
		PlayAnim('Taunt1');
}

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

function PlayBigDeath(name DamageType)
{
	PlaySound(Die, SLOT_Talk, 4 * TransientSoundVolume);
	PlayAnim('Dead2',0.7, 0.1);
}

function PlayHeadDeath(name DamageType)
{
	local carcass carc;

	carc = Spawn(class 'CreatureChunks',,, Location + CollisionHeight * vect(0,0,0.8), Rotation + rot(3000,0,16384) );
	if (carc != None)
	{
		carc.Mesh = mesh'NaliHead';
		carc.Initfor(self);
		carc.Velocity = Velocity + VSize(Velocity) * VRand();
		carc.Velocity.Z = FMax(carc.Velocity.Z, Velocity.Z);
	}
	PlaySound(Die, SLOT_Talk, 4 * TransientSoundVolume);
	PlayAnim('Dead2',0.5, 0.1);
}

function PlayLeftDeath(name DamageType)
{
	PlaySound(Die, SLOT_Talk, 4 * TransientSoundVolume);
	PlayAnim('Dead4',0.7, 0.1);
}

function PlayRightDeath(name DamageType)
{
	PlaySound(Die, SLOT_Talk, 4 * TransientSoundVolume);
	PlayAnim('Dead3',0.7, 0.1);
}

function PlayGutDeath(name DamageType)
{
	PlaySound(Die, SLOT_Talk, 4 * TransientSoundVolume);
	if ( FRand() < 0.5 )
		PlayAnim('Dead1',0.7, 0.1);
	else
		PlayAnim('Dead9b',0.7, 0.1);
}

function TweenToPanic(float tweentime)
{
	if (AnimSequence != 'Panic' || !bAnimLoop)
		TweenAnim(RunAnim, tweentime);
}

function PlayPanic()
{
	LoopAnim('Panic', -1.5/GroundSpeed,,0.4);
}

function PlayWalking()
{
	if(getHurtRate() > fInjuryThreshold)
		LoopAnim('InjuredWalk', -5.5/GroundSpeed,,0.4);
	else
		LoopAnim(WalkAnim, -0.8/GroundSpeed,,0.4);
	PlayFootStep();
}

function PlayVictoryDance()
{
	PlaySound(Sound'UnrealShare.Nali.sweat1n', SLOT_Talk);
	PlayAnim('WaveL', 1.0, 0.1);
}

function PlayMeleeAttack()
{
	PlayThreatening();
}

function PlayRangedAttack()
{
	PlayThreatening();
}

function PlayFootStep()
{
	PlaySound(sound'UnrealShare.Nali.WalkC', SLOT_Interact);
}

function PlayRunning()
{
	LoopAnim(RunAnim, -1.5/GroundSpeed,,0.4);
}

// Mostly copy of Retreating
state Panic expands Retreating
{
	ignores  HearNoise, EnemyNotVisible, SeePlayer;
	// No tactical moves here
	function PickDestination()
	{
		if (HomeBase(Home) == None)
			Home = FindRandomDest(); //find temporary home
	}
	function ChangeDestination()
	{
		local actor oldTarget;
		local Actor path;

		oldTarget = Home;
		PickDestination();
		if ( (Home == oldTarget) || (Home == None) )
			MoveTarget = None;
		else
		{
			path = FindPathToward(Home);
			if (path == None)
				MoveTarget = None;
			else
			{
				MoveTarget = path;
				Destination = path.Location;
			}
		}
	}

	function AnimEnd()
	{
		PlayPanic();
	}

	function Timer()
	{
		if(FRand() < 0.8)
			GotoState('Wandering');
		else
			GotoState('Waiting');
	}

	function EndState()
	{
		SetTimer(0, false);
		Super.EndState();
	}

	function BeginState()
	{
		SetTimer(fPanicTime, false);
		Super.BeginState();
	}

Begin:
	if (Physics == PHYS_None)
		SetPhysics(PHYS_Walking);
	TweenToPanic(0.1);
	WaitForLanding();
	PickDestination();

Landed:
	TweenToPanic(0.1);
RunAway:
	PickNextSpot();
Moving:
	if ( MoveTarget == None )
	{
		Sleep(0.0);
		Goto('RunAway');
	}
	if ( !bCanStrafe || !LineOfSightTo(Enemy) || !bCanSee ||
		(Skill - 2 * FRand() + (Normal(Enemy.Location - Location - vect(0,0,1) * (Enemy.Location.Z - Location.Z))
			Dot Normal(MoveTarget.Location - Location - vect(0,0,1) * (MoveTarget.Location.Z - Location.Z))) < 0) )
	{
		bCanFire = false;
		MoveToward(MoveTarget);
	}
	else
	{
		bCanFire = true;
		StrafeFacing(MoveTarget.Location, Enemy);
	}
	Goto('RunAway');

TakeHit:
	TweenToPanic(0.1);
	Goto('Moving');

AdjustFromWall:
	StrafeTo(Destination, Focus);
	Destination = Focus;
	MoveTo(Destination);
	Goto('Moving');

TurnAtHome:
	Acceleration = vect(0,0,0);
	TurnTo(Homebase(Home).lookdir);
	GotoState('Ambushing', 'FindAmbushSpot');

}

state Retreating
{
ignores  HearNoise;

	function EnemyNotVisible()
	{
		Disable('EnemyNotVisible');
		Enable('SeePlayer');
	}

	function SeePlayer(actor SeenPlayer)
	{
		MakeNoise(1.0);
		Enable('EnemyNotVisible');
		Disable('SeePlayer');
	}

	// No tactical moves here
	function PickDestination()
	{
		//log("find retreat destination");
		if (HomeBase(Home) == None)
			Home = FindRandomDest(); //find temporary home
	}
	function ChangeDestination()
	{
		local actor oldTarget;
		local Actor path;

		oldTarget = Home;
		PickDestination();
		if ( (Home == oldTarget) || (Home == None) )
			MoveTarget = None;
		else
		{
			path = FindPathToward(Home);
			if (path == None)
				MoveTarget = None;
			else
			{
				MoveTarget = path;
				Destination = path.Location;
			}
		}
	}

	function AnimEnd()
	{
		if ( bSpecialPausing )
			PlayPatrolStop();
		else if ( bCanFire && LineOfSightTo(Enemy) )
			PlayCombatMove();
		else
		{
			if(getHurtRate() < fInjuryThreshold)
				PlayRunning();
			else
				PlayWalking();
		}
	}

Begin:
	if(getHurtRate() < fInjuryThreshold)
		TweenToRunning(0.1);
	else
	{
		TweenToWalking(0.1);
		PlayWalking();
		m_fCurrentSpeed=WalkingSpeed;
	}

	WaitForLanding();
	PickDestination();

Landed:
	if(getHurtRate() < fInjuryThreshold)
		TweenToRunning(0.1);
	else
	{
		TweenToWalking(0.1);
		FinishAnim();
		PlayWalking();
		m_fCurrentSpeed=WalkingSpeed;
	}

RunAway:
	PickNextSpot();
SpecialNavig:
	if (SpecialPause > 0.0)
	{
		if ( LineOfSightTo(Enemy) && bCanSee )
		{
			bFiringPaused = true;
			NextState = 'Retreating';
			NextLabel = 'Moving';
			GotoState('RangedAttack');
		}
		bSpecialPausing = true;
		Acceleration = vect(0,0,0);
		TweenToPatrolStop(0.25);
		Sleep(SpecialPause);
		SpecialPause = 0.0;
		bSpecialPausing = false;
		if(getHurtRate() < fInjuryThreshold)
			TweenToRunning(0.1);
		else
		{
			TweenToWalking(0.1);
			FinishAnim();
			PlayWalking();
			m_fCurrentSpeed=WalkingSpeed;
		}
	}
Moving:
	if ( MoveTarget == None )
	{
		Sleep(0.0);
		Goto('RunAway');
	}
	if ( !bCanStrafe || !LineOfSightTo(Enemy) || !bCanSee ||
		(Skill - 2 * FRand() + (Normal(Enemy.Location - Location - vect(0,0,1) * (Enemy.Location.Z - Location.Z))
			Dot Normal(MoveTarget.Location - Location - vect(0,0,1) * (MoveTarget.Location.Z - Location.Z))) < 0) )
	{
		bCanFire = false;
		MoveToward(MoveTarget, m_fCurrentSpeed);
	}
	else
	{
		bCanFire = true;
		StrafeFacing(MoveTarget.Location, Enemy);
	}
	Goto('RunAway');

TakeHit:
	if(getHurtRate() < fInjuryThreshold)
		TweenToRunning(0.1);
	else
	{
		TweenToWalking(0.1);
		PlayWalking();
		m_fCurrentSpeed=WalkingSpeed;
	}
	Goto('Moving');

AdjustFromWall:
	StrafeTo(Destination, Focus);
	Destination = Focus;
	MoveTo(Destination, m_fCurrentSpeed);
	Goto('Moving');

TurnAtHome:
	Acceleration = vect(0,0,0);
	TurnTo(Homebase(Home).lookdir);
	GotoState('Ambushing', 'FindAmbushSpot');

}

defaultproperties
{
     sndBreath=Sound'UnrealShare.Nali.breath1n'
     fInjuryThreshold=0.600000
     fPanicTime=60.000000
     m_fCurrentSpeed=1.000000
     WalkAnim=Walk
     RunAnim=RunSmFr
     ThreatenAnim=Taunt1
     TakeHitAnim=GutHit
     VictoryAnim=WaveL
     bCanSee=False
     bCanSmell=False
     fHealingTimer=-1.000000
     CarcassType=Class'Botpack.TMale1Carcass'
     TimeBetweenAttacks=0.500000
     Aggressiveness=-10.000000
     WalkingSpeed=0.100000
     Acquire=Sound'UnrealShare.Nali.contct1n'
     Fear=Sound'UnrealShare.Nali.fear1n'
     Roam=Sound'UnrealShare.Nali.breath1n'
     Threaten=Sound'UnrealShare.Nali.contct3n'
     MeleeRange=40.000000
     GroundSpeed=200.000000
     WaterSpeed=60.000000
     AccelRate=900.000000
     JumpZ=140.000000
     Visibility=100
     SightRadius=800.000000
     Health=40
     AttitudeToPlayer=ATTITUDE_Friendly
     Intelligence=BRAINS_HUMAN
     HitSound1=Sound'UnrealShare.Nali.injur1n'
     HitSound2=Sound'UnrealShare.Nali.injur2n'
     Die=Sound'UnrealShare.Nali.death1n'
     DrawType=DT_Mesh
     Mesh=LodMesh'SFCharacter.SFSciComm'
     CollisionRadius=20.000000
     CollisionHeight=40.000000
     Mass=80.000000
     Buoyancy=95.000000
     RotationRate=(Pitch=2048,Yaw=40000,Roll=0)
}

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