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DeusEx.Fishes


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//=============================================================================
// Fishes.
//=============================================================================
class Fishes extends Animal
    abstract;

var   float leaderTimer;
var   float forwardTimer;
var   float bumpTimer;
var   float abortTimer;
var   float breatheTimer;
var() bool  bFlock;
var() bool  bStayHorizontal;


function PostBeginPlay()
{
    Super.PostBeginPlay();

    ResetLeaderTimer();
    forwardTimer = -1;
    bumpTimer    = 0;
    abortTimer   = -1;
    breatheTimer = 0;
}

function ResetLeaderTimer()
{
    leaderTimer = FRand()*10.0+5;
}

function ResetForwardTimer()
{
    forwardTimer = FRand()*10.0+2;
}

function bool IsNearHome(vector position)
{
    local bool          bNear;
    local PawnGenerator genOwner;

    bNear = true;
    if (bUseHome)
    {
        genOwner = PawnGenerator(Owner);
        if (genOwner == None)
        {
            if (VSize(HomeLoc-((position-Location)+genOwner.FlockCenter)) > HomeExtent)
                bNear = false;
        }
        else
        {
            if (VSize(HomeLoc-position) > HomeExtent)
                bNear = false;
        }
    }

    return bNear;
}


function ReactToInjury(Pawn instigatedBy, Name damageType, EHitLocation hitPos) {}

state Wandering
{
    event HitWall(vector HitNormal, actor HitWall)
    {
        local rotator dir;
        local float   elasticity;
        local float   minVel, maxHVel;
        local vector  tempVect;

        if (Physics == PHYS_Swimming)
        {
            if (bumpTimer > 0)
                return;
            bumpTimer = 0.5;

            if (bStayHorizontal)
                HitNormal = Normal(HitNormal*vect(1,1,0));
            elasticity = 1.0;
            Velocity = elasticity*((Velocity dot HitNormal) * HitNormal * (-2.0) + Velocity);
            dir = Rotator(Velocity);
            if (bStayHorizontal)
                dir.Pitch = 0;
            SetRotation(dir);
            DesiredRotation = dir;
            Acceleration = Vector(dir)*AccelRate;
        }
        else
        {
            elasticity = 0.3;
            Velocity = elasticity*((Velocity dot HitNormal) * HitNormal * (-2.0) + Velocity);
            minVel  = 100;
            maxHVel = 20;
            Velocity += VRand()*5 * vect(1,1,0);
            tempVect = Velocity * vect(1,1,0);
            if (VSize(tempVect) > maxHVel)
                Velocity = Normal(tempVect)*maxHVel + vect(0,0,1)*Velocity.Z;
            if (VSize(Velocity) < minVel)
                Velocity = Normal(Velocity)*minVel*(FRand()*0.2+1);
            dir = Rotator(VRand());
            SetRotation(dir);
            DesiredRotation = dir;
        }
        forwardTimer = -1;
        GotoState('Wandering', 'Moving');
    }

    function FootZoneChange(ZoneInfo newZone)
    {
        local Rotator newRotation;
        if (newZone.bWaterZone && !FootRegion.Zone.bWaterZone)
        {
            if (!bStayHorizontal)
            {
                newRotation = Rotation;
                newRotation.Pitch = -1500;
                SetRotation(newRotation);
                DesiredRotation = newRotation;
                leaderTimer = 1.0;
                GotoState('Wandering', 'Moving');
            }
        }
        Super.ZoneChange(newZone);
    }

    function Tick(float deltatime)
    {
        Super.Tick(deltatime);
        leaderTimer  -= deltaTime;
        forwardTimer -= deltaTime;
        bumpTimer    -= deltaTime;
        if (leaderTimer < -2.0)
            ResetLeaderTimer();
        if (bumpTimer < 0)
            bumpTimer = 0;
        if (abortTimer >= 0)
            abortTimer += deltaTime;
        if (abortTimer > 8.0)
        {
            abortTimer = -1;
            GotoState('Wandering', 'Moving');
        }
        if (Region.Zone.bWaterZone)
            breatheTimer = 0;
        else
        {
            breatheTimer += deltaTime;
            if (breatheTimer > 8)
            {
                TakeDamage(5, None, Location, vect(0,0,0), 'Drowned');
                breatheTimer = 6;
            }
        }
    }

    function vector PickDirection(bool bForward)
    {
        local Actor         nearbyActor;
        local Fishes        nearbyFish;
        local PawnGenerator genOwner;
        local vector        cumVector;
        local rotator       rot;
        local float         dist;
        local vector        centerVector;

        if (bForward || IsNearHome(Location))
            cumVector = Velocity;
        else
            cumVector = (homeLoc - Location)*20;
        if ((leaderTimer > 0) && !bForward && bFlock)
        {
            genOwner = PawnGenerator(Owner);
            if (genOwner == None)
            {
                foreach RadiusActors(Class, nearbyActor, 300)
                {
                    nearbyFish = Fishes(nearbyActor);
                    if ((nearbyFish != None) && (nearbyFish != self) && nearbyFish.bFlock &&
                        (PawnGenerator(nearbyFish.Owner) == None))
                        cumVector += nearbyFish.Velocity;
                }
            }
            else
            {
                cumVector += genOwner.SumVelocities - Velocity;
                centerVector = (genOwner.FlockCenter - Location);
                dist = VSize(centerVector);
                if ((dist > genOwner.Radius) && (dist < genOwner.Radius*4))
                    cumVector += centerVector*2;
            }
        }
        if (cumVector == vect(0,0,0))
            cumVector = Vector(Rotation);
        rot = Rotator(cumVector);
        if (bStayHorizontal)
            rot.Pitch = 0;
        if (!bForward)
        {
            if ((leaderTimer > 1.2) && bFlock)
            {
                rot.Yaw += Rand(8192)-4096;
                if (!bStayHorizontal)
                    rot.Pitch += Rand(3000)-1500;
            }
            return vector(rot)*200+Location;
        }
        else
            return vector(rot)*50+Location;
    }

    function BeginState()
    {
        Super.BeginState();
        BlockReactions();
        abortTimer = -1;
    }

    function EndState()
    {
        Super.EndState();
        bBounce = False;
    }

Begin:
    bBounce = True;
    destPoint = None;
    MoveTo(Location+Vector(Rotation)*(CollisionRadius+5), 1);

Init:
    bAcceptBump = false;
    TweenToWalking(0.15);
    WaitForLanding();
    FinishAnim();

Wander:
    PlayWalking();

Moving:
    abortTimer = 0;
    if (forwardTimer < 0)
    {
        MoveTo(PickDirection(true), 1);
        ResetForwardTimer();
    }
    else
        TurnTo(PickDirection(false));
    abortTimer = -1;
    Sleep(0.0);
    Goto('Moving');

ContinueWander:
ContinueFromDoor:
    PlayWalking();
    Goto('Wander');
}


function PlayWalking()
{
    LoopAnimPivot('Swim');
}
function TweenToWalking(float tweentime)
{
    TweenAnimPivot('Swim', tweentime);
}


// Approximately five million stubbed out functions...
function PlayRunningAndFiring() {}
function TweenToShoot(float tweentime) {}
function PlayShoot() {}
function TweenToAttack(float tweentime) {}
function PlayAttack() {}
function PlayPanicRunning() {}
function PlaySittingDown() {}
function PlaySitting() {}
function PlayStandingUp() {}
function PlayRubbingEyesStart() {}
function PlayRubbingEyes() {}
function PlayRubbingEyesEnd() {}
function PlayStunned() {}
function PlayFalling() {}
function PlayLanded(float impactVel) {}
function PlayDuck() {}
function PlayRising() {}
function PlayCrawling() {}
function PlayPushing() {}
function PlayFiring() {}
function PlayTakingHit(EHitLocation hitPos) {}

function PlayTurning() {}
function TweenToRunning(float tweentime) {}
function PlayRunning() {}
function TweenToWaiting(float tweentime) {}
function PlayWaiting() {}
function TweenToSwimming(float tweentime) {}
function PlaySwimming() {}

defaultproperties
{
     bFlock=True
     WalkingSpeed=1.000000
     bHasShadow=False
     bHighlight=False
     bSpawnBubbles=False
     bCanWalk=False
     bCanSwim=True
     GroundSpeed=100.000000
     WaterSpeed=50.000000
     AirSpeed=144.000000
     AccelRate=500.000000
     MaxStepHeight=1.000000
     MinHitWall=0.000000
     BaseEyeHeight=1.000000
     UnderWaterTime=99999.000000
     Physics=PHYS_Swimming
     DrawType=DT_Mesh
     Mesh=LodMesh'DeusExCharacters.Fish'
     CollisionRadius=7.760000
     CollisionHeight=3.890000
     bBlockActors=False
     bBlockPlayers=False
     bBounce=True
     Mass=1.000000
     Buoyancy=1.000000
     RotationRate=(Pitch=6000,Yaw=25000)
     BindName="Fishes"
}

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Class file time: Mon 8/11/2021 16:22:52.000 - Creation time: Mon 8/11/2021 16:31:26.389 - Created with UnCodeX