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//============================================================================= // Rat. //============================================================================= class Rat extends Animal; var(AI) float MinLightLevel; var(AI) float MaxLightLevel; var(AI) float ReactionTime; var(AI) float MaxWaitTime; var float ComputedSpeed; var float LastAgitation; var float CurrentAgitation; var float time; function bool ShouldBeStartled(Pawn startler) { local float speed; local float time; local float dist; local float dist2; local bool bPh33r; bPh33r = false; if (startler != None) { speed = VSize(startler.Velocity); if (speed >= 20) { dist = VSize(Location - startler.Location); time = dist/speed; if (time <= 3.0) { dist2 = VSize(Location - (startler.Location+startler.Velocity*time)); if (dist2 < speed*1.5) bPh33r = true; } } } return bPh33r; } function Tick(float deltaTime) { Super.Tick(deltaTime); time += deltaTime; // check for random noises if (time > 1.0) { time = 0; if (FRand() < 0.05) PlaySound(sound'RatSqueak2', SLOT_None); } } // ---------------------------------------------------------------------- // state Wandering // ---------------------------------------------------------------------- // Ripped right out of ScriptedPawn and modified -- need to make this generic? state Wandering { ignores EnemyNotVisible; function SetFall() { StartFalling('Wandering', 'ContinueWander'); } function Bump(actor bumper) { if (bAcceptBump) { // If we get bumped by another actor while we wait, start wandering again bAcceptBump = False; Disable('AnimEnd'); GotoState('Wandering', 'Wander'); } // Handle conversations, if need be Global.Bump(bumper); } function HitWall(vector HitNormal, actor Wall) { if (Physics == PHYS_Falling) return; Global.HitWall(HitNormal, Wall); CheckOpenDoor(HitNormal, Wall); } function BeginState() { Super.BeginState(); } function EndState() { Super.EndState(); } function PickDestination() { local float magnitude; local int iterations; local bool bSuccess; local Rotator rot; MoveTarget = None; destPoint = None; iterations = 4; // try up to 4 different directions while (iterations > 0) { // How far will we go? magnitude = (170*FRand()+80) * (FRand()*0.2+0.9); // 80-250, +/-10% // Choose our destination, based on whether we have a home base if (!bUseHome) bSuccess = AIPickRandomDestination(40, magnitude, 0, 0, 0, 0, 1, FRand()*0.4+0.35, destLoc); else { if (magnitude > HomeExtent) magnitude = HomeExtent*(FRand()*0.2+0.9); rot = Rotator(HomeLoc-Location); bSuccess = AIPickRandomDestination(50, magnitude, rot.Yaw, 0.25, rot.Pitch, 0.25, 1, FRand()*0.4+0.35, destLoc); } // Success? Break out of the iteration loop if (bSuccess) if (IsNearHome(destLoc)) break; // We failed -- try again iterations--; } // If we got a destination, go there if (iterations <= 0) destLoc = Location; } Begin: destPoint = None; GoHome: bAcceptBump = false; TweenToWalking(0.15); WaitForLanding(); FinishAnim(); PlayWalking(); Wander: PickDestination(); Moving: // Move from pathnode to pathnode until we get where we're going PlayWalking(); MoveTo(destLoc, GetWalkingSpeed()); Pausing: if (FRand() < 0.35) Goto('Wander'); Acceleration = vect(0, 0, 0); PlayTurning(); // Turn in the direction dictated by the WanderPoint, if there is one Enable('AnimEnd'); TweenToWaiting(0.2); bAcceptBump = True; PlayScanningSound(); sleepTime = FRand()*1+0.75; Sleep(sleepTime); Disable('AnimEnd'); bAcceptBump = False; FinishAnim(); Goto('Wander'); ContinueWander: ContinueFromDoor: FinishAnim(); PlayWalking(); Goto('Wander'); } defaultproperties { MinLightLevel=0.030000 MaxLightLevel=0.080000 ReactionTime=0.500000 MaxWaitTime=10.000000 bFleeBigPawns=True Restlessness=0.900000 Wanderlust=0.200000 MinHealth=2.000000 CarcassType=Class'DeusEx.RatCarcass' WalkingSpeed=0.360000 GroundSpeed=250.000000 WaterSpeed=24.000000 AirSpeed=150.000000 AccelRate=500.000000 JumpZ=0.000000 MaxStepHeight=8.000000 BaseEyeHeight=1.000000 Health=5 UnderWaterTime=20.000000 AttitudeToPlayer=ATTITUDE_Fear HitSound1=Sound'DeusExSounds.Animal.RatSqueak1' HitSound2=Sound'DeusExSounds.Animal.RatSqueak3' Die=Sound'DeusExSounds.Animal.RatDie' HealthHead=5 HealthTorso=5 HealthLegLeft=5 HealthLegRight=5 HealthArmLeft=5 HealthArmRight=5 Alliance=Rat DrawType=DT_Mesh Mesh=LodMesh'DeusExCharacters.Rat' CollisionRadius=16.000000 CollisionHeight=3.500000 bBlockActors=False Mass=2.000000 Buoyancy=2.000000 RotationRate=(Yaw=65530) BindName="Rat" FamiliarName="Rat" UnfamiliarName="Rat" } |
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