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//============================================================================= // Robot. //============================================================================= class Robot extends ScriptedPawn abstract; var(Sounds) sound SearchingSound; var(Sounds) sound SpeechTargetAcquired; var(Sounds) sound SpeechTargetLost; var(Sounds) sound SpeechOutOfAmmo; var(Sounds) sound SpeechCriticalDamage; var(Sounds) sound SpeechScanning; var(Sounds) sound SpeechAreaSecure; var() int EMPHitPoints; var ParticleGenerator sparkGen; var float crazedTimer; var(Sounds) sound explosionSound; function InitGenerator() { local Vector loc; if ((sparkGen == None) || (sparkGen.bDeleteMe)) { loc = Location; loc.z += CollisionHeight/2; sparkGen = Spawn(class'ParticleGenerator', Self,, loc, rot(16384,0,0)); if (sparkGen != None) sparkGen.SetBase(Self); } } function DestroyGenerator() { if (sparkGen != None) { sparkGen.DelayedDestroy(); sparkGen = None; } } // // Special tick for robots to show effects of EMP damage // function Tick(float deltaTime) { local float pct, mod; Super.Tick(deltaTime); // DEUS_EX AMSD All the MP robots have massive numbers of EMP hitpoints, not equal to the default. In multiplayer, at least, only do this if // they are DAMAGED. if ((Default.EMPHitPoints != EMPHitPoints) && (EMPHitPoints != 0) && ((Level.Netmode == NM_Standalone) || (EMPHitPoints < Default.EMPHitPoints))) { pct = (Default.EMPHitPoints - EMPHitPoints) / Default.EMPHitPoints; mod = pct * (1.0 - (2.0 * FRand())); DesiredSpeed = MaxDesiredSpeed + (mod * MaxDesiredSpeed * 0.5); SoundPitch = Default.SoundPitch + (mod * 8.0); } if (CrazedTimer > 0) { CrazedTimer -= deltaTime; if (CrazedTimer < 0) CrazedTimer = 0; } if (CrazedTimer > 0) bReverseAlliances = true; else bReverseAlliances = false; } function ImpartMomentum(Vector momentum, Pawn instigatedBy) { // nil } function bool ShouldFlee() { return (Health <= MinHealth); } function bool ShouldDropWeapon() { return false; } // // Called when the robot is destroyed // simulated event Destroyed() { Super.Destroyed(); DestroyGenerator(); } function Carcass SpawnCarcass() { Explode(Location); return None; } function bool IgnoreDamageType(Name damageType) { if ((damageType == 'TearGas') || (damageType == 'HalonGas') || (damageType == 'PoisonGas') || (damageType == 'Radiation')) return True; else if ((damageType == 'Poison') || (damageType == 'PoisonEffect')) return True; else if (damageType == 'KnockedOut') return True; else return False; } function SetOrders(Name orderName, optional Name newOrderTag, optional bool bImmediate) { if (EMPHitPoints > 0) // ignore orders if disabled Super.SetOrders(orderName, newOrderTag, bImmediate); } // ---------------------------------------------------------------------- // TakeDamageBase() // ---------------------------------------------------------------------- function TakeDamageBase(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType, bool bPlayAnim) { local float actualDamage; local int oldEMPHitPoints; // Robots are invincible to EMP in multiplayer as well if (( Level.NetMode != NM_Standalone ) && (damageType == 'EMP') && (Self.IsA('MedicalBot') || Self.IsA('RepairBot')) ) return; if ( bInvincible ) return; // robots aren't affected by gas or radiation if (IgnoreDamageType(damageType)) return; // enough EMP damage shuts down the robot if (damageType == 'EMP') { oldEMPHitPoints = EMPHitPoints; EMPHitPoints -= Damage; // make smoke! if (EMPHitPoints <= 0) { EMPHitPoints = 0; if (oldEMPHitPoints > 0) { PlaySound(sound'EMPZap', SLOT_None,,, (CollisionRadius+CollisionHeight)*8, 2.0); InitGenerator(); if (sparkGen != None) { sparkGen.LifeSpan = 6; sparkGen.particleTexture = Texture'Effects.Smoke.SmokePuff1'; sparkGen.particleDrawScale = 0.3; sparkGen.bRandomEject = False; sparkGen.ejectSpeed = 10.0; sparkGen.bGravity = False; sparkGen.bParticlesUnlit = True; sparkGen.frequency = 0.3; sparkGen.riseRate = 3; sparkGen.spawnSound = Sound'Spark2'; } } AmbientSound = None; if (GetStateName() != 'Disabled') GotoState('Disabled'); } // make sparks! else if (sparkGen == None) { InitGenerator(); if (sparkGen != None) { sparkGen.particleTexture = Texture'Effects.Fire.SparkFX1'; sparkGen.particleDrawScale = 0.2; sparkGen.bRandomEject = True; sparkGen.ejectSpeed = 100.0; sparkGen.bGravity = True; sparkGen.bParticlesUnlit = True; sparkGen.frequency = 0.2; sparkGen.riseRate = 10; sparkGen.spawnSound = Sound'Spark2'; } } return; } else if (damageType == 'NanoVirus') { CrazedTimer += 0.5*Damage; return; } // play a hit sound PlayTakeHitSound(Damage, damageType, 1); // increase the pitch of the ambient sound when damaged if (SoundPitch == Default.SoundPitch) SoundPitch += 16; actualDamage = Level.Game.ReduceDamage(Damage, DamageType, self, instigatedBy); // robots don't have soft, squishy bodies like humans do, so they're less // susceptible to gunshots... if (damageType == 'Shot') actualDamage *= 0.25; // quarter strength // hitting robots with a prod won't stun them, and will only do a limited // amount of damage... else if ((damageType == 'Stunned') || (damageType == 'KnockedOut')) actualDamage *= 0.5; // half strength // flame attacks don't really hurt robots much, either else if ((damageType == 'Flamed') || (damageType == 'Burned')) actualDamage *= 0.25; // quarter strength if ((actualDamage > 0.01) && (actualDamage < 1)) actualDamage = 1; actualDamage = int(actualDamage+0.5); if (ReducedDamageType == 'All') //God mode actualDamage = 0; else if (Inventory != None) //then check if carrying armor actualDamage = Inventory.ReduceDamage(int(actualDamage), DamageType, HitLocation); if (!bInvincible) Health -= int(actualDamage); if (Health <= 0) { ClearNextState(); //PlayDeathHit(actualDamage, hitLocation, damageType); if ( actualDamage > mass ) Health = -1 * actualDamage; Enemy = instigatedBy; Died(instigatedBy, damageType, HitLocation); } MakeNoise(1.0); ReactToInjury(instigatedBy, damageType, HITLOC_None); } function ReactToInjury(Pawn instigatedBy, Name damageType, EHitLocation hitPos) { local Pawn oldEnemy; if (IgnoreDamageType(damageType)) return; if (EMPHitPoints > 0) { if (damageType == 'NanoVirus') { oldEnemy = Enemy; FindBestEnemy(false); if (oldEnemy != Enemy) PlayNewTargetSound(); instigatedBy = Enemy; } Super.ReactToInjury(instigatedBy, damageType, hitPos); } } function GotoDisabledState(name damageType, EHitLocation hitPos) { if (!bCollideActors && !bBlockActors && !bBlockPlayers) return; else if (!IgnoreDamageType(damageType) && CanShowPain()) TakeHit(hitPos); else GotoNextState(); } function ComputeFallDirection(float totalTime, int numFrames, out vector moveDir, out float stopTime) { } function Explode(vector HitLocation) { local int i, num; local float explosionRadius; local Vector loc; local DeusExFragment s; local ExplosionLight light; explosionRadius = (CollisionRadius + CollisionHeight) / 2; PlaySound(explosionSound, SLOT_None, 2.0,, explosionRadius*32); if (explosionRadius < 48.0) PlaySound(sound'LargeExplosion1', SLOT_None,,, explosionRadius*32); else PlaySound(sound'LargeExplosion2', SLOT_None,,, explosionRadius*32); AISendEvent('LoudNoise', EAITYPE_Audio, , explosionRadius*16); // draw a pretty explosion light = Spawn(class'ExplosionLight',,, HitLocation); for (i=0; i<explosionRadius/20+1; i++) { loc = Location + VRand() * CollisionRadius; if (explosionRadius < 16) { Spawn(class'ExplosionSmall',,, loc); light.size = 2; } else if (explosionRadius < 32) { Spawn(class'ExplosionMedium',,, loc); light.size = 4; } else { Spawn(class'ExplosionLarge',,, loc); light.size = 8; } } // spawn some metal fragments num = FMax(3, explosionRadius/6); for (i=0; i<num; i++) { s = Spawn(class'MetalFragment', Owner); if (s != None) { s.Instigator = Instigator; s.CalcVelocity(Velocity, explosionRadius); s.DrawScale = explosionRadius*0.075*FRand(); s.Skin = GetMeshTexture(); if (FRand() < 0.75) s.bSmoking = True; } } // cause the damage HurtRadius(0.5*explosionRadius, 8*explosionRadius, 'Exploded', 100*explosionRadius, Location); } function TweenToRunningAndFiring(float tweentime) { bIsWalking = FALSE; TweenAnimPivot('Run', tweentime); } function PlayRunningAndFiring() { bIsWalking = FALSE; LoopAnimPivot('Run'); } function TweenToShoot(float tweentime) { TweenAnimPivot('Still', tweentime); } function PlayShoot() { PlayAnimPivot('Still'); } function TweenToAttack(float tweentime) { TweenAnimPivot('Still', tweentime); } function PlayAttack() { PlayAnimPivot('Still'); } function PlayTurning() { LoopAnimPivot('Walk'); } function PlayFalling() { } function TweenToWalking(float tweentime) { bIsWalking = True; TweenAnimPivot('Walk', tweentime); } function PlayWalking() { bIsWalking = True; LoopAnimPivot('Walk'); } function TweenToRunning(float tweentime) { bIsWalking = False; PlayAnimPivot('Run',, tweentime); } function PlayRunning() { bIsWalking = False; LoopAnimPivot('Run'); } function TweenToWaiting(float tweentime) { TweenAnimPivot('Idle', tweentime); } function PlayWaiting() { PlayAnimPivot('Idle'); } function PlaySwimming() { LoopAnimPivot('Still'); } function TweenToSwimming(float tweentime) { TweenAnimPivot('Still', tweentime); } function PlayLanded(float impactVel) { bIsWalking = True; } function PlayDuck() { TweenAnimPivot('Still', 0.25); } function PlayRising() { PlayAnimPivot('Still'); } function PlayCrawling() { LoopAnimPivot('Still'); } function PlayFiring() { LoopAnimPivot('Still',,0.1); } function PlayReloadBegin() { PlayAnimPivot('Still',, 0.1); } function PlayReload() { PlayAnimPivot('Still'); } function PlayReloadEnd() { PlayAnimPivot('Still',, 0.1); } function PlayCowerBegin() {} function PlayCowering() {} function PlayCowerEnd() {} function PlayDisabled() { TweenAnimPivot('Still', 0.2); } function PlayWeaponSwitch(Weapon newWeapon) { } function PlayIdleSound() { } function PlayScanningSound() { PlaySound(SearchingSound, SLOT_None,,, 2048); PlaySound(SpeechScanning, SLOT_None,,, 2048); } function PlaySearchingSound() { PlaySound(SearchingSound, SLOT_None,,, 2048); PlaySound(SpeechScanning, SLOT_None,,, 2048); } function PlayTargetAcquiredSound() { PlaySound(SpeechTargetAcquired, SLOT_None,,, 2048); } function PlayTargetLostSound() { PlaySound(SpeechTargetLost, SLOT_None,,, 2048); } function PlayGoingForAlarmSound() { } function PlayOutOfAmmoSound() { PlaySound(SpeechOutOfAmmo, SLOT_None,,, 2048); } function PlayCriticalDamageSound() { PlaySound(SpeechCriticalDamage, SLOT_None,,, 2048); } function PlayAreaSecureSound() { PlaySound(SpeechAreaSecure, SLOT_None,,, 2048); } state Disabled { ignores bump, frob, reacttoinjury; function BeginState() { StandUp(); BlockReactions(true); bCanConverse = False; SeekPawn = None; } function EndState() { ResetReactions(); bCanConverse = True; } Begin: Acceleration=vect(0,0,0); DesiredRotation=Rotation; PlayDisabled(); Disabled: } state Fleeing { function PickDestination() { local int iterations; local float magnitude; local rotator rot1; iterations = 4; magnitude = 400*(FRand()*0.4+0.8); // 400, +/-20% rot1 = Rotator(Location-Enemy.Location); if (!AIPickRandomDestination(40, magnitude, rot1.Yaw, 0.6, rot1.Pitch, 0.6, iterations, FRand()*0.4+0.35, destLoc)) destLoc = Location; // we give up } } // ------------------------------------------------------------ // IsImmobile // If the bots are immobile, then we can make them always relevant // ------------------------------------------------------------ function bool IsImmobile() { local bool bHasReactions; local bool bHasFears; local bool bHasHates; if (Orders != 'Standing') return false; bHasReactions = bReactFutz || bReactPresence || bReactLoudNoise || bReactAlarm || bReactShot || bReactCarcass || bReactDistress || bReactProjectiles; bHasFears = bFearHacking || bFearWeapon || bFearShot || bFearInjury || bFearIndirectInjury || bFearCarcass || bFearDistress || bFearAlarm || bFearProjectiles; bHasHates = bHateHacking || bHateWeapon || bHateShot || bHateInjury || bHateIndirectInjury || bHateCarcass || bHateDistress; return (!bHasReactions && !bHasFears && !bHasHates); } defaultproperties { EMPHitPoints=50 explosionSound=Sound'DeusExSounds.Robot.RobotExplode' maxRange=512.000000 MinHealth=0.000000 RandomWandering=0.150000 bCanBleed=False bShowPain=False bCanSit=False bAvoidAim=False bAvoidHarm=False bHateShot=False bReactAlarm=True bReactProjectiles=False bEmitDistress=False RaiseAlarm=RAISEALARM_Never bMustFaceTarget=False FireAngle=60.000000 MaxProvocations=0 SurprisePeriod=0.000000 EnemyTimeout=7.000000 walkAnimMult=1.000000 bCanStrafe=False bCanSwim=False bIsHuman=False JumpZ=0.000000 MaxStepHeight=4.000000 Health=50 HitSound1=Sound'DeusExSounds.Generic.Spark1' HitSound2=Sound'DeusExSounds.Generic.Spark1' Die=Sound'DeusExSounds.Generic.Spark1' VisibilityThreshold=0.006000 BindName="Robot" } |
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