UnrealShare
Class LesserBrute

source: e:\games\UnrealTournament\UnrealShare\Classes\LesserBrute.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Pawn
         |
         +--UnrealShare.ScriptedPawn
            |
            +--UnrealShare.Brute
               |
               +--UnrealShare.LesserBrute
Direct Known Subclasses:None

class LesserBrute
extends UnrealShare.Brute

//============================================================================= // LesserBrute. //=============================================================================
States
TacticalMove

Function Summary
 void GoBerserk()
 void PlayMovingAttack()
 void PlayRunning()
 void PlayWalking()


State TacticalMove Function Summary
 void EndState()
 void BeginState()
 void AnimEnd()



Source Code


00001	//=============================================================================
00002	// LesserBrute.
00003	//=============================================================================
00004	class LesserBrute extends Brute;
00005	
00006	#exec TEXTURE IMPORT NAME=Brute3 FILE=Models\Brute3.PCX GROUP="Skins"
00007	
00008	function PlayRunning()
00009	{
00010		if (Focus == Destination)
00011		{
00012			LoopAnim('Walk', -1.3/GroundSpeed,,0.4);
00013			return;
00014		}	
00015	
00016		LoopAnim('Walk', StrafeAdjust(),,0.3);
00017	}
00018	
00019	function PlayWalking()
00020	{
00021		LoopAnim('Walk', -1.3/GroundSpeed,,0.4);
00022	}
00023	
00024	function PlayMovingAttack()
00025	{
00026		PlayAnim('WalkFire', 1.3);
00027	}
00028	
00029	function GoBerserk()
00030	{
00031		bLongBerserk = false;
00032		if ( bBerserk || ((Health < 0.75 * Default.Health) && (FRand() < 0.7)) )
00033			bBerserk = true;
00034		else 
00035			bBerserk = false;
00036		if ( bBerserk )
00037		{
00038			AccelRate = 4 * AccelRate;
00039			GroundSpeed = (2.1 + 0.2 * skill) * Default.GroundSpeed;
00040		}
00041	}
00042	
00043	state TacticalMove
00044	{
00045	ignores SeePlayer, HearNoise;
00046	
00047		function AnimEnd()
00048		{
00049			If ( bBerserk )
00050				LoopAnim('Charge', -1.1/GroundSpeed,,0.5);
00051			else
00052				PlayCombatMove();
00053		}
00054				
00055		function BeginState()
00056		{
00057			GoBerserk();
00058			Super.BeginState();
00059		}
00060	
00061		function EndState()
00062		{
00063			if ( bBerserk )
00064			{
00065				GroundSpeed = Default.GroundSpeed;
00066				AccelRate = Default.AccelRate;
00067			}
00068			Super.EndState();
00069		}
00070	}
00071	
00072	defaultproperties
00073	{
00074	     WhipDamage=14
00075	     CarcassType=Class'UnrealShare.LesserBruteCarcass'
00076	     RefireRate=0.200000
00077	     GroundSpeed=130.000000
00078	     AccelRate=400.000000
00079	     Health=180
00080	     ReducedDamageType=None
00081	     ReducedDamagePct=0.000000
00082	     Skin=Texture'UnrealShare.Skins.Brute3'
00083	     DrawScale=0.800000
00084	     Fatness=110
00085	     CollisionRadius=42.000000
00086	     CollisionHeight=42.000000
00087	     Mass=250.000000
00088	     Buoyancy=240.000000
00089	}

End Source Code