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class GasBag extends Monster; function RangedAttack(Actor A) { local vector adjust; if ( bShotAnim ) return; if ( VSize(A.Location - Location) < MeleeRange + CollisionRadius + A.CollisionRadius ) { adjust = vect(0,0,0); adjust.Z = Controller.Target.CollisionHeight; Acceleration = AccelRate * Normal(Controller.Target.Location - Location + adjust); PlaySound(sound'twopunch1g',SLOT_Talk); if (FRand() < 0.5) SetAnimAction('TwoPunch'); else SetAnimAction('Pound'); } else SetAnimAction('Belch'); bShotAnim = true; } function bool Dodge(eDoubleClickDir DoubleClickMove) { local vector X,Y,Z,duckdir; GetAxes(Rotation,X,Y,Z); if (DoubleClickMove == DCLICK_Forward) duckdir = X; else if (DoubleClickMove == DCLICK_Back) duckdir = -1*X; else if (DoubleClickMove == DCLICK_Left) duckdir = Y; else if (DoubleClickMove == DCLICK_Right) duckdir = -1*Y; Controller.Destination = Location + 200 * duckDir; Velocity = AirSpeed * duckDir; Controller.GotoState('TacticalMove', 'DoMove'); return true; } function SetMovementPhysics() { SetPhysics(PHYS_Flying); } singular function Falling() { SetPhysics(PHYS_Flying); } simulated function PlayDirectionalDeath(Vector HitLoc) { if ( FRand() < 0.5 ) PlayAnim('Deflate',, 0.1); else PlayAnim('Dead2',, 0.1); } simulated function PlayDirectionalHit(Vector HitLoc) { if ( FRand() < 0.6 ) TweenAnim('TakeHit', 0.05); else TweenAnim('Hit2', 0.05); } function PlayVictory() { PlaySound(sound'twopunch1g',SLOT_Interact); SetAnimAction('Pound'); } function SpawnBelch() { FireProjectile(); } function vector GetFireStart(vector X, vector Y, vector Z) { return Location + 0.5*X; } function PunchDamageTarget() { if (MeleeDamageTarget(25, (39000 * Normal(Controller.Target.Location - Location)))) PlaySound(sound'Hit1g', SLOT_Interact); } function PoundDamageTarget() { if (MeleeDamageTarget(35, (24000 * Normal(Controller.Target.Location - Location)))) PlaySound(sound'Hit1g', SLOT_Interact); } defaultproperties { DodgeSkillAdjust=4 Skins(0)=Gasbag1 Skins(1)=GasBag2 bMeleeFighter=false bCanFly=true Health=150 AirSpeed=+00330.000000 Mesh=GasbagM AmbientSound=amb2g CollisionRadius=+00047.000000 CollisionHeight=+00036.000000 Mass=+00120.000000 AmmunitionClass=class'GasbagAmmo' HitSound(0)=injur1g HitSound(1)=injur2g HitSound(2)=injur1g HitSound(3)=injur2g FireSound=yell3g DeathSound(0)=death1g DeathSound(1)=death1g DeathSound(2)=death1g DeathSound(3)=death1g ChallengeSound(0)=yell2g ChallengeSound(1)=yell3g ChallengeSound(2)=nearby1g ChallengeSound(3)=yell2g IdleWeaponAnim=Grab TurnRightAnim=idle_rest TurnLeftAnim=idle_rest CrouchAnims(0)=idle_rest CrouchAnims(1)=idle_rest CrouchAnims(2)=idle_rest CrouchAnims(3)=idle_rest CrouchTurnRightAnim=Float CrouchTurnLeftAnim=Float AirStillAnim=Float AirAnims(0)=Float AirAnims(1)=Float AirAnims(2)=Float AirAnims(3)=Float TakeoffStillAnim=Float TakeoffAnims(0)=Float TakeoffAnims(1)=Float TakeoffAnims(2)=Float TakeoffAnims(3)=Float LandAnims(0)=Float LandAnims(1)=Float LandAnims(2)=Float LandAnims(3)=Float DodgeAnims(0)=Float DodgeAnims(1)=Float DodgeAnims(2)=Float DodgeAnims(3)=Float MovementAnims(0)=Float MovementAnims(1)=Float MovementAnims(2)=Float MovementAnims(3)=Float ScoringValue=4 } |
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