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SkaarjPack.Brute


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//=============================================================================
// Brute.
//=============================================================================
class Brute extends Monster;

#exec OBJ LOAD FILE=SkaarjPackSkins.utx

//-----------------------------------------------------------------------------
// Brute variables.

var bool bLeftShot;

// Sounds
var(Sounds) sound Footstep[2];
var name MeleeAttack[4];


function PlayTakeHit(vector HitLocation, int Damage, class<DamageType> DamageType)
{
    if ( Damage > 15 )
        Super.PlayTakeHit(HitLocation,Damage,DamageType);
}

function PlayVictory()
{
    Controller.bPreparingMove = true;
    Acceleration = vect(0,0,0);
    bShotAnim = true;
    Controller.Destination = Location;
    Controller.GotoState('TacticalMove','WaitForAnim');
    SetAnimAction('StillLook');
}

function RangedAttack(Actor A)
{
    if ( bShotAnim )
        return;
    if ( VSize(A.Location - Location) < MeleeRange + CollisionRadius + A.CollisionRadius )
    {
        PlaySound(sound'pwhip1br',SLOT_Talk);
        SetAnimAction(MeleeAttack[Rand(4)]);
    }   
    else if ( Controller.InLatentExecution(501) ) // LATENT_MOVETO
        return;
    else
        SetAnimAction('StillFire');

    Controller.bPreparingMove = true;
    Acceleration = vect(0,0,0);
    bShotAnim = true;
}

function WhipDamageTarget()
{
    if ( MeleeDamageTarget(35, 40000.0 * Normal(Controller.Target.Location - Location)) )
        PlaySound(sound'pwhip1br', SLOT_Interact);
}
    
function SpawnLeftShot()
{
    bLeftShot = true;
    FireProjectile();
}

function SpawnRightShot()
{
    bLeftShot = false;
    FireProjectile();
}

function vector GetFireStart(vector X, vector Y, vector Z)
{
    if ( bLeftShot )
        return Location + CollisionRadius * ( X + 0.7 * Y + 0.4 * Z);
    else
        return Location + CollisionRadius * ( X - 0.7 * Y + 0.4 * Z);
}

function Step()
{
    PlaySound(FootStep[Rand(2)], SLOT_Interact);
}
    

defaultproperties
{
     Footstep(0)=Sound'SkaarjPack_rc.Brute.walk1br'
     Footstep(1)=Sound'SkaarjPack_rc.Brute.walk2br'
     MeleeAttack(0)="PistolWhip"
     MeleeAttack(1)="Punch"
     MeleeAttack(2)="PistolWhip"
     MeleeAttack(3)="Punch"
     bCanDodge=False
     HitSound(0)=Sound'SkaarjPack_rc.Brute.injur1br'
     HitSound(1)=Sound'SkaarjPack_rc.Brute.injur2br'
     HitSound(2)=Sound'SkaarjPack_rc.Brute.injur1br'
     HitSound(3)=Sound'SkaarjPack_rc.Brute.injur2br'
     DeathSound(0)=Sound'SkaarjPack_rc.Krall.death1k'
     DeathSound(1)=Sound'SkaarjPack_rc.Krall.death2k'
     DeathSound(2)=Sound'SkaarjPack_rc.Krall.death1k'
     DeathSound(3)=Sound'SkaarjPack_rc.Krall.death2k'
     ChallengeSound(0)=Sound'SkaarjPack_rc.Brute.yell1br'
     ChallengeSound(1)=Sound'SkaarjPack_rc.Brute.injur2br'
     ChallengeSound(2)=Sound'SkaarjPack_rc.Brute.nearby2br'
     ChallengeSound(3)=Sound'SkaarjPack_rc.Brute.yell2br'
     FireSound=SoundGroup'WeaponSounds.RocketLauncher.RocketLauncherFire'
     AmmunitionClass=Class'SkaarjPack.BruteAmmo'
     ScoringValue=5
     bCanStrafe=False
     MeleeRange=80.000000
     GroundSpeed=150.000000
     WaterSpeed=100.000000
     JumpZ=100.000000
     Health=220
     MovementAnims(0)="WalkF"
     MovementAnims(1)="WalkF"
     MovementAnims(2)="WalkF"
     MovementAnims(3)="WalkF"
     SwimAnims(0)="WalkF"
     SwimAnims(1)="WalkF"
     SwimAnims(2)="WalkF"
     SwimAnims(3)="WalkF"
     WalkAnims(1)="WalkF"
     WalkAnims(2)="WalkF"
     WalkAnims(3)="WalkF"
     IdleSwimAnim="WalkF"
     IdleWeaponAnim="CockGun"
     Mesh=VertMesh'SkaarjPack_rc.Brute1'
     Skins(0)=Texture'SkaarjPackSkins.Skins.jBrute1'
     Skins(1)=FinalBlend'XEffectMat.Shield.RedShell'
     TransientSoundVolume=0.700000
     TransientSoundRadius=800.000000
     CollisionRadius=47.000000
     CollisionHeight=52.000000
     Mass=400.000000
     Buoyancy=390.000000
     RotationRate=(Yaw=45000,Roll=0)
}

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Class file time: Tue 24/10/2006 17:11:02.000 - Creation time: Wed 7/2/2007 19:16:35.421 - Created with UnCodeX