# SFCharacter4.SFReaverKiller

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    //=============================================================================
    // Spatial Fear
    // Class: SFReaverKiller
    // Description: Reaver variant.  This one is intelligent, can jump, and attacks in packs.
    //
    // Author: Chris Rogers
    //=============================================================================
    Class SFReaverKiller extends SFReaver;

    #exec TEXTURE IMPORT NAME=reaverx1 FILE=Skins\reaverx1.pcx GROUP="Skins" MIPS=ON
    #exec TEXTURE IMPORT NAME=reaverx2 FILE=Skins\reaverx2.pcx GROUP="Skins" MIPS=ON
    #exec TEXTURE IMPORT NAME=reaverx3 FILE=Skins\reaverx3.pcx GROUP="Skins" MIPS=ON

    var (SpatialFear) float LeapDamage;
    var bool AttackSuccess;

    //=============================================================================
    // General Functions

    // Overwritten because the killer is friendly to all non-players and NPCs
    function eAttitude AttitudeToCreature(Pawn Other)
    {
    	local float fDecision;

    	if ( Other.IsA('SFScientist') || Other.IsA('SFMaleOfficer') || Other.IsA('SFFemaleOfficer') )
    	{
    		if (FRand() < 0.5)
    			return ATTITUDE_Hate;
    		else
    			return ATTITUDE_Frenzy;
    	}

    	// Check the global attitude flag
    	if(!bFightOtherCreatures)
    		return ATTITUDE_FRIENDLY;

    	if ( Other.IsA('SFReaver') || Other.IsA('SFReaverAssassin') )
    	{
    		return ATTITUDE_Ignore;
    	}
    	else
    		if(ScriptedPawn(Other).Aggressiveness > Aggressiveness)
    		{
    			if(FRand() < 0.1)
    				return ATTITUDE_Threaten;
    			else
    				return ATTITUDE_Ignore;
    		}
    		else
    		{
    			if(FRand() < 0.05)
    				return ATTITUDE_Threaten;
    			else
    				return ATTITUDE_Ignore;
    		}
    }

    function PlayInAir()
    {
    	TweenAnim('Leap',0.4);
    }

    function PlayLanded(float impactVel)
    {
    	local float dist;

    	dist = VSize(Target.Location - Location);
    	if (dist < CollisionRadius + Target.CollisionRadius + 10)
    	{
    		m_nameRestoreState	= GetStateName();
    		m_vectPushDir		= 45000 * (Normal(Target.Location - Location));
    		m_fAttackWait		= 0.15;
    		fAttackDamage		= 35;
    		TweenAnim('LeapHit', 0.1);
    		GotoState('Hitting');
    	} else {
    		TweenAnim('LeapMiss', 0.1);
    	}
    }

    //=============================================================================
    // States

    /*
    state RangedAttack
    {
    ignores SeePlayer, HearNoise;

    	function Bump (Actor Other)
    	{
    		if ( AttackSuccess || (AnimSequence != 'Leap') )
    		{
    			Disable('Bump');
    			return;
    		}
    		else
    			LungeDamageTarget();

    		if (!AttackSuccess && Pawn(Other) != None) //always add momentum
    			Pawn(Other).AddVelocity((60000.0 * (Normal(Other.Location - Location)))/Other.Mass);
    	}

    	function LungeDamageTarget()
    	{
    		If (MeleeDamageTarget(LeapDamage, (LeapDamage * 2000 * Normal(Target.Location - Location))))
    		{
    			AttackSuccess = true;
    			disable('Bump');
    		}
    	}

    	function PlayRangedAttack()
    	{
    		local float dist, decision;

    		decision = 1.0;
    		dist = VSize(Target.Location - Location);
    		if (dist > CollisionRadius + Target.CollisionRadius + 100)
    			decision = FRand();

    		if (Physics == PHYS_Falling)
    			decision = 1.0;
    		if (Target == None)
    			decision = 1.0;

    		if (decision < 0.35)
    		{
    			// Jump at them
    			PlayAnim('LeapBegin');
    			PlaySound(Threaten, SLOT_Interact);
    			Velocity = 500 * Normal(Target.Location + Target.CollisionHeight * vect(0,0,0.75) - Location);
    			if (dist > CollisionRadius + Target.CollisionRadius + 35)
    			Velocity.Z += FMax(dist/2, JumpZ);
    			SetPhysics(PHYS_Falling);
    			Enable('Bump');
    			PlayInAir();
    		} else {
    			Super.PlayRangedAttack();
    		}
    	}
    }
    */

    defaultproperties
    {
         LeapDamage=35.000000
         WalkSound=None
         fMeleeDamage=18.000000
         bFightOtherCreatures=True
         Acquire=None
         Fear=None
         Roam=None
         Threaten=None
         bCanJump=True
         GroundSpeed=700.000000
         AccelRate=700.000000
         JumpZ=50.000000
         Health=270
         HitSound1=None
         HitSound2=None
         Die=None
         MultiSkins(0)=Texture'SFCharacter4.Skins.reaverx1'
         MultiSkins(1)=Texture'SFCharacter4.Skins.reaverx2'
         MultiSkins(2)=Texture'SFCharacter4.Skins.reaverx3'
    }

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:45 PM
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