Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

KFStoryGame.KF_StoryNPC_Static


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
/*
	--------------------------------------------------------------
	 KF_StoryNPC_Static
	--------------------------------------------------------------

	StaticMesh NPC that can take damage.

	Author :  Alex Quick

	--------------------------------------------------------------
*/

class KF_StoryNPC_Static extends KF_StoryNPC;

var             bool                bCheckPointed;

var             float               SavedHealth;


simulated function PostBeginPlay()
{
    Super.PostbeginPlay();

    if(!bUseHitPoints)
    {
        Hitpoints.length = 0;
    }
}

function ResurrectNPC(){}


function SaveHealthState()
{
    bCheckPointed = true;
    SavedHealth = Health;
}


function Reset()
{
    Super.Reset();
    if(bCheckPointed)
    {
        Health      = SavedHealth;
    }
}

event EncroachedBy( actor Other ){}


function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
{
    local Controller PC;

	SpawnGibs(rotation, 1);


    /* Necessary because this pawn never dies .. we dont want AI Controllers getting stuck in infinite loops trying to attack it */
	for ( PC=Level.ControllerList; PC!=None; PC=PC.NextController )
	{
         if(PC.Enemy == self)
         {
            PC.Enemy = none;
         }
	}

    if(bIndestructible)
    {
        return;
    }

    BaseAIThreatRating = -1.f;
}

// Don't spawn any inventory for a static NPC
function AddDefaultInventory(){}

defaultproperties
{
     bIndestructible=True
     bUseDefaultPhysics=True
     bUseHitPoints=False
     bCanBeHealed=False
     bPlayerShadows=False
     bCanJump=False
     bCanPickupInventory=False
     ControllerClass=Class'Engine.AIController'
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'Waterworks_SM.pipe01_03'
     bActorShadows=False
     NetUpdateFrequency=5.000000
     bShadowCast=True
     bStaticLighting=True
     bMovable=False
     bUseCylinderCollision=False
     bPathColliding=True
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Fri 13-10-2023 03:17:28.000 - Creation time: Fri 13-10-2023 03:19:04.649 - Created with UnCodeX