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Polys437 Polys951 Polys955 Polys959 Polys963 Polys979 Polys991 Polys995 Polys1106 Polys1110 Polys1114 Polys1209 Polys1326 Polys2465 Polys2686 Polys2690 Polys2694 Polys2702 Polys2706 Polys2722 Polys2726 Polys2730 Polys2734 Polys2738 Polys2742 Polys4446DECO_ExplodingBarrel164DECO_ExplodingBarrel165DECO_ExplodingBarrel166DECO_ExplodingBarrel167DECO_ExplodingBarrel168DECO_ExplodingBarrel169DECO_ExplodingBarrel170DECO_ExplodingBarrel171DECO_ExplodingBarrel172DECO_ExplodingBarrel173DECO_ExplodingBarrel174DECO_ExplodingBarrel175DECO_ExplodingBarrel176DECO_ExplodingBarrel177DECO_ExplodingBarrel178DECO_ExplodingBarrel179DECO_ExplodingBarrel180NewWeaponBase0NewWeaponBase7NewWeaponBase8!ASVehicleFactory_SentinelFloor10!ASVehicleFactory_SentinelFloor17!ASVehicleFactory_SentinelFloor19 Polys439 Polys890 Polys894 Polys898 Polys904 Polys908 Polys912 Polys916 Polys920 Polys924 Polys928 Polys932 Polys936 Polys944 Polys1011 Polys1015 Polys1102PhysicsVolume0DECO_ExplodingBarrel53DECO_ExplodingBarrel51DECO_ExplodingBarrel50DECO_ExplodingBarrel45DECO_ExplodingBarrel44DECO_ExplodingBarrel43DECO_ExplodingBarrel38DECO_ExplodingBarrel24DECO_ExplodingBarrel22DECO_ExplodingBarrel21DECO_ExplodingBarrel5DECO_ExplodingBarrel14 Polys987DECO_ExplodingBarrel10DECO_ExplodingBarrel11DECO_ExplodingBarrel12DECO_ExplodingBarrel13DECO_ExplodingBarrel15DECO_ExplodingBarrel16 Polys1458 Polys1534DECO_ExplodingBarrel56 Polys940 Polys983 Polys443 Polys417DECO_ExplodingBarrel65DefaultPhysicsVolume7 Polys1518 Polys886 Polys1538 Polys310Brush59 Model401 Model392 Model212 Model319 Model306 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( GmAtj  GZAl74w*9?%-' G=tm//============================================================================= // SGOMonsterController. //============================================================================= class mySGOMonsterController extends MonsterController; var int Error23counter; state Hunting { ignores EnemyNotVisible; function bool IsHunting() { return true; } function MayFall() { Pawn.bCanJump = ( (MoveTarget == None) || (MoveTarget.Physics != PHYS_Falling) || !MoveTarget.IsA('Pickup') ); } function SeePlayer(Pawn SeenPlayer) { if ( SeenPlayer == Enemy ) { if ( Level.timeseconds - ChallengeTime > 7 ) { ChallengeTime = Level.TimeSeconds; Monster(Pawn).PlayChallengeSound(); } VisibleEnemy = Enemy; EnemyVisibilityTime = Level.TimeSeconds; bEnemyIsVisible = true; Focus = Enemy; WhatToDoNext(22); } else Global.SeePlayer(SeenPlayer); } function Timer() { SetCombatTimer(); StopFiring(); } function PickDestination() { local vector nextSpot, ViewSpot,Dir; local float posZ; local bool bCanSeeLastSeen; if ( (Enemy == None) || (Enemy.Health <= 0) ) { Enemy = None; if (Error23counter < 100) { Error23counter += 1; WhatToDoNext(23); } else gotostate('Roaming'); return; } if ( Pawn.JumpZ > 0 ) Pawn.bCanJump = true; if ( ActorReachable(Enemy) ) { Destination = Enemy.Location; MoveTarget = None; return; } ViewSpot = Pawn.Location + Pawn.BaseEyeHeight * vect(0,0,1); bCanSeeLastSeen = bEnemyInfoValid && FastTrace(LastSeenPos, ViewSpot); if ( FindBestPathToward(Enemy, true,true) ) return; if ( bSoaking && (Physics != PHYS_Falling) ) SoakStop("COULDN'T FIND PATH TO ENEMY "$Enemy); MoveTarget = None; if ( !bEnemyInfoValid ) { Enemy = None; WhatToDoNext(26); return; } Destination = LastSeeingPos; bEnemyInfoValid = false; if ( FastTrace(Enemy.Location, ViewSpot) && VSize(Pawn.Location - Destination) > Pawn.CollisionRadius ) { SeePlayer(Enemy); return; } posZ = LastSeenPos.Z + Pawn.CollisionHeight - Enemy.CollisionHeight; nextSpot = LastSeenPos - Normal(Enemy.Velocity) * Pawn.CollisionRadius; nextSpot.Z = posZ; if ( FastTrace(nextSpot, ViewSpot) ) Destination = nextSpot; else if ( bCanSeeLastSeen ) { Dir = Pawn.Location - LastSeenPos; Dir.Z = 0; if ( VSize(Dir) < Pawn.CollisionRadius ) { GoalString = "Stakeout 3 from hunt"; GotoState('StakeOut'); return; } Destination = LastSeenPos; } else { Destination = LastSeenPos; if ( !FastTrace(LastSeenPos, ViewSpot) ) { if ( PickWallAdjust(Normal(LastSeenPos - ViewSpot)) || FindViewSpot() ) { if ( Pawn.Physics == PHYS_Falling ) SetFall(); else GotoState('Hunting', 'AdjustFromWall'); } else { GoalString = "Stakeout 2 from hunt"; GotoState('StakeOut'); return; } } } } function bool FindViewSpot() { local vector X,Y,Z; GetAxes(Rotation,X,Y,Z); if ( FastTrace(Enemy.Location, Pawn.Location + 2 * Y * Pawn.CollisionRadius) ) { Destination = Pawn.Location + 2.5 * Y * Pawn.CollisionRadius; return true; } if ( FastTrace(Enemy.Location, Pawn.Location - 2 * Y * Pawn.CollisionRadius) ) { Destination = Pawn.Location - 2.5 * Y * Pawn.CollisionRadius; return true; } if ( FRand() < 0.5 ) Destination = Pawn.Location - 2.5 * Y * Pawn.CollisionRadius; else Destination = Pawn.Location - 2.5 * Y * Pawn.CollisionRadius; return true; } function EndState() { if ( (Pawn != None) && (Pawn.JumpZ > 0) ) Pawn.bCanJump = true; } AdjustFromWall: MoveTo(Destination, MoveTarget); Begin: WaitForLanding(); if ( CanSee(Enemy) ) SeePlayer(Enemy); WaitForAnim: if ( Monster(Pawn).bShotAnim ) { Sleep(0.35); Goto('WaitForAnim'); } PickDestination(); if ( Level.timeseconds - ChallengeTime > 10 ) { ChallengeTime = Level.TimeSeconds; Monster(Pawn).PlayChallengeSound(); } SpecialNavig: if (MoveTarget == None) MoveTo(Destination); else MoveToward(MoveTarget,FaceActor(10),,(FRand() < 0.75) && ShouldStrafeTo(MoveTarget)); WhatToDoNext(27); if ( bSoaking ) SoakStop("STUCK IN HUNTING!"); } function bool FindNewEnemy() { local Pawn BestEnemy; local bool bSeeNew, bSeeBest; local float BestDist, NewDist; local Controller C; for ( C=Level.ControllerList; C!=None; C=C.NextController ) if (C.Pawn != None) if ( C.bIsPlayer && (!C.Pawn.isa('SGOBioMonster')) ) { if ( BestEnemy == None ) { BestEnemy = C.Pawn; BestDist = VSize(BestEnemy.Location - Pawn.Location); bSeeBest = CanSee(BestEnemy); } else { NewDist = VSize(C.Pawn.Location - Pawn.Location); if ( !bSeeBest || (NewDist < BestDist) ) { bSeeNew = CanSee(C.Pawn); if ( bSeeNew || (!bSeeBest && (NewDist < BestDist)) ) { BestEnemy = C.Pawn; BestDist = NewDist; bSeeBest = bSeeNew; } } } } if ( BestEnemy == Enemy ) return false; if ( BestEnemy != None ) { ChangeEnemy(BestEnemy,CanSee(BestEnemy)); return true; } return false; } function bool SetEnemy( Pawn NewEnemy, optional bool bHateMonster ) { local float EnemyDist; local bool bNewMonsterEnemy; if ( (NewEnemy == None) || (NewEnemy.Health <= 0) || (NewEnemy.Controller == None) || (NewEnemy == Enemy) ) return false; if (NewEnemy.isa('SGOBioMonster')) return false; bNewMonsterEnemy = bHateMonster && (Level.Game.NumPlayers < 4) && !Monster(Pawn).SameSpeciesAs(NewEnemy) && !NewEnemy.Controller.bIsPlayer; if ( !NewEnemy.Controller.bIsPlayer && !bNewMonsterEnemy ) return false; if ( (bNewMonsterEnemy && LineOfSightTo(NewEnemy)) || (Enemy == None) || !EnemyVisible() ) { ChangeEnemy(NewEnemy,CanSee(NewEnemy)); return true; } if ( !CanSee(NewEnemy) ) return false; if ( !bHateMonster && (Monster(Enemy) != None) && NewEnemy.Controller.bIsPlayer ) return false; EnemyDist = VSize(Enemy.Location - Pawn.Location); if ( EnemyDist < Pawn.MeleeRange ) return false; if ( EnemyDist > 1.7 * VSize(NewEnemy.Location - Pawn.Location)) { ChangeEnemy(NewEnemy,CanSee(NewEnemy)); return true; } return false; } function bool FireWeaponAt(Actor A) { if ( A == None ) A = Enemy; if ( (A == None) || (Focus != A) ) return false; Target = A; Monster(Pawn).RangedAttack(Target); return false; } function HearNoise(float Loudness, Actor NoiseMaker) { } bn4 e-'#-'a!C?  q!m!S GM //============================================================================= // SGOGameRulesSpawner. //============================================================================= class mySGOGameRulesSpawner extends Actor; function PostBeginPlay() { SetGameRules(); } function SetGameRules() //monster hack for DM-TMD { local GameRules G; if (Invasion(Level.Game)!=none) return; G = spawn(class'mySGOGameRules'); if ( Level.Game.GameRulesModifiers == None ) { Level.Game.GameRulesModifiers = G; } else { Level.Game.GameRulesModifiers.AddGameRules(G); } } E //============================================================================= // SGOGameRules. //============================================================================= class mySGOGameRules extends GameRules; function ScoreKill(Controller Killer, Controller Killed) { if ( (Killer != None) && (Killed != None) && (! Killed.SameTeamAs(Killer)) ) { if ( killer.PlayerReplicationInfo != none && MonsterController(Killed)!=none ) { Killer.PlayerReplicationInfo.Score -= 1; } } if ( NextGameRules != None ) { NextGameRules.ScoreKill(Killer,Killed); } } D//============================================================================= // DamTypeSGOMonsterGlob. //============================================================================= class mySGODamTypeMonsterGlob extends WeaponDamageType abstract; #exec OBJ LOAD FILE=XGameShaders.utx static function GetHitEffects(out class HitEffects[4], int VictimHealth ) { HitEffects[0] = class'mySGOBioSmokeB'; if(VictimHealth <= 0) { HitEffects[1] = class'mySGOBioSmokeA'; } } bw//============================================================================= // DamTypeSGOioGlob. //============================================================================= class mySGODamTypeBioGlob extends mySGODamTypeMonsterGlob; h //============================================================================= // SGOBioSpawn. //============================================================================= class mySGOBioSpawn extends BioGlob; function BlowUp(Vector HitLocation) { local Pawn NewMonster; NewMonster = Spawn(Class'mySGOBioMonster',self,,Location+GoopVolume*(CollisionHeight+8.0)*SurfaceNormal); if (NewMonster != None) { mySGOBioMonster(NewMonster).GoopLevel = GoopLevel; mySGOBioMonster(NewMonster).SetGoopLevel(GoopLevel); } Destroy(); } simulated function Destroyed() { if ( Fear != None ) Fear.Destroy(); if (Trail != None) Trail.Destroy(); Super.Destroyed(); } zNa,n GOWd//============================================================================= // SGOBioSmoke. //============================================================================= class mySGOBioSmokeB extends mySGOBioSmokeA; wsp7w*a.w*a GL -a=( GSy -( GL  ] GV//============================================================================= // SGOBioSmoke. //============================================================================= class mySGOBioSmokeA extends pclSmoke; #exec OBJ LOAD FILE=XGameShaders.utx simulated function PostBeginPlay() { SetTimer(0.1,False); Super.PostBeginPlay(); } simulated function Timer() { mRegen=False; } xv//============================================================================= // SGOBioMonster. //============================================================================= class mySGOBioMonster extends Monster Placeable Config(User); var name DeathAnims; var int GoopLevel; var float GoopVolume; var int locationtimer; var int SGODamage; var() class MyDamageType; var() bool Merge; var bool bLunging; var vector SurfaceNormal; var vector BioLocation; var rotator NewRot; replication { reliable if(Role == ROLE_Authority) GoopLevel,GoopVolume; } function SetMovementPhysics() { SetPhysics(PHYS_Falling); } function PreBeginPlay() { GoopVolume=1 ; SetTimer(3,true); super.PreBeginPlay(); if (GoopVolume <= 1) { SetGoopLevel(rand(1)+1); } else SetGoopLevel(GoopVolume); } simulated function timer () { HealthMax = default.Health * sqrt(GoopLevel); if (Health > HealthMax) Health = HealthMax; if (BioLocation == location) locationtimer += 1; else locationtimer = 0; if (locationtimer > 10) SplashGlobs(GoopLevel/2) ; SetRotation(NewRot); if (GoopLevel > 10) GoopLevel = 10; if (GoopLevel < 1) GoopLevel = 1; Mass = default.Mass * sqrt(GoopLevel); GroundSpeed = default.GroundSpeed + (GoopLevel * 20); WaterSpeed = default.WaterSpeed + (GoopLevel * 30); if (GroundSpeed < default.GroundSpeed) GroundSpeed = default.GroundSpeed; if (WaterSpeed < default.WaterSpeed) WaterSpeed = default.WaterSpeed; if (GroundSpeed > 300) GroundSpeed = 300; if (WaterSpeed > 450) WaterSpeed = 450; JumpZ = default.JumpZ + GoopLevel; SGODamage = default.SGODamage * GoopLevel; if (SGODamage < default.SGODamage) SGODamage = default.SGODamage; if (SGODamage > 50) SGODamage = 50; } simulated function PlayDying(class DamageType, vector HitLocation) { BlowUp(HitLocation); super.PlayDying(DamageType,HitLocation); } simulated function PlayDirectionalHit(vector HitLoc) { TweenAnim('HIT', 0.05); } simulated function PlayDirectionalDeath(vector HitLoc) { } function PlayVictory() { Controller.bPreparingMove = true; Acceleration = vect(0,0,0); bShotAnim = true; PlayAnim('Shrivel', 1.0); Controller.Destination = Location; Controller.GotoState('TacticalMove','WaitForAnim'); } simulated function MergeWithGlob(int Glevel,Actor Other) { mySGOBioMonster(Other).Merge = true; SetGoopLevel(GoopLevel + Glevel); PlayAnim('Shrivel'); Health += mySGOBioMonster(Other).Health * sqrt(mySGOBioMonster(Other).GoopLevel); mySGOBioMonster(Other).SplashGlobs(mySGOBioMonster(Other).GoopLevel); } simulated function SetGoopLevel( int NewGoopLevel ) { GoopLevel = NewGoopLevel; GoopVolume = sqrt(float(GoopLevel)); SetDrawScale(GoopVolume*default.DrawScale); LightBrightness = Min(100 + 15*(GoopLevel), 255); LightRadius = 1.25 *(GoopLevel); SetCollisionSize(GoopVolume*10.0, GoopVolume*10.0); } function BlowUp(Vector HitLocation) { local int DamageRadius; local float MomentumTransfer; if (Role == ROLE_Authority) { DamageRadius = DamageRadius * GoopVolume/2; MomentumTransfer = MomentumTransfer * GoopVolume; if (Physics == PHYS_Flying) MomentumTransfer *= 0.5; HurtRadius(SGODamage/4, DamageRadius, MyDamageType, MomentumTransfer, HitLocation); SplashGlobs((GoopLevel)*2+3); } PlaySound(GibGroupClass.static.GibSound(), SLOT_Pain, 2.0*TransientSoundVolume,true,500); SmokeEffect(HitLocation); } simulated function SmokeEffect(vector HitLocation) { if(EffectIsRelevant(Location,false) && Level.Netmode != NM_DedicatedServer) { Spawn(class'mySGOBioSmokeB',,, HitLocation, rotator(-Velocity)); } } singular function SplashGlobs(int NumGloblings) { local int g; local BioGlob NewGlob; local Vector VNorm; local int GoopIndex; GoopIndex = square(GoopLevel); SetCollision(false, false, false); bCollideWorld = false; bHidden = true; if (NumGloblings > 32) NumGloblings = 32; for (g=0; g 250 ) return; bShotAnim = true; PlaySound(ChallengeSound[Rand(4)], SLOT_Interact, 1.0 * TransientsoundVolume,,,,false); if ( Dist < MeleeRange + CollisionRadius + A.CollisionRadius ) { MeleeDamageTarget(SGODamage/2, vect(0,0,0)); Controller.bPreparingMove = true; Acceleration = vect(0,0,0); return; } bLunging = true; Enable('Bump'); Velocity = 500 * Normal(A.Location + A.CollisionHeight * vect(0,0,0.75) - Location); if ( dist > CollisionRadius + A.CollisionRadius + 35 ) Velocity.Z += 0.7 * dist; SetPhysics(PHYS_Falling); } event Landed( Vector HitNormal ) { if ( Level.NetMode != NM_DedicatedServer ) PlaySound(Sound'WeaponSounds.BioRifle.BioRifleGoo1', SLOT_Interact,1.0 * TransientsoundVolume,,,,false); } function bool MeleeDamageTarget(int SGODamage, vector pushdir) { local vector HitLocation, HitNormal; local actor HitActor; if ( (Controller.target != none) && (VSize(Controller.Target.Location - Location) <= MeleeRange * 1.4 + Controller.Target.CollisionRadius + CollisionRadius) && ((Physics == PHYS_Flying) || (Physics == PHYS_Swimming) || (Abs(Location.Z - Controller.Target.Location.Z) <= FMax(CollisionHeight, Controller.Target.CollisionHeight) + 0.5 * FMin(CollisionHeight, Controller.Target.CollisionHeight))) ) { HitActor = Trace(HitLocation, HitNormal, Controller.Target.Location, Location, false); 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