class CNPC_Boss_Tier3VData : public CAI_CitadelNPCVData
{
public:
float32 m_flAllyPitTimeMin;
int32 m_nPhase2Health;
float32 m_flEyeZOffset;
float32 m_flDefaultMoveSpeed;
float32 m_flEnemyTrooperProtectionRange;
Vector m_vPhase1ObserverOrigin;
Vector m_vPhase2ObserverOrigin;
float32 m_flPhase1ObserverPitch;
float32 m_flPhase2ObserverPitch;
float32 m_flPhase2MaxAnimSpinRate;
float32 m_flPhase2AttackBias;
float32 m_flRotateSpeed;
float32 m_flPhase2SightRange;
float32 m_flCoreRadius;
float32 m_flCoreDeathTime;
float32 m_flTransitionLightTime01;
float32 m_flTransitionLightTime02;
float32 m_flTransitionLightTime03;
float32 m_flTransitionLightTime04;
// MPropertyStartGroup = Shrine Gameplay
float32 m_flShrineAttackHealthLossPerAttack;
float32 m_flShrineAttackMinTimeBetweenAttacks;
// MPropertyStartGroup = Visuals
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_AmberEffigyExplosionParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_AmberTransformUpExplosionParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_AmberBeginDyingParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_AmberDeathLargeExplosionParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_AmberHitResponseParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_AmberPhase2AmbientParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_SapphEffigyExplosionParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_SapphTransformUpExplosionParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_SapphBeginDyingParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_SapphDeathLargeExplosionParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_SapphHitResponseParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_SapphPhase2AmbientParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_PatronTransformDownEyeParticle;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>> m_strWIPModelName;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>> m_strTeamAmberModel;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>> m_AmberEffigyModel;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>> m_SapphEffigyModel;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>> m_AmberCoreModel;
CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>> m_SapphCoreModel;
float32 m_flCoreVerticalOffset;
// MPropertyStartGroup = Sounds
CSoundEventName m_PatronTransformStartSound;
CSoundEventName m_PatronKilledSound;
CSoundEventName m_EffigySapphireExplodeSound;
CSoundEventName m_EffigyAmberExplodeSound;
CSoundEventName m_AmberReformSound;
CSoundEventName m_SapphireReformSound;
CSoundEventName m_AmberReformingLoopSound;
CSoundEventName m_SapphireReformingLoopSound;
// MPropertyStartGroup = Modifiers
CEmbeddedSubclass<CBaseModifier> m_LaserBeamModifier;
CEmbeddedSubclass<CBaseModifier> m_DyingModifier;
CEmbeddedSubclass<CBaseModifier> m_VulnerableModifier;
CEmbeddedSubclass<CBaseModifier> m_Phase1Modifier;
CEmbeddedSubclass<CBaseModifier> m_EffigyModifier;
CEmbeddedSubclass<CBaseModifier> m_Phase2DamagePulseModifier;
CEmbeddedSubclass<CBaseModifier> m_BackdoorProtection;
CEmbeddedSubclass<CBaseModifier> m_RangedArmorModifier;
CEmbeddedSubclass<CBaseModifier> m_ObjectiveRegen;
CEmbeddedSubclass<CBaseModifier> m_ObjectiveHealthGrowthPhase1;
CEmbeddedSubclass<CBaseModifier> m_ObjectiveHealthGrowthPhase2;
CEmbeddedSubclass<CBaseModifier> m_DefenderInPitInvulnerable;
// MPropertyStartGroup = Laser
float32 m_flLaserMoveSpeed;
float32 m_flLaserCooldownPhase1;
float32 m_flLaserCooldownPhase2;
float32 m_flLaserDurationPhase1;
float32 m_flLaserDurationPhase2;
// MPropertyStartGroup = TransitionProperties
float32 m_flPhase1DyingBegin;
float32 m_flPhase1DyingDrop;
float32 m_flPhase2DyingDropScale;
float32 m_flPhase1DyingWait;
float32 m_flPhase1DyingTransformUp;
float32 m_flPhase1BossScale;
float32 m_flPhase2BossScale;
float32 m_flPostShrineTransition;
// MPropertyStartGroup = Arm Attacks
CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_ArmAttackGroundHit;
float32 m_flArmAttackHealthMin;
float32 m_flArmAttackHealthMax;
float32 m_flArmAttackCooldownMin;
float32 m_flArmAttackCooldownMax;
float32 m_flArmAttackTimeToHit;
float32 m_flArmAttackRadius;
float32 m_flArmAttackPosDotThres;
float32 m_flArmAttackDamage;
float32 m_flArmAttackKnockbackStrength;
float32 m_flArmAttackInvulCooldownScale;
};
KV3 Class Defaults
{
_class = "CNPC_Boss_Tier3VData"
m_sModelName = resource_name:""
m_hFootstepSounds = ""
m_vecNavLinkMovementNames = [ ]
m_flAimConeAngle = 6.0
m_nMaxHealth = 100
m_vecIntrinsicModifiers = [ ]
m_statusEffectMap =
{
}
m_vecAttachments = [ ]
m_flHeadDamageMultiplier = 1.5
m_flChestDamageMultiplier = 1.0
m_flStomachDamageMultiplier = 1.0
m_flArmDamageMultiplier = 1.0
m_flLegDamageMultiplier = 1.0
m_nMaxAdditionalAmmoBalancingShots = 0
m_bTakesDamage = true
m_strDamagedEffect = resource_name:""
m_bLightsFiresWhenDamaged = false
m_nRagdollHealth = 0
m_flImpactEnergyScale = 1.0
m_bAllowNonZUpMovement = false
m_bUseDynamicCollisionHull = false
m_bRequestCapsuleCollision = false
m_flCapsuleRadiusOverride = 0.0
m_flCapsuleHeightOverride = 0.0
m_vecActionDesiredShared = [ ]
m_sPlayerKilledNpcSound = soundevent:""
m_sCustomDeathHandshake = ""
m_sDefaultMovementSettings = ""
m_mappedMovementSettings = [ ]
m_bEnableCodeDrivenAnimgraphMovement = false
m_bEnableAnimgraphTagDrivenStrafing = true
m_flMassOverride = -1.0
m_flThreatTemperature = 20.0
m_flFlashpoint = -1.0
m_mapBoundAbilities =
{
}
m_flSightRangePlayers = 0.0
m_flSightRangeNPCs = 0.0
m_MeleeAnimName = ""
m_flMeleeAttemptRange = 80.0
m_flMeleeHitRange = 80.0
m_MeleeAttackPoints = [ ]
m_flMaxHealthBarDrawDistance = 0.0
m_flWalkSpeed = 300.0
m_flRunSpeed = 300.0
m_flTurnRate = 180.0
m_flAcceleration = 200.0
m_flStepHeight = 36.0
m_flJumpAnticipationTime = 0.6
m_BeamStartSound = soundevent:""
m_BeamStopSound = soundevent:""
m_BeamPointStartLoopSound = soundevent:""
m_BeamPointEndLoopSound = soundevent:""
m_BeamPointClosestLoopSound = soundevent:""
m_strAmbientLoopSound = soundevent:""
m_DeathSound = soundevent:""
m_strLastHitSound = soundevent:""
m_bPlayLastHitSound = true
m_flLastHitSoundWindowTime = 1.0
m_MeleeHitSound = soundevent:""
m_MeleeHitPlayerSound = soundevent:""
m_sAmberModelName = resource_name:""
m_sSapphireModelName = resource_name:""
m_sDefaultMaterialGroupName = ""
m_sEnemyMaterialGroupName = ""
m_sTeam1MaterialGroupName = ""
m_sTeam2MaterialGroupName = ""
m_MeleeSwingParticle = resource_name:""
m_MeleeActivateParticle = resource_name:""
m_flModelScale = 1.0
m_DeathParticle = resource_name:""
m_JumpParticle = resource_name:""
m_flOutlineRange = 2000.0
m_flOutlineWidth = 4.0
m_bOutlineThroughWalls = false
m_bOutlineWhenVisible = false
m_bSuppressOtherOutlinesWhenVisible = false
m_HealthBarParticle = resource_name:""
m_sHealthBarAttachment = ""
m_HealthBarColorFriend = [ 0, 0, 0, 0 ]
m_HealthBarColorEnemy = [ 0, 0, 0, 0 ]
m_HealthBarColorTeam1 = [ 0, 0, 0, 0 ]
m_HealthBarColorTeam2 = [ 0, 0, 0, 0 ]
m_HealthBarColorTeamNeutral = [ 0, 0, 0, 0 ]
m_flMeleeTargetRadius = 0.0
m_flHealthBarOffset = 0.0
m_bSpawnBreakablesOnDeath = false
m_flBreakableForceScale = 1.0
m_flPhysicsImpulseMultiplier = 1.0
m_flBeamWeaponWidth = 1.0
m_flBeamTurnRate = 90.0
m_BeamWeaponParticle = resource_name:""
m_WeaponInfo =
{
m_flBulletDamage = 0.0
m_eDamageType = "CITADEL_DAMAGETYPE_BULLET"
m_iBullets = 1
m_iSplitShotsMax = -1
m_bHitOnceAcrossAllBullets = false
m_iBulletsToFullyClaimOrb = 1
m_flExplosionRadius = 0.0
m_flExplosionDamageScaleAtMaxRadius = 0.3
m_bAllowExplosionToCollectGold = false
m_iClipSize = 0
m_flCycleTime = 0.15
m_flBulletCreationDelay = 0.0
m_iBurstShotCount = 1
m_flIntraBurstCycleTime = 0.0
m_iAmmoConsumedPerShot = 1
m_flRange = 8192.0
m_flRangeWhileZoomed = 0.0
m_flDamageFalloffStartRange = 0.0
m_flDamageFalloffEndRange = 900.0
m_flDamageFalloffBias = 0.5
m_flDamageFalloffStartScale = 1.0
m_flDamageFalloffEndScale = 0.0
m_bDontPassThroughPortals = false
m_bPlayImpactEffectsOnTeammates = false
m_flPenetrationPercent = 0.0
m_flIronSightsTime = 0.1
m_reloadDuration = 0.0
m_bReloadUseActiveWeaponInfoDuration = false
m_bReloadSingleBullets = false
m_bReloadSingleBulletsAllowCancel = false
m_flReloadSingleBulletsInitialDelay = 0.0
m_bCanCrit = true
m_flCritBonusStartRange = 0.0
m_flCritBonusEndRange = 0.0
m_flCritBonusStart = 1.0
m_flCritBonusEnd = 1.0
m_flCritBonusAgainstNPCs = 0.2
m_eCritFilter = "CITADEL_UNIT_TARGET_ALL"
m_eCritAlwaysFilter = ""
m_bSpinsUp = false
m_flMaxSpinCycleTime = -1.0
m_flSpinIncreaseRate = 0.0
m_flSpinDecayRate = 0.0
m_flBuildUpRate = -1.0
m_bIsSemiAuto = false
m_flBulletSpeed = 1000.0
m_flBulletSpeedRandomFactor = 0.0
m_flBulletGravityScale = 1.0
m_flBulletRadius = 0.0
m_flBulletRadiusVsWorld = 0.0
m_flBulletLifetime = 0.0
m_flVerticalAimBias = 0.0
m_flBulletInheritShooterVelocityScale = 0.0
m_bCanZoom = true
m_flZoomFOV = 70.0
m_flZoomFOV_Relative = -5.0
m_flZoomMoveSpeedPercent = 0.75
m_flShootMoveSpeedPercent = 0.75
m_flReloadMoveSpeedPercent = 1.0
m_bUsesSpreadPattern = true
m_Spread = 0.2
m_bFirstShotPerfectAccuracy = false
m_AimingShootSpreadPenalty = 0.0
m_flScatterYawScale = 1.0
m_flShootSpreadPenaltyPerShot = 0.0
m_ShootSpreadPenaltyPerShotNormalization =
{
m_bNormalizeSpreadPerShot = false
m_FireRatePctRange = [ 0.0, 100.0 ]
m_SpreadPerShotFactor = 1.0
}
m_flShootSpreadPenaltyDecayDelay = -1.0
m_flShootSpreadPenaltyDecay = 1.0
m_flSpreadPenaltyDecay = 3.0
m_flShootingUpSpreadPenalty = 0.0
m_flAutoReplenishClip = 0.0
m_NpcAimingSpread = 0.0
m_vecScatterOffsets = [ ]
m_flPelletScatterFactor = 1.0
m_flPelletScatterSpreadFactor = 0.5
m_bApplySpreadToFirstPellet = false
m_vecOriginOffsets = [ ]
m_flVerticalPunch = 1.0
m_flHorizontalPunch = 0.5
m_HorizontalRecoil =
{
m_Range = 0.0
m_flBurstSlope = 0.0
m_flBurstExponent = 1.0
m_flBurstConstant = 0.0
}
m_VerticallRecoil =
{
m_Range = 0.0
m_flBurstSlope = 0.0
m_flBurstExponent = 1.0
m_flBurstConstant = 0.0
}
m_flRecoilSpeed = 1.0
m_flRecoilRecoveryDelayFactor = 1.0
m_flRecoilRecoverySpeed = 1.0
m_flRecoilShotIndexRecoveryTimeFactor = 0.25
m_nRecoilSeed = 0
m_szBulletTravelTracerParticle = resource_name:"particles/weapon_fx/default_tracer.vpcf"
m_szSelfBulletTravelTracerParticle = resource_name:""
m_szBulletLinkParticle = resource_name:""
m_bUseDesatForFriendlyNonHeroTracer = true
m_eAttachmentSourceType = "EAttachmentSource_WeaponMuzzles"
m_strCustomAttachmentSource = "ability_cast"
m_szMuzzleFlashEffectName = resource_name:""
m_strWeaponImpactEffect = resource_name:""
m_mapImpactEffects =
{
}
m_bUseWeaponAbilityName = false
m_flDamageForce = 50.0
m_strShootSound = soundevent:""
m_strFirstShotSound = soundevent:""
m_strShotReleaseSound = soundevent:""
m_strBulletLoopingSound = soundevent:""
m_strBulletWhizSound = soundevent:""
m_strBulletImpactSound = soundevent:""
m_flBulletWhizDistance = 150.0
m_strReloadSound = soundevent:""
m_strReloadEndSound = soundevent:""
m_strLocalPlayerBulletImpactSound = soundevent:""
m_strLocalPlayerBulletImpactHeavySound = soundevent:""
m_strZoomInSound = soundevent:""
m_strZoomOutSound = soundevent:""
m_strSpinUpSound = soundevent:""
m_strSpinDownSound = soundevent:""
m_strSpinUpLoopSound = soundevent:""
m_flMaxLagCompensation = 340282346638528859811704183484516925440.0
}
m_flAllyPitTimeMin = 2.0
m_nPhase2Health = 18000
m_flEyeZOffset = 500.0
m_flDefaultMoveSpeed = 200.0
m_flEnemyTrooperProtectionRange = 1575.0
m_vPhase1ObserverOrigin = [ 0.0, 0.0, 0.0 ]
m_vPhase2ObserverOrigin = [ 0.0, 0.0, 0.0 ]
m_flPhase1ObserverPitch = 40.0
m_flPhase2ObserverPitch = 30.0
m_flPhase2MaxAnimSpinRate = 10.0
m_flPhase2AttackBias = 0.5
m_flRotateSpeed = 0.3
m_flPhase2SightRange = 600.0
m_flCoreRadius = 120.0
m_flCoreDeathTime = 3.0
m_flTransitionLightTime01 = 0.0
m_flTransitionLightTime02 = 1.0
m_flTransitionLightTime03 = 2.0
m_flTransitionLightTime04 = 3.0
m_flShrineAttackHealthLossPerAttack = 0.15
m_flShrineAttackMinTimeBetweenAttacks = 10.0
m_AmberEffigyExplosionParticle = resource_name:""
m_AmberTransformUpExplosionParticle = resource_name:""
m_AmberBeginDyingParticle = resource_name:""
m_AmberDeathLargeExplosionParticle = resource_name:""
m_AmberHitResponseParticle = resource_name:""
m_AmberPhase2AmbientParticle = resource_name:""
m_SapphEffigyExplosionParticle = resource_name:""
m_SapphTransformUpExplosionParticle = resource_name:""
m_SapphBeginDyingParticle = resource_name:""
m_SapphDeathLargeExplosionParticle = resource_name:""
m_SapphHitResponseParticle = resource_name:""
m_SapphPhase2AmbientParticle = resource_name:""
m_PatronTransformDownEyeParticle = resource_name:""
m_strWIPModelName = resource_name:""
m_strTeamAmberModel = resource_name:""
m_AmberEffigyModel = resource_name:""
m_SapphEffigyModel = resource_name:""
m_AmberCoreModel = resource_name:""
m_SapphCoreModel = resource_name:""
m_flCoreVerticalOffset = 0.0
m_PatronTransformStartSound = soundevent:""
m_PatronKilledSound = soundevent:""
m_EffigySapphireExplodeSound = soundevent:""
m_EffigyAmberExplodeSound = soundevent:""
m_AmberReformSound = soundevent:""
m_SapphireReformSound = soundevent:""
m_AmberReformingLoopSound = soundevent:""
m_SapphireReformingLoopSound = soundevent:""
m_LaserBeamModifier = subclass:
{
}
m_DyingModifier = subclass:
{
}
m_VulnerableModifier = subclass:
{
}
m_Phase1Modifier = subclass:
{
}
m_EffigyModifier = subclass:
{
}
m_Phase2DamagePulseModifier = subclass:
{
}
m_BackdoorProtection = subclass:
{
}
m_RangedArmorModifier = subclass:
{
}
m_ObjectiveRegen = subclass:
{
}
m_ObjectiveHealthGrowthPhase1 = subclass:
{
}
m_ObjectiveHealthGrowthPhase2 = subclass:
{
}
m_DefenderInPitInvulnerable = subclass:
{
}
m_flLaserMoveSpeed = 200.0
m_flLaserCooldownPhase1 = 10.0
m_flLaserCooldownPhase2 = 15.0
m_flLaserDurationPhase1 = 4.5
m_flLaserDurationPhase2 = 3.0
m_flPhase1DyingBegin = 3.0
m_flPhase1DyingDrop = 1.0
m_flPhase2DyingDropScale = 0.1
m_flPhase1DyingWait = 6.0
m_flPhase1DyingTransformUp = 1.0
m_flPhase1BossScale = 0.75
m_flPhase2BossScale = 0.6
m_flPostShrineTransition = 2.0
m_ArmAttackGroundHit = resource_name:""
m_flArmAttackHealthMin = 0.2
m_flArmAttackHealthMax = 0.8
m_flArmAttackCooldownMin = 4.0
m_flArmAttackCooldownMax = 10.0
m_flArmAttackTimeToHit = 1.23
m_flArmAttackRadius = 100.0
m_flArmAttackPosDotThres = 0.5
m_flArmAttackDamage = 150.0
m_flArmAttackKnockbackStrength = 400.0
m_flArmAttackInvulCooldownScale = 2.0
}