{"id":257,"date":"2013-05-07T21:44:03","date_gmt":"2013-05-07T21:44:03","guid":{"rendered":"http:\/\/www.warsam.com\/?page_id=257"},"modified":"2013-11-03T13:36:30","modified_gmt":"2013-11-03T19:36:30","slug":"kraven-manor","status":"publish","type":"page","link":"https:\/\/www.warsam.com\/?page_id=257","title":{"rendered":"Kraven Manor"},"content":{"rendered":"<p><img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/www.warsam.com\/wp-content\/uploads\/2013\/10\/25563_1_unreal_engine_3_ported_to_windows_rt_arm_powered_tablet.png\" alt=\"Unreal Development Kit\" width=\"117\" height=\"98\" class=\"alignnone size-full wp-image-671\" style=\"float:right\" \/><br \/>\n<em>Kraven Manor\u00a0<\/em>is a first-person, survival-horror game set in a dark and haunted manor.<\/p>\n<p>The player has the power to dynamically alter the layout by interacting with a miniature scale model of the manor, located in its extravagant\u00a0entryway.<\/p>\n<p><iframe loading=\"lazy\" width=\"500\" height=\"281\" src=\"\/\/player.vimeo.com\/video\/73967903\" frameborder=\"0\" webkitallowfullscreen=\"\" mozallowfullscreen=\"\" allowfullscreen=\"\"><\/iframe><\/p>\n<div style=\"float: right;\" >\n<a title=\"Download Kraven Manor - Indie DB\" href=\"http:\/\/www.indiedb.com\/games\/kraven-manor\/downloads\/kraven-manor-v1\" target=\"_blank\"><img decoding=\"async\" alt=\"Kraven Manor\" src=\"http:\/\/button.indiedb.com\/download\/medium\/54325.png\" \/><\/a>\n<\/div>\n<div>\n<a class=\"popularitybtn\" href=\"http:\/\/www.indiedb.com\/games\/kraven-manor\" title=\"View Kraven Manor on Indie DB\" target=\"_blank\"><img decoding=\"async\" src=\"http:\/\/button.indiedb.com\/popularity\/medium\/games\/22736.png\" alt=\"Kraven Manor\"><\/a><\/p>\n<\/div>\n<div id=\"squelch-taas-accordion-0\" class=\"squelch-taas-accordion squelch-taas-override\" data-active=\"1\" data-disabled=\"false\" data-autoheight=\"false\" data-collapsible=\"true\"><h3 id=\"squelch-taas-header-0\"><a href=\"#squelch-taas-accordion-shortcode-content-0\">Screenshots<\/a><\/h3><div id=\"squelch-taas-accordion-shortcode-content-0\" class=\"squelch-taas-accordion-shortcode-content squelch-taas-accordion-shortcode-content-0\">\r\n\r\r\n\t<div class=\"slideshow_container slideshow_container_style-light\" style=\"height: 500px; \" data-slideshow-id=\"296\" data-style-name=\"style-light\" data-style-version=\"2.3.1\" >\r\r\n\r\r\n\t\t\r\n\r\r\n\t\t<div class=\"slideshow_content\" style=\"display: none;\">\r\r\n\r\r\n\t\t\t<div class=\"slideshow_view\">\r\n\r\r\n\t\t\t\t<div class=\"slideshow_slide slideshow_slide_image\">\r\r\n\t\t\t\t\t\r\n\t\t\t\t\t\t<img src=\"https:\/\/www.warsam.com\/wp-content\/uploads\/2013\/08\/961465289_orig.jpg\" alt=\"961465289_orig\" width=\"1100\" height=\"618\" \/>\r\r\n\t\t\t\t\t\r\n\t\t\t\t\t<div class=\"slideshow_description_box slideshow_transparent\">\r\r\n\t\t\t\t\t\t<div class=\"slideshow_title\">961465289_orig<\/div>\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t<\/div>\r\r\n\t\t\t\t<\/div>\r\r\n\r\r\n\t\t\t\r\n\t\t\r\n\t\r\n<div style=\"clear: both;\"><\/div><\/div><div class=\"slideshow_view\">\r\n\r\r\n\t\t\t\t<div class=\"slideshow_slide slideshow_slide_image\">\r\r\n\t\t\t\t\t\r\n\t\t\t\t\t\t<img src=\"https:\/\/www.warsam.com\/wp-content\/uploads\/2013\/08\/208343770_orig.jpg\" alt=\"208343770_orig\" width=\"1100\" height=\"618\" \/>\r\r\n\t\t\t\t\t\r\n\t\t\t\t\t<div class=\"slideshow_description_box slideshow_transparent\">\r\r\n\t\t\t\t\t\t<div class=\"slideshow_title\">208343770_orig<\/div>\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t<\/div>\r\r\n\t\t\t\t<\/div>\r\r\n\r\r\n\t\t\t\r\n\t\t\r\n\t\r\n<div style=\"clear: both;\"><\/div><\/div><div class=\"slideshow_view\">\r\n\r\r\n\t\t\t\t<div class=\"slideshow_slide slideshow_slide_image\">\r\r\n\t\t\t\t\t\r\n\t\t\t\t\t\t<img src=\"https:\/\/www.warsam.com\/wp-content\/uploads\/2013\/08\/375860621_orig.jpg\" alt=\"375860621_orig\" width=\"1100\" height=\"618\" \/>\r\r\n\t\t\t\t\t\r\n\t\t\t\t\t<div class=\"slideshow_description_box slideshow_transparent\">\r\r\n\t\t\t\t\t\t<div class=\"slideshow_title\">375860621_orig<\/div>\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t<\/div>\r\r\n\t\t\t\t<\/div>\r\r\n\r\r\n\t\t\t\r\n\t\t\r\n\t\r\n<div style=\"clear: both;\"><\/div><\/div><div class=\"slideshow_view\">\r\n\r\r\n\t\t\t\t<div class=\"slideshow_slide slideshow_slide_image\">\r\r\n\t\t\t\t\t\r\n\t\t\t\t\t\t<img src=\"https:\/\/www.warsam.com\/wp-content\/uploads\/2013\/08\/411513150_orig.jpg\" alt=\"411513150_orig\" width=\"1100\" height=\"618\" \/>\r\r\n\t\t\t\t\t\r\n\t\t\t\t\t<div class=\"slideshow_description_box slideshow_transparent\">\r\r\n\t\t\t\t\t\t<div class=\"slideshow_title\">411513150_orig<\/div>\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t<\/div>\r\r\n\t\t\t\t<\/div>\r\r\n\r\r\n\t\t\t\r\n\t\t\r\n\t\r\n<div style=\"clear: both;\"><\/div><\/div><div class=\"slideshow_view\">\r\n\r\r\n\t\t\t\t<div class=\"slideshow_slide slideshow_slide_image\">\r\r\n\t\t\t\t\t\r\n\t\t\t\t\t\t<img src=\"https:\/\/www.warsam.com\/wp-content\/uploads\/2013\/08\/1922894_orig.jpg\" alt=\"1922894_orig\" width=\"1100\" height=\"618\" \/>\r\r\n\t\t\t\t\t\r\n\t\t\t\t\t<div class=\"slideshow_description_box slideshow_transparent\">\r\r\n\t\t\t\t\t\t<div class=\"slideshow_title\">1922894_orig<\/div>\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t<\/div>\r\r\n\t\t\t\t<\/div>\r\r\n\r\r\n\t\t\t\r\n\t\t\r\n\t\r\n<div style=\"clear: both;\"><\/div><\/div><div class=\"slideshow_view\">\r\n\r\r\n\t\t\t\t<div class=\"slideshow_slide slideshow_slide_image\">\r\r\n\t\t\t\t\t\r\n\t\t\t\t\t\t<img src=\"https:\/\/www.warsam.com\/wp-content\/uploads\/2013\/08\/2676352_orig.jpg\" alt=\"2676352_orig\" width=\"1100\" height=\"618\" \/>\r\r\n\t\t\t\t\t\r\n\t\t\t\t\t<div class=\"slideshow_description_box slideshow_transparent\">\r\r\n\t\t\t\t\t\t<div class=\"slideshow_title\">2676352_orig<\/div>\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t<\/div>\r\r\n\t\t\t\t<\/div>\r\r\n\r\r\n\t\t\t\r\n\t\t\r\n\t\r\n<div style=\"clear: both;\"><\/div><\/div>\r\n\r\r\n\t\t<\/div>\r\r\n\r\r\n\t\t<div class=\"slideshow_controlPanel slideshow_transparent\" style=\"display: none;\"><ul><li class=\"slideshow_togglePlay\" data-play-text=\"Play\" data-pause-text=\"Pause\"><\/li><\/ul><\/div>\r\r\n\r\r\n\t\t<div class=\"slideshow_button slideshow_previous slideshow_transparent\" role=\"button\" data-previous-text=\"Previous\" style=\"display: none;\"><\/div>\r\r\n\t\t<div class=\"slideshow_button slideshow_next slideshow_transparent\" role=\"button\" data-next-text=\"Next\" style=\"display: none;\"><\/div>\r\r\n\r\r\n\t\t<div class=\"slideshow_pagination\" style=\"display: none;\" data-go-to-text=\"Go to slide\"><div class=\"slideshow_pagination_center\"><\/div><\/div>\r\r\n\r\r\n\t\t<!-- WordPress Slideshow Version 2.3.1 -->\r\r\n\r\r\n\t\t\r\n\t<\/div>\r\r\n\r\r\n<\/div><\/div>\n\n<h2>Reviews<\/h2>\n<ul>\n<li><a title=\"Gamespot: House of Horrors - Kraven Manor\" href=\"http:\/\/www.gamespot.com\/shows\/houseofhorrors\/?event=kraven-manor-20130603\" target=\"_blank\">Gamespot: House of Horrors &#8211; Kraven Manor<\/a><\/li>\n<li><a title=\"Kraven Manor - A Master's Course in Atmosphere\" href=\"http:\/\/www.alienwarearena.com\/articles\/view\/Kraven-Manor-A-Masters-Course-in-Atmosphere\/\" target=\"_blank\">Alienware Arena: &#8220;plays better, looks better, and ultimately scares better than the vast majority of horror games&#8221;<\/a><\/li>\n<li><a title=\"Kraven Manor, when AAA quality meets horror indie games\" href=\"http:\/\/www.creepygaming.net\/2013\/05\/kraven-manor-when-aaa-quality-meets.html\" target=\"_blank\">Creepy Gaming: Kraven Manor, when AAA quality meets horror indie games.<\/a><\/li>\n<li><a title=\"Jayisgames: Kraven Manor possesses some of the best atmosphere around.\" href=\"http:\/\/jayisgames.com\/archives\/2013\/05\/kraven_manor.php\" target=\"_blank\">Jayisgames:\u00a0Kraven Manor possesses some of the best atmosphere around.<\/a><\/li>\n<\/ul>\n<div id=\"squelch-taas-accordion-1\" class=\"squelch-taas-accordion squelch-taas-override\" data-active=\"1\" data-disabled=\"false\" data-autoheight=\"false\" data-collapsible=\"true\"><h3 id=\"squelch-taas-header-1\"><a href=\"#squelch-taas-accordion-shortcode-content-1\">Postmortem<\/a><\/h3><div id=\"squelch-taas-accordion-shortcode-content-1\" class=\"squelch-taas-accordion-shortcode-content squelch-taas-accordion-shortcode-content-1\">\n<h4>What Went Well<\/h4>\n<ul>\n<li>I succeeded in iterating several times on gameplay components &#8211; allowing for polish.<\/li>\n<li>I stayed ahead of designers in terms of implementing design tools and game components to a usable state before the designers actually needed them.<\/li>\n<li>My estimated schedule for components I was responsible for implementing was less than actual development time &#8211; allowing for more iteration\/polish.<\/li>\n<\/ul>\n<h4>What Went Wrong<\/h4>\n<ul>\n<li>My tests were not elaborate enough to match the use of some my components in the actual game.<\/li>\n<li>For some tough bugs, I initially panicked and resorted to trial and error bug fixing instead of taking the time to critically think about the cause of the problem &#8211; this ultimately wasted more time than simply doing the latter first.<\/li>\n<li>In some cases, I failed to properly document the implementation and use of components and tools I made which led to spending more time than necessary educating team members on their use.<\/li>\n<\/ul>\n<h4>What I Learned<\/h4>\n<ul>\n<li>Spend the extra time to create elaborate tests that closely match the final gameplay early on. Better yet, involve designers and motivate them to create a whitebox level that tests the core gameplay components very early.<\/li>\n<li>Document tools and components right away and submit to users for feedback. As soon as first pass implemented, schedule time to walk users through implementation and how to use. This also serves as a great opportunity to gather feedback to iterate.<\/li>\n<li>Any time faced with a tough bug, step back and take the time to properly understand the problem and isolate the root cause.<\/li>\n<\/ul>\n<\/div><\/div>\n\n<h2>Project Contribution<\/h2>\n<ul>\n<li>Collaborated with designers to specify\u00a0game-play\u00a0systems.<\/li>\n<li>Implemented Artificial Intelligence systems.<\/li>\n<li>Implemented enemy animation systems.<\/li>\n<li>Implemented core shifting room mechanic.<\/li>\n<li>Implemented interactive objects and possessed objects systems.<\/li>\n<li>Created tools for designers (Kismet actions and events).<\/li>\n<\/ul>\n<div id=\"squelch-taas-accordion-2\" class=\"squelch-taas-accordion squelch-taas-override\" data-active=\"1\" data-disabled=\"false\" data-autoheight=\"false\" data-collapsible=\"true\"><h3 id=\"squelch-taas-header-2\"><a href=\"#squelch-taas-accordion-shortcode-content-2\">Source Code<\/a><\/h3><div id=\"squelch-taas-accordion-shortcode-content-2\" class=\"squelch-taas-accordion-shortcode-content squelch-taas-accordion-shortcode-content-2\">Below is the source code for an AI Controller: <em>Fred<\/em>, the code-name for one of the enemy statue types. <\/p>\n<ul>\n<li>Archetyped the class to expose all public data to designers.<\/li>\n<li>UDK&#8217;s Navigation Mesh used for path finding.<\/li>\n<li>Worked with designers to generate good nav-meshes.<\/li>\n<li>HandleBeingStuck() implemented to nudge the AI pawn to a better location when stuck.  <\/li>\n<\/ul>\n<p><div id=\"squelch-taas-tab-group-0\" class=\"squelch-taas-tab-group squelch-taas-override\" data-title=\"\" data-disabled=\"false\" data-collapsible=\"true\" data-active=\"0\" data-event=\"click\"><ul><li class=\"squelch-taas-tab\"><a href=\"#squelch-taas-tab-content-0-0\">KM_Fred.uc<\/a><\/li><\/ul><div id=\"squelch-taas-tab-content-0-0\" class=\"\">[crayon lang=&#8221;c++&#8221;]\n\/************************************************************************************************<br \/>\n * Copyright (c) 2012-2013 The Guildhall at Southern Methodist University. All Rights Reserved.<br \/>\n * &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br \/>\n * Kraven Manor<br \/>\n * Demon Wagon Studios, Cohort 18<br \/>\n *<br \/>\n * @Author:     Warsam Osman<br \/>\n *<br \/>\n * &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br \/>\n * @Updated:    06\/10\/2013<br \/>\n * @File:       KM_Fred.uc<br \/>\n * @Brief:      Fred &#8211; codename for statue that chases player and launches ghosts at her.<br \/>\n ************************************************************************************************\/<\/p>\n<p>class KM_Fred extends KM_AIController<br \/>\n    placeable; \/\/ placeable only so LDs can create archetypes<\/p>\n<p>\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/<br \/>\n\/\/ Public Class Variables<br \/>\n\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/<\/p>\n<p>var(FredController) public float        AttackRange;<br \/>\nvar(FredController) public float        DamageToPlayerPerTick;<br \/>\nvar(FredController) public float        PlayerDetectionRadius;<br \/>\nvar(FredController) public float        AttackCoolDownSeconds;<br \/>\nvar(FredController) public int          AttackAfterTeleportCoolDown;<br \/>\nvar(FredController) public bool         IsFrozen;<br \/>\nvar(FredController) public int          TriggerTeleportAfterNumLooks;<br \/>\nvar(FredController) public float        DeathDelay;<br \/>\nvar(Ghost) public float                 SecondsToWaitBeforeFiring;<br \/>\nvar(Ghost) public int                   GhostDamageToPlayerOnTouch;<br \/>\nvar(Ghost) public float                 SecondsToFlickerFlashLight;<br \/>\nvar(Ghost) public float                 SecondsToKeepFlashLightOff;<br \/>\nvar(Ghost) public float                 PositionOffsetAbovePlayerToSpawn;<br \/>\nvar(Ghost) public float                 WindUpTime;<br \/>\nvar(Ghost) public float                 GhostSpeed;<br \/>\nvar(Ghost) public float                 GhostMaxSpeed;<br \/>\nvar(Ghost) public float                 GhostAccelerationRate;<\/p>\n<p>\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/<br \/>\n\/\/ Private Class Variables<br \/>\n\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/<\/p>\n<p>var private KM_GhostProjectile          m_spawnedGhostProjectile;<br \/>\nvar private float                       m_attackRangeSq;<br \/>\nvar private Vector                      m_locationLastFrame;<br \/>\nvar private Vector                      m_nextDestination;<br \/>\nvar private ParticleSystem              m_CustomFX, m_FxTakeDamage;<br \/>\nvar private ParticleSystemComponent     m_PSC,m_PSCTakeDemage, m_windupEmitter;<br \/>\nvar private bool                        m_bStatueEnabled;<br \/>\nvar private bool                        m_bGhostInFlight;<br \/>\nvar private bool                        m_bDebug;<br \/>\nvar private bool                        m_bReadyToAttack;<br \/>\nvar private bool                        m_bReadyToShootGhost;<br \/>\nvar private float                       m_timeToSpendRecoveringWhileStuck;<br \/>\nvar private bool                        m_bStuck;<br \/>\nvar private float                       m_stuckCheckDistance;<br \/>\nvar private float                       m_distanceToTeleportSq;<\/p>\n<p>\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/<br \/>\n\/\/ Events \/ Functions<br \/>\n\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/<\/p>\n<p>event PostBeginPlay()<br \/>\n{<br \/>\n    super.PostBeginPlay();<\/p>\n<p>    m_attackRangeSq = AttackRange * AttackRange;<br \/>\n}<\/p>\n<p>function bool IsWithinAttackRangeOfEnemy()<br \/>\n{<br \/>\n    if( Pawn == None ) return false;<br \/>\n    return VSizeSq( GetEnemy().Location &#8211; Pawn.Location ) < m_attackRangeSq;\n}\n\n\n\/\/Fast trace pawn collision extent to check for clear path to destination\nfunction bool CanReachDestination( Vector checkDestination )\n{\n    local Vector pathCollisionExtent;\n\n    if( Pawn == None ) return false;\n\n    GetPawnCollisionExtent( pathCollisionExtent );\n\n    \/\/Check if line of sight\n    if( !FastTrace( checkDestination, Pawn.Location, pathCollisionExtent ) )\n        return false;\n\n    return true;\n}\n\nfunction KM_Pawn GetEnemyWithinDetectRadius()\n{\n    local KM_Pawn playerPawn;\n\n    if( Pawn == None ) return None;\n\n    foreach OverlappingActors( class'KM_Pawn', playerPawn, PlayerDetectionRadius, Pawn.Location )\n    {\n        return playerPawn;\n    }\n    return None;\n}\n\n\/\/ Create the pawn collision extent\nfunction GetPawnCollisionExtent( out Vector pawnCollisionExtent )\n{\n    if( Pawn == None ) return;\n    pawnCollisionExtent.X = Pawn.GetCollisionRadius();\n    pawnCollisionExtent.Y = Pawn.GetCollisionRadius();\n    pawnCollisionExtent.Z = Pawn.GetCollisionHeight();\n}\n\n\/\/Globes are ignored as design advocates for Fred to shoot at a globe if player is on other side of it.\n\/\/Note: it is intended the globe to be hit even if there is obstruction between the globe and player \nfunction bool HasLineOfSightToPlayerIgnoringGlobes( optional Vector Extent = vect( 30.0, 30.0, 30.0 ) )\n{\n    local Actor                     HitActor;\n    local Vector                    HitLocation, HitNormal;\n    local Vector                    StartShot, EndShot;\n    local TraceHitInfo              HitInfo;\n\n    \/\/ Perform a trace to find what the player is looking at\n    StartShot       = Pawn.Location;\n    StartShot.Z     += PositionOffsetAbovePlayerToSpawn;\n    EndShot         = GetEnemy().Location; \n    HitActor        = Trace(HitLocation, HitNormal, EndShot, StartShot, True, Extent, HitInfo, TRACEFLAG_Bullet );\n    \n    if( m_bDebug )\n    {\n        DrawDebugLine(Pawn.Location,HitActor.Location,0,255,0,true);\n        DrawDebugSphere(HitActor.Location,16,20,0,255,0,true);\n    }\n\n    if( HitActor == Self )\n        return false;\n    else if( HitActor.IsA( 'KM_Pawn') )\n        return true;\n    else if( HitActor.IsA( 'KM_Globe') )\n        return true;\n    \n    return false;\n}\n\n\/\/Swing open unlocked doors when chasing the player.\nfunction DetectAndAttemptOpenDoor( Vector checkDestination )\n{\n    local Actor HitActor;\n    local Vector HitLocation, HitNormal, pathCollisionExtent, StatueFacingTarget;\n    local Vector endLoc;\n    local KM_InterpDoor theDoor;\n    local KM_Door DoorOwner; \n    \n    if( Pawn == None ) return;\n    \n    GetPawnCollisionExtent( pathCollisionExtent );\n\n    StatueFacingTarget = Normal( checkDestination - Pawn.Location  );\n    endLoc =  Pawn.Location + ( StatueFacingTarget * ( Pawn.GetCollisionRadius() + 5.0 ) ); \/\/Magic so trace hits when adjacent to door.\n\n    foreach TraceActors(class'Actor', HitActor, HitLocation, HitNormal, \n        endLoc, Pawn.Location, pathCollisionExtent)\n    {\n        theDoor = KM_InterpDoor(HitActor);\n        if( theDoor == None ) continue;\n\n        DoorOwner = theDoor.DoorFrame;\n        if( DoorOwner == None ) continue;\n    \n        if( !DoorOwner.IsDoorLocked() &#038;&#038; !DoorOwner.IsDoorOpen() )\n            theDoor.DoorFrame.SetIsDoorOpen( true,, Pawn );\n    }\n\n}\n\n\/\/Stops pawn moving towards final destination and stops it moving\nfunction StopMovement()\n{\n    if( Pawn == None ) return;\n    Pawn.Acceleration = vect(0,0,0);\n}\n\nfunction SetFrozen( bool frozen )\n{\n    IsFrozen = frozen;\n}\n\nfunction SetFireGhostReady()\n{\n    m_bReadyToShootGhost = true;\n}\n\nfunction AttemptFireGhostAtPlayer()\n{\n    local ParticleSystem windupFx;\n    local Vector        SpawnPosition;\n    if( m_bGhostInFlight || !m_bReadyToShootGhost ) return;\n\n    if( !IsInFlashLightBeam() ) return;\n\n    \/\/Check if there is clear LOS to player \n    if( HasLineOfSightToPlayerIgnoringGlobes() )\n    {\n        m_bReadyToShootGhost = false;\n        \n        SpawnPosition = Pawn.Location;\n        SpawnPosition.Z += PositionOffsetAbovePlayerToSpawn;\n        \n        \/\/Play windup particle\n        windupFx = ParticleSystem'KM_Ghost.Particles.KM_P_GhostWindUp';\n        m_windupEmitter = WorldInfo.MyEmitterPool.SpawnEmitter( windupFx, SpawnPosition,,,Self );\n        \n        \/\/Fire ghost after windup complete\n        SetTimer(WindUpTime,false,'FireGhostAtPlayer');\n    }\n}\n\nfunction FireGhostAtPlayer()\n{\n    local Vector        AimDirection;\n    local Vector        SpawnPosition;\n\n    SpawnPosition = Pawn.Location;\n    SpawnPosition.Z += PositionOffsetAbovePlayerToSpawn;\n    m_spawnedGhostProjectile = Spawn(class'KM_GhostProjectile',,, SpawnPosition, Pawn.Rotation );   \n    \n    if ( m_spawnedGhostProjectile != None )\n    {\n        \/\/Aim ghost projectile towards player, init, and apply settings\n        AimDirection = Normal( GetEnemy().Location - Pawn.Location );\n        m_spawnedGhostProjectile.Init( AimDirection );\n        m_spawnedGhostProjectile.SeekTarget = GetEnemy();\n        m_spawnedGhostProjectile.Damage = GhostDamageToPlayerOnTouch;\n        m_spawnedGhostProjectile.Speed = GhostSpeed;\n        m_spawnedGhostProjectile.MaxSpeed = GhostMaxSpeed;\n        m_spawnedGhostProjectile.AccelRate = GhostAccelerationRate;\n        \n        \/\/Play launch sound\n        KM_KravenManorGame( WorldInfo.Game ).SoundManager.PlaySoundAtActor( KM_SOUND_ENEMIES_STATUE_GHOSTLAUNCH, self );\n        \n        \/\/Assign travel and impact sounds to projectile\n        m_spawnedGhostProjectile.AmbientSound = KM_KravenManorGame( WorldInfo.Game ).SoundManager.GetSoundCue( KM_SOUND_ENEMIES_STATUE_GHOSTTRAVEL );\n        m_spawnedGhostProjectile.ExplosionSound = KM_KravenManorGame( WorldInfo.Game ).SoundManager.GetSoundCue( KM_SOUND_ENEMIES_STATUE_GHOSTIMPACT );\n        m_bGhostInFlight = true;\n        m_spawnedGhostProjectile.SCSpawner = Self;  \n        \n        \/\/Stop windup emitter\n        WorldInfo.MyEmitterPool.DetachComponent( m_windupEmitter );\n    }\n}\n\nfunction bool IsInFlashLightBeam()\n{\n    local KM_PlayerController pc;\n\n    pc = KM_PlayerController( GetEnemy().Controller );\n\n    if( pc != None )\n        return pc.IsInFlashLightBeam( Pawn );   \n}\n\nfunction SetGhostIsInFlight( const bool isInFlight )\n{\n    if( m_bGhostInFlight )\n    {\n        m_bGhostInFlight = isInFlight;\n        SetTimer(SecondsToWaitBeforeFiring,false,'SetFireGhostReady');\n    }\n}\n\nfunction ToggleDebug()\n{\n    m_bDebug = !m_bDebug;\n}\n\n\nfunction private SetAttackReady()\n{\n    m_bReadyToAttack = true;\n}\n\nfunction HandleDestroyed()\n{\n    local KM_PlayerController pc;\n\n    \/\/Stop attacking the player and make sure they are released\n    pc = KM_PlayerController( GetEnemy().Controller );\n    if( pc != none )\n    {\n        pc.StatueRelease();\n    }\n    IsFrozen = true;\n    \n    GotoState('FredIdle');\n\n    \/\/Death delay so designers can sync up kismet \n    SetTimer( DeathDelay, false, 'KillFred' );\n}\n\nfunction KillFred()\n{\n    \/\/Destroy emitters\n    WorldInfo.MyEmitterPool.DetachComponent( m_windupEmitter );\n    m_windupEmitter = None;\n\n    Pawn.Destroy();\n}\n\nfunction HandleBeingStuck()\n{\n    local Vector teleportLoc, leftPawnFacing;\n    local Vector leftLoc, rightLoc, forwardLoc;\n\n    \/\/Attempt to reposition to sides if clear and get better path\n    m_bStuck = false;\n\n    \/\/\/Statue facing is vect( 1.0, 0.0, 0.0 ) >> Pawn.Rotation;<br \/>\n    leftPawnFacing = vect(0.0,1.0,0.0)>>Pawn.Rotation;<br \/>\n    leftLoc = Pawn.Location + ( leftPawnFacing * m_stuckCheckDistance );<br \/>\n    rightLoc = Pawn.Location + ( -leftPawnFacing * m_stuckCheckDistance );<br \/>\n    forwardLoc = Pawn.Location + ( (vect(1.0,0.0,0.0)>>Pawn.Rotation) * m_stuckCheckDistance );<\/p>\n<p>    if( m_bDebug )<br \/>\n    {<br \/>\n        DrawDebugLine(Pawn.Location,leftLoc,0,255,0,true);<br \/>\n        DrawDebugSphere(leftLoc,16,20,0,255,0,true);<\/p>\n<p>        DrawDebugLine(Pawn.Location,rightLoc,0,255,0,true);<br \/>\n        DrawDebugSphere(rightLoc,16,20,0,255,0,true);<\/p>\n<p>        DrawDebugLine(Pawn.Location,forwardLoc,0,255,0,true);<br \/>\n        DrawDebugSphere(forwardLoc,16,20,0,255,0,true);<br \/>\n    }<\/p>\n<p>    if( CanReachDestination( forwardLoc ) )<br \/>\n        teleportLoc = forwardLoc;<br \/>\n    else if( CanReachDestination( leftLoc ) )<br \/>\n        teleportLoc = leftLoc;<br \/>\n    else if( CanReachDestination( rightLoc ) )<br \/>\n        teleportLoc = rightLoc;<\/p>\n<p>    Pawn.SetLocation( teleportLoc );<br \/>\n}<\/p>\n<p>\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/<br \/>\n\/\/ States<br \/>\n\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/<\/p>\n<p>auto state FredIdle<br \/>\n{<br \/>\n    function BeginState( Name PreviousStateName )<br \/>\n    {<br \/>\n        local KM_FredPawn fredPawn;<\/p>\n<p>        if( m_bDebug ) `Log( self @ &#8220;begin state &#8220;@GetStateName()@&#8221; from &#8221; @ PreviousStateName );<\/p>\n<p>        fredPawn = KM_FredPawn( Pawn );<br \/>\n        if( fredPawn != None )<br \/>\n        {<br \/>\n            if( GetEnemy() != None &#038;&#038; !GetEnemy().bIsBeingAttacked )<br \/>\n                fredPawn.SwitchToState( KM_STATUE_IDLE );<br \/>\n        }<\/p>\n<p>        KM_KravenManorGame( WorldInfo.Game ).SoundManager.StopSound( KM_SOUND_ENEMIES_STATUE_MOVEMENT );<\/p>\n<p>        StopLatentExecution();<br \/>\n        StopMovement();<br \/>\n    }<\/p>\n<p>    function Tick( float DeltaTime )<br \/>\n    {<br \/>\n        if( GetEnemy() == None )<br \/>\n            SetEnemy( GetEnemyWithinDetectRadius() );<\/p>\n<p>        if( !IsFrozen &#038;&#038; !GetEnemy().bIsBeingAttacked &#038;&#038; m_bReadyToAttack )<br \/>\n        {<br \/>\n            Focus = GetEnemy();<br \/>\n            GotoState(&#8216;FredChase&#8217;);<br \/>\n        }<br \/>\n    }<\/p>\n<p>    function EndState( Name NewStateName )<br \/>\n    {<br \/>\n        if( m_bDebug ) `Log( self @ &#8220;end state &#8220;@GetStateName()@&#8221; going to state &#8221; @ NewStateName );<br \/>\n    }<br \/>\n}<\/p>\n<p>state FredFireGhost<br \/>\n{<br \/>\n    function BeginState( Name PreviousStateName )<br \/>\n    {<br \/>\n        local KM_FredPawn fredPawn;<\/p>\n<p>        if( m_bDebug ) `Log( self @ &#8220;begin state &#8220;@GetStateName()@&#8221; from &#8221; @ PreviousStateName );<\/p>\n<p>        fredPawn = KM_FredPawn( Pawn );<br \/>\n        if( fredPawn != None )<br \/>\n        {<br \/>\n            if( GetEnemy() != None &#038;&#038; !GetEnemy().bIsBeingAttacked )<br \/>\n                fredPawn.SwitchToState( KM_STATUE_HOVER );<br \/>\n        }<br \/>\n        StopLatentExecution();<br \/>\n        StopMovement();<br \/>\n        Focus = GetEnemy();<br \/>\n    }<\/p>\n<p>    function Tick( float DeltaTime )<br \/>\n    {<br \/>\n        if( IsFrozen )<br \/>\n            GotoState(&#8216;FredIdle&#8217;);<\/p>\n<p>        Focus = GetEnemy();<br \/>\n        AttemptFireGhostAtPlayer();<\/p>\n<p>        if( !IsInFlashLightBeam() )<br \/>\n            GotoState(&#8216;FredIdle&#8217;);<br \/>\n    }<\/p>\n<p>    function EndState( Name NewStateName )<br \/>\n    {<br \/>\n        if( m_bDebug ) `Log( self @ &#8220;end state &#8220;@GetStateName()@&#8221; going to state &#8221; @ NewStateName );<br \/>\n    }<br \/>\n}<\/p>\n<p>state FredAttack<br \/>\n{<br \/>\n    function BeginState( Name PreviousStateName )<br \/>\n    {<br \/>\n        local KM_FredPawn fredPawn;<\/p>\n<p>        if( m_bDebug ) `Log( self @ &#8220;begin state &#8220;@GetStateName()@&#8221; from &#8221; @ PreviousStateName );<\/p>\n<p>        fredPawn = KM_FredPawn( Pawn );<br \/>\n        if( fredPawn != None )<br \/>\n        {<br \/>\n            if( GetEnemy() != None &#038;&#038; !GetEnemy().bIsBeingAttacked )<br \/>\n                fredPawn.SwitchToState( KM_STATUE_GRAB );<br \/>\n        }<br \/>\n        StopLatentExecution();<br \/>\n        StopMovement();<br \/>\n        Focus = GetEnemy();<br \/>\n    }<\/p>\n<p>    function Tick( float DeltaTime )<br \/>\n    {<br \/>\n        local KM_PlayerController pc;<\/p>\n<p>        if( IsFrozen )<br \/>\n            GotoState(&#8216;FredIdle&#8217;);<\/p>\n<p>        if( !IsWithinAttackRangeOfEnemy() )<br \/>\n            GotoState(&#8216;FredIdle&#8217;);<\/p>\n<p>        \/\/Make sure not behind something before attacking<br \/>\n        if( CanReachDestination( GetEnemy().Location ) )<br \/>\n        {<br \/>\n            pc = KM_PlayerController( GetEnemy().Controller );<br \/>\n            if( pc != none &#038;&#038; !GetEnemy().bIsBeingAttacked )<br \/>\n            {<br \/>\n                Focus = GetEnemy();<br \/>\n                m_bReadyToAttack = false;<br \/>\n                pc.StatueGrab( DamageToPlayerPerTick );<br \/>\n                SetTimer(AttackCoolDownSeconds,false,&#8217;SetAttackReady&#8217;);<br \/>\n                GotoState(&#8216;FredIdle&#8217;);<br \/>\n            }<br \/>\n        }<br \/>\n    }<\/p>\n<p>    function EndState( Name NewStateName )<br \/>\n    {<br \/>\n        if( m_bDebug ) `Log( self @ &#8220;end state &#8220;@GetStateName()@&#8221; going to state &#8221; @ NewStateName );<br \/>\n    }<br \/>\n}<\/p>\n<p>state FredChase<br \/>\n{<br \/>\n    ignores SeePlayer;<\/p>\n<p>    function BeginState( Name PreviousStateName )<br \/>\n    {<br \/>\n        local KM_FredPawn fredPawn;<\/p>\n<p>        if( m_bDebug ) `Log( self @ &#8220;begin state &#8220;@GetStateName()@&#8221; from &#8221; @ PreviousStateName );<\/p>\n<p>        fredPawn = KM_FredPawn( Pawn );<\/p>\n<p>        if( fredPawn != None )<br \/>\n        {<br \/>\n            if( GetEnemy() != None  &#038;&#038; !GetEnemy().bIsBeingAttacked)<br \/>\n                fredPawn.SwitchToState( 1 );<br \/>\n        }<br \/>\n    }<\/p>\n<p>    function Tick( float DeltaTime )<br \/>\n    {<br \/>\n        KM_KravenManorGame( WorldInfo.Game ).SoundManager.PlaySoundAtActor( KM_SOUND_ENEMIES_FRED_MOVEMENT, self );<\/p>\n<p>        Focus = GetEnemy();<\/p>\n<p>        if( IsFrozen )<br \/>\n            GotoState(&#8216;FredIdle&#8217;);<\/p>\n<p>        if( IsWithinAttackRangeOfEnemy() &#038;&#038; m_bReadyToAttack )<br \/>\n            GotoState(&#8216;FredAttack&#8217;);<\/p>\n<p>        \/\/Check if we can fire ghost at enemy<br \/>\n        if( IsInFlashLightBeam() &#038;&#038; HasLineOfSightToPlayerIgnoringGlobes() )<br \/>\n            GotoState(&#8216;FredFireGhost&#8217;);<br \/>\n    }<\/p>\n<p>    function EndState( Name NewStateName )<br \/>\n    {<br \/>\n        if( m_bDebug ) `Log( self @ &#8220;end state &#8220;@GetStateName()@&#8221; going to state &#8221; @ NewStateName );<br \/>\n    }<\/p>\n<p>    event MoveUnreachable(vector AttemptedDest, Actor AttemptedTarget)<br \/>\n    {<br \/>\n        `Log( &#8220;MoveUnreachable&#8221; );<br \/>\n    }<\/p>\n<p>    function bool FindNavMeshPath()<br \/>\n    {<br \/>\n        \/\/ Clear constraints<br \/>\n        NavigationHandle.PathConstraintList = none;<br \/>\n        NavigationHandle.PathGoalList = none;<\/p>\n<p>        \/\/ Create constraints<br \/>\n        class&#8217;NavMeshPath_Toward&#8217;.static.TowardGoal( NavigationHandle,GetEnemy() );<br \/>\n        class&#8217;NavMeshGoal_At&#8217;.static.AtActor( NavigationHandle, GetEnemy(), AttackRange * 0.4 );<br \/>\n        class&#8217;NavMeshPath_EnforceTwoWayEdges&#8217;.static.EnforceTwoWayEdges( NavigationHandle );<\/p>\n<p>        \/\/ Find path<br \/>\n        return NavigationHandle.FindPath();<br \/>\n    }<\/p>\n<p>Begin:<br \/>\n    \/\/ If the pawn is not walking, then wait until it does<br \/>\n    if( Pawn.Physics != PHYS_Walking )<br \/>\n    {<br \/>\n        Sleep(0.1);<br \/>\n        Goto(&#8216;Begin&#8217;);<br \/>\n    }<br \/>\n    \/\/Check if directly reachable<br \/>\n    if( NavigationHandle.ActorReachable( GetEnemy() ) )<br \/>\n    {<br \/>\n        if( m_bDebug )<br \/>\n            FlushPersistentDebugLines();<\/p>\n<p>        \/\/Direct move<br \/>\n        MoveToward( GetEnemy(), GetEnemy() );<br \/>\n        m_locationLastFrame = Pawn.Location;<\/p>\n<p>    }<br \/>\n    \/\/Otherwise compute path<br \/>\n    else if( FindNavMeshPath() )<br \/>\n    {<br \/>\n        NavigationHandle.SetFinalDestination(GetEnemy().Location);<\/p>\n<p>        if( m_bDebug ) \/\/Draw debug pathing<br \/>\n        {<br \/>\n            FlushPersistentDebugLines();<br \/>\n            NavigationHandle.DrawPathCache(,TRUE);<br \/>\n        }<\/p>\n<p>        \/\/ move to the first node on the path<br \/>\n        if( NavigationHandle.GetNextMoveLocation( m_nextDestination, Pawn.GetCollisionRadius()) )<br \/>\n        {<br \/>\n            if( m_bDebug )<br \/>\n            {<br \/>\n                DrawDebugLine(Pawn.Location,m_nextDestination,255,0,0,true);<br \/>\n                DrawDebugSphere(m_nextDestination,16,20,255,0,0,true);<br \/>\n            }<\/p>\n<p>            MoveTo( m_nextDestination, GetEnemy() );<br \/>\n            m_locationLastFrame = m_nextDestination;<br \/>\n        }<br \/>\n    }<br \/>\n    else \/\/Stuck &#8211; attempt to recover<br \/>\n    {<br \/>\n        if( !m_bStuck )<br \/>\n        {<br \/>\n            SetTimer(m_timeToSpendRecoveringWhileStuck,false,&#8217;HandleBeingStuck&#8217;);<br \/>\n            m_bStuck = true;<br \/>\n        }<\/p>\n<p>        \/\/Failed to recover from being stuck &#8211; stand perfectly still&#8230; like a statue<br \/>\n        \/\/We&#8217;ll get a better path once player moves.<br \/>\n        GotoState(&#8216;FredIdle&#8217;);<br \/>\n    }<\/p>\n<p>    goto &#8216;Begin&#8217;;<br \/>\n}<\/p>\n<p>\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/<br \/>\n\/\/ Private Events \/ Functions<br \/>\n\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/<\/p>\n<p>DefaultProperties<br \/>\n{<br \/>\n    IsFrozen = false<br \/>\n    DamageToPlayerPerTick = 1.0<br \/>\n    AttackRange = 90.0<br \/>\n    PlayerDetectionRadius = 1200.0<br \/>\n    AttackAfterTeleportCoolDown = 160<br \/>\n    TriggerTeleportAfterNumLooks = 5<br \/>\n    m_bStatueEnabled = true<br \/>\n    m_bGhostInFlight = false<br \/>\n    GhostDamageToPlayerOnTouch = 200<br \/>\n    m_bDebug = false;<br \/>\n    SecondsToWaitBeforeFiring = 1.0<br \/>\n    SecondsToFlickerFlashLight = 0.5<br \/>\n    SecondsToKeepFlashLightOff = 0.5<br \/>\n    m_bReadyToShootGhost = true<br \/>\n    m_bReadyToAttack = true<br \/>\n    PositionOffsetAbovePlayerToSpawn = 160.0<br \/>\n    AttackCoolDownSeconds=5.0<br \/>\n    WindUpTime=1.5<br \/>\n    GhostSpeed=200.0<br \/>\n    GhostMaxSpeed=400.0<br \/>\n    GhostAccelerationRate=600.0<br \/>\n    m_timeToSpendRecoveringWhileStuck=6.0<br \/>\n    m_bStuck=false<br \/>\n    m_stuckCheckDistance=80.0<br \/>\n    DeathDelay=2.5<br \/>\n    m_distanceToTeleportSq = 0.0<br \/>\n}<\/p>\n<p>[\/crayon]<\/div><\/div>\n<\/div><\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>Kraven Manor\u00a0is a first-person, survival-horror game set in a dark and haunted manor. The player has the power to dynamically alter the layout by interacting with a miniature scale model of the manor, located in its extravagant\u00a0entryway. Reviews Gamespot: House<span class=\"ellipsis\">&hellip;<\/span><\/p>\n<div class=\"read-more\"><a href=\"https:\/\/www.warsam.com\/?page_id=257\">Read more &#8250;<\/a><\/div>\n<p><!-- end of .read-more --><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"full-width-page.php","meta":[],"_links":{"self":[{"href":"https:\/\/www.warsam.com\/index.php?rest_route=\/wp\/v2\/pages\/257"}],"collection":[{"href":"https:\/\/www.warsam.com\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/www.warsam.com\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/www.warsam.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.warsam.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=257"}],"version-history":[{"count":38,"href":"https:\/\/www.warsam.com\/index.php?rest_route=\/wp\/v2\/pages\/257\/revisions"}],"predecessor-version":[{"id":298,"href":"https:\/\/www.warsam.com\/index.php?rest_route=\/wp\/v2\/pages\/257\/revisions\/298"}],"wp:attachment":[{"href":"https:\/\/www.warsam.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=257"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}