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//===================================================================== // AI_CombatMovementGoal //===================================================================== class AI_CombatMovementGoal extends AI_MovementGoal editinlinenew; //===================================================================== // Variables var(Parameters) float proximity; var(Parameters) float energyUsage; var(Parameters) float sideStepInterval "how frequently AI's side steps when in CM_SIDE_STEP"; var(InternalParameters) editconst Pawn target; var(InternalParameters) editconst IFollowFunction followFunction; //===================================================================== // Functions overloaded function construct( AI_Resource r, int pri, Pawn aTarget, optional float aProximity, optional IFollowFunction aFollowFunction, optional float aEnergyUsage, optional float aSideStepInterval ) { priority = pri; target = aTarget; proximity = aProximity; followFunction = aFollowFunction; energyUsage = aEnergyUsage; if ( aSideStepInterval == 0 ) sideStepInterval = default.sideStepInterval; else sideStepInterval = aSideStepInterval; super.construct( r ); } //--------------------------------------------------------------------- // Called when a goal is removed function cleanup() { super.cleanup(); followFunction = None; } //===================================================================== defaultproperties { bInactive = false bPermanent = false sideStepInterval = 6.0f } |
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