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//===================================================================== // AI_DriverAction // Actions that involve a vehicle's driver position //===================================================================== class AI_DriverAction extends AI_Action abstract; //===================================================================== // Variables //===================================================================== // Functions //--------------------------------------------------------------------- // Accessor function for resources final function Rook rook() { return Rook(AI_DriverResource(resource).m_pawn); } final function Vehicle vehicle() { return Vehicle(AI_DriverResource(resource).m_pawn); } final function AI_VehicleResource vehicleResource() { return AI_VehicleResource(Vehicle(AI_DriverResource(resource).m_pawn).vehicleAI); } //--------------------------------------------------------------------- // Return the resource class for this action static function class<Tyrion_ResourceBase> getResourceClass() { return class'AI_DriverResource'; } //--------------------------------------------------------------------- // Depending on the type of action, find the resource the action should // be attached to static function Tyrion_ResourceBase findResource( Pawn p ) { local Vehicle vehicle; vehicle = Vehicle(p); if ( vehicle != None ) return vehicle.positions[vehicle.driverIndex].toBePossessed.mountAI; return None; } //--------------------------------------------------------------------- // Run an action // Typically called by the resource function runAction() { Super.runAction(); //log( "==" @ self.name $ ":" @ resource.isActive() @ resourceUsage @ resource.usedByAction.name ); if ( resource.isActive() && (resourceUsage & class'AI_Resource'.const.RU_MOUNT) != 0 && resource.usedByAction == None ) resource.usedByAction = self; } //======================================================================= function classConstruct() { resourceUsage = class'AI_Resource'.const.RU_MOUNT; } defaultproperties { } |
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