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//===================================================================== // AI_FireAtGoal //===================================================================== class AI_FireAtGoal extends AI_WeaponGoal editinlinenew; //===================================================================== // Variables var(Parameters) editinline Name targetName "Label of target (any Pawn)"; var(Parameters) class<Weapon> preferredWeaponClass "AI will use this weapon if at all possible"; var(Parameters) bool bGiveUpIfTargetLost "Terminate action if target lost?"; var(Parameters) bool bFireWithoutLOS "Fire even if you have no LOS on the target"; var(InternalParameters) editconst Pawn target; var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection; //===================================================================== // Functions overloaded function construct( AI_Resource r, int pri, Pawn _target, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional bool _bGiveUpIfTargetLost, optional bool _bFireWithoutLOS ) { priority = pri; target = _target; weaponSelection = _weaponSelection; preferredWeaponClass = _preferredWeaponClass; bGiveUpIfTargetLost = _bGiveUpIfTargetLost; bFireWithoutLOS = _bFireWithoutLOS; super.construct( r ); } //===================================================================== defaultproperties { bInactive = false bPermanent = false } |
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