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//===================================================================== // AI_GuardMovementGoal // Handles non-attack related movement for Guard //===================================================================== class AI_GuardMovementGoal extends AI_MovementGoal; //===================================================================== // Variables var(InternalParameters) editconst Vector movementAreaCenter; //===================================================================== // Functions overloaded function construct( AI_Resource r, int pri, Vector aMovementAreaCenter ) { priority = pri; movementAreaCenter = aMovementAreaCenter; super.construct( r ); } //--------------------------------------------------------------------- // Called explicitly at start of gameplay function init( AI_Resource r ) { super.init( r ); // userData is always 'None' for deactivation sensors, and != None for activation sensors activationSentinel.activateSentinel( self, class'AI_EnemySensor', characterResource(), 0, 0, self ); AI_EnemySensor(activationSentinel.sensor).setParameters(); } //--------------------------------------------------------------------- // Setup deactivation sentinel function setUpDeactivationSentinel() { deactivationSentinel.activateSentinel( self, class'AI_EnemySensor', characterResource(), 1, 9999999, None ); } //===================================================================== defaultproperties { bInactive = true bPermanent = true priority = 39 } |
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