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//===================================================================== // AI_GunnerAction // Actions that involve a mounts that shoot //===================================================================== class AI_GunnerAction extends AI_Action abstract; //===================================================================== // Variables var(Parameters) Vehicle.VehiclePositionType position; //===================================================================== // Functions //--------------------------------------------------------------------- // Accessor functions for resource final function Rook rook() { return Rook(AI_GunnerResource(resource).m_pawn); } final function Vehicle vehicle() { return Vehicle(AI_GunnerResource(resource).m_pawn); } final function Turret turret() { return Turret(AI_GunnerResource(resource).m_pawn); } // returns the rook representing the vehicle mounted turret or the vehicle (for drivers) or the turret final function Rook localRook() { local AI_GunnerResource gunnerResource; gunnerResource = AI_GunnerResource(resource); if ( gunnerResource.index < 0 ) return Turret(gunnerResource.m_pawn); else return Vehicle(gunnerResource.m_pawn).positions[gunnerResource.index].toBePossessed; } function AI_VehicleResource vehicleResource() { local Turret turret; local Vehicle vehicle; turret = Turret(AI_GunnerResource(resource).m_pawn); vehicle = Vehicle(AI_GunnerResource(resource).m_pawn); if ( turret != None ) return AI_VehicleResource(turret.vehicleAI); if ( vehicle != None ) return AI_VehicleResource(vehicle.vehicleAI); return None; } //--------------------------------------------------------------------- // Return the resource class for this action static function class<Tyrion_ResourceBase> getResourceClass() { return class'AI_GunnerResource'; } //--------------------------------------------------------------------- // 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; local Turret turret; vehicle = Vehicle(p); turret = Turret(p); if ( vehicle != None ) { // There's no way of identifying gunner resources uniquely with just the pawn // What should really happen is that the caller of findResource attaches a goal to every gunner position return vehicle.positions[1].toBePossessed.mountAI; } if ( turret != None ) return turret.mountAI; return None; } //======================================================================= function classConstruct() { // GunnerActions don't use the resource - because if they did firing actions on the driver would conflict with // movement actions on the driver. Without having two separate resources this will allow them to coexist. // (just don't ever start up multiple firing actions!) resourceUsage = 0; } defaultproperties { } |
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