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//===================================================================== // AI_GunnerGoal // Goals for the Gunner Resource //===================================================================== class AI_GunnerGoal extends AI_Goal abstract; //===================================================================== // Variables var(Parameters) Vehicle.VehiclePositionType position; //===================================================================== // Functions //--------------------------------------------------------------------- // Accessor function for resource 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 goal static function class<Tyrion_ResourceBase> getResourceClass() { return class'AI_GunnerResource'; } //--------------------------------------------------------------------- // Depending on the type of goal, find the resource the goal should be // attached to (if you happen to have an instance of the goal pass it in) static function Tyrion_ResourceBase findResource( Pawn p, optional Tyrion_GoalBase goal ) { local Vehicle vehicle; local Turret turret; vehicle = Vehicle(p); turret = Turret(p); if ( vehicle != None && goal != None ) { // There's no way of identifying gunner resources uniquely with just the pawn - so return None if no // goal instance is specified. // (Vehicles get their goals attached to every position in InitVehicleAI() anyway) return vehicle.positions[vehicle.getPositionIndex( AI_GunnerGoal(goal).position )].toBePossessed.mountAI; } if ( turret != None ) return turret.mountAI; return None; } |
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