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//===================================================================== // AI_PainSensor // Was this AI hurt? // Value (int): damage amount //===================================================================== class AI_PainSensor extends AI_Sensor; //===================================================================== // Variables var Pawn instigatedBy; // who did the damage (damage amount is in value.integerData); can be None var Vector hitLocation; var class<DamageType> damageType; var int tickStamp; // tick at which pawn got hit //===================================================================== // Functions //--------------------------------------------------------------------- // convenience function to set all the variables (and the sensor value itself) function setValue( int damage, Pawn instigatedBy, Vector hitLocation, class<DamageType> damageType, int tick ) { self.instigatedBy = instigatedBy; self.hitLocation = hitLocation; self.damageType = damageType; tickStamp = tick; setIntegerValue( damage ); } //===================================================================== |
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