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//===================================================================== // AI_PlayerSensorAction // Updates sensors regarding the player's state relative to this AI //===================================================================== class AI_PlayerSensorAction extends AI_SensorCharacterAction; //===================================================================== // Variables. var AI_PlayerProximitySensor playerProximitySensor; var Pawn player; var float distanceSquared; //===================================================================== // Functions. //--------------------------------------------------------------------- // set up the sensors this action may update function setupSensors( AI_Resource resource ) { //log( self.name @ "called" ); // construct all sensors, add them to resource's sensor list playerProximitySensor = AI_PlayerProximitySensor(addSensorClass( class'AI_PlayerProximitySensor' )); // repeat if there are more sensors this sensorAction updates } //--------------------------------------------------------------------- state Running { Begin: player = rook().Level.GetLocalPlayerController().Pawn; assert( player != None ); while ( true ) { if ( playerProximitySensor.queryUsage() > 0 ) { distanceSquared = VDistSquared( player.Location, rook().Location ); playerProximitySensor.setFloatValue( distanceSquared ); } // log( self.name $ ":" @ playerProximitySentinel.value.floatData ); sleep(0.5); } } //===================================================================== defaultproperties { } |
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