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SCR_AIDecoTestActivityIsFollow.c
Go to the documentation of this file.
1
class
SCR_AIDecoTestActivityIsFollow
:
DecoratorTestScripted
2
{
3
protected
override
bool
TestFunction
(AIAgent agent,
IEntity
controlled)
4
{
5
SCR_AIBaseUtilityComponent utilityComp = SCR_AIBaseUtilityComponent.Cast(agent.FindComponent(SCR_AIBaseUtilityComponent));
6
if
(!utilityComp)
7
return
false
;
8
9
SCR_AIGroup
group =
SCR_AIGroup
.Cast(agent);
10
if
(!group)
11
return
false
;
12
13
SCR_AIActivityBase
activity =
SCR_AIActivityBase
.Cast(utilityComp.GetExecutedAction());
14
if
(!activity)
15
return
false
;
16
17
SCR_AIFollowActivity
followActivity =
SCR_AIFollowActivity
.Cast(activity);
18
if
(!followActivity)
19
return
false
;
20
21
return
true
;
22
}
23
};
SCR_AIActivityBase
void SCR_AIActivityBase(SCR_AIGroupUtilityComponent utility, AIWaypoint relatedWaypoint)
Definition
SCR_AIActivity.c:44
DecoratorTestScripted
Definition
DecoratorTestScripted.c:13
IEntity
Definition
IEntity.c:13
SCR_AIDecoTestActivityIsFollow
Definition
SCR_AIDecoTestActivityIsFollow.c:2
SCR_AIDecoTestActivityIsFollow::TestFunction
override bool TestFunction(AIAgent agent, IEntity controlled)
Definition
SCR_AIDecoTestActivityIsFollow.c:3
SCR_AIFollowActivity
Definition
SCR_AIFollowActivity.c:2
SCR_AIGroup
Definition
SCR_AIGroup.c:75
scripts
Game
AI
ScriptedNodes
Behavior
SCR_AIDecoTestActivityIsFollow.c
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