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SCR_AIDecoTestAreAllocatedCompartmentsOccupied.c
Go to the documentation of this file.
1
class
SCR_AIDecoTestAreAllocatedCompartmentsOccupied
:
DecoratorTestScripted
2
{
3
// checks if all compartments allocated on the group for getIn / other activities are occupied
4
// returns true if occupied, false if at least one is not occupied
5
6
protected
override
bool
TestFunction
(AIAgent agent,
IEntity
controlled)
7
{
8
SCR_AIGroup
gr =
SCR_AIGroup
.Cast(agent);
9
if
(!gr)
10
return
false
;
11
12
array<BaseCompartmentSlot> compartments = {};
13
gr.
GetAllocatedCompartments
(compartments);
14
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foreach
(
BaseCompartmentSlot
slot : compartments)
16
{
17
if
(!slot)
18
continue
;
19
if
(!slot.IsOccupied())
20
return
false
;
21
}
22
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return
true
;
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}
25
};
BaseCompartmentSlot
Definition
BaseCompartmentSlot.c:2
DecoratorTestScripted
Definition
DecoratorTestScripted.c:13
IEntity
Definition
IEntity.c:13
SCR_AIDecoTestAreAllocatedCompartmentsOccupied
Definition
SCR_AIDecoTestAreAllocatedCompartmentsOccupied.c:2
SCR_AIDecoTestAreAllocatedCompartmentsOccupied::TestFunction
override bool TestFunction(AIAgent agent, IEntity controlled)
Definition
SCR_AIDecoTestAreAllocatedCompartmentsOccupied.c:6
SCR_AIGroup
Definition
SCR_AIGroup.c:75
SCR_AIGroup::GetAllocatedCompartments
void GetAllocatedCompartments(out array< BaseCompartmentSlot > allocatedCompartments)
Definition
SCR_AIGroup.c:1965
scripts
Game
AI
ScriptedNodes
Vehicles
SCR_AIDecoTestAreAllocatedCompartmentsOccupied.c
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