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SCR_AIDecoTestIsAvailable.c
Go to the documentation of this file.
1
class
SCR_AIDecoTestIsAvailable
:
DecoratorTestScripted
2
{
3
4
//------------------------------------------------------------------------------------------------
5
protected
override
bool
TestFunction
(AIAgent agent,
IEntity
controlled)
6
{
7
if
(controlled)
8
{
9
AIControlComponent aiContr = AIControlComponent.Cast(controlled.
FindComponent
(AIControlComponent));
10
if
(!aiContr)
11
return
false
;
12
SCR_ChimeraAIAgent
chimeraAgent =
SCR_ChimeraAIAgent
.Cast(aiContr.GetAIAgent());
13
if
(!chimeraAgent)
14
return
false
;
15
auto
infoComponent = chimeraAgent.m_InfoComponent;
16
if
(!infoComponent)
17
{
18
Debug
.Error(
"Missing AIInfoComponent in for IEntity: "
+ controlled.ToString());
19
return
false
;
20
}
21
return
infoComponent.
GetAIState
() == EUnitAIState.AVAILABLE;
22
}
23
return
false
;
24
}
25
};
Debug
Definition
Debug.c:13
DecoratorTestScripted
Definition
DecoratorTestScripted.c:13
IEntity
Definition
IEntity.c:13
IEntity::FindComponent
proto external Managed FindComponent(typename typeName)
SCR_AIDecoTestIsAvailable
Definition
SCR_AIDecoTestIsAvailable.c:2
SCR_AIDecoTestIsAvailable::TestFunction
override bool TestFunction(AIAgent agent, IEntity controlled)
Definition
SCR_AIDecoTestIsAvailable.c:5
SCR_AIInfoComponent::GetAIState
EUnitAIState GetAIState()
Definition
SCR_AIInfoComponent.c:285
SCR_ChimeraAIAgent
Definition
SCR_ChimeraAIAgent.c:6
scripts
Game
AI
ScriptedNodes
Behavior
SCR_AIDecoTestIsAvailable.c
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