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SCR_AIResetCombatMoveState.c
Go to the documentation of this file.
1
class
SCR_AIResetCombatMoveState
:
AITaskScripted
2
{
3
protected
SCR_AICombatMoveState
m_State
;
4
5
//--------------------------------------------------------------------------------------------
6
override
ENodeResult
EOnTaskSimulate
(AIAgent owner,
float
dt)
7
{
8
if
(!
m_State
)
9
{
10
SCR_AIUtilityComponent utilityComp = SCR_AIUtilityComponent.Cast(owner.FindComponent(SCR_AIUtilityComponent));
11
if
(utilityComp)
12
m_State
= utilityComp.m_CombatMoveState;
13
}
14
15
if
(!
m_State
)
16
return
ENodeResult
.FAIL;
17
18
m_State
.m_fTimerRequest_s = 0;
19
m_State
.m_fTimerInCover_s = 0;
20
m_State
.m_fTimerStopped_s = 0;
21
22
m_State
.CancelRequest();
23
24
return
ENodeResult
.RUNNING;
25
}
26
27
//--------------------------------------------------------------------------------------------
28
static
override
bool
VisibleInPalette
() {
return
true
; }
29
30
//--------------------------------------------------------------------------------------------
31
static
override
bool
CanReturnRunning
() {
return
true
; }
32
}
AITaskScripted
Definition
AITaskScripted.c:13
SCR_AIResetCombatMoveState
Definition
SCR_AIResetCombatMoveState.c:2
SCR_AIResetCombatMoveState::VisibleInPalette
static override bool VisibleInPalette()
Definition
SCR_AIResetCombatMoveState.c:28
SCR_AIResetCombatMoveState::m_State
SCR_AICombatMoveState m_State
Definition
SCR_AIResetCombatMoveState.c:3
SCR_AIResetCombatMoveState::EOnTaskSimulate
override ENodeResult EOnTaskSimulate(AIAgent owner, float dt)
Definition
SCR_AIResetCombatMoveState.c:6
SCR_AIResetCombatMoveState::CanReturnRunning
static override bool CanReturnRunning()
Definition
SCR_AIResetCombatMoveState.c:31
ENodeResult
ENodeResult
Definition
ENodeResult.c:13
scripts
Game
AI
Movement
SCR_AIResetCombatMoveState.c
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1.17.0