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SCR_AIWeaponHandlingBase.c
Go to the documentation of this file.
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class
SCR_AIWeaponHandlingBase
:
AITaskScripted
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{
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protected
CharacterControllerComponent
m_ControlComp
;
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protected
BaseWeaponManagerComponent
m_WeaponMgrComp
;
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protected
SCR_InventoryStorageManagerComponent
m_InventoryMgr
;
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protected
CompartmentAccessComponent
m_CompartmentAccessComp
;
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//--------------------------------------------------------------------------------------------
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override
void
OnInit
(AIAgent owner)
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{
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IEntity
controlledEnt = owner.GetControlledEntity();
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m_WeaponMgrComp
= BaseWeaponManagerComponent.Cast(controlledEnt.
FindComponent
(BaseWeaponManagerComponent));
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m_ControlComp
= CharacterControllerComponent.Cast(controlledEnt.
FindComponent
(CharacterControllerComponent));
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m_InventoryMgr
= SCR_InventoryStorageManagerComponent.Cast(controlledEnt.
FindComponent
(SCR_InventoryStorageManagerComponent));
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m_CompartmentAccessComp
= CompartmentAccessComponent.Cast(controlledEnt.
FindComponent
(CompartmentAccessComponent));
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if
(!
m_WeaponMgrComp
|| !
m_ControlComp
|| !
m_InventoryMgr
)
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{
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NodeError
(
this
, owner,
"SCR_AIWeaponHandlingBase didn't find necessary components!"
);
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}
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}
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#ifdef AI_DEBUG
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//--------------------------------------------------------------------------------------------
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protected
SCR_AIInfoBaseComponent m_InfoComp;
// Needed only for debugging
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protected
void
AddDebugMessage(
string
str,
LogLevel
logLevel =
LogLevel
.NORMAL)
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{
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if
(!m_InfoComp)
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{
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IEntity
owner =
m_ControlComp
.GetOwner();
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AIControlComponent controlComp = AIControlComponent.Cast(owner.
FindComponent
(AIControlComponent));
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AIAgent agent = controlComp.GetAIAgent();
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SCR_AIInfoBaseComponent infoComp = SCR_AIInfoBaseComponent.Cast(agent.FindComponent(SCR_AIInfoBaseComponent));
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m_InfoComp = infoComp;
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}
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m_InfoComp.AddDebugMessage(str, msgType:
EAIDebugMsgType
.WEAPON, logLevel);
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}
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#endif
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}
NodeError
ENodeResult NodeError(Node node, AIAgent owner, string msg)
Error call to be used in scripted BT nodes.
Definition
NodeError.c:3
EAIDebugMsgType
EAIDebugMsgType
Definition
SCR_AIDebugMessage.c:2
AITaskScripted
Definition
AITaskScripted.c:13
IEntity
Definition
IEntity.c:13
IEntity::FindComponent
proto external Managed FindComponent(typename typeName)
SCR_AIWeaponHandlingBase
Base class for nodes which handle magazine switching.
Definition
SCR_AIWeaponHandlingBase.c:3
SCR_AIWeaponHandlingBase::m_CompartmentAccessComp
CompartmentAccessComponent m_CompartmentAccessComp
Definition
SCR_AIWeaponHandlingBase.c:7
SCR_AIWeaponHandlingBase::m_WeaponMgrComp
BaseWeaponManagerComponent m_WeaponMgrComp
Definition
SCR_AIWeaponHandlingBase.c:5
SCR_AIWeaponHandlingBase::OnInit
override void OnInit(AIAgent owner)
Definition
SCR_AIWeaponHandlingBase.c:10
SCR_AIWeaponHandlingBase::m_ControlComp
CharacterControllerComponent m_ControlComp
Definition
SCR_AIWeaponHandlingBase.c:4
SCR_AIWeaponHandlingBase::m_InventoryMgr
SCR_InventoryStorageManagerComponent m_InventoryMgr
Definition
SCR_AIWeaponHandlingBase.c:6
LogLevel
LogLevel
Enum with severity of the logging message.
Definition
LogLevel.c:14
scripts
Game
AI
ScriptedNodes
Weapons
SCR_AIWeaponHandlingBase.c
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1.17.0