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U2XMP.GameAIControllerXMP


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//=============================================================================
// GameAIControllerXMP.uc
// Created By: Mike Fox
// Created On: 08/07/01
// $Author: Mfox $
// $Date: 6/28/02 5:37p $
// $Revision: 2 $
//=============================================================================

class GameAIControllerXMP extends GameAIControllerImpl;

//-----------------------------------------------------------------------------

function GameEvent( name EventName, Actor Instigator, optional Actor OtherActor, optional name OtherInfo )
{
	switch( EventName )
	{
		default:
			Super.GameEvent( EventName, Instigator, OtherActor, OtherInfo );
			break;
	}	
}

//-----------------------------------------------------------------------------

function protected UpdateGameAI()
{
	local Controller C;
	local U2NPCController U2NPC;

	// tbd: most of this should be event driven eventually?
	if( NumTeamPlayers() == 1 )
	{
		// special case -- 1 player on team
		// if losing -- have to be offensive (no one for defense)
		for( C=Level.ControllerList; C!=None; C=C.NextController )
		{
			U2NPC = U2NPCController(C);

			if( U2NPC == None )
				continue;

			if( CanControlNPC( U2NPC ) )
			{
				if( !U2NPC.ReadyForAction() )
					continue; // NPC needs more time to prepare mdf-tbd: have a per-NPC "NextGameAICheckTime"?

				/*
				// mdf-tbd: hook into a "reached destination" event?
				//			have object tell NPC what to do?
				if(	has something that should be activated )
				{
					if( at a suitable location )
						SetNPCSpecialAction( U2NPC, something, U2NPCController.Activate );
					else
						SetNPCSpecialGoal( U2NPC, suitable location );
				*/ 
			}
		}
	}
}

//-----------------------------------------------------------------------------

defaultproperties
{
}

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Class file time: sk 3-1-2016 10:38:44.000 - Creation time: sk 3-1-2016 10:48:38.948 - Created with UnCodeX