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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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