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class ACTION_SetAlertness extends ScriptedAction; enum EAlertnessType { ALERTNESS_IgnoreAll, // ignore any damage, etc. (even the physics part) ALERTNESS_IgnoreEnemies, // react normally, but don't try to fight or anything ALERTNESS_StayOnScript, // stay on script, but fight when possible ALERTNESS_LeaveScriptForCombat // leave script when acquire enemy }; var(Action) EAlertnessType Alertness; function bool InitActionFor(ScriptedController C) { C.SetEnemyReaction(int(Alertness)); return false; } function string GetActionString() { local String S; Switch(Alertness) { case ALERTNESS_IgnoreAll: S="Ignore all"; break; case ALERTNESS_IgnoreEnemies: S="Ignore enemies"; break; case ALERTNESS_StayOnScript: S="Stay on script"; break; case ALERTNESS_LeaveScriptForCombat: S="Leave script for combat"; break; } return ActionString@S; } defaultproperties { ActionString="set alertness" bValidForTrigger=False } |
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