Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 |
//============================================================================= // ACTION_IfMonsterSeesEnemy. // Conditional on MonsterController.bEnemyIsVisible // by SuperApe -- Dec 2005 //============================================================================= class ACTION_IfMonsterSeesEnemy extends ScriptedAction; function ProceedToNextAction( ScriptedController C ) { if ( !C.Pawn.IsA('Monster') || MonsterController( C.Pawn.Controller ) == None ) ProceedToSectionEnd( C ); C.ActionNum += 1; if ( !MonsterController(C.Pawn.Controller).bEnemyIsVisible ) ProceedToSectionEnd( C ); } function bool StartsSection() { return true; } defaultproperties { } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |