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// Changed base class, since this is 99,99 % same as TurretController, why not use it then? class AutoGunAI extends TurretController; function bool IsTargetRelevant( Pawn Target ) { if ( (Target != None) && (Target.Controller != None) && !Target.IsA('KFHumanPawn') && (Target.Health > 0) && VSize(Target.Location-Pawn.Location) < Pawn.SightRadius*1.25 ) return true; return false; } function bool IsTurretFiring() { return Pawn.IsFiring(); } auto state Searching { event SeeMonster( Pawn Seen ) { if ( IsTargetRelevant( Seen ) ) { Enemy = Seen; GotoState('Engaged'); } } } defaultproperties { } |
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