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# Tyrion.AI_ReactToFireGoal

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    //=====================================================================
    // AI_ReactToFireGoal
    //=====================================================================

    class AI_ReactToFireGoal extends AI_CharacterGoal
    	editinlinenew;

    //=====================================================================
    // Constants

    //=====================================================================
    // Variables

    var(Parameters)	float panicChance "chance of panicking when being shot at by an unseen assailant";
    var(Parameters) float nearHitDistance "Max distance to react to near hit";
    var(Parameters) float allyShotDistance "Max distance to react to an ally getting shot";

    //=====================================================================
    // Functions

    overloaded function construct( AI_Resource r, int pri, float _panicChance, float _nearHitDistance, float _allyShotDistance )
    {
    	priority = pri;

    	panicChance = _panicChance;
    	nearHitDistance = _nearHitDistance;
    	allyShotDistance = _allyShotDistance;

    	super.construct( r );
    }

    //---------------------------------------------------------------------
    // Called explicitly at start of gameplay

    function init( AI_Resource r )
    {
    	super.init( r );

    	// userData is always 'None' for deactivation sensors, and != None for activation sensors
    	activationSentinel.activateSentinel( self, class'AI_ReactToFireSensor', resource, 1, 1, self );
    	// goal is not deactivated - AI_ReactToFire action runs its course
    }

    //=====================================================================

    defaultproperties
    {
    	priority = 35
    	bInactive = true
    	bPermanent = true

    	panicChance = 0.0f
    	nearHitDistance = 1000
    	allyShotDistance = 2000
    }

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Class file time: ne 5.9.2004 15:54:26.000 - Creation time: st 23.5.2018 00:10:41.566 - Created with UnCodeX