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# Tyrion.AI_DirectAttackGoal

Extends
  AI_CharacterGoal
Modifiers
  editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_GoalBase
          |
          +-- Tyrion.AI_Goal
             |
             +-- Tyrion.AI_CharacterGoal
                |
                +-- Tyrion.AI_DirectAttackGoal

#### Direct Known Subclasses:

> AI_AttackGoal

Variables Summary
InternalParameters
IFollowFunction | followFunction
Pawn | target
IWeaponSelectionFunction | weaponSelection
Parameters
class<Weapon> | preferredWeaponClass
int | rank
Name | targetName

Inherited Variables from Tyrion.AI_Goal
achievingAction, activationSentinel, bDeleted, bGoalAchieved, bGoalConsidered, bGoalFailed, bInactive, bPermanent, bRemoveGoalOfSameType, bTerminateIfStolen, bTryOnlyOnce, bWakeUpPoster, deactivationSentinel, goalName, ignoreCounter, matchedN, notificationRecipients, parentAction, Priority, resource

Functions Summary
|  | cleanup ()))
|  | construct (AI_Resource r, int pri, Pawn _target, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional IFollowFunction _followFunction ))
|  | init (AI_Resource r ))

Inherited Functions from Tyrion.AI_CharacterGoal
findResource, getResourceClass

Inherited Functions from Tyrion.AI_Goal
activate, addNotificationRecipient, beingAchieved, changePriority, cleanup, construct, deactivate, findGoalByName, findGoalInCharacterByName, findGoalInSquadByName, findGoalInTurretByName, findGoalInVehicleByName, getResource, handleGoalFailure, handleGoalSuccess, hasCompleted, init, markGoalAsAchieved, markGoalAsFailed, myAddRef, notifyCompletion, onSensorMessage, postGoal, priorityFn, setUpDeactivationSentinel, unPostGoal, wasAchieved, wasConsidered, wasNotAchieved

Variables Detail

### InternalParameters

#### followFunction Source code

var(InternalParameters) editconst IFollowFunction followFunction;

#### target Source code

var(InternalParameters) editconst Pawn target;

#### weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;

### Parameters

#### preferredWeaponClass Source code

var(Parameters) class<Weapon> preferredWeaponClass;

> AI will use this weapon if at all possible

#### rank Source code

var(Parameters) editconst int rank;

> Rank of the AI; set by the ability in the class DB

#### targetName Source code

var(Parameters) editinline Name targetName;

> Label of target (any Pawn)

Functions Detail

#### cleanup Source code

function cleanup ( ) )

#### construct Source code

overloaded function construct ( AI_Resource r, int pri, Pawn _target, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional IFollowFunction _followFunction ) )

#### init Source code

function init ( AI_Resource r ) )

Defaultproperties

    defaultproperties
    {
    	bInactive = true
    	bPermanent = false
    }

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Creation time: st 23.5.2018 00:10:26.661 - Created with UnCodeX