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# Tyrion.AI_FireAt

Extends
  AI_WeaponAction
Modifiers
  editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_ActionBase
          |
          +-- Tyrion.ActionBase
             |
             +-- Tyrion.AI_RunnableAction
                |
                +-- Tyrion.AI_Action
                   |
                   +-- Tyrion.AI_WeaponAction
                      |
                      +-- Tyrion.AI_FireAt

Constants Summary
INACCURACY_INCREASE_WHEN_MOVING | = | 2.0f
MAX_DEVIATION | = | 10
MIN_TIME_BETWEEN_GRENADE_THROWS | = | 4
MIN_TIME_BETWEEN_WEAPON_CHANGE | = | 5

Variables Summary
BaseAICharacter | ai
Vector | aimLocation
Rotator | aimRotation
AI_Controller | c
String | debugString
float | effectiveRange
Vector | hitLocation
Vector | inaccurateAimLocation
float | lastGrenadeThrow
float | lastWeaponChange
Weapon | newWeapon
Actor | obstacle
Character | obstacleChar
Vector | projectileSpawnLocation
Rook | rookObstacle
AI_TargetMemorySensor | targetMemorySensor
AI_TargetSensor | targetSensor
float | timeToHit
Weapon | weapon
int | yawDiff
InternalParameters
Rook | target
IWeaponSelectionFunction | weaponSelection
Parameters
bool | bFireWithoutLOS
bool | bGiveUpIfTargetLost
class<Weapon> | preferredWeaponClass
Name | targetName

Inherited Variables from Tyrion.AI_Action
achievingGoal, childGoals, heuristicValue, nsChild, resourceUsage, satisfiesGoal, waitingForGoalsN

Functions Summary
| string | actionDebuggingString ()))
| bool | bTrackTarget ()))
| Weapon | chooseWeapon ()))
|  | cleanup ()))
| Rotator | computeAIspread ()))
|  | OnSensorMessage (AI_Sensor sensor, AI_SensorData value, Object userData ))

Inherited Functions from Tyrion.AI_WeaponAction
baseAIcharacter, character, characterResource, classConstruct, findResource, getResourceClass, rook, runAction, weaponResource

Inherited Functions from Tyrion.AI_Action
fail, getChildReference, getResource, goalAchievedCB, goalNotAchievedCB, initAction, instantFail, instantSucceed, interruptAction, interruptGoalIf, myAddRef, OnSensorMessage, removeAction, removeChildReference, resourceStolenCB, runAction, selectionHeuristic, setChildReference, succeed, waitForAllGoals, waitForAllGoalsConsidered, waitForAllGoalsInList, waitForAnyGoal, waitForGoal, waitForResourcesAvailable

States Summary

Running Source code
state Running

Constants Detail

#### INACCURACY_INCREASE_WHEN_MOVING Source code

const INACCURACY_INCREASE_WHEN_MOVING = 2.0f;

#### MAX_DEVIATION Source code

const MAX_DEVIATION = 10;

#### MIN_TIME_BETWEEN_GRENADE_THROWS Source code

const MIN_TIME_BETWEEN_GRENADE_THROWS = 4;

#### MIN_TIME_BETWEEN_WEAPON_CHANGE Source code

const MIN_TIME_BETWEEN_WEAPON_CHANGE = 5;

Variables Detail

#### ai Source code

var BaseAICharacter ai;

#### aimLocation Source code

var Vector aimLocation;

#### aimRotation Source code

var Rotator aimRotation;

#### c Source code

var AI_Controller c;

#### debugString Source code

var String debugString;

#### effectiveRange Source code

var float effectiveRange;

#### hitLocation Source code

var Vector hitLocation;

#### inaccurateAimLocation Source code

var Vector inaccurateAimLocation;

#### lastGrenadeThrow Source code

var float lastGrenadeThrow;

#### lastWeaponChange Source code

var float lastWeaponChange;

#### newWeapon Source code

var Weapon newWeapon;

#### obstacle Source code

var Actor obstacle;

#### obstacleChar Source code

var Character obstacleChar;

#### projectileSpawnLocation Source code

var Vector projectileSpawnLocation;

#### rookObstacle Source code

var Rook rookObstacle;

#### targetMemorySensor Source code

var AI_TargetMemorySensor targetMemorySensor;

#### targetSensor Source code

var AI_TargetSensor targetSensor;

#### timeToHit Source code

var float timeToHit;

#### weapon Source code

var Weapon weapon;

#### yawDiff Source code

var int yawDiff;

### InternalParameters

#### target Source code

var(InternalParameters) editconst Rook target;

#### weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;

### Parameters

#### bFireWithoutLOS Source code

var(Parameters) bool bFireWithoutLOS;

> Fire even if you have no LOS on the target

#### bGiveUpIfTargetLost Source code

var(Parameters) bool bGiveUpIfTargetLost;

> Terminate action if target lost?

#### preferredWeaponClass Source code

var(Parameters) class<Weapon> preferredWeaponClass;

> AI will use this weapon if at all possible

#### targetName Source code

var(Parameters) editinline Name targetName;

> Label of target (any Pawn)

Functions Detail

#### actionDebuggingString Source code

function string actionDebuggingString ( ) )

#### bTrackTarget Source code

private final function bool bTrackTarget ( ) )

#### chooseWeapon Source code

private final function Weapon chooseWeapon ( ) )

#### cleanup Source code

function cleanup ( ) )

#### computeAIspread Source code

private final function Rotator computeAIspread ( ) )

#### OnSensorMessage Source code

function OnSensorMessage ( AI_Sensor sensor, AI_SensorData value, Object userData ) )

Defaultproperties

    defaultproperties
    {
    	satisfiesGoal = class'AI_FireAtGoal'
    }

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Creation time: st 23.5.2018 00:10:26.808 - Created with UnCodeX