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# AICommon.VisionNotifier

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    ///////////////////////////////////////////////////////////////////////////////
    // VisionNotifier.uc - VisionNotifier class
    // The VisionNotifier notifies all registered clients when the Viewer sees or no longer sees another Pawn
    // Clients of the VisionNotifier are stored in the NotificationList, and should be registered through the Pawn

    class VisionNotifier extends Core.RefCount
    	implements Engine.IInterestedPawnDied
    	native
    	noexport;
    ///////////////////////////////////////////////////////////////////////////////

    /////////////////////////////////////////////////
    /// Private Variables
    /////////////////////////////////////////////////

    // the viewer is the pawn that we are doing the vision for
    var Pawn						        Viewer;

    var transient const private int			SeenListPadding;
    var transient const private int			CurrentSeenListPadding;
    var transient const private int			NotificationListPadding;

    /////////////////////////////////////////////////
    /// Initialization
    /////////////////////////////////////////////////
    function InitializeVisionNotifier(Pawn InViewer)
    {
        assert(InViewer != None);

        Viewer = InViewer;

    	// register to find out when a pawn dies or is destroyed
    	Viewer.Level.RegisterNotifyPawnDied(self);
    }

    function CleanupVisionNotifier()
    {
    	// unregister finding out when a pawn dies or is destroyed
    	Viewer.Level.UnRegisterNotifyPawnDied(self);
    }

    /////////////////////////////////////////////////
    /// Death / Destruction Notifications
    /////////////////////////////////////////////////

    function OnOtherActorDestroyed(Actor ActorBeingDestroyed)
    {
    	if (ActorBeingDestroyed.IsA('Pawn'))
    	{
    		RemoveAnyReferencesToPawn(Pawn(ActorBeingDestroyed));
    	}
    }

    function OnOtherPawnDied(Pawn DeadPawn)
    {
    	RemoveAnyReferencesToPawn(DeadPawn);
    }

    protected native function RemoveAnyReferencesToPawn(Pawn PawnBeingRemoved);

    /////////////////////////////////////////////////
    /// Notifications from Pawn
    /////////////////////////////////////////////////

    // returns true if the specified pawn can currently be seen
    function bool isVisible(Pawn TestPawn)
    {
    	return IsOnSeenList(TestPawn);
    }

    // returns true if the Pawn can be found in the CurrentSeenList
    // returns false if the Pawn cannot be found in the CurrentSeenList
    protected native function bool IsOnCurrentSeenList(Pawn TestPawn);

    // returns true if the Pawn can be found in the SeenList
    // returns false if the Pawn cannot be found in the SeenList
    protected native function bool IsOnSeenList(Pawn TestPawn);

    /////////////////////////////////////////////////
    //// Registration functions
    /////////////////////////////////////////////////

    native function RegisterVisionNotification(IVisionNotification Registrant);
    native function UnregisterVisionNotification(IVisionNotification Registrant);

    /////////////////////////////////////////////////
    // Vision debug
    ////////////////////////////////////////////////

    native function logSeenList();

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Class file time: ne 5.9.2004 15:53:02.000 - Creation time: st 23.5.2018 00:10:50.481 - Created with UnCodeX