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# Tyrion.AI_Grapple

Extends
  AI_CharacterAction
Modifiers
  implements IWeaponSelectionFunction editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_ActionBase
          |
          +-- Tyrion.ActionBase
             |
             +-- Tyrion.AI_RunnableAction
                |
                +-- Tyrion.AI_Action
                   |
                   +-- Tyrion.AI_CharacterAction
                      |
                      +-- Tyrion.AI_Grapple

Constants Summary
REEL_IN_DIST | = | 750.0f

Variables Summary
BaseAICharacter | ai
Vector | aimLocation
ACT_Errorcodes | errorCode
AI_Grapple
float | idealBlasterRange
InternalParameters
IFollowFunction | followFunction
Pawn | target
IWeaponSelectionFunction | weaponSelection
Parameters
class<Weapon> | preferredWeaponClass
int | rank
Name | targetName

Inherited Variables from Tyrion.AI_CharacterAction
DummyHeadGoal, DummyMovementGoal, DummyWeaponGoal, headResourceStorage, movementResourceStorage, pawn, weaponResourceStorage

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

Functions Summary
| Weapon | bestWeapon (Character ai, Pawn target, class preferredWeaponClass ))
| bool | bShouldFire (BaseAICharacter ai, Weapon weapon ))
|  | cleanup ()))
| float | firingRange (class weaponClass ))

Inherited Functions from Tyrion.AI_CharacterAction
baseAIcharacter, character, characterResource, classConstruct, cleanup, clearDummyGoals, clearDummyHeadGoal, clearDummyMovementGoal, clearDummyWeaponGoal, findResource, getResourceClass, headResource, initAction, movementResource, rook, useResources, 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

#### REEL_IN_DIST Source code

const REEL_IN_DIST = 750.0f;

Variables Detail

#### ai Source code

var BaseAICharacter ai;

#### aimLocation Source code

var Vector aimLocation;

#### errorCode Source code

var ACT_Errorcodes errorCode;

### AI_Grapple

#### idealBlasterRange Source code

var(AI_Grapple) float idealBlasterRange;

> Preferred distance at which to use the blaster

### 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) int rank;

> Rank of the grappler (1 or 2)

#### targetName Source code

var(Parameters) editinline Name targetName;

> Label of target (any Pawn)

Functions Detail

#### bestWeapon Source code

function Weapon bestWeapon ( Character ai, Pawn target, class<Weapon> preferredWeaponClass ) )

#### bShouldFire Source code

function bool bShouldFire ( BaseAICharacter ai, Weapon weapon ) )

#### cleanup Source code

function cleanup ( ) )

#### firingRange Source code

function float firingRange ( class<Weapon> weaponClass ) )

Defaultproperties

    defaultproperties
    {
    	satisfiesGoal = class'AI_AttackGoal'

    	idealBlasterRange = 1500
    }

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Creation time: st 23.5.2018 00:10:26.916 - Created with UnCodeX