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# Tyrion.AI_RepairGoal

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    //=====================================================================
    // AI_RepairGoal
    //=====================================================================

    class AI_RepairGoal extends AI_MovementGoal
    	editinlinenew;

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

    var(InternalParameters) editconst Pawn target;

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

    overloaded function construct( AI_Resource r, int pri, Pawn aTarget )
    {
    	priority = pri;
    	target = aTarget;

    	super.construct( r );
    }

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

    function init( AI_Resource r )
    {
    	local BaseAICharacter ai;

    	super.init( r );

    	ai = BaseAICharacter(resource.pawn());

    	if ( ai.pack == None || !ClassIsChildOf( ai.pack.class, class'RepairPack' ) )
    	{
    		log( "AI WARNING:" @ ai.name @ "doesn't have a repair pack but was given a repair goal" );
    		return;
    	}

    	// userData is always 'None' for deactivation sensors, and != None for activation sensors
    	activationSentinel.activateSentinel( self, class'AI_RepairSensor', characterResource(),, class'AI_Sensor'.const.ONLY_NON_NONE_VALUE, self );
    	// action deactivates itself if target becoems repaired on the way there
    }

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

    defaultproperties
    {
    	bInactive = true
    	bPermanent = true
    	priority = 75
    }

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Class file time: ne 5.9.2004 15:54:26.000 - Creation time: st 23.5.2018 00:10:41.594 - Created with UnCodeX