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# Tyrion.AI_AnimateGoal

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    //=====================================================================
    // AI_AnimateGoal
    //=====================================================================

    class AI_AnimateGoal extends AI_CharacterGoal
    	editinlinenew;

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

    var(Parameters) Name animName "Name of the animation to play";
    var(Parameters) int numIterations "The number of times the animation should loop, 0 means forever";
    var(Parameters) Name targetName "The pawn to turn towards before animating";
    var(Parameters) Rotator facing "Where the AI turns to before animating if targetName is none";
    var(Parameters) bool bNeedsToTurn "If true the targetName and facing values will be used";
    var(Parameters) bool bFreezeMovement "If true the target will not move while playing the animation";

    var(InternalParameters) editconst Actor target;

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

    overloaded function construct( AI_Resource r, int pri, Name _animName, int _numIterations, Actor _target, Rotator _facing,
    							  bool _bNeedsToTurn, bool _bFreezeMovement )
    {
    	priority = pri;
    	animName = _animName;
    	numIterations = _numIterations;
    	target = _target;
    	facing = _facing;
    	bNeedsToTurn = _bNeedsToTurn;
    	bFreezeMovement = _bFreezeMovement;

    	super.construct( r );
    }

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

    defaultproperties
    {
    	numIterations = 1
    	bInactive = false
    	bPermanent = false
    	bNeedsToTurn = true
    	bFreezeMovement = false
    }

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Class file time: ne 5.9.2004 15:54:24.000 - Creation time: st 23.5.2018 00:10:40.925 - Created with UnCodeX