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# Tyrion.AI_MovementAction

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    //=====================================================================
    // AI_MovementAction
    // Actions that involve a character's movement systems
    //=====================================================================

    class AI_MovementAction extends AI_Action
    	abstract;

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

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

    //---------------------------------------------------------------------
    // Accessor function for resources

    #if IG_TRIBES3
    function Rook rook()
    {
    	return Rook(AI_MovementResource(resource).m_pawn);
    }

    function Character character()
    {
    	return Character(AI_MovementResource(resource).m_pawn);
    }

    function BaseAICharacter baseAIcharacter()
    {
    	return BaseAICharacter(AI_MovementResource(resource).m_pawn);
    }
    #endif

    function AI_MovementResource movementResource()
    {
    	return AI_MovementResource(resource);
    }

    function AI_CharacterResource characterResource()
    {
    	return AI_CharacterResource(AI_MovementResource(resource).m_pawn.characterAI);
    }

    //---------------------------------------------------------------------
    // Return the resource class for this action

    static function class<Tyrion_ResourceBase> getResourceClass()
    {
    	return class'AI_MovementResource';
    }

    //---------------------------------------------------------------------
    // Depending on the type of action, find the resource the action should
    // be attached to

    static function Tyrion_ResourceBase findResource( Pawn p )
    {
    	return p.movementAI;
    }

    //---------------------------------------------------------------------
    // Run an action
    // Typically called by the resource
    //
    // Note: The "legs" resource is considered "used" when an action running
    //       on this resource declares it needs it

    function runAction()
    {
    	Super.runAction();

    	//log( "==" @ self.name $ ":" @ resource.isActive() @ resourceUsage @ resource.usedByAction.name );

    	if ( resource.isActive() && (resourceUsage & class'AI_Resource'.const.RU_LEGS) != 0 && resource.usedByAction == None )
    		resource.usedByAction = self;
    }

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

    function classConstruct()
    {
    	resourceUsage = class'AI_Resource'.const.RU_LEGS;
    }

    defaultproperties
    {
    	//resourceUsage = 4 // should be RU_LEGS - can't access
    }

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Class file time: ne 5.9.2004 15:54:20.000 - Creation time: st 23.5.2018 00:10:41.427 - Created with UnCodeX