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cctman.c
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2{
3 protected float m_MaximalActionDistanceSq;
4 protected bool m_MustBeAlive;
5
6 void CCTMan ( float maximal_target_distance = UAMaxDistances.DEFAULT, bool must_be_alive = true )
7 {
8 m_MaximalActionDistanceSq = maximal_target_distance * maximal_target_distance;
9 m_MustBeAlive = must_be_alive;
10 }
11
12 override bool Can( PlayerBase player, ActionTarget target )
13 {
14 if( !target )
15 return false;
16
17 Object targetObject = target.GetObject();
18 if ( !player || !targetObject || targetObject == player || !targetObject.IsMan() || !player.IsFacingTarget(targetObject) || ( m_MustBeAlive && targetObject.IsDamageDestroyed() ) )
19 return false;
20
21 return ( vector.DistanceSq(targetObject.GetPosition(), player.GetPosition()) <= m_MaximalActionDistanceSq );
22 }
23};
Definition cctman.c:2
bool m_MustBeAlive
Definition cctman.c:4
float m_MaximalActionDistanceSq
Definition cctman.c:3
void CCTMan(float maximal_target_distance=UAMaxDistances.DEFAULT, bool must_be_alive=true)
Definition cctman.c:6
override bool Can(PlayerBase player, ActionTarget target)
Definition cctman.c:12