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cctman.c
Go to the documentation of this file.
1
class
CCTMan
:
CCTBase
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
};
CCTBase
Definition
cctbase.c:2
CCTMan
Definition
cctman.c:2
CCTMan::m_MustBeAlive
bool m_MustBeAlive
Definition
cctman.c:4
CCTMan::m_MaximalActionDistanceSq
float m_MaximalActionDistanceSq
Definition
cctman.c:3
CCTMan::CCTMan
void CCTMan(float maximal_target_distance=UAMaxDistances.DEFAULT, bool must_be_alive=true)
Definition
cctman.c:6
CCTMan::Can
override bool Can(PlayerBase player, ActionTarget target)
Definition
cctman.c:12
Object
Definition
objecttyped.c:2
PlayerBase
Definition
playerbaseclient.c:2
UAMaxDistances
Definition
actionconstants.c:110
vector
Definition
enconvert.c:106
Daten
4_world
classes
useractionscomponent
targetconditionscomponents
cctman.c
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