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