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class BombingRunTeamAI extends TeamAI; var GameObject Bomb; var float LastGotFlag; var GameObjective HomeBase, EnemyBase, BombBase; function CallForBall(Pawn Recipient) { local Bot B; if ( (Bomb.Holder == None) || (Bomb.Holder.PlayerReplicationInfo.Team != Team) ) return; B = Bot(Bomb.Holder.Controller); if ( B == None ) return; BombingRunSquadAI(B.Squad).TryPassTo(vector(Bomb.Holder.Rotation),B,Recipient); } function SetObjectiveLists() { local GameObjective O; ForEach AllActors(class'GameObjective',O) if ( O.bFirstObjective ) { Objectives = O; break; } For ( O=Objectives; O!=None; O=O.NextObjective ) { if ( O.DefenderTeamIndex == 255 ) BombBase = O; else if ( O.DefenderTeamIndex == Team.TeamIndex ) HomeBase = O; else EnemyBase = O; } } function SquadAI AddSquadWithLeader(Controller C, GameObjective O) { local BombingRunSquadAI S; if ( O == None ) O = EnemyBase; S = BombingRunSquadAI(Super.AddSquadWithLeader(C,O)); S.Bomb = Bomb; S.HomeBase = HomeBase; S.EnemyBase = EnemyBase; S.BombBase = BombBase; return S; } defaultproperties { OrderList(0)=ATTACK OrderList(1)=ATTACK OrderList(2)=DEFEND OrderList(3)=ATTACK OrderList(4)=FREELANCE OrderList(5)=DEFEND OrderList(6)=ATTACK OrderList(7)=DEFEND SquadType=class'UnrealGame.BombingRunSquadAI' } |
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