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Gameplay.ACTION_SetAlertness


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class ACTION_SetAlertness extends ScriptedAction;

enum EAlertnessType
{
    ALERTNESS_IgnoreAll,            // ignore any damage, etc. (even the physics part)
    ALERTNESS_IgnoreEnemies,        // react normally, but don't try to fight or anything
    ALERTNESS_StayOnScript,         // stay on script, but fight when possible
    ALERTNESS_LeaveScriptForCombat  // leave script when acquire enemy
};

var(Action) EAlertnessType Alertness;

function bool InitActionFor(ScriptedController C)
{
    C.SetEnemyReaction(int(Alertness));
    return false;   
}

function string GetActionString()
{
    local String S;

    Switch(Alertness)
    {
        case ALERTNESS_IgnoreAll: S="Ignore all"; break;
        case ALERTNESS_IgnoreEnemies: S="Ignore enemies"; break;
        case ALERTNESS_StayOnScript: S="Stay on script"; break;
        case ALERTNESS_LeaveScriptForCombat: S="Leave script for combat"; break;
    }
    return ActionString@S;
}

    

defaultproperties
{
     ActionString="set alertness"
     bValidForTrigger=Falsch
}

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Class file time: Fr 30.3.2007 08:43:38.000 - Creation time: Mo 16.4.2007 11:20:43.953 - Created with UnCodeX