Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- class X2Action_FaceEnemy extends X2Action;
- var vector ToTargetActor;
- var XComUnitPawn TargetPawn;
- var XComGameStateContext_Ability AbilityContext;
- function Init()
- {
- AbilityContext = XComGameStateContext_Ability(StateChangeContext);
- TargetPawn = XGUnit(`XCOMHISTORY.GetGameStateForObjectID(AbilityContext.InputContext.PrimaryTarget.ObjectID).GetVisualizer()).GetPawn();
- ToTargetActor = TargetPawn.Location - UnitPawn.Location;
- ToTargetActor.Z = 0;
- ToTargetActor = Normal(ToTargetActor);
- if( AbilityContext != none )
- {
- super.Init();
- }
- else
- {
- super.Init();
- AbilityContext = XComGameStateContext_Ability(StateChangeContext);
- }
- }
- simulated state Executing
- {
- Begin:
- Unit.IdleStateMachine.ForceHeading(ToTargetActor);
- Sleep(0.1f);
- while(Unit.IdleStateMachine.IsEvaluatingStance())
- {
- Sleep(0.0f);
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement