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Iridar51

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Aug 5th, 2018
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  1. function EventListenerReturn TakeInitiativeListener(Object EventData, Object EventSource, XComGameState GameState, Name EventID, Object CallbackData)
  2. {
  3. local XComGameStateHistory History;
  4. local XComGameStateContext_Ability AbilityContext;
  5. local XComGameState_Unit SourceUnit, TargetUnit;
  6. local array<StateObjectReference> PossibleTargets;
  7. local StateObjectReference BestTargetRef;
  8. local int BestTargetHP;
  9. local int i;
  10. local bool bAbilityContinues;
  11. local XComGameState_Ability AbilityState;
  12.  
  13. local X2AbilityTemplateManager AbilityTemplateManager; //noodle code
  14. local X2AbilityTemplate AbilityTemplate;
  15.  
  16. AbilityTemplateManager = class'X2AbilityTemplateManager'.static.GetAbilityTemplateManager();
  17. AbilityTemplate = AbilityTemplateManager.FindAbilityTemplate('DP_TakeInitiativeStrike');//noodle code end
  18.  
  19. AbilityContext = XComGameStateContext_Ability(GameState.GetContext());
  20. if (AbilityContext != none && AbilityContext.InterruptionStatus != eInterruptionStatus_Interrupt)
  21. {
  22. SourceUnit = XComGameState_Unit(GameState.GetGameStateForObjectID(AbilityContext.InputContext.SourceObject.ObjectID));
  23. TargetUnit = XComGameState_Unit(GameState.GetGameStateForObjectID(AbilityContext.InputContext.PrimaryTarget.ObjectID));
  24.  
  25. AbilityState = XComGameState_Ability(EventData);
  26.  
  27. History = `XCOMHISTORY;
  28. class'X2TacticalVisibilityHelpers'.static.GetAllVisibleEnemyUnitsForUnit(SourceUnit.ObjectID, PossibleTargets, AbilityTemplate.AbilityTargetConditions);
  29. XComTacticalController(`LOCALPLAYERCONTROLLER).m_kPathingPawn.ActiveKillzoneAbilityID = AbilityState.ObjectID;
  30. }
  31. return ELR_NoInterrupt;
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