//------------------------------------------------------------------------- void CGameRulesObjectiveVictoryConditionsTeam::Update( float frameTime ) { IGameRulesStateModule *pStateModule = m_pGameRules->GetStateModule(); if (pStateModule != NULL && pStateModule->GetGameState() != IGameRulesStateModule::EGRS_InGame) { return; } IGameRulesRoundsModule* pRoundsModule=m_pGameRules->GetRoundsModule(); if (pRoundsModule != NULL && !pRoundsModule->IsInProgress()) { return; } CGameRulesStandardVictoryConditionsTeam::UpdateTimeLimitSounds(); if (!gEnv->bServer) { return; } DebugDrawResolutions(); SvCheckOpponents(); if (!CheckObjectives()) // Check objectives first, if the game isn't over then check the time limit { CheckTimeLimit(); } }
void TacticalAI::CheckOrders() { directed_tgtid = 0; if (CheckShipOrders()) return; if (CheckFlightPlan()) return; if (CheckObjectives()) return; }