void AIEventSender::WhenBeenHurted( long attackerType, const CGUID &attackerId, long hurt )
	{
		m_AI->SendEvent( HurtEvent( hurt, attackerId, attackerType ) );
	}
Exemple #2
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	void OnHurted( long hurt, long targetId )
	{
		// can cache the target data for SearchEnemy.
		// send event to the focused state.
		m_StateMachine->cur_state()->receive_event( this, HurtEvent( hurt, targetId ) );
	}