//-------------------------------------------------------------- // Name: evaluateStateMoveToNode() // Class: GotoCurrentHelperNode // // Description: Evaluates the Move To Cover State // // Parameters: None // // Returns: None //-------------------------------------------------------------- BehaviorReturnCode_t GotoCurrentHelperNode::evaluateStateMoveToNode() { BehaviorReturnCode_t result = _gotoPoint.Evaluate( *GetSelf() ); str failureReason = "GotoCurrentHelperNode::evaluateStateMoveToNode -- _gotoPoint component returned: " + _gotoPoint.GetFailureReason(); if ( result == BEHAVIOR_FAILED ) failureStateMoveToNode( failureReason ); return result; }
//-------------------------------------------------------------- // Name: evaluateStateMoveToNode() // Class: CorridorCombatWithRangedWeapon // // Description: Evaluates the Move To Cover State // // Parameters: None // // Returns: None //-------------------------------------------------------------- BehaviorReturnCode_t CorridorCombatWithRangedWeapon::evaluateStateMoveToNode() { BehaviorReturnCode_t result = _gotoPoint.Evaluate( *_self ); str failureReason = "CorridorCombatWithRangedWeapon::evaluateStateMoveToCover -- _gotoPoint component returned: " + _gotoPoint.GetFailureReason(); if ( result == BEHAVIOR_FAILED ) failureStateMoveToNode( failureReason ); return result; }