bool should_process (CAI_Stalker &object, const CEntityAlive *enemy) { if (object.agent_manager().enemy().wounded_processed(enemy)) return (false); ALife::_OBJECT_ID processor_id = object.agent_manager().enemy().wounded_processor(enemy); if ((processor_id != ALife::_OBJECT_ID(-1)) && (processor_id != object.ID())) return (false); return (true); }
void CScriptGameObject::unregister_in_combat () { CAI_Stalker *stalker = smart_cast<CAI_Stalker*>(&object()); if (!stalker) { ai().script_engine().script_log (ScriptStorage::eLuaMessageTypeError, "CAI_Stalker : cannot access class member unregister_in_combat!"); return; } stalker->agent_manager().member().unregister_in_combat(stalker); }
void CScriptGameObject::group_throw_time_interval (u32 throw_time_interval) { CAI_Stalker *stalker = smart_cast<CAI_Stalker*>(&object()); if (!stalker) { ai().script_engine().script_log (ScriptStorage::eLuaMessageTypeError,"CAI_Stalker : cannot access class member group_throw_time_interval!"); return; } stalker->agent_manager().member().throw_time_interval (throw_time_interval); }