Emergency 20 Dokumentation  4.2.0
em5::GangsterBaseLogic Class Reference

Base game logic for gangster. More...

#include <GangsterBaseLogic.h>

Inheritance diagram for em5::GangsterBaseLogic:
qsf::GameLogic qsf::WeakPtrTarget em5::GangsterArsonist em5::GangsterBlackoutFP em5::GangsterBlackoutMini em5::GangsterBrawlerUnarmed em5::GangsterCarHijackerLogic em5::GangsterCivilArmedLogic em5::GangsterCivilUnarmedLogic em5::GangsterDemoArsonist em5::GangsterDemoExtremist em5::GangsterFanaticArsonistLogic em5::GangsterGaper em5::GangsterGuardPassageLogic em5::GangsterKillerAllLogic em5::GangsterKillerPsychoLogic em5::GangsterKillerTaskforceLogic em5::GangsterME301Arsonist em5::GangsterME308FactoryBoss em5::GangsterWithWaypointReachedCallback

Classes

struct  PossibleTarget
 
struct  Waypoint
 

Public Types

enum  State { STATE_NORMAL, STATE_ARRESTED }
 
enum  EscapeType {
  ESCAPE_FOOT_LONG, ESCAPE_FOOT_SHORT, ESCAPE_HIDE_FOOT, ESCAPE_CAR_LONG,
  ESCAPE_CAR_SHORT
}
 
enum  AutoReaction { AutoReaction::NONE, AutoReaction::ATTACK, AutoReaction::ESCAPE_SHORT, AutoReaction::ESCAPE_LONG }
 
typedef qsf::EnumBitmask< uint16, weapon::WeaponWeaponFlagSet
 
typedef PossibleTarget SpottedUnit
 

Public Member Functions

 GangsterBaseLogic ()
 Default constructor. More...
 
 GangsterBaseLogic (uint32 gameLogicId)
 Constructor. More...
 
virtual ~GangsterBaseLogic ()
 Destructor. More...
 
void applyGangsterType (const GangsterType &gangsterType)
 
std::string getDebugGangsterName () const
 Return the GangsterLogic class and, if existing, the gangster type name. More...
 
WeaponFlagSet getEquippedWeaponTypes () const
 
void setEquippedWeaponTypes (WeaponFlagSet weapons)
 
State getCurrentState () const
 
void setCurrentState (State newState)
 
bool getAsGangsterFlagged () const
 
void setAsGangsterFlagged (bool isGangster)
 
AutoReaction getIdleReaction () const
 
void setIdleReaction (AutoReaction autoReaction)
 
AutoReaction getAutoTargetReaction () const
 
void setAutoTargetReaction (AutoReaction autoReaction)
 
bool getAutoAggression () const
 
void setAutoAggression (bool autoAggression)
 
float getAutoAggroRange () const
 
void setAutoAggroRange (float autoAggroRange)
 
float getAutoDeAggroRange () const
 
void setAutoDeAggroRange (float autoAggroRange)
 
bool getResistArrest () const
 
void setResistArrest (bool resistArrest)
 
weapon::WeaponConfigurationgetConfigurationForWeapon (weapon::Weapon usedWeapon)
 
const weapon::WeaponConfigurationgetConfigurationForWeapon (weapon::Weapon usedWeapon) const
 
void setWeaponAttackDistance (weapon::Weapon weapon, float distance)
 Sets the attack distance required for a specific weapon. More...
 
float getWeaponAttackDistance (weapon::Weapon weapon) const
 
void addAutoTargetEventTag (const qsf::StringHash &eventTag, uint32 priority)
 
qsf::Time getCelebrateWinTime () const
 
void setCelebrateWinTime (qsf::Time celebrateWinTime)
 
void setChainReaction (bool active)
 Sets the chain reaction feature active. This will listen to injured gangster in aggro range and start autoreact on this targert. More...
 
bool getChainReaction ()
 
void attack (qsf::Entity &targetEntity)
 The gangster attacks the given target with the given weapon. More...
 
void escape (EscapeType escapeType)
 
void setEscapeTargetTag (const std::string &escapeTargetTag)
 
void setLastGangsterLogic (uint32 lastLogicId)
 Stores the gangster logic that belonged to this gangster before the current one. More...
 
qsf::EntitygetCurrentAutoAggresionTarget ()
 
void hideCurrentWeapon ()
 Call to let the currently active gangster weapon vanish (if any) More...
 
void showWeapon (const std::string &equipmentPrefab)
 Call to create a new weapon from prefab and make it visible (equipped) More...
 
bool getPatrolOnWaypoints () const
 
void setPatrolOnWaypoints (bool patrol)
 
void clearWaypoints ()
 Clear list of waypoints. More...
 
void addWaypoint (qsf::Entity &waypointEntity, uint32 targetPointProviderId=qsf::getUninitialized< uint32 >(), uint32 movementModeId=qsf::getUninitialized< uint32 >())
 Add a waypoint to the end of the waypoint list. More...
 
void addWaypoint (glm::vec3 waypointPosition, uint32 movementModeId=qsf::getUninitialized< uint32 >())
 
virtual float getMovingSpeed () const
 Returns the moving speed with which the gangster should move. More...
 
virtual bool onStartup () override
 If overriding this function in derived class, make sure to call this function to make sure startup process is correct. More...
 
virtual void onShutdown () override
 If overriding this function in derived class, make sure to call this function to make sure shutdown process is correct. More...
 
- Public Member Functions inherited from qsf::GameLogic
virtual ~GameLogic ()
 Destructor. More...
 
uint32 getId () const
 Get the game logic's unique ID. More...
 
uint32 getTypeId () const
 Get the game logic's type ID. More...
 
uint64 getEntityId () const
 Get the owning entity's ID or zero if there is none. More...
 
EntitygetEntity () const
 Get the owning entity or a null pointer if there is none. More...
 
EntitygetEntitySafe () const
 Get the owning entity or a null pointer if there is none. More...
 
MapgetMap () const
 Get the associated map of the game logic. More...
 
bool startup ()
 Startup the game logic. More...
 
bool isRunning () const
 Return whether or not the game logic is up-and-running. More...
 
void shutdown ()
 Shutdown the game logic. More...
 
bool isDebug () const
 Return whether or not the logic is considered to be in debug mode. More...
 
void setDebug (bool debugMode)
 Set whether or not the logic is considered to be in debug mode. More...
 
virtual void serialize (BinarySerializer &serializer)
 Serialize or deserialize the game logic using a binary serializer. More...
 

Static Public Attributes

static const uint32 GAMELOGIC_TYPE_ID
 

Protected Types

typedef boost::container::flat_map< qsf::StringHash, uint32PriorityByEventTagMap
 

Protected Member Functions

bool changeLogic (const qsf::StringHash &newLogicId)
 Helper method to replace the current gangster game logic (When the gangster should change his behavior) More...
 
bool isCurrentlyFleeing () const
 Helper method to check whether the gangster's current action is a fleeing action. More...
 
bool isCurrentlyFighting () const
 Helper method to check whether the gangster's current action is a fighting action, i.e. Shoot, ThrownWeapon, CloseQuartersCombat. More...
 
void fearNearbyCivilists ()
 Give all civil persons around a little fear. More...
 
void updateCatchedByPolice ()
 If escaping, check if nearly police is attacking the gangster and tell the escape action to slowdown movement. So player units a chance to catch them. More...
 
virtual void onSimulationUpdate (const qsf::JobArguments &jobArguments)
 Called once a tick. More...
 
virtual void onIdle ()
 Called in case gangster has no action right now. More...
 
virtual void onUnitsSpotted (std::vector< SpottedUnit > &sightedPoliceUnits)
 Called when there were any units spotted which are considered targets of the gangster. More...
 
virtual void onNoUnitsSpotted ()
 This is the counterpart to onUnitsSpotted. Implement it (not in here, override it!) if you need to be notified when no police units are in range. More...
 
virtual void onWaypointReached (const Waypoint &waypoint)
 Called when the next waypoint was just reached. More...
 
virtual void onPersonGetsShoot (const qsf::MessageParameters &parameters)
 
virtual void onGunShot (const qsf::MessageParameters &parameters)
 
- Protected Member Functions inherited from qsf::GameLogic
virtual void onSetDebug (bool debug)
 Set whether or not the logic is considered to be in debug mode. More...
 
void removeThis ()
 
 GameLogic (uint32 typeId)
 Constructor. More...
 
void registrationAtManager (GameLogicManager &manager, uint32 id)
 Registering call from manager. More...
 
- Protected Member Functions inherited from qsf::WeakPtrTarget
 WeakPtrTarget ()
 Default constructor. More...
 
 WeakPtrTarget (const WeakPtrTarget &other)
 Copy constructor. More...
 
 WeakPtrTarget (WeakPtrTarget &&)=delete
 Delete the move constructor, as WeakPtrTarget would need a proper move constructor-implementation that ensures that its pointer gets updated in the WeakPtrBase as well. More...
 
 ~WeakPtrTarget ()
 Destructor. More...
 
void invalidateAllWeakPtr ()
 Invalidate all weak pointers to this object. More...
 
void operator= (const WeakPtrTarget &other)
 Copy operator. More...
 

Protected Attributes

const GangsterTypemGangsterType
 Gangster type; may be a null pointer, do not destroy the instance. More...
 
WeaponFlagSet mEquippedWeaponTypes
 Indicates which weapons the gangster has. More...
 
uint32 mLastGangsterLogicId
 In case this gangster logic was changed, this variable holds the former logic. More...
 
qsf::WeakPtr< qsf::TransformComponentmTransformComponent
 Caching of gangster's transform component. More...
 
qsf::WeakPtr< qsf::ActionComponentmActionComponent
 Caching of gangster's action component. More...
 
bool mSetGangsterFlagOnStartup
 If set, the gangster will be visible as gangster to the player from the beginning. More...
 
bool mAlwaysShowWeapon
 Flag whether this gangster type show his weapon/ carries it visibly. More...
 
bool mUseOldSpottedUnitsLogic
 Backwards compatibility mode. More...
 
bool mConsiderAllUnitsAsTarget
 Flag whether this gangster type should not only attack police units, but any unit. More...
 
bool mChainReaction
 If set, gangster will detect if nearby gangster are attacked. More...
 
std::string mEscapeTargetTag
 Event tag of the target spawn point to escape to. More...
 
AutoReaction mIdleReaction
 What to do when idling. More...
 
AutoReaction mAutoTargetReaction
 Reaction to targets in aggro range. More...
 
bool mAutoAggression
 Lets a gangster search for targets to attack. More...
 
float mAutoAggroRange
 Range this gangster searches to targets. More...
 
float mAutoDeAggroRange
 Range where this gangster ignored the target. More...
 
qsf::WeakPtr< qsf::EntitymCurrentAutoTarget
 The current target. More...
 
uint32 mCurrentAutoTargetPriority
 
PriorityByEventTagMap mAutoTargetPrioritiesByEventTag
 Event tags we want to attack, and their priorities (usually between 1 and 5; the higher, the more important) More...
 
qsf::Time mCelebrateWinTime
 Time to celebrate a win. More...
 
weapon::WeaponConfiguration mWeaponConfigurationForPistol
 Contains all weapon-specific settings for pistol usage. More...
 
weapon::WeaponConfiguration mWeaponConfigurationForRifle
 Contains all weapon-specific settings for rifle usage. More...
 
std::deque< WaypointmWaypoints
 Waypoints the gangster will try to go to if he has nothing better to do. More...
 
bool mPatrolOnWaypoints
 If set, the gangster will repeatedly cycle through his waypoints, and won't run in between. More...
 
bool mNeedsUpdateInContainer
 If "false", the gangster won't get updates if inside a container. More...
 

Detailed Description

Base game logic for gangster.

Member Typedef Documentation

typedef boost::container::flat_map<qsf::StringHash, uint32> em5::GangsterBaseLogic::PriorityByEventTagMap
protected

Member Enumeration Documentation

Enumerator
NONE 
ATTACK 
ESCAPE_SHORT 
ESCAPE_LONG 
Enumerator
ESCAPE_FOOT_LONG 
ESCAPE_FOOT_SHORT 
ESCAPE_HIDE_FOOT 
ESCAPE_CAR_LONG 
ESCAPE_CAR_SHORT 
Enumerator
STATE_NORMAL 
STATE_ARRESTED 

Constructor & Destructor Documentation

em5::GangsterBaseLogic::GangsterBaseLogic ( )

Default constructor.

em5::GangsterBaseLogic::GangsterBaseLogic ( uint32  gameLogicId)
explicit

Constructor.

virtual em5::GangsterBaseLogic::~GangsterBaseLogic ( )
virtual

Destructor.

Member Function Documentation

void em5::GangsterBaseLogic::addAutoTargetEventTag ( const qsf::StringHash eventTag,
uint32  priority 
)
void em5::GangsterBaseLogic::addWaypoint ( qsf::Entity waypointEntity,
uint32  targetPointProviderId = qsf::getUninitializeduint32 >(),
uint32  movementModeId = qsf::getUninitializeduint32 >() 
)

Add a waypoint to the end of the waypoint list.

void em5::GangsterBaseLogic::addWaypoint ( glm::vec3  waypointPosition,
uint32  movementModeId = qsf::getUninitializeduint32 >() 
)
void em5::GangsterBaseLogic::applyGangsterType ( const GangsterType gangsterType)
void em5::GangsterBaseLogic::attack ( qsf::Entity targetEntity)

The gangster attacks the given target with the given weapon.

Parameters
[in]targetEntityEntity which should be attacked by the gangster
[in]usedWeaponThe weapon which should be used for the attack
bool em5::GangsterBaseLogic::changeLogic ( const qsf::StringHash newLogicId)
protected

Helper method to replace the current gangster game logic (When the gangster should change his behavior)

void em5::GangsterBaseLogic::clearWaypoints ( )

Clear list of waypoints.

void em5::GangsterBaseLogic::escape ( EscapeType  escapeType)
void em5::GangsterBaseLogic::fearNearbyCivilists ( )
protected

Give all civil persons around a little fear.

bool em5::GangsterBaseLogic::getAsGangsterFlagged ( ) const
bool em5::GangsterBaseLogic::getAutoAggression ( ) const
inline
float em5::GangsterBaseLogic::getAutoAggroRange ( ) const
inline
float em5::GangsterBaseLogic::getAutoDeAggroRange ( ) const
inline
GangsterBaseLogic::AutoReaction em5::GangsterBaseLogic::getAutoTargetReaction ( ) const
inline
qsf::Time em5::GangsterBaseLogic::getCelebrateWinTime ( ) const
inline
bool em5::GangsterBaseLogic::getChainReaction ( )
inline
weapon::WeaponConfiguration* em5::GangsterBaseLogic::getConfigurationForWeapon ( weapon::Weapon  usedWeapon)
const weapon::WeaponConfiguration* em5::GangsterBaseLogic::getConfigurationForWeapon ( weapon::Weapon  usedWeapon) const
qsf::Entity* em5::GangsterBaseLogic::getCurrentAutoAggresionTarget ( )
GangsterBaseLogic::State em5::GangsterBaseLogic::getCurrentState ( ) const
inline
std::string em5::GangsterBaseLogic::getDebugGangsterName ( ) const

Return the GangsterLogic class and, if existing, the gangster type name.

GangsterBaseLogic::WeaponFlagSet em5::GangsterBaseLogic::getEquippedWeaponTypes ( ) const
inline
GangsterBaseLogic::AutoReaction em5::GangsterBaseLogic::getIdleReaction ( ) const
inline
float em5::GangsterBaseLogic::getMovingSpeed ( ) const
inlinevirtual

Returns the moving speed with which the gangster should move.

bool em5::GangsterBaseLogic::getPatrolOnWaypoints ( ) const
inline
bool em5::GangsterBaseLogic::getResistArrest ( ) const
inline
float em5::GangsterBaseLogic::getWeaponAttackDistance ( weapon::Weapon  weapon) const
inline
void em5::GangsterBaseLogic::hideCurrentWeapon ( )

Call to let the currently active gangster weapon vanish (if any)

bool em5::GangsterBaseLogic::isCurrentlyFighting ( ) const
protected

Helper method to check whether the gangster's current action is a fighting action, i.e. Shoot, ThrownWeapon, CloseQuartersCombat.

bool em5::GangsterBaseLogic::isCurrentlyFleeing ( ) const
protected

Helper method to check whether the gangster's current action is a fleeing action.

virtual void em5::GangsterBaseLogic::onGunShot ( const qsf::MessageParameters parameters)
protectedvirtual
virtual void em5::GangsterBaseLogic::onIdle ( )
inlineprotectedvirtual

Called in case gangster has no action right now.

Remarks
The method is called every simulation step in case there is no action left in the action plan. It is called after the simulation update. Implementation in sub-classes is optional.

Reimplemented in em5::GangsterME301Arsonist, em5::GangsterDemoArsonist, em5::GangsterBlackoutFP, em5::GangsterBlackoutMini, em5::GangsterDemoExtremist, and em5::GangsterCivilUnarmedLogic.

virtual void em5::GangsterBaseLogic::onNoUnitsSpotted ( )
inlineprotectedvirtual

This is the counterpart to onUnitsSpotted. Implement it (not in here, override it!) if you need to be notified when no police units are in range.

Remarks
The method is called every simulation step in case there are NO units in the target range. Else onUnitsSpotted() will be called instead with the found units
Note
  • This only gets called at all if "mUseOldSpottedUnitsLogic" is set to "true"

Reimplemented in em5::GangsterFanaticArsonistLogic, em5::GangsterArsonist, em5::GangsterKillerAllLogic, em5::GangsterDemoArsonist, em5::GangsterBlackoutFP, em5::GangsterBlackoutMini, em5::GangsterBrawlerUnarmed, em5::GangsterKillerTaskforceLogic, em5::GangsterGaper, and em5::GangsterDemoExtremist.

virtual void em5::GangsterBaseLogic::onPersonGetsShoot ( const qsf::MessageParameters parameters)
protectedvirtual
virtual void em5::GangsterBaseLogic::onShutdown ( )
overridevirtual

If overriding this function in derived class, make sure to call this function to make sure shutdown process is correct.

Reimplemented from qsf::GameLogic.

Reimplemented in em5::GangsterCarHijackerLogic, and em5::GangsterFanaticArsonistLogic.

virtual void em5::GangsterBaseLogic::onSimulationUpdate ( const qsf::JobArguments jobArguments)
inlineprotectedvirtual
virtual bool em5::GangsterBaseLogic::onStartup ( )
overridevirtual

If overriding this function in derived class, make sure to call this function to make sure startup process is correct.

Reimplemented from qsf::GameLogic.

Reimplemented in em5::GangsterME301Arsonist, em5::GangsterCarHijackerLogic, em5::GangsterGuardPassageLogic, em5::GangsterFanaticArsonistLogic, em5::GangsterDemoArsonist, and em5::GangsterME308FactoryBoss.

virtual void em5::GangsterBaseLogic::onUnitsSpotted ( std::vector< SpottedUnit > &  sightedPoliceUnits)
inlineprotectedvirtual

Called when there were any units spotted which are considered targets of the gangster.

Remarks
The method is called every simulation step in case there are units in the target range. Else onNoUnitsSpotted() will be called instead. Injured, Dead, Burning and Destroyed units are excluded!
Note
  • This only gets called at all if "mUseOldSpottedUnitsLogic" is set to "true"

Reimplemented in em5::GangsterCarHijackerLogic, em5::GangsterFanaticArsonistLogic, em5::GangsterArsonist, em5::GangsterDemoArsonist, em5::GangsterKillerAllLogic, em5::GangsterBlackoutFP, em5::GangsterBlackoutMini, em5::GangsterBrawlerUnarmed, em5::GangsterCivilArmedLogic, em5::GangsterDemoExtremist, em5::GangsterKillerTaskforceLogic, em5::GangsterCivilUnarmedLogic, em5::GangsterGaper, em5::GangsterGuardPassageLogic, and em5::GangsterKillerPsychoLogic.

virtual void em5::GangsterBaseLogic::onWaypointReached ( const Waypoint waypoint)
inlineprotectedvirtual
void em5::GangsterBaseLogic::setAsGangsterFlagged ( bool  isGangster)
void em5::GangsterBaseLogic::setAutoAggression ( bool  autoAggression)
inline
void em5::GangsterBaseLogic::setAutoAggroRange ( float  autoAggroRange)
inline
void em5::GangsterBaseLogic::setAutoDeAggroRange ( float  autoAggroRange)
inline
void em5::GangsterBaseLogic::setAutoTargetReaction ( AutoReaction  autoReaction)
inline
void em5::GangsterBaseLogic::setCelebrateWinTime ( qsf::Time  celebrateWinTime)
inline
void em5::GangsterBaseLogic::setChainReaction ( bool  active)

Sets the chain reaction feature active. This will listen to injured gangster in aggro range and start autoreact on this targert.

Acivates a message proxy and listen to message EM5_COMPONENT_PERSON_GETS_SHOOT

void em5::GangsterBaseLogic::setCurrentState ( State  newState)
void em5::GangsterBaseLogic::setEquippedWeaponTypes ( GangsterBaseLogic::WeaponFlagSet  weapons)
inline
void em5::GangsterBaseLogic::setEscapeTargetTag ( const std::string &  escapeTargetTag)
inline
void em5::GangsterBaseLogic::setIdleReaction ( AutoReaction  autoReaction)
inline
void em5::GangsterBaseLogic::setLastGangsterLogic ( uint32  lastLogicId)

Stores the gangster logic that belonged to this gangster before the current one.

Note
  • It is set automatically when change[Gangster]Logic() is called
void em5::GangsterBaseLogic::setPatrolOnWaypoints ( bool  patrol)
inline
void em5::GangsterBaseLogic::setResistArrest ( bool  resistArrest)
inline
void em5::GangsterBaseLogic::setWeaponAttackDistance ( weapon::Weapon  weapon,
float  distance 
)
inline

Sets the attack distance required for a specific weapon.

Remarks
Currently only RIFLE and PISTOL are supported
void em5::GangsterBaseLogic::showWeapon ( const std::string &  equipmentPrefab)

Call to create a new weapon from prefab and make it visible (equipped)

Note
void em5::GangsterBaseLogic::updateCatchedByPolice ( )
protected

If escaping, check if nearly police is attacking the gangster and tell the escape action to slowdown movement. So player units a chance to catch them.

Member Data Documentation

const uint32 em5::GangsterBaseLogic::GAMELOGIC_TYPE_ID
static
qsf::WeakPtr<qsf::ActionComponent> em5::GangsterBaseLogic::mActionComponent
protected

Caching of gangster's action component.

bool em5::GangsterBaseLogic::mAlwaysShowWeapon
protected

Flag whether this gangster type show his weapon/ carries it visibly.

bool em5::GangsterBaseLogic::mAutoAggression
protected

Lets a gangster search for targets to attack.

float em5::GangsterBaseLogic::mAutoAggroRange
protected

Range this gangster searches to targets.

float em5::GangsterBaseLogic::mAutoDeAggroRange
protected

Range where this gangster ignored the target.

PriorityByEventTagMap em5::GangsterBaseLogic::mAutoTargetPrioritiesByEventTag
protected

Event tags we want to attack, and their priorities (usually between 1 and 5; the higher, the more important)

AutoReaction em5::GangsterBaseLogic::mAutoTargetReaction
protected

Reaction to targets in aggro range.

qsf::Time em5::GangsterBaseLogic::mCelebrateWinTime
protected

Time to celebrate a win.

bool em5::GangsterBaseLogic::mChainReaction
protected

If set, gangster will detect if nearby gangster are attacked.

bool em5::GangsterBaseLogic::mConsiderAllUnitsAsTarget
protected

Flag whether this gangster type should not only attack police units, but any unit.

qsf::WeakPtr<qsf::Entity> em5::GangsterBaseLogic::mCurrentAutoTarget
protected

The current target.

uint32 em5::GangsterBaseLogic::mCurrentAutoTargetPriority
protected
WeaponFlagSet em5::GangsterBaseLogic::mEquippedWeaponTypes
protected

Indicates which weapons the gangster has.

std::string em5::GangsterBaseLogic::mEscapeTargetTag
protected

Event tag of the target spawn point to escape to.

const GangsterType* em5::GangsterBaseLogic::mGangsterType
protected

Gangster type; may be a null pointer, do not destroy the instance.

AutoReaction em5::GangsterBaseLogic::mIdleReaction
protected

What to do when idling.

uint32 em5::GangsterBaseLogic::mLastGangsterLogicId
protected

In case this gangster logic was changed, this variable holds the former logic.

bool em5::GangsterBaseLogic::mNeedsUpdateInContainer
protected

If "false", the gangster won't get updates if inside a container.

bool em5::GangsterBaseLogic::mPatrolOnWaypoints
protected

If set, the gangster will repeatedly cycle through his waypoints, and won't run in between.

bool em5::GangsterBaseLogic::mSetGangsterFlagOnStartup
protected

If set, the gangster will be visible as gangster to the player from the beginning.

qsf::WeakPtr<qsf::TransformComponent> em5::GangsterBaseLogic::mTransformComponent
protected

Caching of gangster's transform component.

bool em5::GangsterBaseLogic::mUseOldSpottedUnitsLogic
protected

Backwards compatibility mode.

std::deque<Waypoint> em5::GangsterBaseLogic::mWaypoints
protected

Waypoints the gangster will try to go to if he has nothing better to do.

weapon::WeaponConfiguration em5::GangsterBaseLogic::mWeaponConfigurationForPistol
protected

Contains all weapon-specific settings for pistol usage.

weapon::WeaponConfiguration em5::GangsterBaseLogic::mWeaponConfigurationForRifle
protected

Contains all weapon-specific settings for rifle usage.


The documentation for this class was generated from the following files: