* Sets up a CivilianBAIState. * @param save Pointer to the battle game. * @param unit Pointer to the unit. * @param node Pointer to the node the unit originates from. */
| 41 | * @param node Pointer to the node the unit originates from. |
| 42 | */ |
| 43 | CivilianBAIState::CivilianBAIState(SavedBattleGame *save, BattleUnit *unit, Node *node) : BattleAIState(save, unit), _aggroTarget(0), _escapeTUs(0), _AIMode(0), _visibleEnemies(0), _spottingEnemies(0), _fromNode(node), _toNode(0) |
| 44 | { |
| 45 | _traceAI = Options::traceAI; |
| 46 | _escapeAction = new BattleAction(); |
| 47 | _patrolAction = new BattleAction(); |
| 48 | } |
| 49 | |
| 50 | /** |
| 51 | * Deletes the CivilianBAIState. |
nothing calls this directly
no outgoing calls
no test coverage detected