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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Variant_Shooter/AI/EnvQueryContext_Target.h"
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#include "EnvironmentQuery/Items/EnvQueryItemType_Actor.h"
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#include "EnvironmentQuery/EnvQueryTypes.h"
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#include "ShooterAIController.h"
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void UEnvQueryContext_Target::ProvideContext(FEnvQueryInstance& QueryInstance, FEnvQueryContextData& ContextData) const
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{
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// get the controller from the query instance
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if (AShooterAIController* Controller = Cast<AShooterAIController>(QueryInstance.Owner))
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{
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// ensure the target is valid
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if (IsValid(Controller->GetCurrentTarget()))
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{
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// add the controller's target actor to the context
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UEnvQueryItemType_Actor::SetContextHelper(ContextData, Controller->GetCurrentTarget());
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} else {
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// if for any reason there's no target, default to the controller
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UEnvQueryItemType_Actor::SetContextHelper(ContextData, Controller);
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}
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}
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}
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