// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3) 
// Source File Name:   ShouldWaitForEnemyAction_W.java


public class ShouldWaitForEnemyAction_W extends Generator
{

    ShouldWaitForEnemyAction_W(AIController controller)
    {
        super(controller);
        super.m_GenScenarios.SetAllBits();
        super.m_GenScenarios.ClearBit(WaitForEnemyAction_W._ID);
    }

    void UpdateScenarios()
    {
        super.UpdateScenarios();
        if(super.m_Controller.GetActiveEnemy() != null && !super.m_Controller.ActiveEnemyCanBeTraced() && !super.m_Controller.ActiveEnemyVisibilityLostMoreThanShort() && !super.m_Controller.ActiveEnemyGunTraceLostMoreThanShort())
            super.m_CurrScenarios.SetAllBits();
        else
            super.m_CurrScenarios.Set(super.m_GenScenarios);
        DebugUtils.AddLog(super.m_Controller.m_MeshAI, " GetActiveEnemy():" + super.m_Controller.GetActiveEnemy() + ", ActiveEnemyCanBeTraced():" + super.m_Controller.ActiveEnemyCanBeTraced() + ", ActiveEnemyGunTraceLostMoreThanShort():" + super.m_Controller.ActiveEnemyGunTraceLostMoreThanShort() + ", ActiveEnemyVisibilityLostMoreThanShort():" + super.m_Controller.ActiveEnemyVisibilityLostMoreThanShort());
        DebugUtils.AddLog(super.m_Controller.m_MeshAI, "\n");
    }
}
