//============================================================================= // AIPlayer. //============================================================================= class AIPlayer expands NonePlayer; var AIHandler AI; var() class AIClass; function PostBeginPlay() { AI = Spawn(AIClass,Self); } function NotifyNewUnit( FieldPawn NewOne ) { AI.NotifyNewUnit(NewOne); } simulated function ClientPlaySound(sound ASound); function BaseAttacked( FieldPawn Damaged, FieldPawn Hurter ) { AI.BaseAttacked(Damaged,Hurter); } event ClientMessage( coerce string S, optional name Type, optional bool bBeep ); event TeamMessage( PlayerReplicationInfo PRI, coerce string S, name Type ); defaultproperties { AIClass=Class'IHN.AIHandler' }