Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_COMMON_WalkAround, "WalkAround")
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function WalkAround_Activate(ai, goal)
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local attackDist = goal:GetParam(0)
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local turnDir = ai:GetRandam_Int(0, 1)
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local dist = 1.5
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local walk = 1
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local life = 10
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if turnDir == 0 then
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goal:AddSubGoal(GOAL_COMMON_MoveToSomewhere, life, POINT_INITIAL, AI_DIR_TYPE_F, dist, TARGET_SELF, walk)
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goal:AddSubGoal(GOAL_COMMON_MoveToSomewhere, life, POINT_INITIAL, AI_DIR_TYPE_R, dist, TARGET_SELF, walk)
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goal:AddSubGoal(GOAL_COMMON_MoveToSomewhere, life, POINT_INITIAL, AI_DIR_TYPE_B, dist, TARGET_SELF, walk)
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goal:AddSubGoal(GOAL_COMMON_MoveToSomewhere, life, POINT_INITIAL, AI_DIR_TYPE_L, dist, TARGET_SELF, walk)
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else
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goal:AddSubGoal(GOAL_COMMON_MoveToSomewhere, life, POINT_INITIAL, AI_DIR_TYPE_B, dist, TARGET_SELF, walk)
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goal:AddSubGoal(GOAL_COMMON_MoveToSomewhere, life, POINT_INITIAL, AI_DIR_TYPE_L, dist, TARGET_SELF, walk)
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goal:AddSubGoal(GOAL_COMMON_MoveToSomewhere, life, POINT_INITIAL, AI_DIR_TYPE_F, dist, TARGET_SELF, walk)
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goal:AddSubGoal(GOAL_COMMON_MoveToSomewhere, life, POINT_INITIAL, AI_DIR_TYPE_R, dist, TARGET_SELF, walk)
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end
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return
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end
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function WalkAround_Update(ai, goal)
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local attackDist = goal:GetParam(0)
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if ai:IsSearchTarget(TARGET_ENE_0) == true and ai:GetDist(TARGET_ENE_0) < attackDist then
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return GOAL_RESULT_Failed
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else
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return GOAL_RESULT_Continue
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end
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end
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function WalkAround_Terminate(ai, goal)
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return
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end
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function WalkAround_Interupt(ai, goal)
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return false
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end
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return
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