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using UnityEngine;
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using System.Collections;
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public class AiCancelAim : AiBehavior {
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private GameObject obj;
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private HumanController selfController;
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protected override BehaviorStatus OnExecute(AiBlackboard blackboard) {
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if (obj == null) {
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obj = blackboard.Obj;
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selfController = obj.GetComponent<HumanController>();
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}
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if (!selfController.GunArmed) {
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return BehaviorStatus.Fail;
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}
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selfController.UnprepareItem();
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selfController.Crouch = false;
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return BehaviorStatus.Success;
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}
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}
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