class LookAtTargetExecutor extends EffectExecutor_Scripted
{

	public function Process( ctx : EffectScriptContext, applierCtx : EffectExecutionScriptContext ) : Bool
	{
		var target : Entity;
		var aimRequestData : AimRequest;
		aimRequestData.duration = 0.25;
		aimRequestData.easeIn = true;
		aimRequestData.easeOut = true;
		aimRequestData.adjustPitch = true;
		aimRequestData.adjustYaw = true;
		aimRequestData.checkRange = true;
		aimRequestData.endOnCameraInputApplied = false;
		aimRequestData.cameraInputMagToBreak = 0.2;
		aimRequestData.endOnTargetReached = false;
		aimRequestData.endOnTimeExceeded = true;
		aimRequestData.processAsInput = true;
		target = EffectExecutionScriptContext.GetTarget( applierCtx );
		if( ( ( ScriptedPuppet )( target ) ) )
		{
			GameInstance.GetTargetingSystem( EffectScriptContext.GetGameInstance( ctx ) ).LookAt( ( ( GameObject )( EffectScriptContext.GetInstigator( ctx ) ) ), aimRequestData );
		}
		return true;
	}

}

