class ScrnBotPawn extends KFHumanPawn;

simulated function PostNetBeginPlay()
{
    local SquadAI S;
    
    super.PostNetBeginPlay();
    
    // C&P from UnrealPawn, because it seems like Squad isn't set for pawns placed on level
    if ( Role == ROLE_Authority && Bot(Controller) != none && Bot(Controller).Squad == none ) {
        ForEach DynamicActors(class'SquadAI',S,SquadName)
            break;
        if ( S == None )
            S = spawn(class'SquadAI');
        S.Tag = SquadName;
        if ( bIsSquadLeader || (S.SquadLeader == None) ) {
            S.SetLeader(Controller);
            S.Team = UnrealTeamInfo(Controller.PlayerReplicationInfo.Team);
        }
        S.AddBot(Bot(Controller));    
    }
}

defaultproperties
{
     SquadName="BotSquad"
     ControllerClass=Class'ScrnTestGroundsUtil.ScrnInvasionBot'
}
