◆ GetNodeMiddleText()
| string DecoratorScripted.GetNodeMiddleText |
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◆ GetOnHoverDescription()
| static override string DecoratorScripted.GetOnHoverDescription |
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Implements Node.
Implemented in DecoratorScripted_IsEqual, SCR_AIDayNightTest, SCR_AIDecoAreVehiclesBurning, SCR_AIDecoBallisticPath, SCR_AIDecoBehaviorAllowsLooking, SCR_AIDecoCombatMode, SCR_AIDecoCombatMove_AimingAllowed, SCR_AIDecoCombatMove_Moving, SCR_AIDecoCurrentEnemy, SCR_AIDecoDistanceHysteresis, SCR_AIDecoHasActionOfType, SCR_AIDecoHasMagazineCount, SCR_AIDecoHasRole, SCR_AIDecoHasWeaponOfType, SCR_AIDecoIsAboveThreatLevel, SCR_AIDecoIsEnemyWithinRadius, SCR_AIDecoIsGroupInitializing, SCR_AIDecoIsWithinRadius, SCR_AIDecoLastSeenEnemy, SCR_AIDecoMachinegunnerBipod, SCR_AIDecoOnWaypointChanged, SCR_AIDecoProfiler, SCR_AIDecoTargetWithinTurretAimingLimits, SCR_AIDecoTimeSinceTargetDetected, SCR_AIDecoVectorDistance, SCR_AIDecoWeaponUnobstructed, SCR_AIIsFriendlyInAim, SCR_AIIsTargetVisible, and SCR_AIIsValidAction.
◆ OnInit()
| void DecoratorScripted.OnInit |
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AIAgent | owner | ) |
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◆ TestFunction()
| bool DecoratorScripted.TestFunction |
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AIAgent | owner | ) |
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Implemented in DecoratorScripted_IsEqual, SCR_AIDayNightTest, SCR_AIDecoAreVehiclesBurning, SCR_AIDecoBallisticPath, SCR_AIDecoBehaviorAllowsLooking, SCR_AIDecoCombatEnemy, SCR_AIDecoCombatMode, SCR_AIDecoCombatMove_AimingAllowed, SCR_AIDecoCombatMove_Moving, SCR_AIDecoDistanceHysteresis, SCR_AIDecoHasActionOfType, SCR_AIDecoHasMagazineCount, SCR_AIDecoHasRole, SCR_AIDecoHasWeaponOfType, SCR_AIDecoIsAboveThreatLevel, SCR_AIDecoIsArrayEmpty, SCR_AIDecoIsCompartmentTypeAllowed, SCR_AIDecoIsEnemyWithinRadius, SCR_AIDecoIsGroupInitializing, SCR_AIDecoIsWithinRadius, SCR_AIDecoMachinegunnerBipod, SCR_AIDecoOnWaypointChanged, SCR_AIDecoProfiler, SCR_AIDecoSuppressiveFire, SCR_AIDecoTargetWithinTurretAimingLimits, SCR_AIDecoTimeSinceTargetDetected, SCR_AIDecoVectorDistance, SCR_AIDecoWeaponUnobstructed, SCR_AIIsFriendlyInAim, SCR_AIIsTargetVisible, and SCR_AIIsValidAction.
◆ VisibleInPalette()
| static override bool DecoratorScripted.VisibleInPalette |
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Implements Node.
Implemented in DecoratorScripted_IsEqual, SCR_AIDecoAreVehiclesBurning, SCR_AIDecoBallisticPath, SCR_AIDecoBehaviorAllowsLooking, SCR_AIDecoCombatEnemy, SCR_AIDecoCombatMode, SCR_AIDecoCombatMove_AimingAllowed, SCR_AIDecoCombatMove_Moving, SCR_AIDecoCurrentEnemy, SCR_AIDecoDistanceHysteresis, SCR_AIDecoHasActionOfType, SCR_AIDecoHasMagazineCount, SCR_AIDecoHasRole, SCR_AIDecoHasWeaponOfType, SCR_AIDecoIsArrayEmpty, SCR_AIDecoIsEnemyWithinRadius, SCR_AIDecoIsWithinRadius, SCR_AIDecoLastSeenEnemy, SCR_AIDecoOnWaypointChanged, SCR_AIDecoProfiler, SCR_AIDecoSuppressiveFire, SCR_AIDecoTimeSinceTargetDetected, SCR_AIDecoWeaponUnobstructed, SCR_AIIsTargetVisible, and SCR_AIIsValidAction.
The documentation for this interface was generated from the following file:
- Game/generated/AI/DecoratorScripted.c