◆ CanReturnRunning()
  
  
      
        
          | static override bool SCR_AIChangeCompartment.CanReturnRunning  | 
          ( | 
           | ) | 
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◆ EjectOccupant()
◆ EOnTaskSimulate()
      
        
          | override ENodeResult SCR_AIChangeCompartment.EOnTaskSimulate  | 
          ( | 
          AIAgent |           owner,  | 
        
        
           | 
           | 
          float |           dt ) | 
        
      
 
 
◆ GetOnHoverDescription()
  
  
      
        
          | static override string SCR_AIChangeCompartment.GetOnHoverDescription  | 
          ( | 
           | ) | 
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◆ GetVariablesIn()
      
        
          | override TStringArray SCR_AIChangeCompartment.GetVariablesIn  | 
          ( | 
           | ) | 
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◆ OnEnter()
      
        
          | override void SCR_AIChangeCompartment.OnEnter  | 
          ( | 
          AIAgent |           owner | ) | 
           | 
        
      
 
 
◆ OnInit()
      
        
          | override void SCR_AIChangeCompartment.OnInit  | 
          ( | 
          AIAgent |           owner | ) | 
           | 
        
      
 
 
◆ UpdateCompartmentSwitchState()
      
        
          | ENodeResult SCR_AIChangeCompartment.UpdateCompartmentSwitchState  | 
          ( | 
          int |           currentState,  | 
        
        
           | 
           | 
          out int |           newState ) | 
        
      
 
Returns node result and state of the compartment switching process. 
 
 
◆ VisibleInPalette()
  
  
      
        
          | static override bool SCR_AIChangeCompartment.VisibleInPalette  | 
          ( | 
           | ) | 
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static   | 
  
 
 
◆ COMPARTMENT_CHANGED
  
  
      
        
          | const int SCR_AIChangeCompartment.COMPARTMENT_CHANGED = 5 | 
         
       
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◆ COMPARTMENT_CHANGING
  
  
      
        
          | const int SCR_AIChangeCompartment.COMPARTMENT_CHANGING = 4 | 
         
       
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staticprotected   | 
  
 
 
◆ COMPARTMENT_EMPTY
  
  
      
        
          | const int SCR_AIChangeCompartment.COMPARTMENT_EMPTY = 3 | 
         
       
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staticprotected   | 
  
 
 
◆ COMPARTMENT_EMPTYING
  
  
      
        
          | const int SCR_AIChangeCompartment.COMPARTMENT_EMPTYING = 2 | 
         
       
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staticprotected   | 
  
 
 
◆ COMPARTMENT_INIT
  
  
      
        
          | const int SCR_AIChangeCompartment.COMPARTMENT_INIT = 0 | 
         
       
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◆ COMPARTMENT_TYPE_PORT
  
  
      
        
          | const string SCR_AIChangeCompartment.COMPARTMENT_TYPE_PORT = "CompartmentType" | 
         
       
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staticprotected   | 
  
 
 
◆ COMPARTMENT_WITH_CORPSE
  
  
      
        
          | const int SCR_AIChangeCompartment.COMPARTMENT_WITH_CORPSE = 1 | 
         
       
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staticprotected   | 
  
 
 
◆ m_compartmentAccess
◆ m_compartmentAccessOccupant
◆ m_compartmentSlot
◆ m_compartmentSwitchState
  
  
      
        
          | int SCR_AIChangeCompartment.m_compartmentSwitchState | 
         
       
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protected   | 
  
 
 
◆ m_eCompartmentType
      
        
          | ECompartmentType SCR_AIChangeCompartment.m_eCompartmentType | 
        
      
 
 
◆ m_target
◆ m_TeleportInside
  
  
      
        
          | bool SCR_AIChangeCompartment.m_TeleportInside | 
         
       
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◆ m_vehicle
  
  
      
        
          | IEntity SCR_AIChangeCompartment.m_vehicle | 
         
       
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◆ NO_COMPARTMENT_AVAILABLE
  
  
      
        
          | const int SCR_AIChangeCompartment.NO_COMPARTMENT_AVAILABLE = 6 | 
         
       
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staticprotected   | 
  
 
 
◆ s_aVarsIn
◆ TARGET_VEHICLE_PORT
  
  
      
        
          | const string SCR_AIChangeCompartment.TARGET_VEHICLE_PORT = "TargetVehicle" | 
         
       
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staticprotected   | 
  
 
 
◆ TELEPORT_IN_PORT
  
  
      
        
          | const string SCR_AIChangeCompartment.TELEPORT_IN_PORT = "TeleportInside" | 
         
       
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staticprotected   | 
  
 
 
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Vehicles/SCR_AIChangeCompartment.c