◆ EOnTaskSimulate()
override ENodeResult SCR_AIChangeUnitState.EOnTaskSimulate |
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AIAgent |
owner, |
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float |
dt |
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◆ GetNodeMiddleText()
override string SCR_AIChangeUnitState.GetNodeMiddleText |
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◆ GetOnHoverDescription()
override string SCR_AIChangeUnitState.GetOnHoverDescription |
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◆ GetVariablesIn()
override TStringArray SCR_AIChangeUnitState.GetVariablesIn |
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◆ VisibleInPalette()
override bool SCR_AIChangeUnitState.VisibleInPalette |
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protected |
◆ m_stateAdd
bool SCR_AIChangeUnitState.m_stateAdd |
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protected |
◆ m_stateToChange
EUnitState SCR_AIChangeUnitState.m_stateToChange |
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protected |
◆ PORT_STATE
const string SCR_AIChangeUnitState.PORT_STATE = "UnitState" |
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static |
◆ s_aVarsIn
ref TStringArray SCR_AIChangeUnitState.s_aVarsIn |
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staticprotected |
Initial value:= {
}
static const string PORT_STATE
Definition: SCR_AIChangeUnitState.c:3
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Soldier/SCR_AIChangeUnitState.c