◆ EOnTaskSimulate()
      
        
          | override ENodeResult SCR_AIChangeUnitState.EOnTaskSimulate  | 
          ( | 
          AIAgent |           owner,  | 
        
        
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          float |           dt ) | 
        
      
 
 
◆ GetNodeMiddleText()
      
        
          | override string SCR_AIChangeUnitState.GetNodeMiddleText  | 
          ( | 
           | ) | 
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◆ GetOnHoverDescription()
  
  
      
        
          | static override string SCR_AIChangeUnitState.GetOnHoverDescription  | 
          ( | 
           | ) | 
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static   | 
  
 
 
◆ GetVariablesIn()
      
        
          | override TStringArray SCR_AIChangeUnitState.GetVariablesIn  | 
          ( | 
           | ) | 
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◆ VisibleInPalette()
  
  
      
        
          | static override bool SCR_AIChangeUnitState.VisibleInPalette  | 
          ( | 
           | ) | 
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staticprotected   | 
  
 
 
◆ 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