◆ EOnTaskSimulate()
override ENodeResult SCR_AIChangeUnitState.EOnTaskSimulate |
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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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◆ GetVariablesIn()
override TStringArray SCR_AIChangeUnitState.GetVariablesIn |
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◆ VisibleInPalette()
static override bool SCR_AIChangeUnitState.VisibleInPalette |
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◆ m_stateAdd
bool SCR_AIChangeUnitState.m_stateAdd |
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◆ m_stateToChange
EUnitState SCR_AIChangeUnitState.m_stateToChange |
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◆ PORT_STATE
const string SCR_AIChangeUnitState.PORT_STATE = "UnitState" |
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◆ s_aVarsIn
ref TStringArray SCR_AIChangeUnitState.s_aVarsIn |
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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