Combat move logic for Attack Behavior of gunner. It receives BaseTarget.  
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Combat move logic for Attack Behavior of gunner. It receives BaseTarget. 
 
◆ FFAvoidanceCondition()
  
  
      
        
          | bool SCR_AICombatMoveLogicVehicleGunner_Attack.FFAvoidanceCondition  | 
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◆ FFAvoidanceNewRequestCondition()
  
  
      
        
          | bool SCR_AICombatMoveLogicVehicleGunner_Attack.FFAvoidanceNewRequestCondition  | 
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◆ GetTargetDistance()
  
  
      
        
          | float SCR_AICombatMoveLogicVehicleGunner_Attack.GetTargetDistance  | 
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◆ GetVariablesIn()
      
        
          | override TStringArray SCR_AICombatMoveLogicVehicleGunner_Attack.GetVariablesIn  | 
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◆ MoveFromTargetCondition()
  
  
      
        
          | bool SCR_AICombatMoveLogicVehicleGunner_Attack.MoveFromTargetCondition  | 
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decides if we should move backwards from target 
 
 
◆ MoveFromTargetNewRequestCondition()
  
  
      
        
          | bool SCR_AICombatMoveLogicVehicleGunner_Attack.MoveFromTargetNewRequestCondition  | 
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◆ MoveToNextPosCondition()
  
  
      
        
          | bool SCR_AICombatMoveLogicVehicleGunner_Attack.MoveToNextPosCondition  | 
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◆ OnMovementCompleted()
◆ OnMovementStarted()
Methods to make AI talk when they move or stop. 
 
 
◆ PushRequestFFAvoidance()
  
  
      
        
          | void SCR_AICombatMoveLogicVehicleGunner_Attack.PushRequestFFAvoidance  | 
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◆ PushRequestMove()
  
  
      
        
          | void SCR_AICombatMoveLogicVehicleGunner_Attack.PushRequestMove  | 
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◆ PushRequestMoveFromTarget()
  
  
      
        
          | void SCR_AICombatMoveLogicVehicleGunner_Attack.PushRequestMoveFromTarget  | 
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◆ ResolveMoveRequestMovePosAndDir()
  
  
      
        
          | void SCR_AICombatMoveLogicVehicleGunner_Attack.ResolveMoveRequestMovePosAndDir  | 
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          vector |           targetPos,  | 
         
        
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          out vector |           outMovePos,  | 
         
        
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          out SCR_EAICombatMoveDirection |           outDirection ) | 
         
       
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◆ ResolveOptimalDistance()
  
  
      
        
          | static float SCR_AICombatMoveLogicVehicleGunner_Attack.ResolveOptimalDistance  | 
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          float |           weaponMinDist | ) | 
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◆ ResolveRequestTargetPos()
  
  
      
        
          | vector SCR_AICombatMoveLogicVehicleGunner_Attack.ResolveRequestTargetPos  | 
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◆ ResolveStoppedWaitTime()
  
  
      
        
          | float SCR_AICombatMoveLogicVehicleGunner_Attack.ResolveStoppedWaitTime  | 
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          EAIThreatState |           threat | ) | 
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◆ UpdateCombatMoveLogic()
      
        
          | override bool SCR_AICombatMoveLogicVehicleGunner_Attack.UpdateCombatMoveLogic  | 
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◆ m_eThreatState
  
  
      
        
          | EAIThreatState SCR_AICombatMoveLogicVehicleGunner_Attack.m_eThreatState | 
         
       
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◆ m_fTargetDist
  
  
      
        
          | float SCR_AICombatMoveLogicVehicleGunner_Attack.m_fTargetDist | 
         
       
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◆ m_fWeaponMinDist
  
  
      
        
          | float SCR_AICombatMoveLogicVehicleGunner_Attack.m_fWeaponMinDist = WEAPON_MIN_DIST | 
         
       
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◆ m_Target
  
  
      
        
          | BaseTarget SCR_AICombatMoveLogicVehicleGunner_Attack.m_Target | 
         
       
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◆ MAX_MOVE_DURATION_TO_TARGET_S
  
  
      
        
          | const float SCR_AICombatMoveLogicVehicleGunner_Attack.MAX_MOVE_DURATION_TO_TARGET_S = 9 | 
         
       
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◆ MAX_MOVE_DURATION_TO_TARGET_THREATENED_S
  
  
      
        
          | const float SCR_AICombatMoveLogicVehicleGunner_Attack.MAX_MOVE_DURATION_TO_TARGET_THREATENED_S = 5 | 
         
       
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◆ MIN_ENGAGEMENT_DISTANCE_TO_TARGET_SQ
  
  
      
        
          | const float SCR_AICombatMoveLogicVehicleGunner_Attack.MIN_ENGAGEMENT_DISTANCE_TO_TARGET_SQ = 60.0 * 60.0 | 
         
       
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◆ PORT_BASE_TARGET
  
  
      
        
          | const string SCR_AICombatMoveLogicVehicleGunner_Attack.PORT_BASE_TARGET = "BaseTarget" | 
         
       
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◆ REVERSE_MOVE_DURATION_S
  
  
      
        
          | const float SCR_AICombatMoveLogicVehicleGunner_Attack.REVERSE_MOVE_DURATION_S = 1.2 | 
         
       
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◆ s_aVarsIn
  
  
      
        
          | ref TStringArray SCR_AICombatMoveLogicVehicleGunner_Attack.s_aVarsIn | 
         
       
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Initial value:= {
    }
static const string PORT_BASE_TARGET
Definition SCR_AICombatMoveLogic_MovingCommander.c:163
 
 
 
 
◆ WEAPON_MIN_DIST
  
  
      
        
          | const float SCR_AICombatMoveLogicVehicleGunner_Attack.WEAPON_MIN_DIST = 2.0 | 
         
       
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The documentation for this interface was generated from the following file:
- Game/AI/Movement/SCR_AICombatMoveLogic_MovingCommander.c