◆ SCR_AICombatMoveLogic_HideFromThreatSystem()
◆ IsCurrentCoverSafe()
bool SCR_AICombatMoveLogic_HideFromThreatSystem.IsCurrentCoverSafe |
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vector | threatPos | ) |
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◆ OnMoveRequestCompleted()
◆ PushRequestMove()
void SCR_AICombatMoveLogic_HideFromThreatSystem.PushRequestMove |
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vector | threatPos, |
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float | danger, |
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SCR_EAIThreatSectorFlags | sectorFlags ) |
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◆ ReactToSector()
void SCR_AICombatMoveLogic_HideFromThreatSystem.ReactToSector |
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int | sectorId | ) |
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◆ Reset()
void SCR_AICombatMoveLogic_HideFromThreatSystem.Reset |
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◆ Update()
void SCR_AICombatMoveLogic_HideFromThreatSystem.Update |
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◆ DANGER_HIGH
const float SCR_AICombatMoveLogic_HideFromThreatSystem.DANGER_HIGH = 2.0 |
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◆ DANGER_MEDIUM
const float SCR_AICombatMoveLogic_HideFromThreatSystem.DANGER_MEDIUM = 0.4 |
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◆ m_bPushedRequest
bool SCR_AICombatMoveLogic_HideFromThreatSystem.m_bPushedRequest = false |
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◆ m_bReachedSafety
bool SCR_AICombatMoveLogic_HideFromThreatSystem.m_bReachedSafety = false |
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◆ m_CharacterController
◆ m_iCurrentSector
int SCR_AICombatMoveLogic_HideFromThreatSystem.m_iCurrentSector |
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◆ m_LastMoveRequest
◆ m_MyEntity
IEntity SCR_AICombatMoveLogic_HideFromThreatSystem.m_MyEntity |
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◆ m_ParentBehavior
◆ m_State
◆ m_Utility
The documentation for this interface was generated from the following file:
- Game/AI/Movement/SCR_AICombatMoveLogic_HideFromThreatSystem.c