◆ CalculateVehicleAvoidDirection()
  
  
      
        
          | SCR_EAICombatMoveDirection SCR_AICombatMoveLogic_MoveFromIncomingVehicle.CalculateVehicleAvoidDirection  | 
          ( | 
          IEntity |           vehicleEntity | ) | 
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◆ CombatMoveLogic()
  
  
      
        
          | void SCR_AICombatMoveLogic_MoveFromIncomingVehicle.CombatMoveLogic  | 
          ( | 
          IEntity |           vehicleEntity | ) | 
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◆ ConditionPushMoveRequest()
  
  
      
        
          | bool SCR_AICombatMoveLogic_MoveFromIncomingVehicle.ConditionPushMoveRequest  | 
          ( | 
          notnull IEntity |           vehicleEntity | ) | 
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◆ EOnTaskSimulate()
      
        
          | override ENodeResult SCR_AICombatMoveLogic_MoveFromIncomingVehicle.EOnTaskSimulate  | 
          ( | 
          AIAgent |           owner,  | 
        
        
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          float |           dt ) | 
        
      
 
 
◆ GetVariablesIn()
      
        
          | override TStringArray SCR_AICombatMoveLogic_MoveFromIncomingVehicle.GetVariablesIn  | 
          ( | 
           | ) | 
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◆ OnInit()
      
        
          | override void SCR_AICombatMoveLogic_MoveFromIncomingVehicle.OnInit  | 
          ( | 
          AIAgent |           owner | ) | 
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◆ VisibleInPalette()
  
  
      
        
          | static override bool SCR_AICombatMoveLogic_MoveFromIncomingVehicle.VisibleInPalette  | 
          ( | 
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◆ m_State
◆ m_Utility
◆ PORT_VEHICLE_ENTITY
  
  
      
        
          | const string SCR_AICombatMoveLogic_MoveFromIncomingVehicle.PORT_VEHICLE_ENTITY = "VehicleEntity" | 
         
       
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◆ s_aVarsIn
  
  
      
        
          | ref TStringArray SCR_AICombatMoveLogic_MoveFromIncomingVehicle.s_aVarsIn = { PORT_VEHICLE_ENTITY } | 
         
       
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The documentation for this interface was generated from the following file:
- Game/AI/Movement/SCR_AICombatMoveLogic_MoveFromIncomingVehicle.c