◆ CalculateVehicleAvoidDirection()
| SCR_EAICombatMoveDirection SCR_AICombatMoveLogic_MoveFromIncomingVehicle.CalculateVehicleAvoidDirection |
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IEntity | vehicleEntity | ) |
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◆ CombatMoveLogic()
| void SCR_AICombatMoveLogic_MoveFromIncomingVehicle.CombatMoveLogic |
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IEntity | vehicleEntity | ) |
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◆ ConditionPushMoveRequest()
| bool SCR_AICombatMoveLogic_MoveFromIncomingVehicle.ConditionPushMoveRequest |
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notnull IEntity | vehicleEntity | ) |
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◆ EOnTaskSimulate()
| override ENodeResult SCR_AICombatMoveLogic_MoveFromIncomingVehicle.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
Scripted nodes are suposed to return SUCCESS, FAIL or RUNNING state.
Implements AITaskScripted.
◆ GetVariablesIn()
| override TStringArray SCR_AICombatMoveLogic_MoveFromIncomingVehicle.GetVariablesIn |
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◆ OnInit()
| override void SCR_AICombatMoveLogic_MoveFromIncomingVehicle.OnInit |
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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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staticprotected |
The documentation for this interface was generated from the following file:
- Game/AI/Movement/SCR_AICombatMoveLogic_MoveFromIncomingVehicle.c