◆ ApplyNewRequest()
◆ ApplyRequestChangeStanceInCover()
void SCR_AICombatMoveState.ApplyRequestChangeStanceInCover |
( |
bool |
exposed | ) |
|
◆ ApplyRequestChangeStanceOutsideCover()
void SCR_AICombatMoveState.ApplyRequestChangeStanceOutsideCover |
( |
ECharacterStance |
stance | ) |
|
◆ AssignCover()
◆ CancelRequest()
void SCR_AICombatMoveState.CancelRequest |
( |
| ) |
|
Unreferences current request and sets it as 'canceled' if it was running !!! The actual BT which handles requests won't abort the current request, it's not done yet.
◆ EnableAiming()
void SCR_AICombatMoveState.EnableAiming |
( |
bool |
enable | ) |
|
◆ GetAssignedCover()
◆ GetRequest()
◆ IsAssignedCoverValid()
bool SCR_AICombatMoveState.IsAssignedCoverValid |
( |
| ) |
|
◆ IsExecutingRequest()
bool SCR_AICombatMoveState.IsExecutingRequest |
( |
| ) |
|
◆ IsHidingInValidCover()
bool SCR_AICombatMoveState.IsHidingInValidCover |
( |
| ) |
|
◆ IsInValidCover()
bool SCR_AICombatMoveState.IsInValidCover |
( |
| ) |
|
◆ IsMoving() [1/2]
bool SCR_AICombatMoveState.IsMoving |
( |
| ) |
|
◆ IsMoving() [2/2]
bool SCR_AICombatMoveState.IsMoving |
( |
SCR_EAICombatMoveReason |
eReason | ) |
|
◆ IsMovingToCover()
bool SCR_AICombatMoveState.IsMovingToCover |
( |
| ) |
|
◆ ReleaseCover()
void SCR_AICombatMoveState.ReleaseCover |
( |
| ) |
|
◆ VerifyCurrentCover()
void SCR_AICombatMoveState.VerifyCurrentCover |
( |
vector |
myPos | ) |
|
Verifies our distance to current cover and releases cover if we are too far from it This should be called periodically.
◆ DISTANCE_IN_COVER_MAX_SQ
const float SCR_AICombatMoveState.DISTANCE_IN_COVER_MAX_SQ = 1.0 |
|
staticprotected |
◆ m_bAimAtTarget
bool SCR_AICombatMoveState.m_bAimAtTarget = true |
◆ m_bExposedInCover
bool SCR_AICombatMoveState.m_bExposedInCover |
◆ m_bInCover
bool SCR_AICombatMoveState.m_bInCover |
◆ m_CoverLock
◆ m_fTimerInCover_s
float SCR_AICombatMoveState.m_fTimerInCover_s |
◆ m_fTimerRequest_s
float SCR_AICombatMoveState.m_fTimerRequest_s |
◆ m_fTimerStopped_s
float SCR_AICombatMoveState.m_fTimerStopped_s |
◆ m_Request
The documentation for this interface was generated from the following file:
- Game/AI/Movement/SCR_AICombatMoveState.c