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float | GetGrenadeVisibilityFactor (GenericEntity entity, vector grenadePos) |
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float | GetThreatLevelReactionTime (notnull SCR_AIThreatSystem threatSystem) |
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float | GetDistanceSQReactionTime (float distanceToGrenade) |
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Faction | GetOwnerFaction (SCR_AIUtilityComponent utility) |
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SCR_ChimeraCharacter | GetShooterCharacter (notnull IEntity grenadeObject) |
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void | AddToGroupPerception (SCR_AIUtilityComponent utility, IEntity shooter, vector observePosition, Faction faction) |
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override bool | PerformReaction (notnull SCR_AIUtilityComponent utility, notnull SCR_AIThreatSystem threatSystem, AIDangerEvent dangerEvent, int dangerEventCount) |
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bool | PerformReaction (notnull SCR_AIUtilityComponent utility, notnull SCR_AIThreatSystem threatSystem, AIDangerEvent dangerEvent, int dangerEventCount) |
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◆ AddToGroupPerception()
void SCR_AIDangerReaction_GrenadeLanding.AddToGroupPerception |
( |
SCR_AIUtilityComponent |
utility, |
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IEntity |
shooter, |
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vector |
observePosition, |
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Faction |
faction |
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) |
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◆ GetDistanceSQReactionTime()
float SCR_AIDangerReaction_GrenadeLanding.GetDistanceSQReactionTime |
( |
float |
distanceToGrenade | ) |
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◆ GetGrenadeVisibilityFactor()
float SCR_AIDangerReaction_GrenadeLanding.GetGrenadeVisibilityFactor |
( |
GenericEntity |
entity, |
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vector |
grenadePos |
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) |
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◆ GetOwnerFaction()
◆ GetShooterCharacter()
SCR_ChimeraCharacter SCR_AIDangerReaction_GrenadeLanding.GetShooterCharacter |
( |
notnull IEntity |
grenadeObject | ) |
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◆ GetThreatLevelReactionTime()
float SCR_AIDangerReaction_GrenadeLanding.GetThreatLevelReactionTime |
( |
notnull SCR_AIThreatSystem |
threatSystem | ) |
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◆ PerformReaction()
◆ GRENADE_AVOID_DIST_CURVE_PARAM
◆ GRENADE_AVOID_DIST_REACT_TIME_MS
const float SCR_AIDangerReaction_GrenadeLanding.GRENADE_AVOID_DIST_REACT_TIME_MS = 2000 |
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static |
◆ GRENADE_AVOID_RADIUS
const float SCR_AIDangerReaction_GrenadeLanding.GRENADE_AVOID_RADIUS = 13 |
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static |
◆ GRENADE_AVOID_RADIUS_MIN
const float SCR_AIDangerReaction_GrenadeLanding.GRENADE_AVOID_RADIUS_MIN = 2 |
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static |
◆ GRENADE_AVOID_REACT_MIN_TIME_MS
const float SCR_AIDangerReaction_GrenadeLanding.GRENADE_AVOID_REACT_MIN_TIME_MS = 50 |
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static |
◆ GRENADE_AVOID_VIS_REACT_TIME_MS
const float SCR_AIDangerReaction_GrenadeLanding.GRENADE_AVOID_VIS_REACT_TIME_MS = 1100 |
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static |
The documentation for this interface was generated from the following file:
- Game/AI/Reaction/Danger/SCR_AIDangerReaction_GrenadeLanding.c