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