◆ EOnTaskSimulate()
override ENodeResult SCR_AIFindArsenalWithPrefab.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
◆ GetOnHoverDescription()
static override string SCR_AIFindArsenalWithPrefab.GetOnHoverDescription |
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◆ GetVariablesIn()
override TStringArray SCR_AIFindArsenalWithPrefab.GetVariablesIn |
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◆ GetVariablesOut()
override TStringArray SCR_AIFindArsenalWithPrefab.GetVariablesOut |
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◆ QueryCallback()
bool SCR_AIFindArsenalWithPrefab.QueryCallback |
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IEntity | e | ) |
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◆ VisibleInPalette()
static override bool SCR_AIFindArsenalWithPrefab.VisibleInPalette |
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◆ m_aQueryFoundEntities
ref array<IEntity> SCR_AIFindArsenalWithPrefab.m_aQueryFoundEntities = {} |
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◆ m_fSearchRadius
float SCR_AIFindArsenalWithPrefab.m_fSearchRadius |
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◆ m_sQueryResourceName
ResourceName SCR_AIFindArsenalWithPrefab.m_sQueryResourceName |
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◆ PORT_ARSENAL_ENTITY
const string SCR_AIFindArsenalWithPrefab.PORT_ARSENAL_ENTITY = "ArsenalEntity" |
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◆ PORT_POS
const string SCR_AIFindArsenalWithPrefab.PORT_POS = "Pos" |
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◆ PORT_PREFAB_RESOURCE_NAME
const string SCR_AIFindArsenalWithPrefab.PORT_PREFAB_RESOURCE_NAME = "PrefabResourceName" |
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◆ s_aVarsIn
◆ s_aVarsOut
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Inventory/SCR_AIFindArsenalWithPrefab.c