◆ EOnTaskSimulate()
override ENodeResult SCR_AIFindAvailableVehicle.EOnTaskSimulate |
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AIAgent |
owner, |
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float |
dt |
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) |
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◆ FilterEntities()
bool SCR_AIFindAvailableVehicle.FilterEntities |
( |
IEntity |
ent | ) |
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◆ GetOnHoverDescription()
override string SCR_AIFindAvailableVehicle.GetOnHoverDescription |
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| ) |
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◆ GetVariablesIn()
override TStringArray SCR_AIFindAvailableVehicle.GetVariablesIn |
( |
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◆ GetVariablesOut()
override TStringArray SCR_AIFindAvailableVehicle.GetVariablesOut |
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◆ HasNoAvailableCompartment()
bool SCR_AIFindAvailableVehicle.HasNoAvailableCompartment |
( |
IEntity |
ent | ) |
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◆ OnInit()
override void SCR_AIFindAvailableVehicle.OnInit |
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AIAgent |
owner | ) |
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◆ SetVariablesOut()
void SCR_AIFindAvailableVehicle.SetVariablesOut |
( |
AIAgent |
owner, |
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IEntity |
vehicleOut, |
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ECompartmentType |
compartmentTypeOut, |
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BaseCompartmentSlot |
compartment |
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) |
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◆ VisibleInPalette()
override bool SCR_AIFindAvailableVehicle.VisibleInPalette |
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| ) |
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◆ m_bAddToList
bool SCR_AIFindAvailableVehicle.m_bAddToList |
◆ m_bReserveCompartment
bool SCR_AIFindAvailableVehicle.m_bReserveCompartment |
◆ m_Compartment
◆ m_CompartmentType
ECompartmentType SCR_AIFindAvailableVehicle.m_CompartmentType |
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protected |
◆ m_group
◆ m_groupUtilityCompoment
◆ m_VehicleToTestForCompartments
IEntity SCR_AIFindAvailableVehicle.m_VehicleToTestForCompartments |
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protected |
◆ m_WaypointParameter
◆ PORT_CENTER_OF_SEARCH
const string SCR_AIFindAvailableVehicle.PORT_CENTER_OF_SEARCH = "OriginIn" |
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static |
◆ PORT_COMPARTMENT_OUT
const string SCR_AIFindAvailableVehicle.PORT_COMPARTMENT_OUT = "CompartmentOut" |
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static |
◆ PORT_RADIUS
const string SCR_AIFindAvailableVehicle.PORT_RADIUS = "RadiusIn" |
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static |
◆ PORT_ROLE_OUT
const string SCR_AIFindAvailableVehicle.PORT_ROLE_OUT = "RoleOut" |
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static |
◆ PORT_SEARCH_PARAMS
const string SCR_AIFindAvailableVehicle.PORT_SEARCH_PARAMS = "SearchParams" |
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static |
◆ PORT_VEHICLE_IN
const string SCR_AIFindAvailableVehicle.PORT_VEHICLE_IN = "VehicleIn" |
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static |
◆ PORT_VEHICLE_OUT
const string SCR_AIFindAvailableVehicle.PORT_VEHICLE_OUT = "VehicleOut" |
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static |
◆ s_aVarsIn
ref TStringArray SCR_AIFindAvailableVehicle.s_aVarsIn |
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staticprotected |
Initial value:= {
}
static const string PORT_SEARCH_PARAMS
Definition: SCR_AIFindAvailableVehicle.c:9
static const string PORT_CENTER_OF_SEARCH
Definition: SCR_AIFindAvailableVehicle.c:3
static const string PORT_VEHICLE_IN
Definition: SCR_AIFindAvailableVehicle.c:5
static const string PORT_RADIUS
Definition: SCR_AIFindAvailableVehicle.c:4
◆ s_aVarsOut
ref TStringArray SCR_AIFindAvailableVehicle.s_aVarsOut |
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staticprotected |
Initial value:= {
}
static const string PORT_COMPARTMENT_OUT
Definition: SCR_AIFindAvailableVehicle.c:8
static const string PORT_VEHICLE_OUT
Definition: SCR_AIFindAvailableVehicle.c:6
static const string PORT_ROLE_OUT
Definition: SCR_AIFindAvailableVehicle.c:7
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Vehicles/SCR_AIFindAvailableVehicle.c