◆ EOnTaskSimulate()
override ENodeResult SCR_AIGetRandomPointInCircularSector.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
◆ GetOnHoverDescription()
static override string SCR_AIGetRandomPointInCircularSector.GetOnHoverDescription |
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◆ GetVariablesIn()
override array< string > SCR_AIGetRandomPointInCircularSector.GetVariablesIn |
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◆ GetVariablesOut()
override array< string > SCR_AIGetRandomPointInCircularSector.GetVariablesOut |
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◆ VisibleInPalette()
static override bool SCR_AIGetRandomPointInCircularSector.VisibleInPalette |
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◆ m_aShapes
ref array<ref Shape> SCR_AIGetRandomPointInCircularSector.m_aShapes = {} |
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◆ m_bDebugMe
bool SCR_AIGetRandomPointInCircularSector.m_bDebugMe |
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◆ m_bReturnCircumference
bool SCR_AIGetRandomPointInCircularSector.m_bReturnCircumference |
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◆ m_fAngularRange
float SCR_AIGetRandomPointInCircularSector.m_fAngularRange |
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◆ ORIGIN_ENTITY_PORT
const string SCR_AIGetRandomPointInCircularSector.ORIGIN_ENTITY_PORT = "OriginEntity" |
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◆ POSITION_OUT_PORT
const string SCR_AIGetRandomPointInCircularSector.POSITION_OUT_PORT = "PositionOut" |
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◆ RANGE_PORT
const string SCR_AIGetRandomPointInCircularSector.RANGE_PORT = "AngularRange" |
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◆ s_aVarsIn
ref TStringArray SCR_AIGetRandomPointInCircularSector.s_aVarsIn |
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Initial value:= {
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static const string SECTOR_AXIS_POINT_PORT
Definition SCR_AIGetRandomPointInCircularSector.c:4
static const string ORIGIN_ENTITY_PORT
Definition SCR_AIGetRandomPointInCircularSector.c:3
static const string RANGE_PORT
Definition SCR_AIGetRandomPointInCircularSector.c:5
◆ s_aVarsOut
ref TStringArray SCR_AIGetRandomPointInCircularSector.s_aVarsOut |
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Initial value:= {
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static const string POSITION_OUT_PORT
Definition SCR_AIGetRandomPointInCircularSector.c:6
◆ SECTOR_AXIS_POINT_PORT
const string SCR_AIGetRandomPointInCircularSector.SECTOR_AXIS_POINT_PORT = "SectorAxisPoint" |
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The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Utils/SCR_AIGetRandomPointInCircularSector.c