◆ EOnTaskSimulate()
override ENodeResult SCR_AIGetWeaponOfType.EOnTaskSimulate |
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AIAgent |
owner, |
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float |
dt |
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) |
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◆ GetVariablesIn()
override TStringArray SCR_AIGetWeaponOfType.GetVariablesIn |
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◆ GetVariablesOut()
override TStringArray SCR_AIGetWeaponOfType.GetVariablesOut |
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◆ OnInit()
override void SCR_AIGetWeaponOfType.OnInit |
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AIAgent |
owner | ) |
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◆ VisibleInPalette()
override bool SCR_AIGetWeaponOfType.VisibleInPalette |
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protected |
◆ m_WeaponType
◆ PORT_WEAPON_COMPONENT
const string SCR_AIGetWeaponOfType.PORT_WEAPON_COMPONENT = "WeaponComponent" |
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static |
◆ PORT_WEAPON_TYPE
const string SCR_AIGetWeaponOfType.PORT_WEAPON_TYPE = "WeaponType" |
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static |
◆ s_aVarsIn
◆ s_aVarsOut
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Weapons/SCR_AIGetWeaponOfType.c