|
| static const string | NODE_NAME = "SCR_AILeaveStaticVehicles" |
| |
◆ CancelOrders()
| void SCR_AILeaveStaticVehicles.CancelOrders |
( |
| ) |
|
|
protected |
◆ CanReturnRunning()
| static override bool SCR_AILeaveStaticVehicles.CanReturnRunning |
( |
| ) |
|
|
static |
◆ EOnTaskSimulate()
| override ENodeResult SCR_AILeaveStaticVehicles.EOnTaskSimulate |
( |
AIAgent | owner, |
|
|
float | dt ) |
◆ Finished_State()
| ENodeResult SCR_AILeaveStaticVehicles.Finished_State |
( |
| ) |
|
|
protected |
◆ GetOnHoverDescription()
| static override string SCR_AILeaveStaticVehicles.GetOnHoverDescription |
( |
| ) |
|
|
static |
◆ OnAbort()
| override void SCR_AILeaveStaticVehicles.OnAbort |
( |
AIAgent | owner, |
|
|
Node | nodeCausingAbort ) |
◆ OnAgentLifeStateChanged()
◆ OnEnter()
| override void SCR_AILeaveStaticVehicles.OnEnter |
( |
AIAgent | owner | ) |
|
◆ SendingMessages_State()
| ENodeResult SCR_AILeaveStaticVehicles.SendingMessages_State |
( |
| ) |
|
|
protected |
◆ Testing_State()
| ENodeResult SCR_AILeaveStaticVehicles.Testing_State |
( |
bool | isScheduled | ) |
|
|
protected |
◆ VisibleInPalette()
| static override bool SCR_AILeaveStaticVehicles.VisibleInPalette |
( |
| ) |
|
|
static |
◆ Waiting_State()
| ENodeResult SCR_AILeaveStaticVehicles.Waiting_State |
( |
| ) |
|
|
protected |
◆ m_aAgents
| ref array<AIAgent> SCR_AILeaveStaticVehicles.m_aAgents = {} |
|
protected |
◆ m_aInformedAgents
| ref array<AIAgent> SCR_AILeaveStaticVehicles.m_aInformedAgents = {} |
|
protected |
◆ m_aUsedVehicles
◆ m_aVehiclesToLeave
◆ m_fNextUpdate_ms
| float SCR_AILeaveStaticVehicles.m_fNextUpdate_ms |
|
protected |
◆ m_fUpdateInterval_ms
| float SCR_AILeaveStaticVehicles.m_fUpdateInterval_ms |
|
protected |
◆ m_Group
◆ m_iStateOfExecution
| int SCR_AILeaveStaticVehicles.m_iStateOfExecution |
|
protected |
◆ m_Utility
◆ NODE_NAME
| const string SCR_AILeaveStaticVehicles.NODE_NAME = "SCR_AILeaveStaticVehicles" |
|
static |
◆ STATE_FINISHED
| int SCR_AILeaveStaticVehicles.STATE_FINISHED = 3 |
|
staticprotected |
◆ STATE_SENDING_SIGNALS
| int SCR_AILeaveStaticVehicles.STATE_SENDING_SIGNALS = 1 |
|
staticprotected |
◆ STATE_TESTING_STATE
| int SCR_AILeaveStaticVehicles.STATE_TESTING_STATE = 0 |
|
staticprotected |
◆ STATE_WAITING
| int SCR_AILeaveStaticVehicles.STATE_WAITING = 2 |
|
staticprotected |
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Vehicles/SCR_AILeaveStaticVehicles.c