◆ SCR_AILookAction()
◆ Cancel()
void SCR_AILookAction.Cancel |
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◆ Complete()
void SCR_AILookAction.Complete |
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◆ LookAt() [1/2]
void SCR_AILookAction.LookAt |
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IEntity | ent, |
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float | priority, |
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float | duration = 0::8 ) |
◆ LookAt() [2/2]
void SCR_AILookAction.LookAt |
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vector | pos, |
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float | priority, |
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float | duration = 0::8 ) |
◆ MoveLookParametersToNode()
void SCR_AILookAction.MoveLookParametersToNode |
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out bool | outCanLook, |
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out vector | outLookPos, |
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out float | outLookDuration, |
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out bool | outCancelLook, |
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out bool | outRestartLook ) |
Must be called by look behavior tree to move data to it.
This call also resets various flags.
◆ m_bCancelLook
bool SCR_AILookAction.m_bCancelLook |
◆ m_bRestartLook
bool SCR_AILookAction.m_bRestartLook |
◆ m_fDuration
float SCR_AILookAction.m_fDuration |
◆ m_fPriority
float SCR_AILookAction.m_fPriority |
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◆ m_Utility
◆ m_vPosition
vector SCR_AILookAction.m_vPosition |
◆ PRIO_COMMANDER
const float SCR_AILookAction.PRIO_COMMANDER = 100 |
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◆ PRIO_DANGER_EVENT
const float SCR_AILookAction.PRIO_DANGER_EVENT = 20 |
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◆ PRIO_ENEMY_TARGET
const float SCR_AILookAction.PRIO_ENEMY_TARGET = 80 |
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◆ PRIO_UNKNOWN_TARGET
const float SCR_AILookAction.PRIO_UNKNOWN_TARGET = 50 |
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The documentation for this interface was generated from the following file:
- Game/AI/Behavior/SCR_AILookAction.c