◆ SCR_AILookAction()
◆ Cancel()
void SCR_AILookAction.Cancel |
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| ) |
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◆ Complete()
void SCR_AILookAction.Complete |
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| ) |
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◆ GetLookParametersToNode()
◆ LookAt() [1/2]
void SCR_AILookAction.LookAt |
( |
IEntity |
ent, |
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float |
priority, |
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float |
duration = 0::8 |
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) |
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◆ LookAt() [2/2]
void SCR_AILookAction.LookAt |
( |
vector |
pos, |
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float |
priority, |
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float |
duration = 0::8 |
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) |
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◆ 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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protected |
◆ m_Utility
◆ m_vPosition
vector SCR_AILookAction.m_vPosition |
◆ PRIO_COMMANDER
const float SCR_AILookAction.PRIO_COMMANDER = 100 |
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static |
◆ PRIO_DANGER_EVENT
const float SCR_AILookAction.PRIO_DANGER_EVENT = 20 |
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static |
◆ PRIO_ENEMY_TARGET
const float SCR_AILookAction.PRIO_ENEMY_TARGET = 80 |
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static |
◆ PRIO_UNKNOWN_TARGET
const float SCR_AILookAction.PRIO_UNKNOWN_TARGET = 50 |
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static |
The documentation for this interface was generated from the following file:
- Game/AI/Behavior/SCR_AILookAction.c