◆ CancelOrders()
void SCR_AIOccupyDriversInUsedVehicles.CancelOrders |
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◆ CanReturnRunning()
override bool SCR_AIOccupyDriversInUsedVehicles.CanReturnRunning |
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◆ EOnTaskSimulate()
override ENodeResult SCR_AIOccupyDriversInUsedVehicles.EOnTaskSimulate |
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AIAgent |
owner, |
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float |
dt |
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) |
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◆ Finished_State()
ENodeResult SCR_AIOccupyDriversInUsedVehicles.Finished_State |
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◆ GetAgentThatIsConscious()
AIAgent SCR_AIOccupyDriversInUsedVehicles.GetAgentThatIsConscious |
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notnull array< AIAgent > |
agents, |
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array< AIAgent > |
restrictedAgents, |
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bool |
excludeDrivers = false , |
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float |
excludeDistance = -1 , |
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vector |
locationOfAccident = vector::Zero |
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) |
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◆ GetOnHoverDescription()
override string SCR_AIOccupyDriversInUsedVehicles.GetOnHoverDescription |
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◆ GetVariablesOut()
override TStringArray SCR_AIOccupyDriversInUsedVehicles.GetVariablesOut |
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◆ OnAbort()
override void SCR_AIOccupyDriversInUsedVehicles.OnAbort |
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AIAgent |
owner, |
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Node |
nodeCausingAbort |
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) |
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◆ OnAgentLifeStateChanged()
◆ OnEnter()
override void SCR_AIOccupyDriversInUsedVehicles.OnEnter |
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AIAgent |
owner | ) |
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◆ SendingMessages_State()
ENodeResult SCR_AIOccupyDriversInUsedVehicles.SendingMessages_State |
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protected |
◆ Testing_State()
ENodeResult SCR_AIOccupyDriversInUsedVehicles.Testing_State |
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bool |
isScheduled | ) |
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protected |
◆ VisibleInPalette()
override bool SCR_AIOccupyDriversInUsedVehicles.VisibleInPalette |
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◆ Waiting_State()
ENodeResult SCR_AIOccupyDriversInUsedVehicles.Waiting_State |
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◆ m_aAgents
ref array<AIAgent> SCR_AIOccupyDriversInUsedVehicles.m_aAgents = {} |
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◆ m_aInformedAgents
ref array<AIAgent> SCR_AIOccupyDriversInUsedVehicles.m_aInformedAgents = {} |
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◆ m_aUsedVehicles
◆ m_aVehiclesToOccupy
ref array<ref SCR_AIGroupVehicle> SCR_AIOccupyDriversInUsedVehicles.m_aVehiclesToOccupy = {} |
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◆ m_bTestNewVehicles
bool SCR_AIOccupyDriversInUsedVehicles.m_bTestNewVehicles |
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◆ m_fMaxDistanceOfSearch_m
float SCR_AIOccupyDriversInUsedVehicles.m_fMaxDistanceOfSearch_m |
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◆ m_Group
◆ m_iStateOfExecution
int SCR_AIOccupyDriversInUsedVehicles.m_iStateOfExecution |
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◆ m_Utility
◆ NODE_NAME
const string SCR_AIOccupyDriversInUsedVehicles.NODE_NAME = "SCR_AIOccupyDriversInUsedVehicles" |
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◆ PORT_CAN_USE_VEHICLE
const string SCR_AIOccupyDriversInUsedVehicles.PORT_CAN_USE_VEHICLE = "CanUseVehicle" |
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◆ s_aVarsOut
◆ STATE_FINISHED
int SCR_AIOccupyDriversInUsedVehicles.STATE_FINISHED = 3 |
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◆ STATE_SENDING_SIGNALS
int SCR_AIOccupyDriversInUsedVehicles.STATE_SENDING_SIGNALS = 1 |
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◆ STATE_TESTING_STATE
int SCR_AIOccupyDriversInUsedVehicles.STATE_TESTING_STATE = 0 |
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◆ STATE_WAITING
int SCR_AIOccupyDriversInUsedVehicles.STATE_WAITING = 2 |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Vehicles/SCR_AIOccupyDriversInUsedVehicles.c