◆ EOnTaskSimulate()
| override ENodeResult SCR_AIOpenDoor.EOnTaskSimulate |
( |
AIAgent | owner, |
|
|
float | dt ) |
◆ FindDoorActions()
| static void SCR_AIOpenDoor.FindDoorActions |
( |
notnull IEntity | doorEntity, |
|
|
notnull array< ScriptedUserAction > | outActions, |
|
|
bool | includeSiblings ) |
|
static |
Searches doorEntity and all its siblings (children of same parent) for SCR_DoorUserAction.
◆ FindDoorUserAction()
◆ GetOnHoverDescription()
| static override string SCR_AIOpenDoor.GetOnHoverDescription |
( |
| ) |
|
|
staticprotected |
◆ GetVariablesIn()
| override TStringArray SCR_AIOpenDoor.GetVariablesIn |
( |
| ) |
|
◆ VisibleInPalette()
| static override bool SCR_AIOpenDoor.VisibleInPalette |
( |
| ) |
|
|
staticprotected |
◆ ANGLE_EPSILON
| const float SCR_AIOpenDoor.ANGLE_EPSILON = 0.01 |
|
static |
◆ m_bOpenSiblingDoors
| bool SCR_AIOpenDoor.m_bOpenSiblingDoors |
|
protected |
◆ PORT_DOOR_ENTITY
| const string SCR_AIOpenDoor.PORT_DOOR_ENTITY = "DoorEntity" |
|
static |
◆ s_aVarsIn
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Soldier/SCR_AIOpenDoor.c