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