◆ CanReturnRunning()
static override bool SCR_AIPerformSmartUserAction.CanReturnRunning |
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◆ EOnTaskSimulate()
override ENodeResult SCR_AIPerformSmartUserAction.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
◆ GetOnHoverDescription()
static override string SCR_AIPerformSmartUserAction.GetOnHoverDescription |
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◆ GetVariablesIn()
override TStringArray SCR_AIPerformSmartUserAction.GetVariablesIn |
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◆ OnAbort()
override void SCR_AIPerformSmartUserAction.OnAbort |
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AIAgent | owner, |
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Node | nodeCausingAbort ) |
◆ OnInit()
override void SCR_AIPerformSmartUserAction.OnInit |
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AIAgent | owner | ) |
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◆ VisibleInPalette()
static override bool SCR_AIPerformSmartUserAction.VisibleInPalette |
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◆ m_bHasAborted
bool SCR_AIPerformSmartUserAction.m_bHasAborted |
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◆ m_bPerformOnAbort
bool SCR_AIPerformSmartUserAction.m_bPerformOnAbort |
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◆ m_sUserAction
string SCR_AIPerformSmartUserAction.m_sUserAction |
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◆ s_aVarsIn
ref TStringArray SCR_AIPerformSmartUserAction.s_aVarsIn |
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◆ TARGET_ENTITY_PORT
const string SCR_AIPerformSmartUserAction.TARGET_ENTITY_PORT = "TargetEntity" |
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◆ USER_ACTION_PORT
const string SCR_AIPerformSmartUserAction.USER_ACTION_PORT = "UserAction" |
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The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Soldier/SCR_AIPerformSmartuserAction.c