◆ CanReturnRunning()
static override bool SCR_AIProcessFailedMovementResult.CanReturnRunning |
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◆ CompleteWaypoint()
void SCR_AIProcessFailedMovementResult.CompleteWaypoint |
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◆ EOnTaskSimulate()
override ENodeResult SCR_AIProcessFailedMovementResult.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
◆ FailAction()
void SCR_AIProcessFailedMovementResult.FailAction |
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◆ GetOnHoverDescription()
static override string SCR_AIProcessFailedMovementResult.GetOnHoverDescription |
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◆ GetVariablesIn()
override TStringArray SCR_AIProcessFailedMovementResult.GetVariablesIn |
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◆ GetVariablesOut()
override TStringArray SCR_AIProcessFailedMovementResult.GetVariablesOut |
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◆ NodeErrorOnce()
ENodeResult SCR_AIProcessFailedMovementResult.NodeErrorOnce |
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AIAgent | owner, |
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string | errorMessage ) |
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◆ OnInit()
override void SCR_AIProcessFailedMovementResult.OnInit |
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AIAgent | owner | ) |
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◆ PrintDebug()
void SCR_AIProcessFailedMovementResult.PrintDebug |
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AIAgent | owner, |
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string | message ) |
◆ TryTurnOnHazardLightsOnStuck()
void SCR_AIProcessFailedMovementResult.TryTurnOnHazardLightsOnStuck |
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notnull SCR_AIGroupVehicle | groupVehicle | ) |
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◆ m_bProducedError
bool SCR_AIProcessFailedMovementResult.m_bProducedError |
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◆ m_Group
◆ m_GroupUtilityComponent
◆ PORT_HANDLER_ID
const string SCR_AIProcessFailedMovementResult.PORT_HANDLER_ID = "FailedHandlerId" |
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◆ PORT_IS_WAYPOINT_RELATED
const string SCR_AIProcessFailedMovementResult.PORT_IS_WAYPOINT_RELATED = "IsWaypointRelated" |
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◆ PORT_MOVE_LOCATION
const string SCR_AIProcessFailedMovementResult.PORT_MOVE_LOCATION = "MoveLocation" |
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◆ PORT_MOVE_RESULT
const string SCR_AIProcessFailedMovementResult.PORT_MOVE_RESULT = "MoveResult" |
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◆ s_aVarsIn
◆ s_aVarsOut
ref TStringArray SCR_AIProcessFailedMovementResult.s_aVarsOut = {} |
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The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Groups/SCR_AIProcessFailedMovementResult.c