◆ EOnTaskSimulate()
Scripted nodes are suposed to return SUCCESS, FAIL or RUNNING state.
Implements AITaskScripted.
◆ GetOnHoverDescription()
| static override string SCR_AIProcessOrder.GetOnHoverDescription |
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◆ GetVariablesIn()
| override TStringArray SCR_AIProcessOrder.GetVariablesIn |
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◆ GetVariablesOut()
| override TStringArray SCR_AIProcessOrder.GetVariablesOut |
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◆ VisibleInPalette()
| static override bool SCR_AIProcessOrder.VisibleInPalette |
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◆ m_bDebugMe
| bool SCR_AIProcessOrder.m_bDebugMe |
◆ m_Order
◆ m_sDebugString
| string SCR_AIProcessOrder.m_sDebugString |
◆ ORDER_DEBUG_TEXT
| const string SCR_AIProcessOrder.ORDER_DEBUG_TEXT = "DebugText" |
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◆ ORDER_PORT
| const string SCR_AIProcessOrder.ORDER_PORT = "OrderObjectIn" |
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◆ ORDER_TYPE
| const string SCR_AIProcessOrder.ORDER_TYPE = "OrderTypeOut" |
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◆ ORDER_VALUE
| const string SCR_AIProcessOrder.ORDER_VALUE = "SciptedOrderValue" |
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◆ s_aVarsIn
| ref TStringArray SCR_AIProcessOrder.s_aVarsIn |
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Initial value:= {
}
static const string ORDER_PORT
Definition SCR_AIProcessOrder.c:3
◆ s_aVarsOut
| ref TStringArray SCR_AIProcessOrder.s_aVarsOut |
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Initial value:= {
}
static const string ORDER_TYPE
Definition SCR_AIProcessOrder.c:4
static const string ORDER_VALUE
Definition SCR_AIProcessOrder.c:6
static const string SCRIPTED_ORDER
Definition SCR_AIProcessOrder.c:5
static const string ORDER_DEBUG_TEXT
Definition SCR_AIProcessOrder.c:7
◆ SCRIPTED_ORDER
| const string SCR_AIProcessOrder.SCRIPTED_ORDER = "IsScriptedOrder" |
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The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Orders/SCR_AIProcessOrder.c