◆ GetDesiredStance()
| int SCR_AISmartActionSentinelComponent.GetDesiredStance |
( |
| ) |
|
◆ GetHolsterWeapon()
| bool SCR_AISmartActionSentinelComponent.GetHolsterWeapon |
( |
| ) |
|
◆ GetLeaningType()
| ELeaningType SCR_AISmartActionSentinelComponent.GetLeaningType |
( |
| ) |
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◆ GetLoiterAnimation()
| ELoiteringType SCR_AISmartActionSentinelComponent.GetLoiterAnimation |
( |
| ) |
|
◆ GetLookDirectionRange()
| float SCR_AISmartActionSentinelComponent.GetLookDirectionRange |
( |
| ) |
|
◆ GetLookPosition()
| vector SCR_AISmartActionSentinelComponent.GetLookPosition |
( |
| ) |
|
◆ GetUseBinoculars()
| bool SCR_AISmartActionSentinelComponent.GetUseBinoculars |
( |
| ) |
|
◆ SetUseBinoculars()
| void SCR_AISmartActionSentinelComponent.SetUseBinoculars |
( |
bool | useBinoculars | ) |
|
◆ m_bHolsterWeapon
| bool SCR_AISmartActionSentinelComponent.m_bHolsterWeapon |
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protected |
◆ m_bUseBinoculars
| bool SCR_AISmartActionSentinelComponent.m_bUseBinoculars |
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protected |
◆ m_eLeaningType
| ELeaningType SCR_AISmartActionSentinelComponent.m_eLeaningType |
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protected |
◆ m_eLoiterAnimation
| ELoiteringType SCR_AISmartActionSentinelComponent.m_eLoiterAnimation |
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protected |
◆ m_fLookDirectionRange
| float SCR_AISmartActionSentinelComponent.m_fLookDirectionRange |
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protected |
◆ m_iCharacterStance
| int SCR_AISmartActionSentinelComponent.m_iCharacterStance |
|
protected |
◆ m_vLookPosition
| vector SCR_AISmartActionSentinelComponent.m_vLookPosition |
|
protected |
The documentation for this interface was generated from the following file:
- Game/AI/Components/SCR_AISmartActionSentinelComponent.c