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