◆ EOnTaskSimulate()
override ENodeResult SCR_AISwitchWeapon.EOnTaskSimulate |
( |
AIAgent |
owner, |
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float |
dt |
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) |
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◆ GetVariablesIn()
override TStringArray SCR_AISwitchWeapon.GetVariablesIn |
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| ) |
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◆ OnAbort()
override void SCR_AISwitchWeapon.OnAbort |
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AIAgent |
owner, |
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Node |
nodeCausingAbort |
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) |
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◆ OnMoveWeaponFinished()
void SCR_AISwitchWeapon.OnMoveWeaponFinished |
( |
bool |
result | ) |
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◆ VisibleInPalette()
override bool SCR_AISwitchWeapon.VisibleInPalette |
( |
| ) |
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◆ m_EqWeaponStorageComp
◆ m_iWeaponState
int SCR_AISwitchWeapon.m_iWeaponState |
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protected |
◆ m_WeaponMoveCallback
◆ PORT_WEAPON_COMPONENT
const string SCR_AISwitchWeapon.PORT_WEAPON_COMPONENT = "WeaponComponent" |
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staticprotected |
◆ s_aVarsIn
◆ WEAPON_STATE_IDLE
const int SCR_AISwitchWeapon.WEAPON_STATE_IDLE = 0 |
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staticprotected |
◆ WEAPON_STATE_MOVED
const int SCR_AISwitchWeapon.WEAPON_STATE_MOVED = 2 |
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staticprotected |
◆ WEAPON_STATE_MOVING
const int SCR_AISwitchWeapon.WEAPON_STATE_MOVING = 1 |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Weapons/SCR_AISwitchWeapon.c