◆ EOnTaskSimulate()
| override ENodeResult SCR_AISwitchWeapon.EOnTaskSimulate |
( |
AIAgent | owner, |
|
|
float | dt ) |
◆ GetVariablesIn()
| override TStringArray SCR_AISwitchWeapon.GetVariablesIn |
( |
| ) |
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◆ OnAbort()
| override void SCR_AISwitchWeapon.OnAbort |
( |
AIAgent | owner, |
|
|
Node | nodeCausingAbort ) |
◆ OnMoveWeaponFinished()
| void SCR_AISwitchWeapon.OnMoveWeaponFinished |
( |
bool | result | ) |
|
◆ VisibleInPalette()
| static override bool SCR_AISwitchWeapon.VisibleInPalette |
( |
| ) |
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static |
◆ 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 |
|
staticprotected |
◆ WEAPON_STATE_MOVED
| const int SCR_AISwitchWeapon.WEAPON_STATE_MOVED = 2 |
|
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