◆ CanReturnRunning()
static override bool SCR_AITakeGadgetInLeftHand.CanReturnRunning |
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◆ EOnTaskSimulate()
override ENodeResult SCR_AITakeGadgetInLeftHand.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
◆ EquipInventoryItem()
bool SCR_AITakeGadgetInLeftHand.EquipInventoryItem |
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IEntity | item | ) |
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◆ FindItem()
IEntity SCR_AITakeGadgetInLeftHand.FindItem |
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◆ GetNodeMiddleText()
override string SCR_AITakeGadgetInLeftHand.GetNodeMiddleText |
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◆ GetOnHoverDescription()
static override string SCR_AITakeGadgetInLeftHand.GetOnHoverDescription |
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◆ GetVariablesIn()
override TStringArray SCR_AITakeGadgetInLeftHand.GetVariablesIn |
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◆ GetVariablesOut()
override TStringArray SCR_AITakeGadgetInLeftHand.GetVariablesOut |
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◆ IsItemEquipped()
bool SCR_AITakeGadgetInLeftHand.IsItemEquipped |
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IEntity | item | ) |
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◆ OnAbort()
override void SCR_AITakeGadgetInLeftHand.OnAbort |
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AIAgent | owner, |
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Node | nodeCausingAbort ) |
◆ OnInit()
override void SCR_AITakeGadgetInLeftHand.OnInit |
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AIAgent | owner | ) |
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◆ Reset()
void SCR_AITakeGadgetInLeftHand.Reset |
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◆ VisibleInPalette()
static override bool SCR_AITakeGadgetInLeftHand.VisibleInPalette |
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◆ m_bWaiting
bool SCR_AITakeGadgetInLeftHand.m_bWaiting |
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◆ m_CharacterController
◆ m_fTimer_s
float SCR_AITakeGadgetInLeftHand.m_fTimer_s |
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◆ m_GadgetManager
◆ m_InventoryMgr
◆ m_ItemEntity
IEntity SCR_AITakeGadgetInLeftHand.m_ItemEntity |
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◆ m_OwnerEntity
IEntity SCR_AITakeGadgetInLeftHand.m_OwnerEntity |
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◆ PORT_ITEM_IN
const string SCR_AITakeGadgetInLeftHand.PORT_ITEM_IN = "ItemIn" |
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◆ PORT_ITEM_OUT
const string SCR_AITakeGadgetInLeftHand.PORT_ITEM_OUT = "ItemOut" |
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◆ s_aVarsIn
ref TStringArray SCR_AITakeGadgetInLeftHand.s_aVarsIn = { PORT_ITEM_IN } |
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◆ s_aVarsOut
ref TStringArray SCR_AITakeGadgetInLeftHand.s_aVarsOut = { PORT_ITEM_OUT } |
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◆ TIMEOUT_S
const float SCR_AITakeGadgetInLeftHand.TIMEOUT_S = 6.0 |
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The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Soldier/SCR_AITakeGadgetInLeftHand.c