◆ SCR_AIThreatSystem()
◆ DebugPrintToWidget()
void SCR_AIThreatSystem.DebugPrintToWidget |
( |
TextWidget |
w | ) |
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◆ GetOnThreatStateChanged()
SCR_AIThreatStateChangedInvoker SCR_AIThreatSystem.GetOnThreatStateChanged |
( |
| ) |
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◆ GetState()
EAIThreatState SCR_AIThreatSystem.GetState |
( |
| ) |
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◆ GetThreatMeasure()
float SCR_AIThreatSystem.GetThreatMeasure |
( |
| ) |
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◆ GetThreatMeasureWithoutInjuryFactor()
float SCR_AIThreatSystem.GetThreatMeasureWithoutInjuryFactor |
( |
| ) |
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- Returns
- Sum of all threats without the effect of injuries - used for deciding to patch oneself
◆ OnDamageEffectAdded()
void SCR_AIThreatSystem.OnDamageEffectAdded |
( |
notnull SCR_DamageEffect |
dmgEffect | ) |
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protected |
◆ OnDamageEffectRemoved()
void SCR_AIThreatSystem.OnDamageEffectRemoved |
( |
notnull SCR_DamageEffect |
dmgEffect | ) |
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protected |
◆ ShowDebug()
void SCR_AIThreatSystem.ShowDebug |
( |
| ) |
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◆ ThreatBulletImpact()
void SCR_AIThreatSystem.ThreatBulletImpact |
( |
int |
count | ) |
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◆ ThreatExplosion()
void SCR_AIThreatSystem.ThreatExplosion |
( |
float |
distance | ) |
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◆ ThreatProjectileFlyby()
void SCR_AIThreatSystem.ThreatProjectileFlyby |
( |
int |
count | ) |
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◆ ThreatShotFired()
void SCR_AIThreatSystem.ThreatShotFired |
( |
float |
distance, |
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int |
count |
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) |
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◆ Update()
Called by utilityComponent each EvaluateBehavior call.
- Parameters
-
[in] | utility | |
[in] | timeSlice | |
◆ ALERTED_THRESHOLD
const float SCR_AIThreatSystem.ALERTED_THRESHOLD = 0.33 |
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staticprotected |
◆ ATTACK_DELAYED_THRESHOLD
const float SCR_AIThreatSystem.ATTACK_DELAYED_THRESHOLD = 0.001 |
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static |
When threat is below this level, our attack against enemy is delayed count about 36 seconds until m_fThreatIsEndangered drops to this value.
◆ EXPLOSION_MAX_DISTANCE
const float SCR_AIThreatSystem.EXPLOSION_MAX_DISTANCE = 100 |
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static |
Maxmial distance from explosion to have any influence on threat level.
◆ THREATENED_THRESHOLD
const float SCR_AIThreatSystem.THREATENED_THRESHOLD = 0.66 |
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static |
◆ VIGILANT_THRESHOLD
const float SCR_AIThreatSystem.VIGILANT_THRESHOLD = 0.05 |
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static |
The documentation for this interface was generated from the following file:
- Game/AI/Components/SCR_AIThreatSystem.c