◆ EOnTaskSimulate()
override ENodeResult SCR_AIUpdateTargetAttackData.EOnTaskSimulate |
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AIAgent |
owner, |
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float |
dt |
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) |
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◆ GetOnHoverDescription()
override string SCR_AIUpdateTargetAttackData.GetOnHoverDescription |
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◆ GetVariablesIn()
override TStringArray SCR_AIUpdateTargetAttackData.GetVariablesIn |
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◆ GetVariablesOut()
override TStringArray SCR_AIUpdateTargetAttackData.GetVariablesOut |
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◆ OnAbort()
override void SCR_AIUpdateTargetAttackData.OnAbort |
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AIAgent |
owner, |
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Node |
nodeCausingAbort |
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) |
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◆ OnInit()
override void SCR_AIUpdateTargetAttackData.OnInit |
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AIAgent |
owner | ) |
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◆ ResolveAimpointTypes()
◆ ResolveFireTree()
int SCR_AIUpdateTargetAttackData.ResolveFireTree |
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BaseTarget |
target, |
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bool |
visible, |
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bool |
weaponReady, |
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out float |
fireRate |
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) |
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◆ VisibleInPalette()
override bool SCR_AIUpdateTargetAttackData.VisibleInPalette |
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◆ WeaponHasBurstOrAutoMode()
static bool SCR_AIUpdateTargetAttackData.WeaponHasBurstOrAutoMode |
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notnull BaseWeaponComponent |
weaponComp, |
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int |
muzzleId |
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) |
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static |
◆ BASE_TARGET_PORT
const string SCR_AIUpdateTargetAttackData.BASE_TARGET_PORT = "BaseTarget" |
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staticprotected |
◆ BURST_FIRE_MAX_DISTANCE
const float SCR_AIUpdateTargetAttackData.BURST_FIRE_MAX_DISTANCE = 50.0 |
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staticprotected |
◆ FIRE_TREE_BURST
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_BURST = 1 |
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staticprotected |
◆ FIRE_TREE_INVALID
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_INVALID = -1 |
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staticprotected |
◆ FIRE_TREE_LOOK
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_LOOK = 0 |
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staticprotected |
◆ FIRE_TREE_MELEE
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_MELEE = 4 |
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staticprotected |
◆ FIRE_TREE_SINGLE
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_SINGLE = 2 |
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staticprotected |
◆ FIRE_TREE_SUPPRESSIVE
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_SUPPRESSIVE = 3 |
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staticprotected |
◆ m_Agent
◆ m_bFirstSimulate
bool SCR_AIUpdateTargetAttackData.m_bFirstSimulate = true |
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protected |
◆ m_bWeaponHasBurstOrAuto
bool SCR_AIUpdateTargetAttackData.m_bWeaponHasBurstOrAuto |
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protected |
◆ m_CharacterController
◆ m_CombatComponent
◆ m_PerceptionComponent
◆ m_UtilityComponent
◆ MELEE_MAX_DISTANCE
const float SCR_AIUpdateTargetAttackData.MELEE_MAX_DISTANCE = 2.0 |
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◆ PORT_AIMPOINT_TYPE_0
const string SCR_AIUpdateTargetAttackData.PORT_AIMPOINT_TYPE_0 = "AimpointType0" |
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◆ PORT_AIMPOINT_TYPE_1
const string SCR_AIUpdateTargetAttackData.PORT_AIMPOINT_TYPE_1 = "AimpointType1" |
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static |
◆ PORT_FIRE_RATE
const string SCR_AIUpdateTargetAttackData.PORT_FIRE_RATE = "FireRate" |
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staticprotected |
◆ PORT_FIRE_TREE_ID
const string SCR_AIUpdateTargetAttackData.PORT_FIRE_TREE_ID = "FireTreeId" |
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staticprotected |
◆ PORT_LAST_SEEN_POSITION
const string SCR_AIUpdateTargetAttackData.PORT_LAST_SEEN_POSITION = "LastSeenPosition" |
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staticprotected |
◆ PORT_VISIBLE
const string SCR_AIUpdateTargetAttackData.PORT_VISIBLE = "Visible" |
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staticprotected |
◆ s_aVarsIn
ref TStringArray SCR_AIUpdateTargetAttackData.s_aVarsIn |
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protected |
Initial value:= {
}
static const string WEAPON_IS_READY
Definition: SCR_AIUpdateTargetAttackData.c:5
static const string BASE_TARGET_PORT
Definition: SCR_AIUpdateTargetAttackData.c:4
◆ s_aVarsOut
ref TStringArray SCR_AIUpdateTargetAttackData.s_aVarsOut |
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protected |
Initial value:= {
}
static const string PORT_AIMPOINT_TYPE_1
Definition: SCR_AIUpdateTargetAttackData.c:13
static const string PORT_LAST_SEEN_POSITION
Definition: SCR_AIUpdateTargetAttackData.c:8
static const string PORT_FIRE_TREE_ID
Definition: SCR_AIUpdateTargetAttackData.c:10
static const string PORT_FIRE_RATE
Definition: SCR_AIUpdateTargetAttackData.c:11
static const string PORT_VISIBLE
Definition: SCR_AIUpdateTargetAttackData.c:9
static const string PORT_AIMPOINT_TYPE_0
Definition: SCR_AIUpdateTargetAttackData.c:12
◆ WEAPON_IS_READY
const string SCR_AIUpdateTargetAttackData.WEAPON_IS_READY = "WeaponReady" |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Soldier/SCR_AIUpdateTargetAttackData.c