◆ ~SCR_AIUpdateTargetAttackData()
void SCR_AIUpdateTargetAttackData.~SCR_AIUpdateTargetAttackData |
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◆ CalculateLookAtThreatDuration()
float SCR_AIUpdateTargetAttackData.CalculateLookAtThreatDuration |
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BaseTarget | currentTarget, |
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SCR_EAIThreatSectorFlags | threatFlags ) |
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◆ EOnTaskSimulate()
override ENodeResult SCR_AIUpdateTargetAttackData.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
◆ GetOnHoverDescription()
static 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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◆ LookAtThreats()
void SCR_AIUpdateTargetAttackData.LookAtThreats |
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float | duration_s | ) |
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Activates state when we are looking at threats.
◆ OnAbort()
override void SCR_AIUpdateTargetAttackData.OnAbort |
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AIAgent | owner, |
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Node | nodeCausingAbort ) |
◆ OnInit()
override void SCR_AIUpdateTargetAttackData.OnInit |
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AIAgent | owner | ) |
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◆ OnThreatSectorDamageTaken()
◆ OnThreatSectorEscalation()
void SCR_AIUpdateTargetAttackData.OnThreatSectorEscalation |
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SCR_AISectorThreatFilter | ts, |
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int | sectorId, |
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float | dangerValue ) |
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◆ PosSameDirectionAsTarget()
bool SCR_AIUpdateTargetAttackData.PosSameDirectionAsTarget |
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vector | threatPos | ) |
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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 ) |
◆ VisibleInPalette()
static 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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◆ BASE_TARGET_PORT
const string SCR_AIUpdateTargetAttackData.BASE_TARGET_PORT = "BaseTarget" |
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◆ BURST_FIRE_MAX_DISTANCE
const float SCR_AIUpdateTargetAttackData.BURST_FIRE_MAX_DISTANCE = 50.0 |
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◆ COS_VIEW_CONE
const float SCR_AIUpdateTargetAttackData.COS_VIEW_CONE = 0.707 |
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◆ FIRE_TREE_BURST
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_BURST = 1 |
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◆ FIRE_TREE_INVALID
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_INVALID = -1 |
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◆ FIRE_TREE_LOOK
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_LOOK = 0 |
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◆ FIRE_TREE_LOOK_THREATS
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_LOOK_THREATS = 5 |
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◆ FIRE_TREE_MELEE
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_MELEE = 4 |
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◆ FIRE_TREE_SINGLE
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_SINGLE = 2 |
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◆ FIRE_TREE_SUPPRESSIVE
const int SCR_AIUpdateTargetAttackData.FIRE_TREE_SUPPRESSIVE = 3 |
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◆ m_Agent
◆ m_bFirstSimulate
bool SCR_AIUpdateTargetAttackData.m_bFirstSimulate = true |
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◆ m_bLookAtThreats
bool SCR_AIUpdateTargetAttackData.m_bLookAtThreats |
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◆ m_bWeaponHasBurstOrAuto
bool SCR_AIUpdateTargetAttackData.m_bWeaponHasBurstOrAuto |
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◆ m_CharacterController
◆ m_CombatComponent
◆ m_LookAtThreatsEndTime
WorldTimestamp SCR_AIUpdateTargetAttackData.m_LookAtThreatsEndTime |
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◆ m_PerceptionComponent
◆ m_Target
◆ m_ThreatFilter
◆ m_UtilityComponent
◆ m_vLookAtThreatsPos
vector SCR_AIUpdateTargetAttackData.m_vLookAtThreatsPos |
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◆ 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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◆ PORT_FIRE_RATE
const string SCR_AIUpdateTargetAttackData.PORT_FIRE_RATE = "FireRate" |
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◆ PORT_FIRE_TREE_ID
const string SCR_AIUpdateTargetAttackData.PORT_FIRE_TREE_ID = "FireTreeId" |
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◆ PORT_LAST_SEEN_POSITION
const string SCR_AIUpdateTargetAttackData.PORT_LAST_SEEN_POSITION = "LastSeenPosition" |
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◆ PORT_THREAT_POSITION
const string SCR_AIUpdateTargetAttackData.PORT_THREAT_POSITION = "ThreatPosition" |
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◆ PORT_VISIBLE
const string SCR_AIUpdateTargetAttackData.PORT_VISIBLE = "Visible" |
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◆ s_aVarsIn
ref TStringArray SCR_AIUpdateTargetAttackData.s_aVarsIn |
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Initial value:= {
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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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Initial value:= {
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static const string PORT_AIMPOINT_TYPE_1
Definition SCR_AIUpdateTargetAttackData.c:14
static const string PORT_LAST_SEEN_POSITION
Definition SCR_AIUpdateTargetAttackData.c:8
static const string PORT_THREAT_POSITION
Definition SCR_AIUpdateTargetAttackData.c:9
static const string PORT_FIRE_TREE_ID
Definition SCR_AIUpdateTargetAttackData.c:11
static const string PORT_FIRE_RATE
Definition SCR_AIUpdateTargetAttackData.c:12
static const string PORT_VISIBLE
Definition SCR_AIUpdateTargetAttackData.c:10
static const string PORT_AIMPOINT_TYPE_0
Definition SCR_AIUpdateTargetAttackData.c:13
◆ WEAPON_IS_READY
const string SCR_AIUpdateTargetAttackData.WEAPON_IS_READY = "WeaponReady" |
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The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Soldier/SCR_AIUpdateTargetAttackData.c