◆ Deinit()
| void SCR_BaseAIFactionCommander.Deinit |
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◆ Init()
◆ OnAICommanderActivated()
| bool m_bIsAICommanderActivated void SCR_BaseAIFactionCommander.OnAICommanderActivated |
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◆ OnAICommanderDeactivated()
| void SCR_BaseAIFactionCommander.OnAICommanderDeactivated |
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◆ OnFactionCommanderChanged()
| void SCR_BaseAIFactionCommander.OnFactionCommanderChanged |
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notnull SCR_Faction | faction, |
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int | commanderPlayerId ) |
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◆ UpdateAICommanderState()
| void SCR_BaseAIFactionCommander.UpdateAICommanderState |
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◆ m_Faction
◆ m_FactionCommanderHandlerComponent
◆ m_sFactionKey
| FactionKey SCR_BaseAIFactionCommander.m_sFactionKey |
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protected |
The documentation for this interface was generated from the following file:
- Game/FactionCommander/AI/SCR_BaseAIFactionCommander.c