◆ ~SCR_ChimeraAIAgent()
void SCR_ChimeraAIAgent.~SCR_ChimeraAIAgent |
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◆ EnsureAILimit()
void SCR_ChimeraAIAgent.EnsureAILimit |
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◆ EOnInit()
override void SCR_ChimeraAIAgent.EOnInit |
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IEntity |
owner | ) |
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◆ GetFaction()
static Faction SCR_ChimeraAIAgent.GetFaction |
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IEntity |
entity | ) |
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static |
◆ IsEnemy() [1/2]
bool SCR_ChimeraAIAgent.IsEnemy |
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Faction |
otherFaction | ) |
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◆ IsEnemy() [2/2]
bool SCR_ChimeraAIAgent.IsEnemy |
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IEntity |
entity | ) |
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◆ IsPlayerPending_S()
bool SCR_ChimeraAIAgent.IsPlayerPending_S |
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◆ OnGroupWaypointChanged()
void SCR_ChimeraAIAgent.OnGroupWaypointChanged |
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AIWaypoint |
newWaypoint | ) |
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◆ OnLifeStateChanged()
◆ SendWoundedMsg()
void SCR_ChimeraAIAgent.SendWoundedMsg |
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protected |
◆ SetPlayerPending_S()
void SCR_ChimeraAIAgent.SetPlayerPending_S |
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int |
playerId | ) |
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◆ ShouldAbortLoiterFast()
bool SCR_ChimeraAIAgent.ShouldAbortLoiterFast |
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◆ m_CharacterController
◆ m_FactionAffiliationComponent
◆ m_GroupWaypoint
AIWaypoint SCR_ChimeraAIAgent.m_GroupWaypoint |
◆ m_InfoComponent
◆ m_iPendingPlayerId
int SCR_ChimeraAIAgent.m_iPendingPlayerId |
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protected |
◆ m_UtilityComponent
The documentation for this interface was generated from the following file:
- Game/AI/SCR_ChimeraAIAgent.c