◆ GetSubActions()
◆ Init()
| override void SCR_ScenarioFrameworkAIActionOnThreatStateChanged.Init |
( |
SCR_AIGroup | targetAIGroup, |
|
|
IEntity | entity ) |
◆ OnActivate()
| override void SCR_ScenarioFrameworkAIActionOnThreatStateChanged.OnActivate |
( |
| ) |
|
◆ OnThreatStateChanged()
| void SCR_ScenarioFrameworkAIActionOnThreatStateChanged.OnThreatStateChanged |
( |
EAIThreatState | prevState, |
|
|
EAIThreatState | newState ) |
◆ m_aActionsOnThreatStateChanged
◆ m_aAIThreatSystems
| ref array<ref SCR_AIThreatSystem> SCR_ScenarioFrameworkAIActionOnThreatStateChanged.m_aAIThreatSystems = {} |
◆ m_AISlotEntity
| IEntity SCR_ScenarioFrameworkAIActionOnThreatStateChanged.m_AISlotEntity |
◆ m_eAIThreatState
| EAIThreatState SCR_ScenarioFrameworkAIActionOnThreatStateChanged.m_eAIThreatState |
The documentation for this interface was generated from the following file:
- Game/ScenarioFramework/Actions/AIActions/SCR_ScenarioFrameworkAIActionOnThreatStateChanged.c