◆ GetSubActions()
◆ Init()
override void SCR_ScenarioFrameworkAIActionOnThreatStateChanged.Init |
( |
SCR_AIGroup |
targetAIGroup, |
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IEntity |
entity |
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) |
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◆ OnActivate()
override void SCR_ScenarioFrameworkAIActionOnThreatStateChanged.OnActivate |
( |
| ) |
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◆ OnThreatStateChanged()
void SCR_ScenarioFrameworkAIActionOnThreatStateChanged.OnThreatStateChanged |
( |
EAIThreatState |
prevState, |
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EAIThreatState |
newState |
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) |
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◆ 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