◆ GetCargoAllowed()
override bool SCR_ScenarioFrameworkWaypointGetInNearest.GetCargoAllowed |
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◆ GetDriverAllowed()
override bool SCR_ScenarioFrameworkWaypointGetInNearest.GetDriverAllowed |
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◆ GetGunnerAllowed()
override bool SCR_ScenarioFrameworkWaypointGetInNearest.GetGunnerAllowed |
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◆ GetWaypointCompletionRadius()
override float SCR_ScenarioFrameworkWaypointGetInNearest.GetWaypointCompletionRadius |
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◆ GetWaypointCompletionType()
override EAIWaypointCompletionType SCR_ScenarioFrameworkWaypointGetInNearest.GetWaypointCompletionType |
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◆ GetWaypointHoldingTime()
override float SCR_ScenarioFrameworkWaypointGetInNearest.GetWaypointHoldingTime |
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◆ GetWaypointPrefab()
override ResourceName SCR_ScenarioFrameworkWaypointGetInNearest.GetWaypointPrefab |
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◆ GetWaypointPriorityLevel()
override float SCR_ScenarioFrameworkWaypointGetInNearest.GetWaypointPriorityLevel |
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◆ SetCargoAllowed()
override void SCR_ScenarioFrameworkWaypointGetInNearest.SetCargoAllowed |
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bool |
enabled | ) |
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◆ SetDriverAllowed()
override void SCR_ScenarioFrameworkWaypointGetInNearest.SetDriverAllowed |
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bool |
enabled | ) |
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◆ SetGunnerAllowed()
override void SCR_ScenarioFrameworkWaypointGetInNearest.SetGunnerAllowed |
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bool |
enabled | ) |
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◆ SetWaypointCompletionRadius()
override void SCR_ScenarioFrameworkWaypointGetInNearest.SetWaypointCompletionRadius |
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float |
radius | ) |
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◆ SetWaypointCompletionType()
override void SCR_ScenarioFrameworkWaypointGetInNearest.SetWaypointCompletionType |
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EAIWaypointCompletionType |
type | ) |
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◆ SetWaypointHoldingTime()
override void SCR_ScenarioFrameworkWaypointGetInNearest.SetWaypointHoldingTime |
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float |
time | ) |
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◆ SetWaypointPrefab()
override void SCR_ScenarioFrameworkWaypointGetInNearest.SetWaypointPrefab |
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ResourceName |
prefab | ) |
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◆ SetWaypointPriorityLevel()
override void SCR_ScenarioFrameworkWaypointGetInNearest.SetWaypointPriorityLevel |
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float |
priority | ) |
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◆ m_bCargoAllowed
bool SCR_ScenarioFrameworkWaypointGetInNearest.m_bCargoAllowed |
◆ m_bDriverAllowed
bool SCR_ScenarioFrameworkWaypointGetInNearest.m_bDriverAllowed |
◆ m_bGunnerAllowed
bool SCR_ScenarioFrameworkWaypointGetInNearest.m_bGunnerAllowed |
◆ m_eAIWaypointCompletionType
EAIWaypointCompletionType SCR_ScenarioFrameworkWaypointGetInNearest.m_eAIWaypointCompletionType |
◆ m_fCompletionRadius
float SCR_ScenarioFrameworkWaypointGetInNearest.m_fCompletionRadius |
◆ m_fHoldingTime
float SCR_ScenarioFrameworkWaypointGetInNearest.m_fHoldingTime |
◆ m_fPriorityLevel
float SCR_ScenarioFrameworkWaypointGetInNearest.m_fPriorityLevel |
◆ m_sWaypointPrefab
ResourceName SCR_ScenarioFrameworkWaypointGetInNearest.m_sWaypointPrefab |
The documentation for this interface was generated from the following file:
- Game/ScenarioFramework/Waypoints/SCR_ScenarioFrameworkWaypointGetInNearest.c