|
| enum | ActionStage {
None = -1
,
AttackReady
,
AttackQuickReady
,
AttackRelease
,
ReloadMidPhase
,
ReloadLastPhase
,
Defend
,
DefendParry
,
NumActionStages
} |
| |
| enum | AIScriptedFrameFlags {
None = 0x00
,
GoToPosition = 0x01
,
NoAttack = 0x02
,
ConsiderRotation = 0x04
,
NeverSlowDown = 0x08
,
DoNotRun = 0x10
,
GoWithoutMount = 0x20
,
RangerCanMoveForClearTarget = 0x80
,
InConversation = 0x100
,
Crouch = 0x200
} |
| | Must sync with enum agent.h.enum Ai_special_mode_flag. More...
|
| |
| enum | AISpecialCombatModeFlags {
None = 0x00
,
AttackEntity = 0x01
,
SurroundAttackEntity = 0x02
,
IgnoreAmmoLimitForRangeCalculation = 0x400
} |
| | Must sync with enum agent.h.enum Ai_special_mode_flag. More...
|
| |
| enum | AIStateFlag {
None = 0x00
,
Cautious = 0x01
,
Alarmed = 0x02
,
Paused = 0x04
,
UseObjectMoving = 0x08
,
UseObjectUsing = 0x10
,
UseObjectWaiting = 0x20
,
Guard = 0x40
,
ColumnwiseFollow = 0x80
} |
| | Flags for AI states of agents. More...
|
| |
| enum | WatchState {
Patrolling
,
Cautious
,
Alarmed
} |
| |
| enum | MortalityState {
Mortal
,
Invulnerable
,
Immortal
} |
| |
| enum | ControllerType {
None = 0
,
AI = 1
,
Player = 2
,
Count = 3
} |
| |
| enum | CreationType {
Invalid
,
FromRoster
,
FromHorseObj
,
FromCharacterObj
} |
| | Shows the creation type of the agent. More...
|
| |
| enum | EventControlFlag : uint {
Dismount = 0x00000001
,
Mount = 0x00000002
,
Rear = 0x00000004
,
Jump = 0x00000008
,
Wield0 = 0x00000010
,
Wield1 = 0x00000020
,
Wield2 = 0x00000040
,
Wield3 = 0x00000080
,
Sheath0 = 0x00000100
,
Sheath1 = 0x00000200
,
ToggleAlternativeWeapon = 0x00000400
,
Walk = 0x00000800
,
Run = 0x00001000
,
Crouch = 0x00002000
,
Stand = 0x00004000
,
Kick = 0x00008000
,
DoubleTapToDirectionUp = 0x00010000
,
DoubleTapToDirectionDown = 0x00020000
,
DoubleTapToDirectionLeft = 0x00030000
,
DoubleTapToDirectionRight = 0x00040000
,
DoubleTapToDirectionMask = 0x00070000
} |
| |
| enum | FacialAnimChannel {
High = 0
,
Mid = 1
,
Low = 2
,
num_facial_anim_channels = 3
} |
| |
| enum | ActionCodeType {
Other
,
DefendFist
,
DefendShield
,
DefendForward2h
,
DefendUp2h
,
DefendRight2h
,
DefendLeft2h
,
DefendForward1h
,
DefendUp1h
,
DefendRight1h
,
DefendLeft1h
,
DefendForwardStaff
,
DefendUpStaff
,
DefendRightStaff
,
DefendLeftStaff
,
ReadyRanged
,
ReleaseRanged
,
ReleaseThrowing
,
Reload
,
ReadyMelee
,
ReleaseMelee
,
ParriedMelee
,
BlockedMelee
,
Fall
,
JumpStart
,
Jump
,
JumpEnd
,
JumpEndHard
,
Kick
,
KickContinue
,
KickHit
,
WeaponBash
,
PassiveUsage
,
EquipUnequip
,
Idle
,
Guard
,
Mount
,
Dismount
,
Dash
,
MountQuickStop
,
HitObject
,
Sit
,
SitOnTheFloor
,
SitOnAThrone
,
LadderRaise
,
LadderRaiseEnd
,
Rear
,
StrikeLight
,
StrikeMedium
,
StrikeHeavy
,
StrikeKnockBack
,
MountStrike
,
Count
,
StrikeBegin = StrikeLight
,
StrikeEnd = StrikeKnockBack + 1
,
DefendAllBegin = DefendFist
,
DefendAllEnd = DefendLeftStaff + 1
,
AttackMeleeAllBegin = ReadyMelee
,
AttackMeleeAllEnd = BlockedMelee + 1
,
CombatAllBegin = DefendAllBegin
,
CombatAllEnd = AttackMeleeAllEnd
,
JumpAllBegin = JumpStart
,
JumpAllEnd = JumpEndHard + 1
} |
| |
| enum | GuardMode {
None = -1
,
Up = 0
,
Down
,
Left
,
Right
} |
| |
| enum | HandIndex {
MainHand = 0
,
OffHand = 1
} |
| |
| enum | KillInfo : sbyte {
Invalid = -1
,
Headshot
,
CouchedLance
,
Punch
,
MountHit
,
Bow
,
Crossbow
,
ThrowingAxe
,
ThrowingKnife
,
Javelin
,
Stone
,
Pistol
,
Musket
,
OneHandedSword
,
TwoHandedSword
,
OneHandedAxe
,
TwoHandedAxe
,
Mace
,
Spear
,
Morningstar
,
Maul
,
Backstabbed
,
Gravity
,
ShieldBash
,
WeaponBash
,
Kick
,
TeamSwitch
} |
| |
| enum | MovementBehaviorType {
Engaged
,
Idle
,
Flee
} |
| |
| enum | MovementControlFlag : uint {
Forward = 0x00000001
,
Backward = 0x00000002
,
StrafeRight = 0x00000004
,
StrafeLeft = 0x00000008
,
TurnRight = 0x00000010
,
TurnLeft = 0x00000020
,
AttackLeft = 0x00000040
,
AttackRight = 0x00000080
,
AttackUp = 0x00000100
,
AttackDown = 0x00000200
,
DefendLeft = 0x00000400
,
DefendRight = 0x00000800
,
DefendUp = 0x00001000
,
DefendDown = 0x00002000
,
DefendAuto = 0x00004000
,
DefendBlock = 0x00008000
,
Action = 0x00010000
,
AttackMask = AttackLeft | AttackRight | AttackUp | AttackDown
,
DefendMask = DefendLeft | DefendRight | DefendUp | DefendDown | DefendAuto
,
DefendDirMask = DefendLeft | DefendRight | DefendUp | DefendDown
,
MoveMask = Forward | Backward | StrafeRight | StrafeLeft | TurnRight | TurnLeft
} |
| |
| enum | UnderAttackType {
NotUnderAttack
,
UnderMeleeAttack
,
UnderRangedAttack
} |
| |
| enum | UsageDirection {
None = -1
,
AttackUp = 0
,
AttackDown = 1
,
AttackLeft = 2
,
AttackRight = 3
,
AttackBegin = 0
,
AttackEnd = 4
,
DefendUp = 4
,
DefendDown = 5
,
DefendLeft = 6
,
DefendRight = 7
,
DefendBegin = 4
,
DefendAny = 8
,
DefendEnd = 9
,
AttackAny = 9
} |
| |
| enum | WeaponWieldActionType {
WithAnimation = 0
,
Instant = 1
,
InstantAfterPickUp = 2
,
WithAnimationUninterruptible = 3
} |
| |
|
| delegate void | OnAgentHealthChangedDelegate (Agent agent, float oldHealth, float newHealth) |
| |
| delegate void | OnMountHealthChangedDelegate (Agent agent, Agent mount, float oldHealth, float newHealth) |
| |
| delegate void | OnMainAgentWieldedItemChangeDelegate () |
| |
| float | GetMissileRangeWithHeightDifferenceAux (float targetZ) |
| |
| string | GetSoundAndCollisionInfoClassName () |
| |
| void | UpdateAgentStats () |
| |
| float | GetWeaponInaccuracy (EquipmentIndex weaponSlotIndex, int weaponUsageIndex) |
| |
| float | DebugGetHealth () |
| |
| void | SetTargetPosition (Vec2 value) |
| |
| void | SetGuardState (Agent guardedAgent, bool isGuarding) |
| |
| void | SetAveragePingInMilliseconds (double averagePingInMilliseconds) |
| |
| void | SetTargetPositionAndDirection (Vec2 targetPosition, Vec3 targetDirection) |
| |
| void | SetWatchState (WatchState watchState) |
| |
| void | SetFormationBanner (ItemObject banner) |
| |
| void | SetIsAIPaused (bool isPaused) |
| |
| void | ResetEnemyCaches () |
| |
| void | SetTargetPositionSynched (ref Vec2 targetPosition) |
| |
| void | SetTargetPositionAndDirectionSynched (ref Vec2 targetPosition, ref Vec3 targetDirection) |
| |
| void | SetBodyArmorMaterialType (ArmorComponent.ArmorMaterialTypes bodyArmorMaterialType) |
| |
| void | SetUsedGameObjectForClient (UsableMissionObject usedObject) |
| |
| void | SetTeam (Team team, bool sync) |
| |
| void | SetClothingColor1 (uint color) |
| |
| void | SetClothingColor2 (uint color) |
| |
| void | SetWieldedItemIndexAsClient (HandIndex handIndex, EquipmentIndex equipmentIndex, bool isWieldedInstantly, bool isWieldedOnSpawn, int mainHandCurrentUsageIndex) |
| |
| void | SetAsConversationAgent (bool set) |
| |
| void | SetCrouchMode (bool set) |
| |
| void | SetWeaponAmountInSlot (EquipmentIndex equipmentSlot, short amount, bool enforcePrimaryItem) |
| | Sets the amount of weapons in slot and updates the weapon meshes.
|
| |
| void | SetWeaponAmmoAsClient (EquipmentIndex equipmentIndex, EquipmentIndex ammoEquipmentIndex, short ammo) |
| |
| void | SetWeaponReloadPhaseAsClient (EquipmentIndex equipmentIndex, short reloadState) |
| |
| void | SetReloadAmmoInSlot (EquipmentIndex equipmentIndex, EquipmentIndex ammoSlotIndex, short reloadedAmmo) |
| |
| void | SetUsageIndexOfWeaponInSlotAsClient (EquipmentIndex slotIndex, int usageIndex) |
| |
| void | SetRandomizeColors (bool shouldRandomize) |
| |
| void | SetAlwaysAttackInMelee (bool attack) |
| |
| void | SetFormationFrameDisabled () |
| |
| void | SetFormationFrameEnabled (WorldPosition position, Vec2 direction, float formationDirectionEnforcingFactor) |
| |
| void | SetShouldCatchUpWithFormation (bool value) |
| |
| void | SetFormationIntegrityData (Vec2 position, Vec2 currentFormationDirection, Vec2 averageVelocityOfCloseAgents, float averageMaxUnlimitedSpeedOfCloseAgents, float deviationOfPositions) |
| |
| void | SetGuardedAgent (Agent guardedAgent) |
| |
| void | SetCurrentActionProgress (int channelNo, float progress) |
| |
| void | SetCurrentActionSpeed (int channelNo, float speed) |
| |
| bool | SetActionChannel (int channelNo, ActionIndexCache actionIndexCache, bool ignorePriority=false, ulong additionalFlags=0, float blendWithNextActionFactor=0.0f, float actionSpeed=1.0f, float blendInPeriod=-0.2f, float blendOutPeriodToNoAnim=0.4f, float startProgress=0.0f, bool useLinearSmoothing=false, float blendOutPeriod=-0.2f, int actionShift=0, bool forceFaceMorphRestart=true) |
| |
| void | SetMinimumSpeed (float speed) |
| |
| void | SetAttackState (int attackState) |
| |
| void | SetAIBehaviorParams (HumanAIComponent.AISimpleBehaviorKind behavior, float y1, float x2, float y2, float x3, float y3) |
| |
| void | SetAllBehaviorParams (HumanAIComponent.BehaviorValues[] behaviorParams) |
| |
| void | SetMovementDirection (in Vec2 direction) |
| |
| void | SetScriptedFlags (AIScriptedFrameFlags flags) |
| |
| void | GetDebugValues (float[] values, ref int valueCount) |
| |
| void | SetScriptedCombatFlags (AISpecialCombatModeFlags flags) |
| |
| void | SetScriptedPositionAndDirection (ref WorldPosition scriptedPosition, float scriptedDirection, bool addHumanLikeDelay, AIScriptedFrameFlags additionalFlags=AIScriptedFrameFlags.None, string debugString="") |
| |
| void | SetScriptedPosition (ref WorldPosition position, bool addHumanLikeDelay, AIScriptedFrameFlags additionalFlags=AIScriptedFrameFlags.None, string debugString="") |
| |
| void | SetScriptedTargetEntityAndPosition (GameEntity target, WorldPosition position, AISpecialCombatModeFlags additionalFlags=AISpecialCombatModeFlags.None, bool ignoreIfAlreadyAttacking=false) |
| |
| void | SetAgentExcludeStateForFaceGroupId (int faceGroupId, bool isExcluded) |
| |
| void | SetLookAgent (Agent agent) |
| |
| void | SetInteractionAgent (Agent agent) |
| |
| void | SetLookToPointOfInterest (Vec3 point) |
| |
| void | SetAgentFlags (AgentFlag agentFlags) |
| |
| void | SetSelectedMountIndex (int mountIndex) |
| |
| int | GetSelectedMountIndex () |
| |
| int | GetRidingOrder () |
| |
| void | SetAgentFacialAnimation (FacialAnimChannel channel, string animationName, bool loop) |
| |
| bool | SetHandInverseKinematicsFrame (ref MatrixFrame leftGlobalFrame, ref MatrixFrame rightGlobalFrame) |
| |
| void | SetNativeFormationNo (int formationNo) |
| |
| void | SetDirectionChangeTendency (float tendency) |
| |
| void | SetFiringOrder (int order) |
| |
| void | SetSoundOcclusion (float value) |
| |
| void | SetRidingOrder (int order) |
| |
| float | GetBattleImportance () |
| |
| void | SetSynchedPrefabComponentVisibility (int componentIndex, bool visibility) |
| |
| void | SetActionSet (ref AnimationSystemData animationSystemData) |
| |
| void | SetColumnwiseFollowAgent (Agent followAgent, ref Vec2 followPosition) |
| |
| void | SetHandInverseKinematicsFrameForMissionObjectUsage (in MatrixFrame localIKFrame, in MatrixFrame boundEntityGlobalFrame, float animationHeightDifference=0.0f) |
| |
| void | SetWantsToYell () |
| |
| void | SetCapeClothSimulator (GameEntityComponent clothSimulatorComponent) |
| |
| Vec2 | GetTargetPosition () |
| |
| Vec3 | GetTargetDirection () |
| |
| float | GetAimingTimer () |
| |
| float | GetInteractionDistanceToUsable (IUsable usable) |
| |
| TextObject | GetInfoTextForBeingNotInteractable (Agent userAgent) |
| |
| T | GetController< T > () |
| |
| EquipmentIndex | GetWieldedItemIndex (HandIndex index) |
| |
| float | GetTrackDistanceToMainAgent () |
| |
| string | GetDescriptionText (GameEntity gameEntity=null) |
| |
| GameEntity | GetWeaponEntityFromEquipmentSlot (EquipmentIndex slotIndex) |
| |
| WorldPosition | GetRetreatPos () |
| |
| AIScriptedFrameFlags | GetScriptedFlags () |
| |
| AISpecialCombatModeFlags | GetScriptedCombatFlags () |
| |
| GameEntity | GetSteppedEntity () |
| |
| AnimFlags | GetCurrentAnimationFlag (int channelNo) |
| |
| ActionIndexCache | GetCurrentAction (int channelNo) |
| |
| ActionCodeType | GetCurrentActionType (int channelNo) |
| |
| ActionStage | GetCurrentActionStage (int channelNo) |
| |
| UsageDirection | GetCurrentActionDirection (int channelNo) |
| |
| int | GetCurrentActionPriority (int channelNo) |
| |
| float | GetCurrentActionProgress (int channelNo) |
| |
| float | GetActionChannelWeight (int channelNo) |
| |
| float | GetActionChannelCurrentActionWeight (int channelNo) |
| |
| WorldFrame | GetWorldFrame () |
| |
| float | GetLookDownLimit () |
| |
| float | GetEyeGlobalHeight () |
| |
| float | GetMaximumSpeedLimit () |
| |
| Vec2 | GetCurrentVelocity () |
| |
| float | GetTurnSpeed () |
| |
| float | GetCurrentSpeedLimit () |
| |
| Vec2 | GetMovementDirection () |
| |
| Vec3 | GetCurWeaponOffset () |
| |
| bool | GetIsLeftStance () |
| |
| float | GetPathDistanceToPoint (ref Vec3 point) |
| |
| int | GetCurrentNavigationFaceId () |
| |
| WorldPosition | GetWorldPosition () |
| |
| Agent | GetLookAgent () |
| |
| Agent | GetTargetAgent () |
| |
| AgentFlag | GetAgentFlags () |
| |
| string | GetAgentFacialAnimation () |
| |
| string | GetAgentVoiceDefinition () |
| |
| Vec3 | GetEyeGlobalPosition () |
| |
| Vec3 | GetChestGlobalPosition () |
| |
| MovementControlFlag | GetDefendMovementFlag () |
| |
| UsageDirection | GetAttackDirection (bool doAiCheck) |
| |
| WeaponInfo | GetWieldedWeaponInfo (HandIndex handIndex) |
| |
| Vec2 | GetBodyRotationConstraint (int channelIndex=1) |
| |
| float | GetTotalEncumbrance () |
| |
| T | GetComponent< T > () |
| |
| float | GetAgentDrivenPropertyValue (DrivenProperty type) |
| |
| UsableMachine | GetSteppedMachine () |
| |
| int | GetAttachedWeaponsCount () |
| |
| MissionWeapon | GetAttachedWeapon (int index) |
| |
| MatrixFrame | GetAttachedWeaponFrame (int index) |
| |
| sbyte | GetAttachedWeaponBoneIndex (int index) |
| |
| void | DeleteAttachedWeapon (int index) |
| |
| bool | HasRangedWeapon (bool checkHasAmmo=false) |
| |
| void | GetFormationFileAndRankInfo (out int fileIndex, out int rankIndex) |
| |
| void | GetFormationFileAndRankInfo (out int fileIndex, out int rankIndex, out int fileCount, out int rankCount) |
| |
| void | SetMortalityState (MortalityState newState) |
| |
| void | ToggleInvulnerable () |
| |
| float | GetArmLength () |
| |
| float | GetArmWeight () |
| |
| void | GetRunningSimulationDataUntilMaximumSpeedReached (ref float combatAccelerationTime, ref float maxSpeed, float[] speedValues) |
| |
| void | SetMaximumSpeedLimit (float maximumSpeedLimit, bool isMultiplier) |
| |
| float | GetBaseArmorEffectivenessForBodyPart (BoneBodyPartType bodyPart) |
| |
| AITargetVisibilityState | GetLastTargetVisibilityState () |
| |
| float | GetMissileRange () |
| |
| ItemObject | GetWeaponToReplaceOnQuickAction (SpawnedItemEntity spawnedItem, out EquipmentIndex possibleSlotIndex) |
| |
| Hitter | GetAssistingHitter (MissionPeer killerPeer) |
| |
| bool | CanReachAgent (Agent otherAgent) |
| |
| bool | CanInteractWithAgent (Agent otherAgent, float userAgentCameraElevation) |
| |
| bool | CanBeAssignedForScriptedMovement () |
| |
| bool | CanReachAndUseObject (UsableMissionObject gameObject, float distanceSq) |
| | Checks if this agent's position and look direction are sufficient for using param game object. Checks if param gameObject is usable or not.
|
| |
| bool | CanReachObject (UsableMissionObject gameObject, float distanceSq) |
| |
| bool | CanUseObject (UsableMissionObject gameObject) |
| |
| bool | CanMoveDirectlyToPosition (in WorldPosition worldPosition) |
| |
| bool | CanInteractableWeaponBePickedUp (SpawnedItemEntity spawnedItem) |
| |
| bool | CanQuickPickUp (SpawnedItemEntity spawnedItem) |
| |
| bool | CanTeleport () |
| |
| bool | IsActive () |
| |
| bool | IsRetreating () |
| |
| bool | IsFadingOut () |
| |
| void | SetAgentDrivenPropertyValueFromConsole (DrivenProperty type, float val) |
| |
| bool | IsOnLand () |
| |
| bool | IsSliding () |
| |
| bool | IsSitting () |
| |
| bool | IsReleasingChainAttack () |
| |
| bool | IsCameraAttachable () |
| |
| bool | IsSynchedPrefabComponentVisible (int componentIndex) |
| |
| bool | IsEnemyOf (Agent otherAgent) |
| |
| bool | IsFriendOf (Agent otherAgent) |
| |
| void | OnFocusGain (Agent userAgent) |
| |
| void | OnFocusLose (Agent userAgent) |
| |
| void | OnItemRemovedFromScene () |
| |
| void | OnUse (Agent userAgent) |
| |
| void | OnUseStopped (Agent userAgent, bool isSuccessful, int preferenceIndex) |
| |
| void | OnWeaponDrop (EquipmentIndex equipmentSlot) |
| |
| void | OnItemPickup (SpawnedItemEntity spawnedItemEntity, EquipmentIndex weaponPickUpSlotIndex, out bool removeWeapon) |
| |
| bool | CheckTracked (BasicCharacterObject basicCharacter) |
| |
| bool | CheckPathToAITargetAgentPassesThroughNavigationFaceIdFromDirection (int navigationFaceId, Vec3 direction, float overridenCostForFaceId) |
| |
| void | CheckEquipmentForCapeClothSimulationStateChange () |
| |
| void | CheckToDropFlaggedItem () |
| |
| bool | CheckSkillForMounting (Agent mountAgent) |
| |
| void | InitializeSpawnEquipment (Equipment spawnEquipment) |
| |
| void | InitializeMissionEquipment (MissionEquipment missionEquipment, Banner banner) |
| |
| void | InitializeAgentProperties (Equipment spawnEquipment, AgentBuildData agentBuildData) |
| |
| void | UpdateFormationOrders () |
| |
| void | UpdateWeapons () |
| |
| void | UpdateAgentProperties () |
| |
| void | UpdateCustomDrivenProperties () |
| |
| void | UpdateBodyProperties (BodyProperties bodyProperties) |
| |
| void | UpdateSyncHealthToAllClients (bool value) |
| |
| void | UpdateSpawnEquipmentAndRefreshVisuals (Equipment newSpawnEquipment) |
| |
| void | UpdateCachedAndFormationValues (bool updateOnlyMovement, bool arrangementChangeAllowed) |
| | Also calls occasional ticks of arrangement and detachment.
|
| |
| void | UpdateLastRangedAttackTimeDueToAnAttack (float newTime) |
| |
| void | InvalidateTargetAgent () |
| |
| void | InvalidateAIWeaponSelections () |
| |
| void | ResetLookAgent () |
| |
| void | ResetGuard () |
| |
| void | ResetAgentProperties () |
| |
| void | ResetAiWaitBeforeShootFactor () |
| |
| void | ClearTargetFrame () |
| |
| void | ClearEquipment () |
| |
| void | ClearHandInverseKinematics () |
| |
| void | ClearAttachedWeapons () |
| |
| void | PromoteToGeneral () |
| |
| void | SetDetachableFromFormation (bool value) |
| |
| void | EnforceShieldUsage (UsageDirection shieldDirection) |
| |
| bool | ObjectHasVacantPosition (UsableMissionObject gameObject) |
| |
| void | StopUsingGameObjectMT (bool isSuccessful=true, bool autoAttach=true, bool dontWieldWeaponAnyway=false) |
| |
| void | StopUsingGameObject (bool isSuccessful=true, bool autoAttach=true, bool dontWieldWeaponAnyway=false) |
| |
| void | HandleStopUsingAction () |
| |
| void | HandleStartUsingAction (UsableMissionObject targetObject, int preferenceIndex) |
| |
| AgentController | AddController (Type type) |
| |
| AgentController | RemoveController (Type type) |
| |
| bool | CanThrustAttackStickToBone (BoneBodyPartType bodyPart) |
| |
| void | StartSwitchingWeaponUsageIndexAsClient (EquipmentIndex equipmentIndex, int usageIndex, UsageDirection currentMovementFlagUsageDirection) |
| |
| void | TryToWieldWeaponInSlot (EquipmentIndex slotIndex, WeaponWieldActionType type, bool isWieldedOnSpawn) |
| |
| void | PrepareWeaponForDropInEquipmentSlot (EquipmentIndex slotIndex, bool dropWithHolster) |
| |
| void | AddHitter (MissionPeer peer, float damage, bool isFriendlyHit) |
| |
| void | TryToSheathWeaponInHand (HandIndex handIndex, WeaponWieldActionType type) |
| |
| void | RemoveHitter (MissionPeer peer, bool isFriendlyHit) |
| |
| void | Retreat (WorldPosition retreatPos) |
| |
| void | StopRetreating () |
| |
| void | UseGameObject (UsableMissionObject usedObject, int preferenceIndex=-1) |
| |
| void | StartFadingOut () |
| |
| void | SetRenderCheckEnabled (bool value) |
| |
| bool | GetRenderCheckEnabled () |
| |
| bool | AllowFirstPersonWideRotation () |
| |
| Vec3 | ComputeAnimationDisplacement (float dt) |
| |
| void | TickActionChannels (float dt) |
| |
| void | LockAgentReplicationTableDataWithCurrentReliableSequenceNo (NetworkCommunicator peer) |
| |
| void | TeleportToPosition (Vec3 position) |
| |
| void | FadeOut (bool hideInstantly, bool hideMount) |
| |
| void | FadeIn () |
| |
| void | DisableScriptedMovement () |
| |
| void | DisableScriptedCombatMovement () |
| |
| void | ForceAiBehaviorSelection () |
| |
| bool | HasPathThroughNavigationFaceIdFromDirectionMT (int navigationFaceId, Vec2 direction) |
| | Checks if the agent's path includes any face with id navigationFaceId WARNING: Do not use agent WorldPosition values directly. Their cached navigation meshes may not cover their exact position.
|
| |
| bool | HasPathThroughNavigationFaceIdFromDirection (int navigationFaceId, Vec2 direction) |
| | Checks if the agent's path includes any face with id navigationFaceId WARNING: Do not use agent WorldPosition values directly. Their cached navigation meshes may not cover their exact position.
|
| |
| void | DisableLookToPointOfInterest () |
| |
| CompositeComponent | AddPrefabComponentToBone (string prefabName, sbyte boneIndex) |
| |
| void | MakeVoice (SkinVoiceManager.SkinVoiceType voiceType, SkinVoiceManager.CombatVoiceNetworkPredictionType predictionType) |
| |
| void | WieldNextWeapon (HandIndex weaponIndex, WeaponWieldActionType wieldActionType=WeaponWieldActionType.WithAnimation) |
| |
| MovementControlFlag | AttackDirectionToMovementFlag (UsageDirection direction) |
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| MovementControlFlag | DefendDirectionToMovementFlag (UsageDirection direction) |
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| bool | KickClear () |
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| UsageDirection | PlayerAttackDirection () |
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| sbyte | GetRandomPairOfRealBloodBurstBoneIndices () |
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| void | CreateBloodBurstAtLimb (sbyte realBoneIndex, float scale) |
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| void | AddComponent (AgentComponent agentComponent) |
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| bool | RemoveComponent (AgentComponent agentComponent) |
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| void | CancelCheering () |
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| void | HandleCheer (int indexOfCheer) |
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| void | HandleBark (int indexOfBark) |
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| void | HandleDropWeapon (bool isDefendPressed, EquipmentIndex forcedSlotIndexToDropWeaponFrom) |
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| void | DropItem (EquipmentIndex itemIndex, WeaponClass pickedUpItemType=WeaponClass.Undefined) |
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| void | EquipItemsFromSpawnEquipment (bool neededBatchedItems) |
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| void | WieldInitialWeapons (WeaponWieldActionType wieldActionType=WeaponWieldActionType.InstantAfterPickUp) |
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| void | ChangeWeaponHitPoints (EquipmentIndex slotIndex, short hitPoints) |
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| bool | HasWeapon () |
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| void | AttachWeaponToWeapon (EquipmentIndex slotIndex, MissionWeapon weapon, GameEntity weaponEntity, ref MatrixFrame attachLocalFrame) |
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| void | AttachWeaponToBone (MissionWeapon weapon, GameEntity weaponEntity, sbyte boneIndex, ref MatrixFrame attachLocalFrame) |
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| void | RestoreShieldHitPoints () |
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| void | Die (Blow b, KillInfo overrideKillInfo=KillInfo.Invalid) |
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| void | MakeDead (bool isKilled, ActionIndexCache actionIndex) |
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| void | RegisterBlow (Blow blow, in AttackCollisionData collisionData) |
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| void | CreateBlowFromBlowAsReflection (in Blow blow, in AttackCollisionData collisionData, out Blow outBlow, out AttackCollisionData outCollisionData) |
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| void | Tick (float dt) |
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| void | DebugMore () |
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| void | Mount (Agent mountAgent) |
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| void | EquipWeaponToExtraSlotAndWield (ref MissionWeapon weapon) |
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| void | RemoveEquippedWeapon (EquipmentIndex slotIndex) |
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| void | EquipWeaponWithNewEntity (EquipmentIndex slotIndex, ref MissionWeapon weapon) |
| | Equips the item.
|
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| void | EquipWeaponFromSpawnedItemEntity (EquipmentIndex slotIndex, SpawnedItemEntity spawnedItemEntity, bool removeWeapon) |
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| void | PreloadForRendering () |
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| int | AddSynchedPrefabComponentToBone (string prefabName, sbyte boneIndex) |
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| bool | WillDropWieldedShield (SpawnedItemEntity spawnedItem) |
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| bool | HadSameTypeOfConsumableOrShieldOnSpawn (WeaponClass weaponClass) |
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| bool | CanAIWieldAsRangedWeapon (MissionWeapon weapon) |
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| override int | GetHashCode () |
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| bool | TryGetImmediateEnemyAgentMovementData (out float maximumForwardUnlimitedSpeed, out Vec3 position) |
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| bool | HasLostShield () |
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| bool | HasPathThroughNavigationFacesIDFromDirection (int navigationFaceID_1, int navigationFaceID_2, int navigationFaceID_3, Vec2 direction) |
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| bool | HasPathThroughNavigationFacesIDFromDirectionMT (int navigationFaceID_1, int navigationFaceID_2, int navigationFaceID_3, Vec2 direction) |
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| void | SetInitialFrame (in Vec3 initialPosition, in Vec2 initialDirection) |
| | Sets the initial frame for the agent. This frame is used when the agent gets spawned without a formation.
|
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| bool | IsEnemyOf (IAgent agent) |
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| bool | IsFriendOf (IAgent agent) |
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| bool | IsActive () |
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| void | SetAsConversationAgent (bool set) |
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| void | OnFocusGain (Agent userAgent) |
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| void | OnFocusLose (Agent userAgent) |
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| TextObject | GetInfoTextForBeingNotInteractable (Agent userAgent) |
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| string | GetDescriptionText (GameEntity gameEntity=null) |
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| void | OnUse (Agent userAgent) |
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| void | OnUseStopped (Agent userAgent, bool isSuccessful, int preferenceIndex) |
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| TextObject | GetName () |
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| Vec3 | GetPosition () |
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| float | GetTrackDistanceToMainAgent () |
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| bool | CheckTracked (BasicCharacterObject basicCharacter) |
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