M&B: Bannerlord 1.2.10
The horns sound, the ravens gather.
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TaleWorlds.MountAndBlade.Agent Class Referencesealed

Inherits DotNetObject, TaleWorlds.Core.IAgent, TaleWorlds.MountAndBlade.IFocusable, TaleWorlds.MountAndBlade.IUsable, TaleWorlds.MountAndBlade.IFormationUnit, and TaleWorlds.Core.ITrackableBase.

Classes

struct  AgentLastHitInfo
 
struct  AgentPropertiesModifiers
 
class  Hitter
 
struct  StackArray8Agent
 

Public Types

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 : uint {
  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
}
 
enum  StopUsingGameObjectFlags : byte {
  None = 0 ,
  AutoAttachAfterStoppingUsingGameObject = 0x01 ,
  DoNotWieldWeaponAfterStoppingUsingGameObject = 0x02 ,
  DefendAfterStoppingUsingGameObject = 0x04
}
 

Public Member Functions

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 SetCanLeadFormationsRemotely (bool value)
 If set, the agent can lead a formation when it is set as the formation's captain remotely. That means the agent does not need to be in the same formation which it is assigned as the captain. By default General agent and the player can have this property set.
 
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 SetPreciseRangedAimingEnabled (bool set)
 
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 SetFormationFrameDisabled ()
 
void SetFormationFrameEnabled (WorldPosition position, Vec2 direction, Vec2 positionVelocity, 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)
 
bool SetActionChannel (int channelNo, ActionIndexValueCache 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 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 SetScriptedCombatFlags (AISpecialCombatModeFlags flags)
 
void SetScriptedPositionAndDirection (ref WorldPosition scriptedPosition, float scriptedDirection, bool addHumanLikeDelay, AIScriptedFrameFlags additionalFlags=AIScriptedFrameFlags.None)
 
void SetScriptedPosition (ref WorldPosition position, bool addHumanLikeDelay, AIScriptedFrameFlags additionalFlags=AIScriptedFrameFlags.None)
 
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 GetFiringOrder ()
 
void SetFiringOrder (FiringOrder.RangedWeaponUsageOrderEnum order)
 
int GetRidingOrder ()
 
void SetRidingOrder (RidingOrder.RidingOrderEnum order)
 
int GetTargetFormationIndex ()
 
void SetTargetFormationIndex (int targetFormationIndex)
 
void SetAgentFacialAnimation (FacialAnimChannel channel, string animationName, bool loop)
 
bool SetHandInverseKinematicsFrame (ref MatrixFrame leftGlobalFrame, ref MatrixFrame rightGlobalFrame)
 
void SetNativeFormationNo (int formationNo)
 
void SetDirectionChangeTendency (float tendency)
 
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)
 
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)
 
ActionIndexValueCache GetCurrentActionValue (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 ()
 
void SetTargetAgent (Agent agent)
 Set agent as the new target agent. Note that if automatic target selection is not disabled, the target agent may be updated.
 
void SetAutomaticTargetSelection (bool enable)
 Enable or disable automatic target selection. Disabling automatic target selection gives the caller full control and responsibility over the target selection process.
 
AgentFlag GetAgentFlags ()
 
string GetAgentFacialAnimation ()
 
string GetAgentVoiceDefinition ()
 
Vec3 GetEyeGlobalPosition ()
 
Vec3 GetChestGlobalPosition ()
 
MovementControlFlag GetDefendMovementFlag ()
 
UsageDirection GetAttackDirection ()
 
WeaponInfo GetWieldedWeaponInfo (HandIndex handIndex)
 
Vec2 GetBodyRotationConstraint (int channelIndex=1)
 
float GetTotalEncumbrance ()
 
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 Vec2 position)
 
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 SetDetachableFromFormation (bool value)
 
void EnforceShieldUsage (UsageDirection shieldDirection)
 
bool ObjectHasVacantPosition (UsableMissionObject gameObject)
 
bool InteractingWithAnyGameObject ()
 
void StopUsingGameObjectMT (bool isSuccessful=true, StopUsingGameObjectFlags flags=(StopUsingGameObjectFlags.AutoAttachAfterStoppingUsingGameObject))
 
void StopUsingGameObject (bool isSuccessful=true, StopUsingGameObjectFlags flags=(StopUsingGameObjectFlags.AutoAttachAfterStoppingUsingGameObject))
 
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 ()
 
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)
 
MovementControlFlag DefendDirectionToMovementFlag (UsageDirection direction)
 
bool KickClear ()
 
UsageDirection PlayerAttackDirection ()
 
sbyte GetRandomPairOfRealBloodBurstBoneIndices ()
 
void CreateBloodBurstAtLimb (sbyte realBoneIndex, float scale)
 
void AddComponent (AgentComponent agentComponent)
 
bool RemoveComponent (AgentComponent agentComponent)
 
void HandleTaunt (int tauntIndex, bool isDefaultTaunt)
 
void HandleBark (int indexOfBark)
 
void HandleDropWeapon (bool isDefendPressed, EquipmentIndex forcedSlotIndexToDropWeaponFrom)
 
void DropItem (EquipmentIndex itemIndex, WeaponClass pickedUpItemType=WeaponClass.Undefined)
 
void EquipItemsFromSpawnEquipment (bool neededBatchedItems)
 
void WieldInitialWeapons (WeaponWieldActionType wieldActionType=WeaponWieldActionType.InstantAfterPickUp, Equipment.InitialWeaponEquipPreference initialWeaponEquipPreference=Core.Equipment.InitialWeaponEquipPreference.Any)
 
void ChangeWeaponHitPoints (EquipmentIndex slotIndex, short hitPoints)
 
bool HasWeapon ()
 
void AttachWeaponToWeapon (EquipmentIndex slotIndex, MissionWeapon weapon, GameEntity weaponEntity, ref MatrixFrame attachLocalFrame)
 
void AttachWeaponToBone (MissionWeapon weapon, GameEntity weaponEntity, sbyte boneIndex, ref MatrixFrame attachLocalFrame)
 
void RestoreShieldHitPoints ()
 
void Die (Blow b, KillInfo overrideKillInfo=KillInfo.Invalid)
 
void MakeDead (bool isKilled, ActionIndexValueCache actionIndex)
 
void RegisterBlow (Blow blow, in AttackCollisionData collisionData)
 
void CreateBlowFromBlowAsReflection (in Blow blow, in AttackCollisionData collisionData, out Blow outBlow, out AttackCollisionData outCollisionData)
 
void Tick (float dt)
 
void DebugMore ()
 
void Mount (Agent mountAgent)
 
void EquipWeaponToExtraSlotAndWield (ref MissionWeapon weapon)
 
void RemoveEquippedWeapon (EquipmentIndex slotIndex)
 
void EquipWeaponWithNewEntity (EquipmentIndex slotIndex, ref MissionWeapon weapon)
 Equips the item.
 
void EquipWeaponFromSpawnedItemEntity (EquipmentIndex slotIndex, SpawnedItemEntity spawnedItemEntity, bool removeWeapon)
 
void PreloadForRendering ()
 
int AddSynchedPrefabComponentToBone (string prefabName, sbyte boneIndex)
 
bool WillDropWieldedShield (SpawnedItemEntity spawnedItem)
 
bool HadSameTypeOfConsumableOrShieldOnSpawn (WeaponClass weaponClass)
 
bool CanAIWieldAsRangedWeapon (MissionWeapon weapon)
 
override int GetHashCode ()
 
bool TryGetImmediateEnemyAgentMovementData (out float maximumForwardUnlimitedSpeed, out Vec3 position)
 
bool HasLostShield ()
 
bool HasPathThroughNavigationFacesIDFromDirection (int navigationFaceID_1, int navigationFaceID_2, int navigationFaceID_3, Vec2 direction)
 
bool HasPathThroughNavigationFacesIDFromDirectionMT (int navigationFaceID_1, int navigationFaceID_2, int navigationFaceID_3, Vec2 direction)
 
void SetInitialFrame (in Vec3 initialPosition, in Vec2 initialDirection, bool canSpawnOutsideOfMissionBoundary=false)
 Sets the initial frame for the agent. This frame is used when the agent gets spawned without a formation.
 

Static Public Member Functions

static UsageDirection MovementFlagToDirection (MovementControlFlag flag)
 
static UsageDirection GetActionDirection (int actionIndex)
 
static int GetMonsterUsageIndex (string monsterUsage)
 

Public Attributes

OnMainAgentWieldedItemChangeDelegate OnMainAgentWieldedItemChange
 
Action OnAgentMountedStateChanged
 
Action OnAgentWieldedItemChange
 
float LastDetachmentTickAgentTime
 
MissionPeer OwningAgentMissionPeer
 
MissionRepresentativeBase MissionRepresentative
 
float DetachmentWeight
 
 sbyte
 

Static Public Attributes

const float BecomeTeenagerAge = 14
 Synced with Campaign.Current.Models.AgeModel.BecomeTeenagerAge.
 
const float MaxMountInteractionDistance = 1.75f
 
const float DismountVelocityLimit = 0.5f
 
const float HealthDyingThreshold = 1.0f
 
const float CachedAndFormationValuesUpdateTime = 0.5f
 
const float MaxInteractionDistance = 3.0f
 
const float MaxFocusDistance = 10.0f
 
static readonly ActionIndexCache[] DefaultTauntActions
 

Properties

static Agent Main [get]
 
bool IsPlayerControlled [get]
 
bool IsMine [get]
 
bool IsMainAgent [get]
 
bool IsHuman [get]
 
bool IsMount [get]
 
bool IsAIControlled [get]
 
bool IsPlayerTroop [get]
 
bool IsUsingGameObject [get]
 
bool CanLeadFormationsRemotely [get]
 If set, the agent can lead a formation as being its captain remotely. That means the agent does not need to be assigned to the formation to become its captain. By default, general agents and the player can have this property.
 
bool IsDetachableFromFormation [get]
 
float AgentScale [get]
 
bool CrouchMode [get]
 
bool WalkMode [get]
 
Vec3 Position [get]
 
Vec3 VisualPosition [get]
 
Vec2 MovementVelocity [get]
 
Vec3 AverageVelocity [get]
 
float MaximumForwardUnlimitedSpeed [get]
 
float MovementDirectionAsAngle [get]
 
bool IsLookRotationInSlowMotion [get]
 
AgentPropertiesModifiers PropertyModifiers [get]
 
MBActionSet ActionSet [get]
 
MBReadOnlyList< AgentComponentComponents [get]
 
MBReadOnlyList< HitterHitterList [get]
 
GuardMode CurrentGuardMode [get]
 
Agent ImmediateEnemy [get]
 
bool IsDoingPassiveAttack [get]
 
bool IsPassiveUsageConditionsAreMet [get]
 
float CurrentAimingError [get]
 
float CurrentAimingTurbulance [get]
 
UsageDirection AttackDirection [get]
 
float WalkingSpeedLimitOfMountable [get]
 
Agent RiderAgent [get]
 
bool HasMount [get]
 
bool CanLogCombatFor [get]
 
float MissileRangeAdjusted [get]
 
float MaximumMissileRange [get]
 
string Name [get]
 Gets or sets the name of agent. This function should not be used to get the name unless the value differs from its character object.
 
AgentMovementLockedState MovementLockedState [get]
 
Monster Monster [get]
 
bool IsRunningAway [get]
 
BodyProperties BodyPropertiesValue [get]
 
CommonAIComponent CommonAIComponent [get]
 
HumanAIComponent HumanAIComponent [get]
 
int BodyPropertiesSeed [get]
 
float LastRangedHitTime = float.MinValue [get]
 
float LastMeleeHitTime = float.MinValue [get]
 
float LastRangedAttackTime = float.MinValue [get]
 
float LastMeleeAttackTime = float.MinValue [get]
 
bool IsFemale [get, set]
 
ItemObject Banner [get]
 
ItemObject FormationBanner [get]
 
MissionWeapon WieldedWeapon [get]
 
bool IsItemUseDisabled [get, set]
 
bool SyncHealthToAllClients [get]
 
UsableMissionObject CurrentlyUsedGameObject [get]
 
bool CombatActionsEnabled [get]
 
Mission Mission [get]
 
bool IsHero [get]
 
int Index [get]
 Gets or sets the index given by the game engine to this agent.
 
MissionEquipment Equipment [get]
 
TextObject AgentRole [get, set]
 
bool HasBeenBuilt [get]
 
MortalityState CurrentMortalityState [get]
 
Equipment SpawnEquipment [get]
 
FormationPositionPreference FormationPositionPreference [get, set]
 
bool RandomizeColors [get]
 
float CharacterPowerCached [get]
 
float WalkSpeedCached [get]
 
float RunSpeedCached [get]
 
IAgentOriginBase Origin [get, set]
 
Team Team [get]
 
int KillCount [get, set]
 
AgentDrivenProperties AgentDrivenProperties [get]
 
float BaseHealthLimit [get, set]
 
string HorseCreationKey [get]
 
float HealthLimit [get, set]
 
bool IsRangedCached [get]
 
bool HasMeleeWeaponCached [get]
 
bool HasShieldCached [get]
 
bool HasSpearCached [get]
 
bool HasThrownCached [get]
 
AIStateFlag AIStateFlags [get, set]
 
MatrixFrame Frame [get]
 
MovementControlFlag MovementFlags [get, set]
 
Vec2 MovementInputVector [get, set]
 
CapsuleData CollisionCapsule [get]
 
Vec3 CollisionCapsuleCenter [get]
 
MBAgentVisuals AgentVisuals [get]
 
bool HeadCameraMode [get, set]
 
Agent MountAgent [get]
 
IDetachment Detachment [get, set]
 
bool IsPaused [get, set]
 
bool IsDetachedFromFormation [get]
 
WatchState CurrentWatchState [get]
 
float Defensiveness [get, set]
 
Formation Formation [get, set]
 
bool IsShieldUsageEncouraged [get]
 
bool IsPlayerUnit [get]
 
ControllerType Controller [get, set]
 
uint ClothingColor1 [get]
 Gets or sets the first color applied to the agent's armors and clothes. By default it is the color of the agent's team, but it can be overridden by setting a new value.
 
uint ClothingColor2 [get]
 Gets or sets the second color applied to the agent's armors and clothes. By default it is ClothingColor1, but it can be overridden by setting a new value.
 
MatrixFrame LookFrame [get]
 
float LookDirectionAsAngle [get, set]
 
Mat3 LookRotation [get]
 
bool IsLookDirectionLocked [get, set]
 
bool IsCheering [get]
 
bool IsInBeingStruckAction [get]
 
MissionPeer MissionPeer [get, set]
 
BasicCharacterObject Character [get, set]
 
Vec3 LookDirection [get, set]
 
float Health [get, set]
 
float Age [get, set]
 
Vec3 Velocity [get]
 
EventControlFlag EventControlFlags [get, set]
 
AgentState State [get, set]
 
MissionWeapon WieldedOffhandWeapon [get]
 
- Properties inherited from TaleWorlds.Core.IAgent
- Properties inherited from TaleWorlds.MountAndBlade.IFocusable
- Properties inherited from TaleWorlds.MountAndBlade.IFormationUnit

Events

OnAgentHealthChangedDelegate OnAgentHealthChanged
 
OnMountHealthChangedDelegate OnMountHealthChanged
 

Member Enumeration Documentation

◆ ActionStage

Enumerator
None 
AttackReady 
AttackQuickReady 
AttackRelease 
ReloadMidPhase 
ReloadLastPhase 
Defend 
DefendParry 
NumActionStages 

◆ AIScriptedFrameFlags

Enumerator
None 
GoToPosition 
NoAttack 
ConsiderRotation 
NeverSlowDown 
DoNotRun 
GoWithoutMount 
RangerCanMoveForClearTarget 
InConversation 
Crouch 

◆ AISpecialCombatModeFlags

Enumerator
None 
AttackEntity 
SurroundAttackEntity 
IgnoreAmmoLimitForRangeCalculation 

◆ AIStateFlag

Enumerator
None 

Empty flag. Not necessary to use.

Cautious 

Cautious state. This state should not be set unless it is a sneak mission.

Alarmed 

Alarmed state. Agent starts the mission with weapons wielded when this state is given. And the agent sees all enemies when under this state.

Paused 
UseObjectMoving 

Agent has been ordered to use an object and agent is currently moving towards to the object.

UseObjectUsing 

Agent has been ordered to use an object and agent is currently using the object.

UseObjectWaiting 
Guard 

Agent has been ordered to guard another agent.

ColumnwiseFollow 

Agent has been ordered to follow another agent.

◆ WatchState

Enumerator
Patrolling 
Cautious 
Alarmed 

◆ MortalityState

Enumerator
Mortal 
Invulnerable 
Immortal 

◆ ControllerType

Enumerator
None 
AI 
Player 
Count 

◆ CreationType

Enumerator
Invalid 

Invalid creation type. This should never be used.

FromRoster 

Creation from party roster.

FromHorseObj 

Creation from an item that specifies a horse.

FromCharacterObj 

Creation from a character.

◆ EventControlFlag

Enumerator
Dismount 
Mount 
Rear 
Jump 
Wield0 
Wield1 
Wield2 
Wield3 
Sheath0 
Sheath1 
ToggleAlternativeWeapon 
Walk 
Run 
Crouch 
Stand 
Kick 
DoubleTapToDirectionUp 
DoubleTapToDirectionDown 
DoubleTapToDirectionLeft 
DoubleTapToDirectionRight 
DoubleTapToDirectionMask 

◆ FacialAnimChannel

Enumerator
High 
Mid 
Low 
num_facial_anim_channels 

◆ ActionCodeType

Enumerator
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 
StrikeEnd 
DefendAllBegin 
DefendAllEnd 
AttackMeleeAllBegin 
AttackMeleeAllEnd 
CombatAllBegin 
CombatAllEnd 
JumpAllBegin 
JumpAllEnd 

◆ GuardMode

Enumerator
None 
Up 
Down 
Left 
Right 

◆ HandIndex

Enumerator
MainHand 
OffHand 

◆ KillInfo

Enumerator
Invalid 
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 

◆ MovementBehaviorType

Enumerator
Engaged 
Idle 
Flee 

◆ MovementControlFlag

Enumerator
Forward 
Backward 
StrafeRight 
StrafeLeft 
TurnRight 
TurnLeft 
AttackLeft 
AttackRight 
AttackUp 
AttackDown 
DefendLeft 
DefendRight 
DefendUp 
DefendDown 
DefendAuto 
DefendBlock 
Action 
AttackMask 
DefendMask 
DefendDirMask 
MoveMask 

◆ UnderAttackType

Enumerator
NotUnderAttack 
UnderMeleeAttack 
UnderRangedAttack 

◆ UsageDirection

Enumerator
None 
AttackUp 
AttackDown 
AttackLeft 
AttackRight 
AttackBegin 
AttackEnd 
DefendUp 
DefendDown 
DefendLeft 
DefendRight 
DefendBegin 
DefendAny 
DefendEnd 
AttackAny 

◆ WeaponWieldActionType

Enumerator
WithAnimation 

If you use this action type the wielding or sheathing action can be interrupted. And wielding or sheathing action will not be instant. If you call GetWieldedItemIndex immediately result won't be new slotIndex.

Instant 

This action type is guarantees the wielding and sheathing. (if there is a valid weapon on the slot. The animation won't play. The item will instantly appear/disappear.

InstantAfterPickUp 

This action is similar to Instant type, but it ensures that the picked up item is reloaded if it is consumable.

WithAnimationUninterruptible 

This action type is guaranties the wielding and sheathing. The animation will play.

◆ StopUsingGameObjectFlags

Enumerator
None 
AutoAttachAfterStoppingUsingGameObject 
DoNotWieldWeaponAfterStoppingUsingGameObject 
DefendAfterStoppingUsingGameObject 

Member Function Documentation

◆ OnAgentHealthChangedDelegate()

delegate void TaleWorlds.MountAndBlade.Agent.OnAgentHealthChangedDelegate ( Agent agent,
float oldHealth,
float newHealth )

◆ OnMountHealthChangedDelegate()

delegate void TaleWorlds.MountAndBlade.Agent.OnMountHealthChangedDelegate ( Agent agent,
Agent mount,
float oldHealth,
float newHealth )

◆ OnMainAgentWieldedItemChangeDelegate()

delegate void TaleWorlds.MountAndBlade.Agent.OnMainAgentWieldedItemChangeDelegate ( )

◆ GetMissileRangeWithHeightDifferenceAux()

float TaleWorlds.MountAndBlade.Agent.GetMissileRangeWithHeightDifferenceAux ( float targetZ)

◆ GetSoundAndCollisionInfoClassName()

string TaleWorlds.MountAndBlade.Agent.GetSoundAndCollisionInfoClassName ( )

◆ UpdateAgentStats()

void TaleWorlds.MountAndBlade.Agent.UpdateAgentStats ( )

◆ GetWeaponInaccuracy()

float TaleWorlds.MountAndBlade.Agent.GetWeaponInaccuracy ( EquipmentIndex weaponSlotIndex,
int weaponUsageIndex )

◆ DebugGetHealth()

float TaleWorlds.MountAndBlade.Agent.DebugGetHealth ( )

◆ SetTargetPosition()

void TaleWorlds.MountAndBlade.Agent.SetTargetPosition ( Vec2 value)

◆ SetGuardState()

void TaleWorlds.MountAndBlade.Agent.SetGuardState ( Agent guardedAgent,
bool isGuarding )

◆ SetCanLeadFormationsRemotely()

void TaleWorlds.MountAndBlade.Agent.SetCanLeadFormationsRemotely ( bool value)

◆ SetAveragePingInMilliseconds()

void TaleWorlds.MountAndBlade.Agent.SetAveragePingInMilliseconds ( double averagePingInMilliseconds)

◆ SetTargetPositionAndDirection()

void TaleWorlds.MountAndBlade.Agent.SetTargetPositionAndDirection ( Vec2 targetPosition,
Vec3 targetDirection )

◆ SetWatchState()

void TaleWorlds.MountAndBlade.Agent.SetWatchState ( WatchState watchState)

◆ SetFormationBanner()

void TaleWorlds.MountAndBlade.Agent.SetFormationBanner ( ItemObject banner)

◆ SetIsAIPaused()

void TaleWorlds.MountAndBlade.Agent.SetIsAIPaused ( bool isPaused)

◆ ResetEnemyCaches()

void TaleWorlds.MountAndBlade.Agent.ResetEnemyCaches ( )

◆ SetTargetPositionSynched()

void TaleWorlds.MountAndBlade.Agent.SetTargetPositionSynched ( ref Vec2 targetPosition)

◆ SetTargetPositionAndDirectionSynched()

void TaleWorlds.MountAndBlade.Agent.SetTargetPositionAndDirectionSynched ( ref Vec2 targetPosition,
ref Vec3 targetDirection )

◆ SetBodyArmorMaterialType()

void TaleWorlds.MountAndBlade.Agent.SetBodyArmorMaterialType ( ArmorComponent.ArmorMaterialTypes bodyArmorMaterialType)

◆ SetUsedGameObjectForClient()

void TaleWorlds.MountAndBlade.Agent.SetUsedGameObjectForClient ( UsableMissionObject usedObject)

◆ SetTeam()

void TaleWorlds.MountAndBlade.Agent.SetTeam ( Team team,
bool sync )

◆ SetClothingColor1()

void TaleWorlds.MountAndBlade.Agent.SetClothingColor1 ( uint color)

◆ SetClothingColor2()

void TaleWorlds.MountAndBlade.Agent.SetClothingColor2 ( uint color)

◆ SetWieldedItemIndexAsClient()

void TaleWorlds.MountAndBlade.Agent.SetWieldedItemIndexAsClient ( HandIndex handIndex,
EquipmentIndex equipmentIndex,
bool isWieldedInstantly,
bool isWieldedOnSpawn,
int mainHandCurrentUsageIndex )

◆ SetPreciseRangedAimingEnabled()

void TaleWorlds.MountAndBlade.Agent.SetPreciseRangedAimingEnabled ( bool set)

◆ SetAsConversationAgent()

void TaleWorlds.MountAndBlade.Agent.SetAsConversationAgent ( bool set)

◆ SetCrouchMode()

void TaleWorlds.MountAndBlade.Agent.SetCrouchMode ( bool set)

◆ SetWeaponAmountInSlot()

void TaleWorlds.MountAndBlade.Agent.SetWeaponAmountInSlot ( EquipmentIndex equipmentSlot,
short amount,
bool enforcePrimaryItem )
Parameters
equipmentSlotIndex of the equipment slot.
amountAmount of weapon to be set.
enforcePrimaryItem

◆ SetWeaponAmmoAsClient()

void TaleWorlds.MountAndBlade.Agent.SetWeaponAmmoAsClient ( EquipmentIndex equipmentIndex,
EquipmentIndex ammoEquipmentIndex,
short ammo )

◆ SetWeaponReloadPhaseAsClient()

void TaleWorlds.MountAndBlade.Agent.SetWeaponReloadPhaseAsClient ( EquipmentIndex equipmentIndex,
short reloadState )

◆ SetReloadAmmoInSlot()

void TaleWorlds.MountAndBlade.Agent.SetReloadAmmoInSlot ( EquipmentIndex equipmentIndex,
EquipmentIndex ammoSlotIndex,
short reloadedAmmo )

◆ SetUsageIndexOfWeaponInSlotAsClient()

void TaleWorlds.MountAndBlade.Agent.SetUsageIndexOfWeaponInSlotAsClient ( EquipmentIndex slotIndex,
int usageIndex )

◆ SetRandomizeColors()

void TaleWorlds.MountAndBlade.Agent.SetRandomizeColors ( bool shouldRandomize)

◆ SetFormationFrameDisabled()

void TaleWorlds.MountAndBlade.Agent.SetFormationFrameDisabled ( )

◆ SetFormationFrameEnabled()

void TaleWorlds.MountAndBlade.Agent.SetFormationFrameEnabled ( WorldPosition position,
Vec2 direction,
Vec2 positionVelocity,
float formationDirectionEnforcingFactor )

◆ SetShouldCatchUpWithFormation()

void TaleWorlds.MountAndBlade.Agent.SetShouldCatchUpWithFormation ( bool value)

◆ SetFormationIntegrityData()

void TaleWorlds.MountAndBlade.Agent.SetFormationIntegrityData ( Vec2 position,
Vec2 currentFormationDirection,
Vec2 averageVelocityOfCloseAgents,
float averageMaxUnlimitedSpeedOfCloseAgents,
float deviationOfPositions )

◆ SetGuardedAgent()

void TaleWorlds.MountAndBlade.Agent.SetGuardedAgent ( Agent guardedAgent)

◆ SetCurrentActionProgress()

void TaleWorlds.MountAndBlade.Agent.SetCurrentActionProgress ( int channelNo,
float progress )

◆ SetCurrentActionSpeed()

void TaleWorlds.MountAndBlade.Agent.SetCurrentActionSpeed ( int channelNo,
float speed )

◆ SetActionChannel() [1/2]

bool TaleWorlds.MountAndBlade.Agent.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 )

◆ SetActionChannel() [2/2]

bool TaleWorlds.MountAndBlade.Agent.SetActionChannel ( int channelNo,
ActionIndexValueCache 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 )

◆ SetAttackState()

void TaleWorlds.MountAndBlade.Agent.SetAttackState ( int attackState)

◆ SetAIBehaviorParams()

void TaleWorlds.MountAndBlade.Agent.SetAIBehaviorParams ( HumanAIComponent.AISimpleBehaviorKind behavior,
float y1,
float x2,
float y2,
float x3,
float y3 )

◆ SetAllBehaviorParams()

void TaleWorlds.MountAndBlade.Agent.SetAllBehaviorParams ( HumanAIComponent.BehaviorValues[] behaviorParams)

◆ SetMovementDirection()

void TaleWorlds.MountAndBlade.Agent.SetMovementDirection ( in Vec2 direction)

◆ SetScriptedFlags()

void TaleWorlds.MountAndBlade.Agent.SetScriptedFlags ( AIScriptedFrameFlags flags)

◆ SetScriptedCombatFlags()

void TaleWorlds.MountAndBlade.Agent.SetScriptedCombatFlags ( AISpecialCombatModeFlags flags)

◆ SetScriptedPositionAndDirection()

void TaleWorlds.MountAndBlade.Agent.SetScriptedPositionAndDirection ( ref WorldPosition scriptedPosition,
float scriptedDirection,
bool addHumanLikeDelay,
AIScriptedFrameFlags additionalFlags = AIScriptedFrameFlags::None )

◆ SetScriptedPosition()

void TaleWorlds.MountAndBlade.Agent.SetScriptedPosition ( ref WorldPosition position,
bool addHumanLikeDelay,
AIScriptedFrameFlags additionalFlags = AIScriptedFrameFlags::None )

◆ SetScriptedTargetEntityAndPosition()

void TaleWorlds.MountAndBlade.Agent.SetScriptedTargetEntityAndPosition ( GameEntity target,
WorldPosition position,
AISpecialCombatModeFlags additionalFlags = AISpecialCombatModeFlags::None,
bool ignoreIfAlreadyAttacking = false )

◆ SetAgentExcludeStateForFaceGroupId()

void TaleWorlds.MountAndBlade.Agent.SetAgentExcludeStateForFaceGroupId ( int faceGroupId,
bool isExcluded )

◆ SetLookAgent()

void TaleWorlds.MountAndBlade.Agent.SetLookAgent ( Agent agent)

◆ SetInteractionAgent()

void TaleWorlds.MountAndBlade.Agent.SetInteractionAgent ( Agent agent)

◆ SetLookToPointOfInterest()

void TaleWorlds.MountAndBlade.Agent.SetLookToPointOfInterest ( Vec3 point)

◆ SetAgentFlags()

void TaleWorlds.MountAndBlade.Agent.SetAgentFlags ( AgentFlag agentFlags)

◆ SetSelectedMountIndex()

void TaleWorlds.MountAndBlade.Agent.SetSelectedMountIndex ( int mountIndex)

◆ GetSelectedMountIndex()

int TaleWorlds.MountAndBlade.Agent.GetSelectedMountIndex ( )

◆ GetFiringOrder()

int TaleWorlds.MountAndBlade.Agent.GetFiringOrder ( )

◆ SetFiringOrder()

void TaleWorlds.MountAndBlade.Agent.SetFiringOrder ( FiringOrder.RangedWeaponUsageOrderEnum order)

◆ GetRidingOrder()

int TaleWorlds.MountAndBlade.Agent.GetRidingOrder ( )

◆ SetRidingOrder()

void TaleWorlds.MountAndBlade.Agent.SetRidingOrder ( RidingOrder.RidingOrderEnum order)

◆ GetTargetFormationIndex()

int TaleWorlds.MountAndBlade.Agent.GetTargetFormationIndex ( )

◆ SetTargetFormationIndex()

void TaleWorlds.MountAndBlade.Agent.SetTargetFormationIndex ( int targetFormationIndex)

◆ SetAgentFacialAnimation()

void TaleWorlds.MountAndBlade.Agent.SetAgentFacialAnimation ( FacialAnimChannel channel,
string animationName,
bool loop )

◆ SetHandInverseKinematicsFrame()

bool TaleWorlds.MountAndBlade.Agent.SetHandInverseKinematicsFrame ( ref MatrixFrame leftGlobalFrame,
ref MatrixFrame rightGlobalFrame )

◆ SetNativeFormationNo()

void TaleWorlds.MountAndBlade.Agent.SetNativeFormationNo ( int formationNo)

◆ SetDirectionChangeTendency()

void TaleWorlds.MountAndBlade.Agent.SetDirectionChangeTendency ( float tendency)

◆ GetBattleImportance()

float TaleWorlds.MountAndBlade.Agent.GetBattleImportance ( )

◆ SetSynchedPrefabComponentVisibility()

void TaleWorlds.MountAndBlade.Agent.SetSynchedPrefabComponentVisibility ( int componentIndex,
bool visibility )

◆ SetActionSet()

void TaleWorlds.MountAndBlade.Agent.SetActionSet ( ref AnimationSystemData animationSystemData)

◆ SetColumnwiseFollowAgent()

void TaleWorlds.MountAndBlade.Agent.SetColumnwiseFollowAgent ( Agent followAgent,
ref Vec2 followPosition )

◆ SetHandInverseKinematicsFrameForMissionObjectUsage()

void TaleWorlds.MountAndBlade.Agent.SetHandInverseKinematicsFrameForMissionObjectUsage ( in MatrixFrame localIKFrame,
in MatrixFrame boundEntityGlobalFrame,
float animationHeightDifference = 0::0f )

◆ SetWantsToYell()

void TaleWorlds.MountAndBlade.Agent.SetWantsToYell ( )

◆ SetCapeClothSimulator()

void TaleWorlds.MountAndBlade.Agent.SetCapeClothSimulator ( GameEntityComponent clothSimulatorComponent)

◆ GetTargetPosition()

Vec2 TaleWorlds.MountAndBlade.Agent.GetTargetPosition ( )

◆ GetTargetDirection()

Vec3 TaleWorlds.MountAndBlade.Agent.GetTargetDirection ( )

◆ GetAimingTimer()

float TaleWorlds.MountAndBlade.Agent.GetAimingTimer ( )

◆ GetInteractionDistanceToUsable()

float TaleWorlds.MountAndBlade.Agent.GetInteractionDistanceToUsable ( IUsable usable)

◆ GetInfoTextForBeingNotInteractable()

TextObject TaleWorlds.MountAndBlade.Agent.GetInfoTextForBeingNotInteractable ( Agent userAgent)

◆ GetController< T >()

T TaleWorlds.MountAndBlade.Agent.GetController< T > ( )
Type Constraints
T :AgentController 

◆ GetWieldedItemIndex()

EquipmentIndex TaleWorlds.MountAndBlade.Agent.GetWieldedItemIndex ( HandIndex index)

◆ GetTrackDistanceToMainAgent()

float TaleWorlds.MountAndBlade.Agent.GetTrackDistanceToMainAgent ( )

◆ GetDescriptionText()

string TaleWorlds.MountAndBlade.Agent.GetDescriptionText ( GameEntity gameEntity = null)

◆ GetWeaponEntityFromEquipmentSlot()

GameEntity TaleWorlds.MountAndBlade.Agent.GetWeaponEntityFromEquipmentSlot ( EquipmentIndex slotIndex)

◆ GetRetreatPos()

WorldPosition TaleWorlds.MountAndBlade.Agent.GetRetreatPos ( )

◆ GetScriptedFlags()

AIScriptedFrameFlags TaleWorlds.MountAndBlade.Agent.GetScriptedFlags ( )

◆ GetScriptedCombatFlags()

AISpecialCombatModeFlags TaleWorlds.MountAndBlade.Agent.GetScriptedCombatFlags ( )

◆ GetSteppedEntity()

GameEntity TaleWorlds.MountAndBlade.Agent.GetSteppedEntity ( )

◆ GetCurrentAnimationFlag()

AnimFlags TaleWorlds.MountAndBlade.Agent.GetCurrentAnimationFlag ( int channelNo)

◆ GetCurrentAction()

ActionIndexCache TaleWorlds.MountAndBlade.Agent.GetCurrentAction ( int channelNo)

◆ GetCurrentActionValue()

ActionIndexValueCache TaleWorlds.MountAndBlade.Agent.GetCurrentActionValue ( int channelNo)

◆ GetCurrentActionType()

ActionCodeType TaleWorlds.MountAndBlade.Agent.GetCurrentActionType ( int channelNo)

◆ GetCurrentActionStage()

ActionStage TaleWorlds.MountAndBlade.Agent.GetCurrentActionStage ( int channelNo)

◆ GetCurrentActionDirection()

UsageDirection TaleWorlds.MountAndBlade.Agent.GetCurrentActionDirection ( int channelNo)

◆ GetCurrentActionPriority()

int TaleWorlds.MountAndBlade.Agent.GetCurrentActionPriority ( int channelNo)

◆ GetCurrentActionProgress()

float TaleWorlds.MountAndBlade.Agent.GetCurrentActionProgress ( int channelNo)

◆ GetActionChannelWeight()

float TaleWorlds.MountAndBlade.Agent.GetActionChannelWeight ( int channelNo)

◆ GetActionChannelCurrentActionWeight()

float TaleWorlds.MountAndBlade.Agent.GetActionChannelCurrentActionWeight ( int channelNo)

◆ GetWorldFrame()

WorldFrame TaleWorlds.MountAndBlade.Agent.GetWorldFrame ( )

◆ GetLookDownLimit()

float TaleWorlds.MountAndBlade.Agent.GetLookDownLimit ( )

◆ GetEyeGlobalHeight()

float TaleWorlds.MountAndBlade.Agent.GetEyeGlobalHeight ( )

◆ GetMaximumSpeedLimit()

float TaleWorlds.MountAndBlade.Agent.GetMaximumSpeedLimit ( )

◆ GetCurrentVelocity()

Vec2 TaleWorlds.MountAndBlade.Agent.GetCurrentVelocity ( )

◆ GetTurnSpeed()

float TaleWorlds.MountAndBlade.Agent.GetTurnSpeed ( )

◆ GetCurrentSpeedLimit()

float TaleWorlds.MountAndBlade.Agent.GetCurrentSpeedLimit ( )

◆ GetMovementDirection()

Vec2 TaleWorlds.MountAndBlade.Agent.GetMovementDirection ( )

◆ GetCurWeaponOffset()

Vec3 TaleWorlds.MountAndBlade.Agent.GetCurWeaponOffset ( )

◆ GetIsLeftStance()

bool TaleWorlds.MountAndBlade.Agent.GetIsLeftStance ( )

◆ GetPathDistanceToPoint()

float TaleWorlds.MountAndBlade.Agent.GetPathDistanceToPoint ( ref Vec3 point)

◆ GetCurrentNavigationFaceId()

int TaleWorlds.MountAndBlade.Agent.GetCurrentNavigationFaceId ( )

◆ GetWorldPosition()

WorldPosition TaleWorlds.MountAndBlade.Agent.GetWorldPosition ( )

◆ GetLookAgent()

Agent TaleWorlds.MountAndBlade.Agent.GetLookAgent ( )

◆ GetTargetAgent()

Agent TaleWorlds.MountAndBlade.Agent.GetTargetAgent ( )

◆ SetTargetAgent()

void TaleWorlds.MountAndBlade.Agent.SetTargetAgent ( Agent agent)
Parameters
agentTarget agent
Returns

◆ SetAutomaticTargetSelection()

void TaleWorlds.MountAndBlade.Agent.SetAutomaticTargetSelection ( bool enable)
Returns

◆ GetAgentFlags()

AgentFlag TaleWorlds.MountAndBlade.Agent.GetAgentFlags ( )

◆ GetAgentFacialAnimation()

string TaleWorlds.MountAndBlade.Agent.GetAgentFacialAnimation ( )

◆ GetAgentVoiceDefinition()

string TaleWorlds.MountAndBlade.Agent.GetAgentVoiceDefinition ( )

◆ GetEyeGlobalPosition()

Vec3 TaleWorlds.MountAndBlade.Agent.GetEyeGlobalPosition ( )

◆ GetChestGlobalPosition()

Vec3 TaleWorlds.MountAndBlade.Agent.GetChestGlobalPosition ( )

◆ GetDefendMovementFlag()

MovementControlFlag TaleWorlds.MountAndBlade.Agent.GetDefendMovementFlag ( )

◆ GetAttackDirection()

UsageDirection TaleWorlds.MountAndBlade.Agent.GetAttackDirection ( )

◆ GetWieldedWeaponInfo()

WeaponInfo TaleWorlds.MountAndBlade.Agent.GetWieldedWeaponInfo ( HandIndex handIndex)

◆ GetBodyRotationConstraint()

Vec2 TaleWorlds.MountAndBlade.Agent.GetBodyRotationConstraint ( int channelIndex = 1)

◆ GetTotalEncumbrance()

float TaleWorlds.MountAndBlade.Agent.GetTotalEncumbrance ( )

◆ GetComponent< T >()

T TaleWorlds.MountAndBlade.Agent.GetComponent< T > ( )
Type Constraints
T :AgentComponent 

◆ GetAgentDrivenPropertyValue()

float TaleWorlds.MountAndBlade.Agent.GetAgentDrivenPropertyValue ( DrivenProperty type)

◆ GetSteppedMachine()

UsableMachine TaleWorlds.MountAndBlade.Agent.GetSteppedMachine ( )

◆ GetAttachedWeaponsCount()

int TaleWorlds.MountAndBlade.Agent.GetAttachedWeaponsCount ( )

◆ GetAttachedWeapon()

MissionWeapon TaleWorlds.MountAndBlade.Agent.GetAttachedWeapon ( int index)

◆ GetAttachedWeaponFrame()

MatrixFrame TaleWorlds.MountAndBlade.Agent.GetAttachedWeaponFrame ( int index)

◆ GetAttachedWeaponBoneIndex()

sbyte TaleWorlds.MountAndBlade.Agent.GetAttachedWeaponBoneIndex ( int index)

◆ DeleteAttachedWeapon()

void TaleWorlds.MountAndBlade.Agent.DeleteAttachedWeapon ( int index)

◆ HasRangedWeapon()

bool TaleWorlds.MountAndBlade.Agent.HasRangedWeapon ( bool checkHasAmmo = false)

◆ GetFormationFileAndRankInfo() [1/2]

void TaleWorlds.MountAndBlade.Agent.GetFormationFileAndRankInfo ( out int fileIndex,
out int rankIndex )

◆ GetFormationFileAndRankInfo() [2/2]

void TaleWorlds.MountAndBlade.Agent.GetFormationFileAndRankInfo ( out int fileIndex,
out int rankIndex,
out int fileCount,
out int rankCount )

◆ SetMortalityState()

void TaleWorlds.MountAndBlade.Agent.SetMortalityState ( MortalityState newState)

◆ ToggleInvulnerable()

void TaleWorlds.MountAndBlade.Agent.ToggleInvulnerable ( )

◆ GetArmLength()

float TaleWorlds.MountAndBlade.Agent.GetArmLength ( )

◆ GetArmWeight()

float TaleWorlds.MountAndBlade.Agent.GetArmWeight ( )

◆ GetRunningSimulationDataUntilMaximumSpeedReached()

void TaleWorlds.MountAndBlade.Agent.GetRunningSimulationDataUntilMaximumSpeedReached ( ref float combatAccelerationTime,
ref float maxSpeed,
float[] speedValues )

◆ SetMaximumSpeedLimit()

void TaleWorlds.MountAndBlade.Agent.SetMaximumSpeedLimit ( float maximumSpeedLimit,
bool isMultiplier )

◆ GetBaseArmorEffectivenessForBodyPart()

float TaleWorlds.MountAndBlade.Agent.GetBaseArmorEffectivenessForBodyPart ( BoneBodyPartType bodyPart)

◆ GetLastTargetVisibilityState()

AITargetVisibilityState TaleWorlds.MountAndBlade.Agent.GetLastTargetVisibilityState ( )

◆ GetMissileRange()

float TaleWorlds.MountAndBlade.Agent.GetMissileRange ( )

◆ GetWeaponToReplaceOnQuickAction()

ItemObject TaleWorlds.MountAndBlade.Agent.GetWeaponToReplaceOnQuickAction ( SpawnedItemEntity spawnedItem,
out EquipmentIndex possibleSlotIndex )

◆ GetAssistingHitter()

Hitter TaleWorlds.MountAndBlade.Agent.GetAssistingHitter ( MissionPeer killerPeer)

◆ CanReachAgent()

bool TaleWorlds.MountAndBlade.Agent.CanReachAgent ( Agent otherAgent)

◆ CanInteractWithAgent()

bool TaleWorlds.MountAndBlade.Agent.CanInteractWithAgent ( Agent otherAgent,
float userAgentCameraElevation )

◆ CanBeAssignedForScriptedMovement()

bool TaleWorlds.MountAndBlade.Agent.CanBeAssignedForScriptedMovement ( )

◆ CanReachAndUseObject()

bool TaleWorlds.MountAndBlade.Agent.CanReachAndUseObject ( UsableMissionObject gameObject,
float distanceSq )
Parameters
gameObject
distanceSq
Returns

◆ CanReachObject()

bool TaleWorlds.MountAndBlade.Agent.CanReachObject ( UsableMissionObject gameObject,
float distanceSq )

◆ CanUseObject()

bool TaleWorlds.MountAndBlade.Agent.CanUseObject ( UsableMissionObject gameObject)

◆ CanMoveDirectlyToPosition()

bool TaleWorlds.MountAndBlade.Agent.CanMoveDirectlyToPosition ( in Vec2 position)

◆ CanInteractableWeaponBePickedUp()

bool TaleWorlds.MountAndBlade.Agent.CanInteractableWeaponBePickedUp ( SpawnedItemEntity spawnedItem)

◆ CanQuickPickUp()

bool TaleWorlds.MountAndBlade.Agent.CanQuickPickUp ( SpawnedItemEntity spawnedItem)

◆ CanTeleport()

bool TaleWorlds.MountAndBlade.Agent.CanTeleport ( )

◆ IsActive()

bool TaleWorlds.MountAndBlade.Agent.IsActive ( )

◆ IsRetreating()

bool TaleWorlds.MountAndBlade.Agent.IsRetreating ( )

◆ IsFadingOut()

bool TaleWorlds.MountAndBlade.Agent.IsFadingOut ( )

◆ SetAgentDrivenPropertyValueFromConsole()

void TaleWorlds.MountAndBlade.Agent.SetAgentDrivenPropertyValueFromConsole ( DrivenProperty type,
float val )

◆ IsOnLand()

bool TaleWorlds.MountAndBlade.Agent.IsOnLand ( )

◆ IsSliding()

bool TaleWorlds.MountAndBlade.Agent.IsSliding ( )

◆ IsSitting()

bool TaleWorlds.MountAndBlade.Agent.IsSitting ( )

◆ IsReleasingChainAttack()

bool TaleWorlds.MountAndBlade.Agent.IsReleasingChainAttack ( )

◆ IsCameraAttachable()

bool TaleWorlds.MountAndBlade.Agent.IsCameraAttachable ( )

◆ IsSynchedPrefabComponentVisible()

bool TaleWorlds.MountAndBlade.Agent.IsSynchedPrefabComponentVisible ( int componentIndex)

◆ IsEnemyOf()

bool TaleWorlds.MountAndBlade.Agent.IsEnemyOf ( Agent otherAgent)

◆ IsFriendOf()

bool TaleWorlds.MountAndBlade.Agent.IsFriendOf ( Agent otherAgent)

◆ OnFocusGain()

void TaleWorlds.MountAndBlade.Agent.OnFocusGain ( Agent userAgent)

◆ OnFocusLose()

void TaleWorlds.MountAndBlade.Agent.OnFocusLose ( Agent userAgent)

◆ OnItemRemovedFromScene()

void TaleWorlds.MountAndBlade.Agent.OnItemRemovedFromScene ( )

◆ OnUse()

void TaleWorlds.MountAndBlade.Agent.OnUse ( Agent userAgent)

◆ OnUseStopped()

void TaleWorlds.MountAndBlade.Agent.OnUseStopped ( Agent userAgent,
bool isSuccessful,
int preferenceIndex )

◆ OnWeaponDrop()

void TaleWorlds.MountAndBlade.Agent.OnWeaponDrop ( EquipmentIndex equipmentSlot)

◆ OnItemPickup()

void TaleWorlds.MountAndBlade.Agent.OnItemPickup ( SpawnedItemEntity spawnedItemEntity,
EquipmentIndex weaponPickUpSlotIndex,
out bool removeWeapon )

◆ CheckTracked()

bool TaleWorlds.MountAndBlade.Agent.CheckTracked ( BasicCharacterObject basicCharacter)

◆ CheckPathToAITargetAgentPassesThroughNavigationFaceIdFromDirection()

bool TaleWorlds.MountAndBlade.Agent.CheckPathToAITargetAgentPassesThroughNavigationFaceIdFromDirection ( int navigationFaceId,
Vec3 direction,
float overridenCostForFaceId )

◆ CheckEquipmentForCapeClothSimulationStateChange()

void TaleWorlds.MountAndBlade.Agent.CheckEquipmentForCapeClothSimulationStateChange ( )

◆ CheckToDropFlaggedItem()

void TaleWorlds.MountAndBlade.Agent.CheckToDropFlaggedItem ( )

◆ CheckSkillForMounting()

bool TaleWorlds.MountAndBlade.Agent.CheckSkillForMounting ( Agent mountAgent)

◆ InitializeSpawnEquipment()

void TaleWorlds.MountAndBlade.Agent.InitializeSpawnEquipment ( Equipment spawnEquipment)

◆ InitializeMissionEquipment()

void TaleWorlds.MountAndBlade.Agent.InitializeMissionEquipment ( MissionEquipment missionEquipment,
Banner banner )

◆ InitializeAgentProperties()

void TaleWorlds.MountAndBlade.Agent.InitializeAgentProperties ( Equipment spawnEquipment,
AgentBuildData agentBuildData )

◆ UpdateFormationOrders()

void TaleWorlds.MountAndBlade.Agent.UpdateFormationOrders ( )

◆ UpdateWeapons()

void TaleWorlds.MountAndBlade.Agent.UpdateWeapons ( )

◆ UpdateAgentProperties()

void TaleWorlds.MountAndBlade.Agent.UpdateAgentProperties ( )

◆ UpdateCustomDrivenProperties()

void TaleWorlds.MountAndBlade.Agent.UpdateCustomDrivenProperties ( )

◆ UpdateBodyProperties()

void TaleWorlds.MountAndBlade.Agent.UpdateBodyProperties ( BodyProperties bodyProperties)

◆ UpdateSyncHealthToAllClients()

void TaleWorlds.MountAndBlade.Agent.UpdateSyncHealthToAllClients ( bool value)

◆ UpdateSpawnEquipmentAndRefreshVisuals()

void TaleWorlds.MountAndBlade.Agent.UpdateSpawnEquipmentAndRefreshVisuals ( Equipment newSpawnEquipment)

◆ UpdateCachedAndFormationValues()

void TaleWorlds.MountAndBlade.Agent.UpdateCachedAndFormationValues ( bool updateOnlyMovement,
bool arrangementChangeAllowed )
Parameters
updateOnlyMovement

◆ UpdateLastRangedAttackTimeDueToAnAttack()

void TaleWorlds.MountAndBlade.Agent.UpdateLastRangedAttackTimeDueToAnAttack ( float newTime)

◆ InvalidateTargetAgent()

void TaleWorlds.MountAndBlade.Agent.InvalidateTargetAgent ( )

◆ InvalidateAIWeaponSelections()

void TaleWorlds.MountAndBlade.Agent.InvalidateAIWeaponSelections ( )

◆ ResetLookAgent()

void TaleWorlds.MountAndBlade.Agent.ResetLookAgent ( )

◆ ResetGuard()

void TaleWorlds.MountAndBlade.Agent.ResetGuard ( )

◆ ResetAgentProperties()

void TaleWorlds.MountAndBlade.Agent.ResetAgentProperties ( )

◆ ResetAiWaitBeforeShootFactor()

void TaleWorlds.MountAndBlade.Agent.ResetAiWaitBeforeShootFactor ( )

◆ ClearTargetFrame()

void TaleWorlds.MountAndBlade.Agent.ClearTargetFrame ( )

◆ ClearEquipment()

void TaleWorlds.MountAndBlade.Agent.ClearEquipment ( )

◆ ClearHandInverseKinematics()

void TaleWorlds.MountAndBlade.Agent.ClearHandInverseKinematics ( )

◆ ClearAttachedWeapons()

void TaleWorlds.MountAndBlade.Agent.ClearAttachedWeapons ( )

◆ SetDetachableFromFormation()

void TaleWorlds.MountAndBlade.Agent.SetDetachableFromFormation ( bool value)

◆ EnforceShieldUsage()

void TaleWorlds.MountAndBlade.Agent.EnforceShieldUsage ( UsageDirection shieldDirection)

◆ ObjectHasVacantPosition()

bool TaleWorlds.MountAndBlade.Agent.ObjectHasVacantPosition ( UsableMissionObject gameObject)

◆ InteractingWithAnyGameObject()

bool TaleWorlds.MountAndBlade.Agent.InteractingWithAnyGameObject ( )

◆ StopUsingGameObjectMT()

void TaleWorlds.MountAndBlade.Agent.StopUsingGameObjectMT ( bool isSuccessful = true,
StopUsingGameObjectFlags flags = (StopUsingGameObjectFlags.AutoAttachAfterStoppingUsingGameObject) )

◆ StopUsingGameObject()

void TaleWorlds.MountAndBlade.Agent.StopUsingGameObject ( bool isSuccessful = true,
StopUsingGameObjectFlags flags = (StopUsingGameObjectFlags.AutoAttachAfterStoppingUsingGameObject) )

◆ HandleStopUsingAction()

void TaleWorlds.MountAndBlade.Agent.HandleStopUsingAction ( )

◆ HandleStartUsingAction()

void TaleWorlds.MountAndBlade.Agent.HandleStartUsingAction ( UsableMissionObject targetObject,
int preferenceIndex )

◆ AddController()

AgentController TaleWorlds.MountAndBlade.Agent.AddController ( Type type)

◆ RemoveController()

AgentController TaleWorlds.MountAndBlade.Agent.RemoveController ( Type type)

◆ CanThrustAttackStickToBone()

bool TaleWorlds.MountAndBlade.Agent.CanThrustAttackStickToBone ( BoneBodyPartType bodyPart)

◆ StartSwitchingWeaponUsageIndexAsClient()

void TaleWorlds.MountAndBlade.Agent.StartSwitchingWeaponUsageIndexAsClient ( EquipmentIndex equipmentIndex,
int usageIndex,
UsageDirection currentMovementFlagUsageDirection )

◆ TryToWieldWeaponInSlot()

void TaleWorlds.MountAndBlade.Agent.TryToWieldWeaponInSlot ( EquipmentIndex slotIndex,
WeaponWieldActionType type,
bool isWieldedOnSpawn )

◆ PrepareWeaponForDropInEquipmentSlot()

void TaleWorlds.MountAndBlade.Agent.PrepareWeaponForDropInEquipmentSlot ( EquipmentIndex slotIndex,
bool dropWithHolster )

◆ AddHitter()

void TaleWorlds.MountAndBlade.Agent.AddHitter ( MissionPeer peer,
float damage,
bool isFriendlyHit )

◆ TryToSheathWeaponInHand()

void TaleWorlds.MountAndBlade.Agent.TryToSheathWeaponInHand ( HandIndex handIndex,
WeaponWieldActionType type )

◆ RemoveHitter()

void TaleWorlds.MountAndBlade.Agent.RemoveHitter ( MissionPeer peer,
bool isFriendlyHit )

◆ Retreat()

void TaleWorlds.MountAndBlade.Agent.Retreat ( WorldPosition retreatPos)

◆ StopRetreating()

void TaleWorlds.MountAndBlade.Agent.StopRetreating ( )

◆ UseGameObject()

void TaleWorlds.MountAndBlade.Agent.UseGameObject ( UsableMissionObject usedObject,
int preferenceIndex = -1 )

◆ StartFadingOut()

void TaleWorlds.MountAndBlade.Agent.StartFadingOut ( )

◆ SetRenderCheckEnabled()

void TaleWorlds.MountAndBlade.Agent.SetRenderCheckEnabled ( bool value)

◆ GetRenderCheckEnabled()

bool TaleWorlds.MountAndBlade.Agent.GetRenderCheckEnabled ( )

◆ ComputeAnimationDisplacement()

Vec3 TaleWorlds.MountAndBlade.Agent.ComputeAnimationDisplacement ( float dt)

◆ TickActionChannels()

void TaleWorlds.MountAndBlade.Agent.TickActionChannels ( float dt)

◆ LockAgentReplicationTableDataWithCurrentReliableSequenceNo()

void TaleWorlds.MountAndBlade.Agent.LockAgentReplicationTableDataWithCurrentReliableSequenceNo ( NetworkCommunicator peer)

◆ TeleportToPosition()

void TaleWorlds.MountAndBlade.Agent.TeleportToPosition ( Vec3 position)

◆ FadeOut()

void TaleWorlds.MountAndBlade.Agent.FadeOut ( bool hideInstantly,
bool hideMount )

◆ FadeIn()

void TaleWorlds.MountAndBlade.Agent.FadeIn ( )

◆ DisableScriptedMovement()

void TaleWorlds.MountAndBlade.Agent.DisableScriptedMovement ( )

◆ DisableScriptedCombatMovement()

void TaleWorlds.MountAndBlade.Agent.DisableScriptedCombatMovement ( )

◆ ForceAiBehaviorSelection()

void TaleWorlds.MountAndBlade.Agent.ForceAiBehaviorSelection ( )

◆ HasPathThroughNavigationFaceIdFromDirectionMT()

bool TaleWorlds.MountAndBlade.Agent.HasPathThroughNavigationFaceIdFromDirectionMT ( int navigationFaceId,
Vec2 direction )
Parameters
navigationFaceIdnavigation face id to check
directiontrue only if path traverses the navigationFaceId face from this direction. Passing Vec2.Zero will be treated as having no direction specified
Returns

◆ HasPathThroughNavigationFaceIdFromDirection()

bool TaleWorlds.MountAndBlade.Agent.HasPathThroughNavigationFaceIdFromDirection ( int navigationFaceId,
Vec2 direction )
Parameters
navigationFaceIdnavigation face id to check
directiontrue only if path traverses the navigationFaceId face from this direction. Passing Vec2.Zero will be treated as having no direction specified
Returns

◆ DisableLookToPointOfInterest()

void TaleWorlds.MountAndBlade.Agent.DisableLookToPointOfInterest ( )

◆ AddPrefabComponentToBone()

CompositeComponent TaleWorlds.MountAndBlade.Agent.AddPrefabComponentToBone ( string prefabName,
sbyte boneIndex )

◆ MakeVoice()

void TaleWorlds.MountAndBlade.Agent.MakeVoice ( SkinVoiceManager.SkinVoiceType voiceType,
SkinVoiceManager.CombatVoiceNetworkPredictionType predictionType )

◆ WieldNextWeapon()

void TaleWorlds.MountAndBlade.Agent.WieldNextWeapon ( HandIndex weaponIndex,
WeaponWieldActionType wieldActionType = WeaponWieldActionType::WithAnimation )

◆ AttackDirectionToMovementFlag()

MovementControlFlag TaleWorlds.MountAndBlade.Agent.AttackDirectionToMovementFlag ( UsageDirection direction)

◆ DefendDirectionToMovementFlag()

MovementControlFlag TaleWorlds.MountAndBlade.Agent.DefendDirectionToMovementFlag ( UsageDirection direction)

◆ KickClear()

bool TaleWorlds.MountAndBlade.Agent.KickClear ( )

◆ PlayerAttackDirection()

UsageDirection TaleWorlds.MountAndBlade.Agent.PlayerAttackDirection ( )

◆ GetRandomPairOfRealBloodBurstBoneIndices()

sbyte TaleWorlds.MountAndBlade.Agent.GetRandomPairOfRealBloodBurstBoneIndices ( )

◆ CreateBloodBurstAtLimb()

void TaleWorlds.MountAndBlade.Agent.CreateBloodBurstAtLimb ( sbyte realBoneIndex,
float scale )

◆ AddComponent()

void TaleWorlds.MountAndBlade.Agent.AddComponent ( AgentComponent agentComponent)

◆ RemoveComponent()

bool TaleWorlds.MountAndBlade.Agent.RemoveComponent ( AgentComponent agentComponent)

◆ HandleTaunt()

void TaleWorlds.MountAndBlade.Agent.HandleTaunt ( int tauntIndex,
bool isDefaultTaunt )

◆ HandleBark()

void TaleWorlds.MountAndBlade.Agent.HandleBark ( int indexOfBark)

◆ HandleDropWeapon()

void TaleWorlds.MountAndBlade.Agent.HandleDropWeapon ( bool isDefendPressed,
EquipmentIndex forcedSlotIndexToDropWeaponFrom )

◆ DropItem()

void TaleWorlds.MountAndBlade.Agent.DropItem ( EquipmentIndex itemIndex,
WeaponClass pickedUpItemType = WeaponClass::Undefined )

◆ EquipItemsFromSpawnEquipment()

void TaleWorlds.MountAndBlade.Agent.EquipItemsFromSpawnEquipment ( bool neededBatchedItems)

◆ WieldInitialWeapons()

void TaleWorlds.MountAndBlade.Agent.WieldInitialWeapons ( WeaponWieldActionType wieldActionType = WeaponWieldActionType::InstantAfterPickUp,
Equipment.InitialWeaponEquipPreference initialWeaponEquipPreference = Core::Equipment::InitialWeaponEquipPreference::Any )

◆ ChangeWeaponHitPoints()

void TaleWorlds.MountAndBlade.Agent.ChangeWeaponHitPoints ( EquipmentIndex slotIndex,
short hitPoints )

◆ HasWeapon()

bool TaleWorlds.MountAndBlade.Agent.HasWeapon ( )

◆ AttachWeaponToWeapon()

void TaleWorlds.MountAndBlade.Agent.AttachWeaponToWeapon ( EquipmentIndex slotIndex,
MissionWeapon weapon,
GameEntity weaponEntity,
ref MatrixFrame attachLocalFrame )

◆ AttachWeaponToBone()

void TaleWorlds.MountAndBlade.Agent.AttachWeaponToBone ( MissionWeapon weapon,
GameEntity weaponEntity,
sbyte boneIndex,
ref MatrixFrame attachLocalFrame )

◆ RestoreShieldHitPoints()

void TaleWorlds.MountAndBlade.Agent.RestoreShieldHitPoints ( )

◆ Die()

void TaleWorlds.MountAndBlade.Agent.Die ( Blow b,
KillInfo overrideKillInfo = KillInfo::Invalid )

◆ MakeDead()

void TaleWorlds.MountAndBlade.Agent.MakeDead ( bool isKilled,
ActionIndexValueCache actionIndex )

◆ RegisterBlow()

void TaleWorlds.MountAndBlade.Agent.RegisterBlow ( Blow blow,
in AttackCollisionData collisionData )

◆ CreateBlowFromBlowAsReflection()

void TaleWorlds.MountAndBlade.Agent.CreateBlowFromBlowAsReflection ( in Blow blow,
in AttackCollisionData collisionData,
out Blow outBlow,
out AttackCollisionData outCollisionData )

◆ Tick()

void TaleWorlds.MountAndBlade.Agent.Tick ( float dt)

◆ DebugMore()

void TaleWorlds.MountAndBlade.Agent.DebugMore ( )

◆ Mount()

void TaleWorlds.MountAndBlade.Agent.Mount ( Agent mountAgent)

◆ EquipWeaponToExtraSlotAndWield()

void TaleWorlds.MountAndBlade.Agent.EquipWeaponToExtraSlotAndWield ( ref MissionWeapon weapon)

◆ RemoveEquippedWeapon()

void TaleWorlds.MountAndBlade.Agent.RemoveEquippedWeapon ( EquipmentIndex slotIndex)

◆ EquipWeaponWithNewEntity()

void TaleWorlds.MountAndBlade.Agent.EquipWeaponWithNewEntity ( EquipmentIndex slotIndex,
ref MissionWeapon weapon )
Parameters
slotIndexThe equipment slot.
weaponData for this weapon instance.

◆ EquipWeaponFromSpawnedItemEntity()

void TaleWorlds.MountAndBlade.Agent.EquipWeaponFromSpawnedItemEntity ( EquipmentIndex slotIndex,
SpawnedItemEntity spawnedItemEntity,
bool removeWeapon )

◆ PreloadForRendering()

void TaleWorlds.MountAndBlade.Agent.PreloadForRendering ( )

◆ AddSynchedPrefabComponentToBone()

int TaleWorlds.MountAndBlade.Agent.AddSynchedPrefabComponentToBone ( string prefabName,
sbyte boneIndex )

◆ WillDropWieldedShield()

bool TaleWorlds.MountAndBlade.Agent.WillDropWieldedShield ( SpawnedItemEntity spawnedItem)

◆ HadSameTypeOfConsumableOrShieldOnSpawn()

bool TaleWorlds.MountAndBlade.Agent.HadSameTypeOfConsumableOrShieldOnSpawn ( WeaponClass weaponClass)

◆ CanAIWieldAsRangedWeapon()

bool TaleWorlds.MountAndBlade.Agent.CanAIWieldAsRangedWeapon ( MissionWeapon weapon)

◆ GetHashCode()

override int TaleWorlds.MountAndBlade.Agent.GetHashCode ( )

◆ TryGetImmediateEnemyAgentMovementData()

bool TaleWorlds.MountAndBlade.Agent.TryGetImmediateEnemyAgentMovementData ( out float maximumForwardUnlimitedSpeed,
out Vec3 position )

◆ HasLostShield()

bool TaleWorlds.MountAndBlade.Agent.HasLostShield ( )

◆ HasPathThroughNavigationFacesIDFromDirection()

bool TaleWorlds.MountAndBlade.Agent.HasPathThroughNavigationFacesIDFromDirection ( int navigationFaceID_1,
int navigationFaceID_2,
int navigationFaceID_3,
Vec2 direction )

◆ HasPathThroughNavigationFacesIDFromDirectionMT()

bool TaleWorlds.MountAndBlade.Agent.HasPathThroughNavigationFacesIDFromDirectionMT ( int navigationFaceID_1,
int navigationFaceID_2,
int navigationFaceID_3,
Vec2 direction )

◆ SetInitialFrame()

void TaleWorlds.MountAndBlade.Agent.SetInitialFrame ( in Vec3 initialPosition,
in Vec2 initialDirection,
bool canSpawnOutsideOfMissionBoundary = false )
Parameters
initialFrameThe initial frame for the agent.

◆ MovementFlagToDirection()

static UsageDirection TaleWorlds.MountAndBlade.Agent.MovementFlagToDirection ( MovementControlFlag flag)
static

◆ GetActionDirection()

static UsageDirection TaleWorlds.MountAndBlade.Agent.GetActionDirection ( int actionIndex)
static

◆ GetMonsterUsageIndex()

static int TaleWorlds.MountAndBlade.Agent.GetMonsterUsageIndex ( string monsterUsage)
static

Member Data Documentation

◆ BecomeTeenagerAge

const float TaleWorlds.MountAndBlade.Agent.BecomeTeenagerAge = 14
static

◆ MaxMountInteractionDistance

const float TaleWorlds.MountAndBlade.Agent.MaxMountInteractionDistance = 1.75f
static

◆ DismountVelocityLimit

const float TaleWorlds.MountAndBlade.Agent.DismountVelocityLimit = 0.5f
static

◆ HealthDyingThreshold

const float TaleWorlds.MountAndBlade.Agent.HealthDyingThreshold = 1.0f
static

◆ CachedAndFormationValuesUpdateTime

const float TaleWorlds.MountAndBlade.Agent.CachedAndFormationValuesUpdateTime = 0.5f
static

◆ MaxInteractionDistance

const float TaleWorlds.MountAndBlade.Agent.MaxInteractionDistance = 3.0f
static

◆ MaxFocusDistance

const float TaleWorlds.MountAndBlade.Agent.MaxFocusDistance = 10.0f
static

◆ DefaultTauntActions

readonly ActionIndexCache [] TaleWorlds.MountAndBlade.Agent.DefaultTauntActions
static
Initial value:
=
{
ActionIndexCache.Create("act_taunt_cheer_1"),
ActionIndexCache.Create("act_taunt_cheer_2"),
ActionIndexCache.Create("act_taunt_cheer_3"),
ActionIndexCache.Create("act_taunt_cheer_4"),
}

◆ OnMainAgentWieldedItemChange

OnMainAgentWieldedItemChangeDelegate TaleWorlds.MountAndBlade.Agent.OnMainAgentWieldedItemChange

◆ OnAgentMountedStateChanged

Action TaleWorlds.MountAndBlade.Agent.OnAgentMountedStateChanged

◆ OnAgentWieldedItemChange

Action TaleWorlds.MountAndBlade.Agent.OnAgentWieldedItemChange

◆ LastDetachmentTickAgentTime

float TaleWorlds.MountAndBlade.Agent.LastDetachmentTickAgentTime

◆ OwningAgentMissionPeer

MissionPeer TaleWorlds.MountAndBlade.Agent.OwningAgentMissionPeer

◆ MissionRepresentative

MissionRepresentativeBase TaleWorlds.MountAndBlade.Agent.MissionRepresentative

◆ DetachmentWeight

float TaleWorlds.MountAndBlade.Agent.DetachmentWeight

◆ sbyte

TaleWorlds.MountAndBlade.Agent.sbyte

Property Documentation

◆ Main

Agent TaleWorlds.MountAndBlade.Agent.Main
staticget

◆ IsPlayerControlled

bool TaleWorlds.MountAndBlade.Agent.IsPlayerControlled
get

◆ IsMine

bool TaleWorlds.MountAndBlade.Agent.IsMine
get

◆ IsMainAgent

bool TaleWorlds.MountAndBlade.Agent.IsMainAgent
get

◆ IsHuman

bool TaleWorlds.MountAndBlade.Agent.IsHuman
get

◆ IsMount

bool TaleWorlds.MountAndBlade.Agent.IsMount
get

◆ IsAIControlled

bool TaleWorlds.MountAndBlade.Agent.IsAIControlled
get

◆ IsPlayerTroop

bool TaleWorlds.MountAndBlade.Agent.IsPlayerTroop
get

◆ IsUsingGameObject

bool TaleWorlds.MountAndBlade.Agent.IsUsingGameObject
get

◆ CanLeadFormationsRemotely

bool TaleWorlds.MountAndBlade.Agent.CanLeadFormationsRemotely
get

◆ IsDetachableFromFormation

bool TaleWorlds.MountAndBlade.Agent.IsDetachableFromFormation
get

◆ AgentScale

float TaleWorlds.MountAndBlade.Agent.AgentScale
get

◆ CrouchMode

bool TaleWorlds.MountAndBlade.Agent.CrouchMode
get

◆ WalkMode

bool TaleWorlds.MountAndBlade.Agent.WalkMode
get

◆ Position

Vec3 TaleWorlds.MountAndBlade.Agent.Position
get

◆ VisualPosition

Vec3 TaleWorlds.MountAndBlade.Agent.VisualPosition
get

◆ MovementVelocity

Vec2 TaleWorlds.MountAndBlade.Agent.MovementVelocity
get

◆ AverageVelocity

Vec3 TaleWorlds.MountAndBlade.Agent.AverageVelocity
get

◆ MaximumForwardUnlimitedSpeed

float TaleWorlds.MountAndBlade.Agent.MaximumForwardUnlimitedSpeed
get

◆ MovementDirectionAsAngle

float TaleWorlds.MountAndBlade.Agent.MovementDirectionAsAngle
get

◆ IsLookRotationInSlowMotion

bool TaleWorlds.MountAndBlade.Agent.IsLookRotationInSlowMotion
get

◆ PropertyModifiers

AgentPropertiesModifiers TaleWorlds.MountAndBlade.Agent.PropertyModifiers
get

◆ ActionSet

MBActionSet TaleWorlds.MountAndBlade.Agent.ActionSet
get

◆ Components

MBReadOnlyList<AgentComponent> TaleWorlds.MountAndBlade.Agent.Components
get

◆ HitterList

MBReadOnlyList<Hitter> TaleWorlds.MountAndBlade.Agent.HitterList
get

◆ CurrentGuardMode

GuardMode TaleWorlds.MountAndBlade.Agent.CurrentGuardMode
get

◆ ImmediateEnemy

Agent TaleWorlds.MountAndBlade.Agent.ImmediateEnemy
get

◆ IsDoingPassiveAttack

bool TaleWorlds.MountAndBlade.Agent.IsDoingPassiveAttack
get

◆ IsPassiveUsageConditionsAreMet

bool TaleWorlds.MountAndBlade.Agent.IsPassiveUsageConditionsAreMet
get

◆ CurrentAimingError

float TaleWorlds.MountAndBlade.Agent.CurrentAimingError
get

◆ CurrentAimingTurbulance

float TaleWorlds.MountAndBlade.Agent.CurrentAimingTurbulance
get

◆ AttackDirection

UsageDirection TaleWorlds.MountAndBlade.Agent.AttackDirection
get

◆ WalkingSpeedLimitOfMountable

float TaleWorlds.MountAndBlade.Agent.WalkingSpeedLimitOfMountable
get

◆ RiderAgent

Agent TaleWorlds.MountAndBlade.Agent.RiderAgent
get

◆ HasMount

bool TaleWorlds.MountAndBlade.Agent.HasMount
get

◆ CanLogCombatFor

bool TaleWorlds.MountAndBlade.Agent.CanLogCombatFor
get

◆ MissileRangeAdjusted

float TaleWorlds.MountAndBlade.Agent.MissileRangeAdjusted
get

◆ MaximumMissileRange

float TaleWorlds.MountAndBlade.Agent.MaximumMissileRange
get

◆ Name

string TaleWorlds.MountAndBlade.Agent.Name
get

◆ MovementLockedState

AgentMovementLockedState TaleWorlds.MountAndBlade.Agent.MovementLockedState
get

◆ Monster

Monster TaleWorlds.MountAndBlade.Agent.Monster
get

◆ IsRunningAway

bool TaleWorlds.MountAndBlade.Agent.IsRunningAway
get

◆ BodyPropertiesValue

BodyProperties TaleWorlds.MountAndBlade.Agent.BodyPropertiesValue
get

◆ CommonAIComponent

CommonAIComponent TaleWorlds.MountAndBlade.Agent.CommonAIComponent
get

◆ HumanAIComponent

HumanAIComponent TaleWorlds.MountAndBlade.Agent.HumanAIComponent
get

◆ BodyPropertiesSeed

int TaleWorlds.MountAndBlade.Agent.BodyPropertiesSeed
get

◆ LastRangedHitTime

float TaleWorlds.MountAndBlade.Agent.LastRangedHitTime = float.MinValue
get

◆ LastMeleeHitTime

float TaleWorlds.MountAndBlade.Agent.LastMeleeHitTime = float.MinValue
get

◆ LastRangedAttackTime

float TaleWorlds.MountAndBlade.Agent.LastRangedAttackTime = float.MinValue
get

◆ LastMeleeAttackTime

float TaleWorlds.MountAndBlade.Agent.LastMeleeAttackTime = float.MinValue
get

◆ IsFemale

bool TaleWorlds.MountAndBlade.Agent.IsFemale
getset

◆ Banner

ItemObject TaleWorlds.MountAndBlade.Agent.Banner
get

◆ FormationBanner

ItemObject TaleWorlds.MountAndBlade.Agent.FormationBanner
get

◆ WieldedWeapon

MissionWeapon TaleWorlds.MountAndBlade.Agent.WieldedWeapon
get

◆ IsItemUseDisabled

bool TaleWorlds.MountAndBlade.Agent.IsItemUseDisabled
getset

◆ SyncHealthToAllClients

bool TaleWorlds.MountAndBlade.Agent.SyncHealthToAllClients
get

◆ CurrentlyUsedGameObject

UsableMissionObject TaleWorlds.MountAndBlade.Agent.CurrentlyUsedGameObject
get

◆ CombatActionsEnabled

bool TaleWorlds.MountAndBlade.Agent.CombatActionsEnabled
get

◆ Mission

Mission TaleWorlds.MountAndBlade.Agent.Mission
get

◆ IsHero

bool TaleWorlds.MountAndBlade.Agent.IsHero
get

◆ Index

int TaleWorlds.MountAndBlade.Agent.Index
get

◆ Equipment

MissionEquipment TaleWorlds.MountAndBlade.Agent.Equipment
get

◆ AgentRole

TextObject TaleWorlds.MountAndBlade.Agent.AgentRole
getset

◆ HasBeenBuilt

bool TaleWorlds.MountAndBlade.Agent.HasBeenBuilt
get

◆ CurrentMortalityState

MortalityState TaleWorlds.MountAndBlade.Agent.CurrentMortalityState
get

◆ SpawnEquipment

Equipment TaleWorlds.MountAndBlade.Agent.SpawnEquipment
get

◆ FormationPositionPreference

FormationPositionPreference TaleWorlds.MountAndBlade.Agent.FormationPositionPreference
getset

◆ RandomizeColors

bool TaleWorlds.MountAndBlade.Agent.RandomizeColors
get

◆ CharacterPowerCached

float TaleWorlds.MountAndBlade.Agent.CharacterPowerCached
get

◆ WalkSpeedCached

float TaleWorlds.MountAndBlade.Agent.WalkSpeedCached
get

◆ RunSpeedCached

float TaleWorlds.MountAndBlade.Agent.RunSpeedCached
get

◆ Origin

IAgentOriginBase TaleWorlds.MountAndBlade.Agent.Origin
getset

◆ Team

Team TaleWorlds.MountAndBlade.Agent.Team
get

◆ KillCount

int TaleWorlds.MountAndBlade.Agent.KillCount
getset

◆ AgentDrivenProperties

AgentDrivenProperties TaleWorlds.MountAndBlade.Agent.AgentDrivenProperties
get

◆ BaseHealthLimit

float TaleWorlds.MountAndBlade.Agent.BaseHealthLimit
getset

◆ HorseCreationKey

string TaleWorlds.MountAndBlade.Agent.HorseCreationKey
get

◆ HealthLimit

float TaleWorlds.MountAndBlade.Agent.HealthLimit
getset

◆ IsRangedCached

bool TaleWorlds.MountAndBlade.Agent.IsRangedCached
get

◆ HasMeleeWeaponCached

bool TaleWorlds.MountAndBlade.Agent.HasMeleeWeaponCached
get

◆ HasShieldCached

bool TaleWorlds.MountAndBlade.Agent.HasShieldCached
get

◆ HasSpearCached

bool TaleWorlds.MountAndBlade.Agent.HasSpearCached
get

◆ HasThrownCached

bool TaleWorlds.MountAndBlade.Agent.HasThrownCached
get

◆ AIStateFlags

AIStateFlag TaleWorlds.MountAndBlade.Agent.AIStateFlags
getset

◆ Frame

MatrixFrame TaleWorlds.MountAndBlade.Agent.Frame
get

◆ MovementFlags

MovementControlFlag TaleWorlds.MountAndBlade.Agent.MovementFlags
getset

◆ MovementInputVector

Vec2 TaleWorlds.MountAndBlade.Agent.MovementInputVector
getset

◆ CollisionCapsule

CapsuleData TaleWorlds.MountAndBlade.Agent.CollisionCapsule
get

◆ CollisionCapsuleCenter

Vec3 TaleWorlds.MountAndBlade.Agent.CollisionCapsuleCenter
get

◆ AgentVisuals

MBAgentVisuals TaleWorlds.MountAndBlade.Agent.AgentVisuals
get

◆ HeadCameraMode

bool TaleWorlds.MountAndBlade.Agent.HeadCameraMode
getset

◆ MountAgent

Agent TaleWorlds.MountAndBlade.Agent.MountAgent
get

◆ Detachment

IDetachment TaleWorlds.MountAndBlade.Agent.Detachment
getset

◆ IsPaused

bool TaleWorlds.MountAndBlade.Agent.IsPaused
getset

◆ IsDetachedFromFormation

bool TaleWorlds.MountAndBlade.Agent.IsDetachedFromFormation
get

◆ CurrentWatchState

WatchState TaleWorlds.MountAndBlade.Agent.CurrentWatchState
get

◆ Defensiveness

float TaleWorlds.MountAndBlade.Agent.Defensiveness
getset

◆ Formation

Formation TaleWorlds.MountAndBlade.Agent.Formation
getset

◆ IsShieldUsageEncouraged

bool TaleWorlds.MountAndBlade.Agent.IsShieldUsageEncouraged
get

◆ IsPlayerUnit

bool TaleWorlds.MountAndBlade.Agent.IsPlayerUnit
get

◆ Controller

ControllerType TaleWorlds.MountAndBlade.Agent.Controller
getset

◆ ClothingColor1

uint TaleWorlds.MountAndBlade.Agent.ClothingColor1
get

◆ ClothingColor2

uint TaleWorlds.MountAndBlade.Agent.ClothingColor2
get

◆ LookFrame

MatrixFrame TaleWorlds.MountAndBlade.Agent.LookFrame
get

◆ LookDirectionAsAngle

float TaleWorlds.MountAndBlade.Agent.LookDirectionAsAngle
getset

◆ LookRotation

Mat3 TaleWorlds.MountAndBlade.Agent.LookRotation
get

◆ IsLookDirectionLocked

bool TaleWorlds.MountAndBlade.Agent.IsLookDirectionLocked
getset

◆ IsCheering

bool TaleWorlds.MountAndBlade.Agent.IsCheering
get

◆ IsInBeingStruckAction

bool TaleWorlds.MountAndBlade.Agent.IsInBeingStruckAction
get

◆ MissionPeer

MissionPeer TaleWorlds.MountAndBlade.Agent.MissionPeer
getset

◆ Character

BasicCharacterObject TaleWorlds.MountAndBlade.Agent.Character
getset

◆ LookDirection

Vec3 TaleWorlds.MountAndBlade.Agent.LookDirection
getset

◆ Health

float TaleWorlds.MountAndBlade.Agent.Health
getset

◆ Age

float TaleWorlds.MountAndBlade.Agent.Age
getset

◆ Velocity

Vec3 TaleWorlds.MountAndBlade.Agent.Velocity
get

◆ EventControlFlags

EventControlFlag TaleWorlds.MountAndBlade.Agent.EventControlFlags
getset

◆ State

AgentState TaleWorlds.MountAndBlade.Agent.State
getset

◆ WieldedOffhandWeapon

MissionWeapon TaleWorlds.MountAndBlade.Agent.WieldedOffhandWeapon
get

Event Documentation

◆ OnAgentHealthChanged

OnAgentHealthChangedDelegate TaleWorlds.MountAndBlade.Agent.OnAgentHealthChanged

◆ OnMountHealthChanged

OnMountHealthChangedDelegate TaleWorlds.MountAndBlade.Agent.OnMountHealthChanged