M&B: Bannerlord 1.2.12
The horns sound, the ravens gather.
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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 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) |
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) |
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 () |
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 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) |
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 |
Events | |
OnAgentHealthChangedDelegate | OnAgentHealthChanged |
OnMountHealthChangedDelegate | OnMountHealthChanged |
enum TaleWorlds.MountAndBlade.Agent.AIStateFlag : uint |
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. |
enum TaleWorlds.MountAndBlade.Agent.EventControlFlag : uint |
delegate void TaleWorlds.MountAndBlade.Agent.OnAgentHealthChangedDelegate | ( | Agent | agent, |
float | oldHealth, | ||
float | newHealth ) |
delegate void TaleWorlds.MountAndBlade.Agent.OnMountHealthChangedDelegate | ( | Agent | agent, |
Agent | mount, | ||
float | oldHealth, | ||
float | newHealth ) |
delegate void TaleWorlds.MountAndBlade.Agent.OnMainAgentWieldedItemChangeDelegate | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetMissileRangeWithHeightDifferenceAux | ( | float | targetZ | ) |
string TaleWorlds.MountAndBlade.Agent.GetSoundAndCollisionInfoClassName | ( | ) |
void TaleWorlds.MountAndBlade.Agent.UpdateAgentStats | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetWeaponInaccuracy | ( | EquipmentIndex | weaponSlotIndex, |
int | weaponUsageIndex ) |
float TaleWorlds.MountAndBlade.Agent.DebugGetHealth | ( | ) |
void TaleWorlds.MountAndBlade.Agent.SetTargetPosition | ( | Vec2 | value | ) |
void TaleWorlds.MountAndBlade.Agent.SetGuardState | ( | Agent | guardedAgent, |
bool | isGuarding ) |
void TaleWorlds.MountAndBlade.Agent.SetCanLeadFormationsRemotely | ( | bool | value | ) |
void TaleWorlds.MountAndBlade.Agent.SetAveragePingInMilliseconds | ( | double | averagePingInMilliseconds | ) |
void TaleWorlds.MountAndBlade.Agent.SetTargetPositionAndDirection | ( | Vec2 | targetPosition, |
Vec3 | targetDirection ) |
void TaleWorlds.MountAndBlade.Agent.SetWatchState | ( | WatchState | watchState | ) |
void TaleWorlds.MountAndBlade.Agent.SetFormationBanner | ( | ItemObject | banner | ) |
void TaleWorlds.MountAndBlade.Agent.SetIsAIPaused | ( | bool | isPaused | ) |
void TaleWorlds.MountAndBlade.Agent.ResetEnemyCaches | ( | ) |
void TaleWorlds.MountAndBlade.Agent.SetTargetPositionSynched | ( | ref Vec2 | targetPosition | ) |
void TaleWorlds.MountAndBlade.Agent.SetTargetPositionAndDirectionSynched | ( | ref Vec2 | targetPosition, |
ref Vec3 | targetDirection ) |
void TaleWorlds.MountAndBlade.Agent.SetBodyArmorMaterialType | ( | ArmorComponent.ArmorMaterialTypes | bodyArmorMaterialType | ) |
void TaleWorlds.MountAndBlade.Agent.SetUsedGameObjectForClient | ( | UsableMissionObject | usedObject | ) |
void TaleWorlds.MountAndBlade.Agent.SetTeam | ( | Team | team, |
bool | sync ) |
void TaleWorlds.MountAndBlade.Agent.SetClothingColor1 | ( | uint | color | ) |
void TaleWorlds.MountAndBlade.Agent.SetClothingColor2 | ( | uint | color | ) |
void TaleWorlds.MountAndBlade.Agent.SetWieldedItemIndexAsClient | ( | HandIndex | handIndex, |
EquipmentIndex | equipmentIndex, | ||
bool | isWieldedInstantly, | ||
bool | isWieldedOnSpawn, | ||
int | mainHandCurrentUsageIndex ) |
void TaleWorlds.MountAndBlade.Agent.SetPreciseRangedAimingEnabled | ( | bool | set | ) |
void TaleWorlds.MountAndBlade.Agent.SetAsConversationAgent | ( | bool | set | ) |
Implements TaleWorlds.Core.IAgent.
void TaleWorlds.MountAndBlade.Agent.SetCrouchMode | ( | bool | set | ) |
void TaleWorlds.MountAndBlade.Agent.SetWeaponAmountInSlot | ( | EquipmentIndex | equipmentSlot, |
short | amount, | ||
bool | enforcePrimaryItem ) |
equipmentSlot | Index of the equipment slot. |
amount | Amount of weapon to be set. |
enforcePrimaryItem |
void TaleWorlds.MountAndBlade.Agent.SetWeaponAmmoAsClient | ( | EquipmentIndex | equipmentIndex, |
EquipmentIndex | ammoEquipmentIndex, | ||
short | ammo ) |
void TaleWorlds.MountAndBlade.Agent.SetWeaponReloadPhaseAsClient | ( | EquipmentIndex | equipmentIndex, |
short | reloadState ) |
void TaleWorlds.MountAndBlade.Agent.SetReloadAmmoInSlot | ( | EquipmentIndex | equipmentIndex, |
EquipmentIndex | ammoSlotIndex, | ||
short | reloadedAmmo ) |
void TaleWorlds.MountAndBlade.Agent.SetUsageIndexOfWeaponInSlotAsClient | ( | EquipmentIndex | slotIndex, |
int | usageIndex ) |
void TaleWorlds.MountAndBlade.Agent.SetRandomizeColors | ( | bool | shouldRandomize | ) |
void TaleWorlds.MountAndBlade.Agent.SetFormationFrameDisabled | ( | ) |
void TaleWorlds.MountAndBlade.Agent.SetFormationFrameEnabled | ( | WorldPosition | position, |
Vec2 | direction, | ||
Vec2 | positionVelocity, | ||
float | formationDirectionEnforcingFactor ) |
void TaleWorlds.MountAndBlade.Agent.SetShouldCatchUpWithFormation | ( | bool | value | ) |
void TaleWorlds.MountAndBlade.Agent.SetFormationIntegrityData | ( | Vec2 | position, |
Vec2 | currentFormationDirection, | ||
Vec2 | averageVelocityOfCloseAgents, | ||
float | averageMaxUnlimitedSpeedOfCloseAgents, | ||
float | deviationOfPositions ) |
void TaleWorlds.MountAndBlade.Agent.SetGuardedAgent | ( | Agent | guardedAgent | ) |
void TaleWorlds.MountAndBlade.Agent.SetCurrentActionProgress | ( | int | channelNo, |
float | progress ) |
void TaleWorlds.MountAndBlade.Agent.SetCurrentActionSpeed | ( | int | channelNo, |
float | speed ) |
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 ) |
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 ) |
void TaleWorlds.MountAndBlade.Agent.SetAttackState | ( | int | attackState | ) |
void TaleWorlds.MountAndBlade.Agent.SetAIBehaviorParams | ( | HumanAIComponent.AISimpleBehaviorKind | behavior, |
float | y1, | ||
float | x2, | ||
float | y2, | ||
float | x3, | ||
float | y3 ) |
void TaleWorlds.MountAndBlade.Agent.SetAllBehaviorParams | ( | HumanAIComponent.BehaviorValues[] | behaviorParams | ) |
void TaleWorlds.MountAndBlade.Agent.SetMovementDirection | ( | in Vec2 | direction | ) |
void TaleWorlds.MountAndBlade.Agent.SetScriptedFlags | ( | AIScriptedFrameFlags | flags | ) |
void TaleWorlds.MountAndBlade.Agent.SetScriptedCombatFlags | ( | AISpecialCombatModeFlags | flags | ) |
void TaleWorlds.MountAndBlade.Agent.SetScriptedPositionAndDirection | ( | ref WorldPosition | scriptedPosition, |
float | scriptedDirection, | ||
bool | addHumanLikeDelay, | ||
AIScriptedFrameFlags | additionalFlags = AIScriptedFrameFlags::None ) |
void TaleWorlds.MountAndBlade.Agent.SetScriptedPosition | ( | ref WorldPosition | position, |
bool | addHumanLikeDelay, | ||
AIScriptedFrameFlags | additionalFlags = AIScriptedFrameFlags::None ) |
void TaleWorlds.MountAndBlade.Agent.SetScriptedTargetEntityAndPosition | ( | GameEntity | target, |
WorldPosition | position, | ||
AISpecialCombatModeFlags | additionalFlags = AISpecialCombatModeFlags::None, | ||
bool | ignoreIfAlreadyAttacking = false ) |
void TaleWorlds.MountAndBlade.Agent.SetAgentExcludeStateForFaceGroupId | ( | int | faceGroupId, |
bool | isExcluded ) |
void TaleWorlds.MountAndBlade.Agent.SetLookAgent | ( | Agent | agent | ) |
void TaleWorlds.MountAndBlade.Agent.SetInteractionAgent | ( | Agent | agent | ) |
void TaleWorlds.MountAndBlade.Agent.SetLookToPointOfInterest | ( | Vec3 | point | ) |
void TaleWorlds.MountAndBlade.Agent.SetAgentFlags | ( | AgentFlag | agentFlags | ) |
void TaleWorlds.MountAndBlade.Agent.SetSelectedMountIndex | ( | int | mountIndex | ) |
int TaleWorlds.MountAndBlade.Agent.GetSelectedMountIndex | ( | ) |
int TaleWorlds.MountAndBlade.Agent.GetFiringOrder | ( | ) |
void TaleWorlds.MountAndBlade.Agent.SetFiringOrder | ( | FiringOrder.RangedWeaponUsageOrderEnum | order | ) |
int TaleWorlds.MountAndBlade.Agent.GetRidingOrder | ( | ) |
void TaleWorlds.MountAndBlade.Agent.SetRidingOrder | ( | RidingOrder.RidingOrderEnum | order | ) |
int TaleWorlds.MountAndBlade.Agent.GetTargetFormationIndex | ( | ) |
void TaleWorlds.MountAndBlade.Agent.SetTargetFormationIndex | ( | int | targetFormationIndex | ) |
void TaleWorlds.MountAndBlade.Agent.SetAgentFacialAnimation | ( | FacialAnimChannel | channel, |
string | animationName, | ||
bool | loop ) |
bool TaleWorlds.MountAndBlade.Agent.SetHandInverseKinematicsFrame | ( | ref MatrixFrame | leftGlobalFrame, |
ref MatrixFrame | rightGlobalFrame ) |
void TaleWorlds.MountAndBlade.Agent.SetNativeFormationNo | ( | int | formationNo | ) |
void TaleWorlds.MountAndBlade.Agent.SetDirectionChangeTendency | ( | float | tendency | ) |
float TaleWorlds.MountAndBlade.Agent.GetBattleImportance | ( | ) |
void TaleWorlds.MountAndBlade.Agent.SetSynchedPrefabComponentVisibility | ( | int | componentIndex, |
bool | visibility ) |
void TaleWorlds.MountAndBlade.Agent.SetActionSet | ( | ref AnimationSystemData | animationSystemData | ) |
void TaleWorlds.MountAndBlade.Agent.SetColumnwiseFollowAgent | ( | Agent | followAgent, |
ref Vec2 | followPosition ) |
void TaleWorlds.MountAndBlade.Agent.SetHandInverseKinematicsFrameForMissionObjectUsage | ( | in MatrixFrame | localIKFrame, |
in MatrixFrame | boundEntityGlobalFrame, | ||
float | animationHeightDifference = 0::0f ) |
void TaleWorlds.MountAndBlade.Agent.SetWantsToYell | ( | ) |
void TaleWorlds.MountAndBlade.Agent.SetCapeClothSimulator | ( | GameEntityComponent | clothSimulatorComponent | ) |
Vec2 TaleWorlds.MountAndBlade.Agent.GetTargetPosition | ( | ) |
Vec3 TaleWorlds.MountAndBlade.Agent.GetTargetDirection | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetAimingTimer | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetInteractionDistanceToUsable | ( | IUsable | usable | ) |
TextObject TaleWorlds.MountAndBlade.Agent.GetInfoTextForBeingNotInteractable | ( | Agent | userAgent | ) |
Implements TaleWorlds.MountAndBlade.IFocusable.
T TaleWorlds.MountAndBlade.Agent.GetController< T > | ( | ) |
T | : | AgentController |
EquipmentIndex TaleWorlds.MountAndBlade.Agent.GetWieldedItemIndex | ( | HandIndex | index | ) |
float TaleWorlds.MountAndBlade.Agent.GetTrackDistanceToMainAgent | ( | ) |
Implements TaleWorlds.Core.ITrackableBase.
string TaleWorlds.MountAndBlade.Agent.GetDescriptionText | ( | GameEntity | gameEntity = null | ) |
Implements TaleWorlds.MountAndBlade.IFocusable.
GameEntity TaleWorlds.MountAndBlade.Agent.GetWeaponEntityFromEquipmentSlot | ( | EquipmentIndex | slotIndex | ) |
WorldPosition TaleWorlds.MountAndBlade.Agent.GetRetreatPos | ( | ) |
AIScriptedFrameFlags TaleWorlds.MountAndBlade.Agent.GetScriptedFlags | ( | ) |
AISpecialCombatModeFlags TaleWorlds.MountAndBlade.Agent.GetScriptedCombatFlags | ( | ) |
GameEntity TaleWorlds.MountAndBlade.Agent.GetSteppedEntity | ( | ) |
AnimFlags TaleWorlds.MountAndBlade.Agent.GetCurrentAnimationFlag | ( | int | channelNo | ) |
ActionIndexCache TaleWorlds.MountAndBlade.Agent.GetCurrentAction | ( | int | channelNo | ) |
ActionIndexValueCache TaleWorlds.MountAndBlade.Agent.GetCurrentActionValue | ( | int | channelNo | ) |
ActionCodeType TaleWorlds.MountAndBlade.Agent.GetCurrentActionType | ( | int | channelNo | ) |
ActionStage TaleWorlds.MountAndBlade.Agent.GetCurrentActionStage | ( | int | channelNo | ) |
UsageDirection TaleWorlds.MountAndBlade.Agent.GetCurrentActionDirection | ( | int | channelNo | ) |
int TaleWorlds.MountAndBlade.Agent.GetCurrentActionPriority | ( | int | channelNo | ) |
float TaleWorlds.MountAndBlade.Agent.GetCurrentActionProgress | ( | int | channelNo | ) |
float TaleWorlds.MountAndBlade.Agent.GetActionChannelWeight | ( | int | channelNo | ) |
float TaleWorlds.MountAndBlade.Agent.GetActionChannelCurrentActionWeight | ( | int | channelNo | ) |
WorldFrame TaleWorlds.MountAndBlade.Agent.GetWorldFrame | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetLookDownLimit | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetEyeGlobalHeight | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetMaximumSpeedLimit | ( | ) |
Vec2 TaleWorlds.MountAndBlade.Agent.GetCurrentVelocity | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetTurnSpeed | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetCurrentSpeedLimit | ( | ) |
Vec2 TaleWorlds.MountAndBlade.Agent.GetMovementDirection | ( | ) |
Vec3 TaleWorlds.MountAndBlade.Agent.GetCurWeaponOffset | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.GetIsLeftStance | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetPathDistanceToPoint | ( | ref Vec3 | point | ) |
int TaleWorlds.MountAndBlade.Agent.GetCurrentNavigationFaceId | ( | ) |
WorldPosition TaleWorlds.MountAndBlade.Agent.GetWorldPosition | ( | ) |
Agent TaleWorlds.MountAndBlade.Agent.GetLookAgent | ( | ) |
Agent TaleWorlds.MountAndBlade.Agent.GetTargetAgent | ( | ) |
void TaleWorlds.MountAndBlade.Agent.SetTargetAgent | ( | Agent | agent | ) |
agent | Target agent |
void TaleWorlds.MountAndBlade.Agent.SetAutomaticTargetSelection | ( | bool | enable | ) |
AgentFlag TaleWorlds.MountAndBlade.Agent.GetAgentFlags | ( | ) |
string TaleWorlds.MountAndBlade.Agent.GetAgentFacialAnimation | ( | ) |
string TaleWorlds.MountAndBlade.Agent.GetAgentVoiceDefinition | ( | ) |
Vec3 TaleWorlds.MountAndBlade.Agent.GetEyeGlobalPosition | ( | ) |
Vec3 TaleWorlds.MountAndBlade.Agent.GetChestGlobalPosition | ( | ) |
MovementControlFlag TaleWorlds.MountAndBlade.Agent.GetDefendMovementFlag | ( | ) |
UsageDirection TaleWorlds.MountAndBlade.Agent.GetAttackDirection | ( | ) |
WeaponInfo TaleWorlds.MountAndBlade.Agent.GetWieldedWeaponInfo | ( | HandIndex | handIndex | ) |
Vec2 TaleWorlds.MountAndBlade.Agent.GetBodyRotationConstraint | ( | int | channelIndex = 1 | ) |
float TaleWorlds.MountAndBlade.Agent.GetTotalEncumbrance | ( | ) |
T TaleWorlds.MountAndBlade.Agent.GetComponent< T > | ( | ) |
T | : | AgentComponent |
float TaleWorlds.MountAndBlade.Agent.GetAgentDrivenPropertyValue | ( | DrivenProperty | type | ) |
UsableMachine TaleWorlds.MountAndBlade.Agent.GetSteppedMachine | ( | ) |
int TaleWorlds.MountAndBlade.Agent.GetAttachedWeaponsCount | ( | ) |
MissionWeapon TaleWorlds.MountAndBlade.Agent.GetAttachedWeapon | ( | int | index | ) |
MatrixFrame TaleWorlds.MountAndBlade.Agent.GetAttachedWeaponFrame | ( | int | index | ) |
sbyte TaleWorlds.MountAndBlade.Agent.GetAttachedWeaponBoneIndex | ( | int | index | ) |
void TaleWorlds.MountAndBlade.Agent.DeleteAttachedWeapon | ( | int | index | ) |
bool TaleWorlds.MountAndBlade.Agent.HasRangedWeapon | ( | bool | checkHasAmmo = false | ) |
void TaleWorlds.MountAndBlade.Agent.GetFormationFileAndRankInfo | ( | out int | fileIndex, |
out int | rankIndex ) |
void TaleWorlds.MountAndBlade.Agent.GetFormationFileAndRankInfo | ( | out int | fileIndex, |
out int | rankIndex, | ||
out int | fileCount, | ||
out int | rankCount ) |
void TaleWorlds.MountAndBlade.Agent.SetMortalityState | ( | MortalityState | newState | ) |
void TaleWorlds.MountAndBlade.Agent.ToggleInvulnerable | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetArmLength | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetArmWeight | ( | ) |
void TaleWorlds.MountAndBlade.Agent.GetRunningSimulationDataUntilMaximumSpeedReached | ( | ref float | combatAccelerationTime, |
ref float | maxSpeed, | ||
float[] | speedValues ) |
void TaleWorlds.MountAndBlade.Agent.SetMaximumSpeedLimit | ( | float | maximumSpeedLimit, |
bool | isMultiplier ) |
float TaleWorlds.MountAndBlade.Agent.GetBaseArmorEffectivenessForBodyPart | ( | BoneBodyPartType | bodyPart | ) |
AITargetVisibilityState TaleWorlds.MountAndBlade.Agent.GetLastTargetVisibilityState | ( | ) |
float TaleWorlds.MountAndBlade.Agent.GetMissileRange | ( | ) |
ItemObject TaleWorlds.MountAndBlade.Agent.GetWeaponToReplaceOnQuickAction | ( | SpawnedItemEntity | spawnedItem, |
out EquipmentIndex | possibleSlotIndex ) |
Hitter TaleWorlds.MountAndBlade.Agent.GetAssistingHitter | ( | MissionPeer | killerPeer | ) |
bool TaleWorlds.MountAndBlade.Agent.CanReachAgent | ( | Agent | otherAgent | ) |
bool TaleWorlds.MountAndBlade.Agent.CanInteractWithAgent | ( | Agent | otherAgent, |
float | userAgentCameraElevation ) |
bool TaleWorlds.MountAndBlade.Agent.CanBeAssignedForScriptedMovement | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.CanReachAndUseObject | ( | UsableMissionObject | gameObject, |
float | distanceSq ) |
gameObject | |
distanceSq |
bool TaleWorlds.MountAndBlade.Agent.CanReachObject | ( | UsableMissionObject | gameObject, |
float | distanceSq ) |
bool TaleWorlds.MountAndBlade.Agent.CanUseObject | ( | UsableMissionObject | gameObject | ) |
bool TaleWorlds.MountAndBlade.Agent.CanMoveDirectlyToPosition | ( | in Vec2 | position | ) |
bool TaleWorlds.MountAndBlade.Agent.CanInteractableWeaponBePickedUp | ( | SpawnedItemEntity | spawnedItem | ) |
bool TaleWorlds.MountAndBlade.Agent.CanQuickPickUp | ( | SpawnedItemEntity | spawnedItem | ) |
bool TaleWorlds.MountAndBlade.Agent.CanTeleport | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.IsActive | ( | ) |
Implements TaleWorlds.Core.IAgent.
bool TaleWorlds.MountAndBlade.Agent.IsRetreating | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.IsFadingOut | ( | ) |
void TaleWorlds.MountAndBlade.Agent.SetAgentDrivenPropertyValueFromConsole | ( | DrivenProperty | type, |
float | val ) |
bool TaleWorlds.MountAndBlade.Agent.IsOnLand | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.IsSliding | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.IsSitting | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.IsReleasingChainAttack | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.IsCameraAttachable | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.IsSynchedPrefabComponentVisible | ( | int | componentIndex | ) |
bool TaleWorlds.MountAndBlade.Agent.IsEnemyOf | ( | Agent | otherAgent | ) |
bool TaleWorlds.MountAndBlade.Agent.IsFriendOf | ( | Agent | otherAgent | ) |
void TaleWorlds.MountAndBlade.Agent.OnFocusGain | ( | Agent | userAgent | ) |
Implements TaleWorlds.MountAndBlade.IFocusable.
void TaleWorlds.MountAndBlade.Agent.OnFocusLose | ( | Agent | userAgent | ) |
Implements TaleWorlds.MountAndBlade.IFocusable.
void TaleWorlds.MountAndBlade.Agent.OnItemRemovedFromScene | ( | ) |
void TaleWorlds.MountAndBlade.Agent.OnUse | ( | Agent | userAgent | ) |
Implements TaleWorlds.MountAndBlade.IUsable.
void TaleWorlds.MountAndBlade.Agent.OnUseStopped | ( | Agent | userAgent, |
bool | isSuccessful, | ||
int | preferenceIndex ) |
Implements TaleWorlds.MountAndBlade.IUsable.
void TaleWorlds.MountAndBlade.Agent.OnWeaponDrop | ( | EquipmentIndex | equipmentSlot | ) |
void TaleWorlds.MountAndBlade.Agent.OnItemPickup | ( | SpawnedItemEntity | spawnedItemEntity, |
EquipmentIndex | weaponPickUpSlotIndex, | ||
out bool | removeWeapon ) |
bool TaleWorlds.MountAndBlade.Agent.CheckTracked | ( | BasicCharacterObject | basicCharacter | ) |
Implements TaleWorlds.Core.ITrackableBase.
bool TaleWorlds.MountAndBlade.Agent.CheckPathToAITargetAgentPassesThroughNavigationFaceIdFromDirection | ( | int | navigationFaceId, |
Vec3 | direction, | ||
float | overridenCostForFaceId ) |
void TaleWorlds.MountAndBlade.Agent.CheckEquipmentForCapeClothSimulationStateChange | ( | ) |
void TaleWorlds.MountAndBlade.Agent.CheckToDropFlaggedItem | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.CheckSkillForMounting | ( | Agent | mountAgent | ) |
void TaleWorlds.MountAndBlade.Agent.InitializeSpawnEquipment | ( | Equipment | spawnEquipment | ) |
void TaleWorlds.MountAndBlade.Agent.InitializeMissionEquipment | ( | MissionEquipment | missionEquipment, |
Banner | banner ) |
void TaleWorlds.MountAndBlade.Agent.InitializeAgentProperties | ( | Equipment | spawnEquipment, |
AgentBuildData | agentBuildData ) |
void TaleWorlds.MountAndBlade.Agent.UpdateFormationOrders | ( | ) |
void TaleWorlds.MountAndBlade.Agent.UpdateWeapons | ( | ) |
void TaleWorlds.MountAndBlade.Agent.UpdateAgentProperties | ( | ) |
void TaleWorlds.MountAndBlade.Agent.UpdateCustomDrivenProperties | ( | ) |
void TaleWorlds.MountAndBlade.Agent.UpdateBodyProperties | ( | BodyProperties | bodyProperties | ) |
void TaleWorlds.MountAndBlade.Agent.UpdateSyncHealthToAllClients | ( | bool | value | ) |
void TaleWorlds.MountAndBlade.Agent.UpdateSpawnEquipmentAndRefreshVisuals | ( | Equipment | newSpawnEquipment | ) |
void TaleWorlds.MountAndBlade.Agent.UpdateCachedAndFormationValues | ( | bool | updateOnlyMovement, |
bool | arrangementChangeAllowed ) |
updateOnlyMovement |
void TaleWorlds.MountAndBlade.Agent.UpdateLastRangedAttackTimeDueToAnAttack | ( | float | newTime | ) |
void TaleWorlds.MountAndBlade.Agent.InvalidateTargetAgent | ( | ) |
void TaleWorlds.MountAndBlade.Agent.InvalidateAIWeaponSelections | ( | ) |
void TaleWorlds.MountAndBlade.Agent.ResetLookAgent | ( | ) |
void TaleWorlds.MountAndBlade.Agent.ResetGuard | ( | ) |
void TaleWorlds.MountAndBlade.Agent.ResetAgentProperties | ( | ) |
void TaleWorlds.MountAndBlade.Agent.ResetAiWaitBeforeShootFactor | ( | ) |
void TaleWorlds.MountAndBlade.Agent.ClearTargetFrame | ( | ) |
void TaleWorlds.MountAndBlade.Agent.ClearEquipment | ( | ) |
void TaleWorlds.MountAndBlade.Agent.ClearHandInverseKinematics | ( | ) |
void TaleWorlds.MountAndBlade.Agent.ClearAttachedWeapons | ( | ) |
void TaleWorlds.MountAndBlade.Agent.SetDetachableFromFormation | ( | bool | value | ) |
void TaleWorlds.MountAndBlade.Agent.EnforceShieldUsage | ( | UsageDirection | shieldDirection | ) |
bool TaleWorlds.MountAndBlade.Agent.ObjectHasVacantPosition | ( | UsableMissionObject | gameObject | ) |
bool TaleWorlds.MountAndBlade.Agent.InteractingWithAnyGameObject | ( | ) |
void TaleWorlds.MountAndBlade.Agent.StopUsingGameObjectMT | ( | bool | isSuccessful = true, |
StopUsingGameObjectFlags | flags = (StopUsingGameObjectFlags.AutoAttachAfterStoppingUsingGameObject) ) |
void TaleWorlds.MountAndBlade.Agent.StopUsingGameObject | ( | bool | isSuccessful = true, |
StopUsingGameObjectFlags | flags = (StopUsingGameObjectFlags.AutoAttachAfterStoppingUsingGameObject) ) |
void TaleWorlds.MountAndBlade.Agent.HandleStopUsingAction | ( | ) |
void TaleWorlds.MountAndBlade.Agent.HandleStartUsingAction | ( | UsableMissionObject | targetObject, |
int | preferenceIndex ) |
AgentController TaleWorlds.MountAndBlade.Agent.AddController | ( | Type | type | ) |
AgentController TaleWorlds.MountAndBlade.Agent.RemoveController | ( | Type | type | ) |
bool TaleWorlds.MountAndBlade.Agent.CanThrustAttackStickToBone | ( | BoneBodyPartType | bodyPart | ) |
void TaleWorlds.MountAndBlade.Agent.StartSwitchingWeaponUsageIndexAsClient | ( | EquipmentIndex | equipmentIndex, |
int | usageIndex, | ||
UsageDirection | currentMovementFlagUsageDirection ) |
void TaleWorlds.MountAndBlade.Agent.TryToWieldWeaponInSlot | ( | EquipmentIndex | slotIndex, |
WeaponWieldActionType | type, | ||
bool | isWieldedOnSpawn ) |
void TaleWorlds.MountAndBlade.Agent.PrepareWeaponForDropInEquipmentSlot | ( | EquipmentIndex | slotIndex, |
bool | dropWithHolster ) |
void TaleWorlds.MountAndBlade.Agent.AddHitter | ( | MissionPeer | peer, |
float | damage, | ||
bool | isFriendlyHit ) |
void TaleWorlds.MountAndBlade.Agent.TryToSheathWeaponInHand | ( | HandIndex | handIndex, |
WeaponWieldActionType | type ) |
void TaleWorlds.MountAndBlade.Agent.RemoveHitter | ( | MissionPeer | peer, |
bool | isFriendlyHit ) |
void TaleWorlds.MountAndBlade.Agent.Retreat | ( | WorldPosition | retreatPos | ) |
void TaleWorlds.MountAndBlade.Agent.StopRetreating | ( | ) |
void TaleWorlds.MountAndBlade.Agent.UseGameObject | ( | UsableMissionObject | usedObject, |
int | preferenceIndex = -1 ) |
void TaleWorlds.MountAndBlade.Agent.StartFadingOut | ( | ) |
void TaleWorlds.MountAndBlade.Agent.SetRenderCheckEnabled | ( | bool | value | ) |
bool TaleWorlds.MountAndBlade.Agent.GetRenderCheckEnabled | ( | ) |
Vec3 TaleWorlds.MountAndBlade.Agent.ComputeAnimationDisplacement | ( | float | dt | ) |
void TaleWorlds.MountAndBlade.Agent.TickActionChannels | ( | float | dt | ) |
void TaleWorlds.MountAndBlade.Agent.LockAgentReplicationTableDataWithCurrentReliableSequenceNo | ( | NetworkCommunicator | peer | ) |
void TaleWorlds.MountAndBlade.Agent.TeleportToPosition | ( | Vec3 | position | ) |
void TaleWorlds.MountAndBlade.Agent.FadeOut | ( | bool | hideInstantly, |
bool | hideMount ) |
void TaleWorlds.MountAndBlade.Agent.FadeIn | ( | ) |
void TaleWorlds.MountAndBlade.Agent.DisableScriptedMovement | ( | ) |
void TaleWorlds.MountAndBlade.Agent.DisableScriptedCombatMovement | ( | ) |
void TaleWorlds.MountAndBlade.Agent.ForceAiBehaviorSelection | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.HasPathThroughNavigationFaceIdFromDirectionMT | ( | int | navigationFaceId, |
Vec2 | direction ) |
navigationFaceId | navigation face id to check |
direction | true only if path traverses the navigationFaceId face from this direction. Passing Vec2.Zero will be treated as having no direction specified |
bool TaleWorlds.MountAndBlade.Agent.HasPathThroughNavigationFaceIdFromDirection | ( | int | navigationFaceId, |
Vec2 | direction ) |
navigationFaceId | navigation face id to check |
direction | true only if path traverses the navigationFaceId face from this direction. Passing Vec2.Zero will be treated as having no direction specified |
void TaleWorlds.MountAndBlade.Agent.DisableLookToPointOfInterest | ( | ) |
CompositeComponent TaleWorlds.MountAndBlade.Agent.AddPrefabComponentToBone | ( | string | prefabName, |
sbyte | boneIndex ) |
void TaleWorlds.MountAndBlade.Agent.MakeVoice | ( | SkinVoiceManager.SkinVoiceType | voiceType, |
SkinVoiceManager.CombatVoiceNetworkPredictionType | predictionType ) |
void TaleWorlds.MountAndBlade.Agent.WieldNextWeapon | ( | HandIndex | weaponIndex, |
WeaponWieldActionType | wieldActionType = WeaponWieldActionType::WithAnimation ) |
MovementControlFlag TaleWorlds.MountAndBlade.Agent.AttackDirectionToMovementFlag | ( | UsageDirection | direction | ) |
MovementControlFlag TaleWorlds.MountAndBlade.Agent.DefendDirectionToMovementFlag | ( | UsageDirection | direction | ) |
bool TaleWorlds.MountAndBlade.Agent.KickClear | ( | ) |
UsageDirection TaleWorlds.MountAndBlade.Agent.PlayerAttackDirection | ( | ) |
sbyte TaleWorlds.MountAndBlade.Agent.GetRandomPairOfRealBloodBurstBoneIndices | ( | ) |
void TaleWorlds.MountAndBlade.Agent.CreateBloodBurstAtLimb | ( | sbyte | realBoneIndex, |
float | scale ) |
void TaleWorlds.MountAndBlade.Agent.AddComponent | ( | AgentComponent | agentComponent | ) |
bool TaleWorlds.MountAndBlade.Agent.RemoveComponent | ( | AgentComponent | agentComponent | ) |
void TaleWorlds.MountAndBlade.Agent.HandleTaunt | ( | int | tauntIndex, |
bool | isDefaultTaunt ) |
void TaleWorlds.MountAndBlade.Agent.HandleBark | ( | int | indexOfBark | ) |
void TaleWorlds.MountAndBlade.Agent.HandleDropWeapon | ( | bool | isDefendPressed, |
EquipmentIndex | forcedSlotIndexToDropWeaponFrom ) |
void TaleWorlds.MountAndBlade.Agent.DropItem | ( | EquipmentIndex | itemIndex, |
WeaponClass | pickedUpItemType = WeaponClass::Undefined ) |
void TaleWorlds.MountAndBlade.Agent.EquipItemsFromSpawnEquipment | ( | bool | neededBatchedItems | ) |
void TaleWorlds.MountAndBlade.Agent.WieldInitialWeapons | ( | WeaponWieldActionType | wieldActionType = WeaponWieldActionType::InstantAfterPickUp, |
Equipment.InitialWeaponEquipPreference | initialWeaponEquipPreference = Core::Equipment::InitialWeaponEquipPreference::Any ) |
void TaleWorlds.MountAndBlade.Agent.ChangeWeaponHitPoints | ( | EquipmentIndex | slotIndex, |
short | hitPoints ) |
bool TaleWorlds.MountAndBlade.Agent.HasWeapon | ( | ) |
void TaleWorlds.MountAndBlade.Agent.AttachWeaponToWeapon | ( | EquipmentIndex | slotIndex, |
MissionWeapon | weapon, | ||
GameEntity | weaponEntity, | ||
ref MatrixFrame | attachLocalFrame ) |
void TaleWorlds.MountAndBlade.Agent.AttachWeaponToBone | ( | MissionWeapon | weapon, |
GameEntity | weaponEntity, | ||
sbyte | boneIndex, | ||
ref MatrixFrame | attachLocalFrame ) |
void TaleWorlds.MountAndBlade.Agent.RestoreShieldHitPoints | ( | ) |
void TaleWorlds.MountAndBlade.Agent.Die | ( | Blow | b, |
KillInfo | overrideKillInfo = KillInfo::Invalid ) |
void TaleWorlds.MountAndBlade.Agent.MakeDead | ( | bool | isKilled, |
ActionIndexValueCache | actionIndex ) |
void TaleWorlds.MountAndBlade.Agent.RegisterBlow | ( | Blow | blow, |
in AttackCollisionData | collisionData ) |
void TaleWorlds.MountAndBlade.Agent.CreateBlowFromBlowAsReflection | ( | in Blow | blow, |
in AttackCollisionData | collisionData, | ||
out Blow | outBlow, | ||
out AttackCollisionData | outCollisionData ) |
void TaleWorlds.MountAndBlade.Agent.Tick | ( | float | dt | ) |
void TaleWorlds.MountAndBlade.Agent.DebugMore | ( | ) |
void TaleWorlds.MountAndBlade.Agent.Mount | ( | Agent | mountAgent | ) |
void TaleWorlds.MountAndBlade.Agent.EquipWeaponToExtraSlotAndWield | ( | ref MissionWeapon | weapon | ) |
void TaleWorlds.MountAndBlade.Agent.RemoveEquippedWeapon | ( | EquipmentIndex | slotIndex | ) |
void TaleWorlds.MountAndBlade.Agent.EquipWeaponWithNewEntity | ( | EquipmentIndex | slotIndex, |
ref MissionWeapon | weapon ) |
slotIndex | The equipment slot. |
weapon | Data for this weapon instance. |
void TaleWorlds.MountAndBlade.Agent.EquipWeaponFromSpawnedItemEntity | ( | EquipmentIndex | slotIndex, |
SpawnedItemEntity | spawnedItemEntity, | ||
bool | removeWeapon ) |
void TaleWorlds.MountAndBlade.Agent.PreloadForRendering | ( | ) |
int TaleWorlds.MountAndBlade.Agent.AddSynchedPrefabComponentToBone | ( | string | prefabName, |
sbyte | boneIndex ) |
bool TaleWorlds.MountAndBlade.Agent.WillDropWieldedShield | ( | SpawnedItemEntity | spawnedItem | ) |
bool TaleWorlds.MountAndBlade.Agent.HadSameTypeOfConsumableOrShieldOnSpawn | ( | WeaponClass | weaponClass | ) |
bool TaleWorlds.MountAndBlade.Agent.CanAIWieldAsRangedWeapon | ( | MissionWeapon | weapon | ) |
override int TaleWorlds.MountAndBlade.Agent.GetHashCode | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.TryGetImmediateEnemyAgentMovementData | ( | out float | maximumForwardUnlimitedSpeed, |
out Vec3 | position ) |
bool TaleWorlds.MountAndBlade.Agent.HasLostShield | ( | ) |
bool TaleWorlds.MountAndBlade.Agent.HasPathThroughNavigationFacesIDFromDirection | ( | int | navigationFaceID_1, |
int | navigationFaceID_2, | ||
int | navigationFaceID_3, | ||
Vec2 | direction ) |
bool TaleWorlds.MountAndBlade.Agent.HasPathThroughNavigationFacesIDFromDirectionMT | ( | int | navigationFaceID_1, |
int | navigationFaceID_2, | ||
int | navigationFaceID_3, | ||
Vec2 | direction ) |
void TaleWorlds.MountAndBlade.Agent.SetInitialFrame | ( | in Vec3 | initialPosition, |
in Vec2 | initialDirection, | ||
bool | canSpawnOutsideOfMissionBoundary = false ) |
initialFrame | The initial frame for the agent. |
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OnMainAgentWieldedItemChangeDelegate TaleWorlds.MountAndBlade.Agent.OnMainAgentWieldedItemChange |
Action TaleWorlds.MountAndBlade.Agent.OnAgentMountedStateChanged |
Action TaleWorlds.MountAndBlade.Agent.OnAgentWieldedItemChange |
float TaleWorlds.MountAndBlade.Agent.LastDetachmentTickAgentTime |
MissionPeer TaleWorlds.MountAndBlade.Agent.OwningAgentMissionPeer |
MissionRepresentativeBase TaleWorlds.MountAndBlade.Agent.MissionRepresentative |
float TaleWorlds.MountAndBlade.Agent.DetachmentWeight |
TaleWorlds.MountAndBlade.Agent.sbyte |
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Implements TaleWorlds.Core.IAgent.
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Implements TaleWorlds.Core.IAgent.
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Implements TaleWorlds.MountAndBlade.IFormationUnit.
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Implements TaleWorlds.MountAndBlade.IFormationUnit.
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Implements TaleWorlds.MountAndBlade.IFormationUnit.
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Implements TaleWorlds.Core.IAgent.
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Implements TaleWorlds.Core.IAgent.
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Implements TaleWorlds.Core.IAgent.
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OnAgentHealthChangedDelegate TaleWorlds.MountAndBlade.Agent.OnAgentHealthChanged |
OnMountHealthChangedDelegate TaleWorlds.MountAndBlade.Agent.OnMountHealthChanged |