AISubActionShootWithWeapon_Record_Implementation class
AISubActionShootWithWeapon_Record_Implementation
Inheritance
Base: IScriptable
Derived
None.
Properties
None.
Functions
static void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record)staticRTTI globalstatic AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration)staticRTTI globalstatic bool GetWeapon(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object>[] weaponsList)staticRTTI globalstatic void QueueNextShot(WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float duration)staticRTTI globalstatic bool ShouldTrackTarget(WeakHandle<game.Puppet> owner, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic bool SetShootPointsBytag(AIbehaviorScriptExecutionContext context, CName[] tags, Vector4[] shootPointPosition)staticRTTI globalstatic void QueueFirstShot(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic Vector4[] ConvertVector3ArrayToVector4Array(Vector3[] v3)staticRTTI globalstatic void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration, bool interrupted)staticRTTI globalstatic void Shoot(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, Vector4 targetPosition, WeakHandle<game.Object> target, Vector4 offset, float predictionTime, Vector4 muzzleOffset, CName weaponCustomEvent)staticRTTI globalstatic bool SetShootPointsByCoordinate(AIbehaviorScriptExecutionContext context, WeakHandle<game.Object> target, Vector4[] coordinateArray, Vector4[] shootPointPosition)staticRTTI globalstatic bool ShootMissileRainCircular(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionMissileRainCircular_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration)staticRTTI globalstatic bool ShootChimeraMetalstorm(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionChimeraMetalstorm_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration)staticRTTI globalstatic bool ShootMissileRainGrid(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionMissileRainGrid_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration)staticRTTI globalstatic bool ShootToPoints(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootToPoint_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float duration)staticRTTI global