AISubActionThrowItem_Record_Implementation class
AISubActionThrowItem_Record_Implementation
Inheritance
Base: IScriptable
Derived
None.
Properties
None.
Functions
static AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionThrowItem_Record> record, float duration)staticRTTI globalstatic bool ThrowItem(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionThrowItem_Record> record)staticRTTI globalstatic void SetNPCThrowingGrenade(AIbehaviorScriptExecutionContext context)staticRTTI globalstatic void ReadCurvedTrajectoryTDBParams(game.projectile.FollowCurveTrajectoryParams trajectoryParams, TDBID paramsTDBRecord)staticRTTI globalstatic void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionThrowItem_Record> record)staticRTTI globalstatic bool GetCachedGrenadeQuery(AIbehaviorScriptExecutionContext context, Vector4 targetPosition, float throwAngle, game.GrenadeThrowStartType outStartType)staticRTTI globalstatic void DropItem(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionThrowItem_Record> record)staticRTTI globalstatic game.projectile.TrajectoryParams? CreateParabolicTrajectory(WeakHandle<game.data.AISubActionThrowItem_Record> record, Vector4 targetPosition, float throwAngle)staticRTTI globalstatic game.projectile.TrajectoryParams? CreateCurvedTrajectory(WeakHandle<game.Object> target, TDBID paramsTDBRecord, float predictionTime)staticRTTI globalstatic game.projectile.TrajectoryParams? CreateCurvedTrajectoryFollowTargetSlot(WeakHandle<game.Object> target, CName slotName, TDBID paramsTDBRecord)staticRTTI globalstatic void ThrowInit(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionThrowItem_Record> record)staticRTTI globalstatic void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionThrowItem_Record> record, float duration, bool interrupted)staticRTTI global