class
AIbehaviorconditionScript
- 0 properties
- 7 functions
- 97 derived classes
Extends AIbehaviorScriptBase IScriptable ISerializable
AIAggressiveReactionPresetCondition, AIAutonomousConditions, AIDeathConditions, AIDebugConditions, AIItemHandlingCondition, AINPCStateCheck, AIRoleCondition, AISignalCondition, AIStatusEffectCondition, AITimeCondition
Show 87 more of 97 derived classes
AIVehicleConditionAbstract, ActionWeightCondition, AnimationsLoadedCondition, CanDoReactionAction, CanNPCRun, CerberusDetectionCombat, CerberusDetectionOpticalCamo, CheckAbilityCanRetreat, CheckAnimSetTags, CheckArguments, CheckBoolisValid, CheckCurrentWorkspotTag, CheckFloatIsValid, CheckFollowTarget, CheckFreeWorkspot, CheckGameDifficulty, CheckLastTriggeredStimuli, CheckPathToCombatTarget, CheckPhaseState, CheckQuestFact, CheckReaction, CheckReactionStimType, CheckReactionValueThreshold, CheckStimID, CheckStimRevealsInstigatorPosition, CheckStimTag, CheckTargetInVehicle, CheckThreat, CheckTimestamp, CheckVectorIsValid, CompareArguments, DeathIsRagdollCondition, EscalateProvoke, FindTeleportPositionForTakedown, HasPatrolAction, HasPositionFarFromThreat, HaveScavengeTargets, HearStimThreshold, HitConditions, HorizontalLineTrace, IdleActionsCondition, IgnoreMoveCommandInCombatCondition, InArmedVehicle, InvestigateController, IsAggressive, IsAggressiveCrowd, IsBlockedInTraffic, IsBoss, IsCerberus, IsCrowdNPC, IsDead, IsInTrafficLane, IsNPCInCourier, IsNPCMarkedForDespawn, IsPatrolProgressValid, IsPlayerAKiller, IsRagdolling, IsTargetObjectPlayer, IsValidCombatTarget, IsWorkspotReaction, KurtMeleeTakedownCooldownActive, KurtTakedownKnifeLanded, MountRequestCondition, PlayInitFearAnimation, PlayStartupLocoFearAnimation, PreventionConditionAbstract, PreviousFearPhaseCheck, ReactAfterDodge, RestrictedMovementAreaCondition, ShouldContinuePatrolFromBeginning, ShouldContinuePatrolFromClosestPoint, ShouldContinuePatrolFromNextControlPoint, ShouldNPCContinueInAlerted, ShouldNPCReEquipWeaponOnDismount, SimpleCanSwapWeapons, SimpleCanUseAvoidLOSMovement, SimpleCanUseCover, SimpleCombatConditon, SimpleCoverBehaviorCondition, SimpleSandevistanDashShootCondition, SimpleSandevistanHarassCondition, SimpleShouldEvadeCondition, SimpleSprintHarassCondition, SlotAnimationInProgress, StealthStimThreshold, TweakAIActionConditionAbstract, WasNPCForcedToJoinCrowd
Properties
None.
Functions
ushort ListenToSignal(AIbehaviorScriptExecutionContext context, CName signalName)RTTIre.Hooks.Place( "AIbehaviorconditionScript", "ListenToSignal", (AIbehaviorconditionScript_ListenToSignal x) => { return re.Hooks.CallOriginal<re.msgpack.Ushort>(); } ); [Msgpack.Gen] public readonly partial record struct AIbehaviorconditionScript_ListenToSignal( AIbehaviorconditionScript self, AIbehaviorScriptExecutionContext context, CName signalName );void StopListeningToSignal(AIbehaviorScriptExecutionContext context, CName signalName, ushort callbackId)RTTIre.Hooks.PlaceVoid( "AIbehaviorconditionScript", "StopListeningToSignal", (AIbehaviorconditionScript_StopListeningToSignal x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIbehaviorconditionScript_StopListeningToSignal( AIbehaviorconditionScript self, AIbehaviorScriptExecutionContext context, CName signalName, ushort callbackId );bool SetUpdateInterval(AIbehaviorScriptExecutionContext context, float interval)RTTIre.Hooks.Place( "AIbehaviorconditionScript", "SetUpdateInterval", (AIbehaviorconditionScript_SetUpdateInterval x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIbehaviorconditionScript_SetUpdateInterval( AIbehaviorconditionScript self, AIbehaviorScriptExecutionContext context, float interval );void Activate(AIbehaviorScriptExecutionContext context)RTTIre.Hooks.PlaceVoid( "AIbehaviorconditionScript", "Activate;ScriptExecutionContext", (AIbehaviorconditionScript_Activate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIbehaviorconditionScript_Activate( AIbehaviorconditionScript self, AIbehaviorScriptExecutionContext context );void Deactivate(AIbehaviorScriptExecutionContext context)RTTIre.Hooks.PlaceVoid( "AIbehaviorconditionScript", "Deactivate;ScriptExecutionContext", (AIbehaviorconditionScript_Deactivate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIbehaviorconditionScript_Deactivate( AIbehaviorconditionScript self, AIbehaviorScriptExecutionContext context );AIbehaviorConditionOutcomes Check(AIbehaviorScriptExecutionContext context)RTTIre.Hooks.Place( "AIbehaviorconditionScript", "Check;ScriptExecutionContext", (AIbehaviorconditionScript_Check x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorConditionOutcomes>(); } ); [Msgpack.Gen] public readonly partial record struct AIbehaviorconditionScript_Check( AIbehaviorconditionScript self, AIbehaviorScriptExecutionContext context );AIbehaviorConditionOutcomes CheckOnEvent(AIbehaviorScriptExecutionContext context, AIAIEvent behaviorEvent)RTTIre.Hooks.Place( "AIbehaviorconditionScript", "CheckOnEvent;ScriptExecutionContextAIEvent", (AIbehaviorconditionScript_CheckOnEvent x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorConditionOutcomes>(); } ); [Msgpack.Gen] public readonly partial record struct AIbehaviorconditionScript_CheckOnEvent( AIbehaviorconditionScript self, AIbehaviorScriptExecutionContext context, AIAIEvent? behaviorEvent );