AIActionCondition_Record class
game.data.AIActionCondition_Record
Inheritance
Base: game.data.TweakDBRecord
Derived
None.
Properties
None.
Functions
WeakHandle<game.data.AIBlockCountCond_Record> BlockCount()RTTIgame.data.AIBlockCountCond_Record? BlockCountHandle()RTTIWeakHandle<game.data.AITargetCond_Record> Target()RTTIgame.data.AITargetCond_Record? TargetHandle()RTTIWeakHandle<game.data.AIFriendlyFireCond_Record> FriendlyFire()RTTIgame.data.AIFriendlyFireCond_Record? FriendlyFireHandle()RTTIWeakHandle<game.data.AIPreviousAttackCond_Record> PreviousAttack()RTTIgame.data.AIPreviousAttackCond_Record? PreviousAttackHandle()RTTIWeakHandle<game.data.AIThrowCond_Record> CanThrow()RTTIgame.data.AIThrowCond_Record? CanThrowHandle()RTTIWeakHandle<game.data.AIActionSubCondition_Record> Condition()RTTIgame.data.AIActionSubCondition_Record? ConditionHandle()RTTIWeakHandle<game.data.AIOptimalDistanceCond_Record> OptimalDistance()RTTIgame.data.AIOptimalDistanceCond_Record? OptimalDistanceHandle()RTTIWeakHandle<game.data.AIDodgeCountCond_Record> DodgeCount()RTTIgame.data.AIDodgeCountCond_Record? DodgeCountHandle()RTTIWeakHandle<game.data.AIWeaponLockedOnTargetCond_Record> WeaponLockedOnTarget()RTTIgame.data.AIWeaponLockedOnTargetCond_Record? WeaponLockedOnTargetHandle()RTTIWeakHandle<game.data.AICoverCond_Record> Cover()RTTIgame.data.AICoverCond_Record? CoverHandle()RTTIWeakHandle<game.data.AIGoToCoverCond_Record> GoToCover()RTTIgame.data.AIGoToCoverCond_Record? GoToCoverHandle()RTTIWeakHandle<game.data.AIValidCoversCond_Record> ValidCover()RTTIgame.data.AIValidCoversCond_Record? ValidCoverHandle()RTTIWeakHandle<game.data.AIHitCond_Record> Hit()RTTIgame.data.AIHitCond_Record? HitHandle()RTTIWeakHandle<game.data.AIWorkspotCond_Record> Workspot()RTTIgame.data.AIWorkspotCond_Record? WorkspotHandle()RTTIWeakHandle<game.data.AISecurityCond_Record> Security()RTTIgame.data.AISecurityCond_Record? SecurityHandle()RTTIWeakHandle<game.data.AIHasWeapon_Record> Weapon()RTTIgame.data.AIHasWeapon_Record? WeaponHandle()RTTIWeakHandle<game.data.AINPCTypeCond_Record> NpcType()RTTIgame.data.AINPCTypeCond_Record? NpcTypeHandle()RTTIint GetLookatCount()RTTIWeakHandle<game.data.AILookAtCond_Record> GetLookatItem(int index)RTTIgame.data.AILookAtCond_Record? GetLookatItemHandle(int index)RTTIbool LookatContains(WeakHandle<game.data.AILookAtCond_Record> item)RTTIint GetWeakSpotANDCount()RTTIWeakHandle<game.data.AIWeakSpotCond_Record> GetWeakSpotANDItem(int index)RTTIgame.data.AIWeakSpotCond_Record? GetWeakSpotANDItemHandle(int index)RTTIbool WeakSpotANDContains(WeakHandle<game.data.AIWeakSpotCond_Record> item)RTTIint GetCommandANDCount()RTTIWeakHandle<game.data.AICommandCond_Record> GetCommandANDItem(int index)RTTIgame.data.AICommandCond_Record? GetCommandANDItemHandle(int index)RTTIbool CommandANDContains(WeakHandle<game.data.AICommandCond_Record> item)RTTIint GetSlotORCount()RTTIWeakHandle<game.data.AISlotCond_Record> GetSlotORItem(int index)RTTIgame.data.AISlotCond_Record? GetSlotORItemHandle(int index)RTTIbool SlotORContains(WeakHandle<game.data.AISlotCond_Record> item)RTTIint GetSpatialANDCount()RTTIWeakHandle<game.data.AISpatialCond_Record> GetSpatialANDItem(int index)RTTIgame.data.AISpatialCond_Record? GetSpatialANDItemHandle(int index)RTTIbool SpatialANDContains(WeakHandle<game.data.AISpatialCond_Record> item)RTTIint GetSignalANDCount()RTTIWeakHandle<game.data.AISignalCond_Record> GetSignalANDItem(int index)RTTIgame.data.AISignalCond_Record? GetSignalANDItemHandle(int index)RTTIbool SignalANDContains(WeakHandle<game.data.AISignalCond_Record> item)RTTIint GetReactionCount()RTTIWeakHandle<game.data.AIReactionCond_Record> GetReactionItem(int index)RTTIgame.data.AIReactionCond_Record? GetReactionItemHandle(int index)RTTIbool ReactionContains(WeakHandle<game.data.AIReactionCond_Record> item)RTTIint GetStatPoolORCount()RTTIWeakHandle<game.data.AIStatPoolCond_Record> GetStatPoolORItem(int index)RTTIgame.data.AIStatPoolCond_Record? GetStatPoolORItemHandle(int index)RTTIbool StatPoolORContains(WeakHandle<game.data.AIStatPoolCond_Record> item)RTTIint GetStatusEffectORCount()RTTIWeakHandle<game.data.AIStatusEffectCond_Record> GetStatusEffectORItem(int index)RTTIgame.data.AIStatusEffectCond_Record? GetStatusEffectORItemHandle(int index)RTTIbool StatusEffectORContains(WeakHandle<game.data.AIStatusEffectCond_Record> item)RTTIint GetCalculateLineOfSightVectorCount()RTTIWeakHandle<game.data.AICalculateLineOfSightVector_Record> GetCalculateLineOfSightVectorItem(int index)RTTIgame.data.AICalculateLineOfSightVector_Record? GetCalculateLineOfSightVectorItemHandle(int index)RTTIbool CalculateLineOfSightVectorContains(WeakHandle<game.data.AICalculateLineOfSightVector_Record> item)RTTIint GetStatPoolANDCount()RTTIWeakHandle<game.data.AIStatPoolCond_Record> GetStatPoolANDItem(int index)RTTIgame.data.AIStatPoolCond_Record? GetStatPoolANDItemHandle(int index)RTTIbool StatPoolANDContains(WeakHandle<game.data.AIStatPoolCond_Record> item)RTTIint GetSquadANDCount()RTTIWeakHandle<game.data.AISquadCond_Record> GetSquadANDItem(int index)RTTIgame.data.AISquadCond_Record? GetSquadANDItemHandle(int index)RTTIbool SquadANDContains(WeakHandle<game.data.AISquadCond_Record> item)RTTIint GetInventoryORCount()RTTIWeakHandle<game.data.AIItemCond_Record> GetInventoryORItem(int index)RTTIgame.data.AIItemCond_Record? GetInventoryORItemHandle(int index)RTTIbool InventoryORContains(WeakHandle<game.data.AIItemCond_Record> item)RTTIint GetInventoryANDCount()RTTIWeakHandle<game.data.AIItemCond_Record> GetInventoryANDItem(int index)RTTIgame.data.AIItemCond_Record? GetInventoryANDItemHandle(int index)RTTIbool InventoryANDContains(WeakHandle<game.data.AIItemCond_Record> item)RTTIint GetInTacticPositionCount()RTTIWeakHandle<game.data.AIInTacticPositionCond_Record> GetInTacticPositionItem(int index)RTTIgame.data.AIInTacticPositionCond_Record? GetInTacticPositionItemHandle(int index)RTTIbool InTacticPositionContains(WeakHandle<game.data.AIInTacticPositionCond_Record> item)RTTIint GetWeakSpotORCount()RTTIWeakHandle<game.data.AIWeakSpotCond_Record> GetWeakSpotORItem(int index)RTTIgame.data.AIWeakSpotCond_Record? GetWeakSpotORItemHandle(int index)RTTIbool WeakSpotORContains(WeakHandle<game.data.AIWeakSpotCond_Record> item)RTTIint GetCalculatePathCount()RTTIWeakHandle<game.data.AICalculatePathCond_Record> GetCalculatePathItem(int index)RTTIgame.data.AICalculatePathCond_Record? GetCalculatePathItemHandle(int index)RTTIbool CalculatePathContains(WeakHandle<game.data.AICalculatePathCond_Record> item)RTTIint GetAmmoCountANDCount()RTTIWeakHandle<game.data.AIAmmoCountCond_Record> GetAmmoCountANDItem(int index)RTTIgame.data.AIAmmoCountCond_Record? GetAmmoCountANDItemHandle(int index)RTTIbool AmmoCountANDContains(WeakHandle<game.data.AIAmmoCountCond_Record> item)RTTIint GetCommandORCount()RTTIWeakHandle<game.data.AICommandCond_Record> GetCommandORItem(int index)RTTIgame.data.AICommandCond_Record? GetCommandORItemHandle(int index)RTTIbool CommandORContains(WeakHandle<game.data.AICommandCond_Record> item)RTTIint GetSquadORCount()RTTIWeakHandle<game.data.AISquadCond_Record> GetSquadORItem(int index)RTTIgame.data.AISquadCond_Record? GetSquadORItemHandle(int index)RTTIbool SquadORContains(WeakHandle<game.data.AISquadCond_Record> item)RTTIint GetSlotANDCount()RTTIWeakHandle<game.data.AISlotCond_Record> GetSlotANDItem(int index)RTTIgame.data.AISlotCond_Record? GetSlotANDItemHandle(int index)RTTIbool SlotANDContains(WeakHandle<game.data.AISlotCond_Record> item)RTTIint GetRestrictedMovementAreaCount()RTTIWeakHandle<game.data.AIRestrictedMovementAreaCond_Record> GetRestrictedMovementAreaItem(int index)RTTIgame.data.AIRestrictedMovementAreaCond_Record? GetRestrictedMovementAreaItemHandle(int index)RTTIbool RestrictedMovementAreaContains(WeakHandle<game.data.AIRestrictedMovementAreaCond_Record> item)RTTIint GetAmmoCountORCount()RTTIWeakHandle<game.data.AIAmmoCountCond_Record> GetAmmoCountORItem(int index)RTTIgame.data.AIAmmoCountCond_Record? GetAmmoCountORItemHandle(int index)RTTIbool AmmoCountORContains(WeakHandle<game.data.AIAmmoCountCond_Record> item)RTTIint GetMovementORCount()RTTIWeakHandle<game.data.AIMovementCond_Record> GetMovementORItem(int index)RTTIgame.data.AIMovementCond_Record? GetMovementORItemHandle(int index)RTTIbool MovementORContains(WeakHandle<game.data.AIMovementCond_Record> item)RTTIint GetCooldownCount()RTTIWeakHandle<game.data.AICooldownCond_Record> GetCooldownItem(int index)RTTIgame.data.AICooldownCond_Record? GetCooldownItemHandle(int index)RTTIbool CooldownContains(WeakHandle<game.data.AICooldownCond_Record> item)RTTIint GetSignalORCount()RTTIWeakHandle<game.data.AISignalCond_Record> GetSignalORItem(int index)RTTIgame.data.AISignalCond_Record? GetSignalORItemHandle(int index)RTTIbool SignalORContains(WeakHandle<game.data.AISignalCond_Record> item)RTTIint GetVehicleORCount()RTTIWeakHandle<game.data.AIVehicleCond_Record> GetVehicleORItem(int index)RTTIgame.data.AIVehicleCond_Record? GetVehicleORItemHandle(int index)RTTIbool VehicleORContains(WeakHandle<game.data.AIVehicleCond_Record> item)RTTIint GetSpatialORCount()RTTIWeakHandle<game.data.AISpatialCond_Record> GetSpatialORItem(int index)RTTIgame.data.AISpatialCond_Record? GetSpatialORItemHandle(int index)RTTIbool SpatialORContains(WeakHandle<game.data.AISpatialCond_Record> item)RTTIint GetMovementANDCount()RTTIWeakHandle<game.data.AIMovementCond_Record> GetMovementANDItem(int index)RTTIgame.data.AIMovementCond_Record? GetMovementANDItemHandle(int index)RTTIbool MovementANDContains(WeakHandle<game.data.AIMovementCond_Record> item)RTTIint GetStatusEffectANDCount()RTTIWeakHandle<game.data.AIStatusEffectCond_Record> GetStatusEffectANDItem(int index)RTTIgame.data.AIStatusEffectCond_Record? GetStatusEffectANDItemHandle(int index)RTTIbool StatusEffectANDContains(WeakHandle<game.data.AIStatusEffectCond_Record> item)RTTIint GetVehicleANDCount()RTTIWeakHandle<game.data.AIVehicleCond_Record> GetVehicleANDItem(int index)RTTIgame.data.AIVehicleCond_Record? GetVehicleANDItemHandle(int index)RTTIbool VehicleANDContains(WeakHandle<game.data.AIVehicleCond_Record> item)RTTIint GetAbilityCount()RTTIWeakHandle<game.data.AIAbilityCond_Record> GetAbilityItem(int index)RTTIgame.data.AIAbilityCond_Record? GetAbilityItemHandle(int index)RTTIbool AbilityContains(WeakHandle<game.data.AIAbilityCond_Record> item)RTTIint GetStateCount()RTTIWeakHandle<game.data.AIStateCond_Record> GetStateItem(int index)RTTIgame.data.AIStateCond_Record? GetStateItemHandle(int index)RTTIbool StateContains(WeakHandle<game.data.AIStateCond_Record> item)RTTIint GetTresspassingCount()RTTIWeakHandle<game.data.AITresspassingCond_Record> GetTresspassingItem(int index)RTTIgame.data.AITresspassingCond_Record? GetTresspassingItemHandle(int index)RTTIbool TresspassingContains(WeakHandle<game.data.AITresspassingCond_Record> item)RTTI