BlackICE Scripting

class game.data

AISubActionCover_Record

game.data.AISubActionCover_Record

  • 0 properties
  • 28 functions

Extends game.data.AISubAction_Record game.data.TweakDBRecord IScriptable ISerializable

Properties

None.

Functions

  • WeakHandle<game.data.AIActionTarget_Record> Target() RTTI
  • game.data.AIActionTarget_Record? TargetHandle() RTTI
  • WeakHandle<game.data.AIActionCooldown_Record> InsideCoverReselectionCooldown() RTTI
  • game.data.AIActionCooldown_Record? InsideCoverReselectionCooldownHandle() RTTI
  • void ExposureMethodPriority(out WeakHandle<game.data.AIExposureMethodType_Record>[] outList) RTTI
  • int GetExposureMethodPriorityCount() RTTI
  • WeakHandle<game.data.AIExposureMethodType_Record> GetExposureMethodPriorityItem(int index) RTTI
  • game.data.AIExposureMethodType_Record? GetExposureMethodPriorityItemHandle(int index) RTTI
  • bool ExposureMethodPriorityContains(WeakHandle<game.data.AIExposureMethodType_Record> item) RTTI
  • CName[] CoverExposureMethods() RTTI
  • int GetCoverExposureMethodsCount() RTTI
  • CName GetCoverExposureMethodsItem(int index) RTTI
  • bool CoverExposureMethodsContains(CName item) RTTI
  • void CommandCoverConditions(out WeakHandle<game.data.AIActionCondition_Record>[] outList) RTTI
  • int GetCommandCoverConditionsCount() RTTI
  • WeakHandle<game.data.AIActionCondition_Record> GetCommandCoverConditionsItem(int index) RTTI
  • game.data.AIActionCondition_Record? GetCommandCoverConditionsItemHandle(int index) RTTI
  • bool CommandCoverConditionsContains(WeakHandle<game.data.AIActionCondition_Record> item) RTTI
  • float PrioritizeBlindFireAfterHit() RTTI
  • int SetDesiredCover() RTTI
  • float DelayExposedInCoverReset() RTTI
  • float ClearLOSDistanceTolerance() RTTI
  • int ExposedInCover() RTTI
  • bool UseGrenadeThrowMethods() RTTI
  • bool SetCurrentCover() RTTI
  • bool SetCoverExposureAnim() RTTI
  • bool SetInitialCoverData() RTTI
  • bool UseLastAvailableExposureMethodsIfNoneAvailable() RTTI