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PerceivableComponent.c
Go to the documentation of this file.
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/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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11
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class
PerceivableComponent
:
GameComponent
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{
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proto external
EAIUnitType
GetUnitType();
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proto external
float
GetVisualRecognitionFactor();
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proto external
float
GetIlluminationFactor();
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proto external
float
GetAmbientLV();
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proto external
float
GetSoundPower();
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proto external
float
GetEstimatedVisualSize();
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proto external
int
GetAimpoints(out notnull array<vector> outPoints);
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proto external
int
GetAimpointsOfType(out notnull array<ref AimPoint> outPoints,
EAimPointType
type
);
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proto external
bool
IsDisarmed();
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proto external
void
SetDisarmed(
bool
disarmed);
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proto external CompartmentAccessComponent GetCompartmentAccessComponent();
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proto external
bool
IsInCompartment
();
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proto external FactionAffiliationComponent
GetFactionAffiliationComponent
();
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proto external
void
SetPerceivedFactionOverride(
Faction
faction);
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proto external
Faction
GetPerceivedFactionOverride();
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proto external
Faction
GetPerceivedFaction
();
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// callbacks
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event
void
EOnInit(
IEntity
owner);
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}
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GetPerceivedFaction
Faction GetPerceivedFaction()
Definition
SCR_CharacterFactionAffiliationComponent.c:49
type
EDamageType type
Definition
SCR_DestructibleTreeV2.c:32
GetFactionAffiliationComponent
FactionAffiliationComponent GetFactionAffiliationComponent()
Definition
SCR_ResourceComponent.c:356
Faction
Definition
Faction.c:13
GameComponent
Definition
GameComponent.c:13
IEntity
Definition
IEntity.c:13
PerceivableComponent
Definition
PerceivableComponent.c:13
EAimPointType
EAimPointType
Definition
EAimPointType.c:13
EAIUnitType
EAIUnitType
Definition
EAIUnitType.c:13
IsInCompartment
proto external bool IsInCompartment()
Returns true if we're inside a compartment.
scripts
Game
generated
Perception
PerceivableComponent.c
Generated by
1.17.0