Class Agent
- Namespace
- TaleWorlds.MountAndBlade
- Assembly
- TaleWorlds.MountAndBlade.dll
public sealed class Agent : DotNetObject, IAgent, IFocusable, IUsable, IFormationUnit, ITrackableBase
- Inheritance
-
Agent
- Implements
- Inherited Members
- Extension Methods
Fields
BecomeTeenagerAge
public const float BecomeTeenagerAge = 14
Field Value
CachedAndFormationValuesUpdateTime
public const float CachedAndFormationValuesUpdateTime = 0.5
Field Value
DefaultTauntActions
public static readonly ActionIndexCache[] DefaultTauntActions
Field Value
DetachmentWeight
public float DetachmentWeight
Field Value
DismountVelocityLimit
public const float DismountVelocityLimit = 0.5
Field Value
HealthDyingThreshold
public const float HealthDyingThreshold = 1
Field Value
LastDetachmentTickAgentTime
public float LastDetachmentTickAgentTime
Field Value
MaxFocusDistance
public const float MaxFocusDistance = 10
Field Value
MaxInteractionDistance
public const float MaxInteractionDistance = 3
Field Value
MaxMountInteractionDistance
public const float MaxMountInteractionDistance = 1.75
Field Value
MissionRepresentative
public MissionRepresentativeBase MissionRepresentative
Field Value
OnAgentMountedStateChanged
public Action OnAgentMountedStateChanged
Field Value
OnAgentWieldedItemChange
public Action OnAgentWieldedItemChange
Field Value
OnMainAgentWieldedItemChange
public Agent.OnMainAgentWieldedItemChangeDelegate OnMainAgentWieldedItemChange
Field Value
OwningAgentMissionPeer
public MissionPeer OwningAgentMissionPeer
Field Value
Properties
AIStateFlags
public Agent.AIStateFlag AIStateFlags { get; set; }
Property Value
ActionSet
public MBActionSet ActionSet { get; }
Property Value
Age
public float Age { get; set; }
Property Value
AgentDrivenProperties
public AgentDrivenProperties AgentDrivenProperties { get; }
Property Value
AgentRole
public TextObject AgentRole { get; set; }
Property Value
AgentScale
public float AgentScale { get; }
Property Value
AgentVisuals
public MBAgentVisuals AgentVisuals { get; }
Property Value
AttackDirection
public Agent.UsageDirection AttackDirection { get; }
Property Value
AverageVelocity
public Vec3 AverageVelocity { get; }
Property Value
Banner
public ItemObject Banner { get; }
Property Value
BaseHealthLimit
public float BaseHealthLimit { get; set; }
Property Value
BodyPropertiesSeed
public int BodyPropertiesSeed { get; }
Property Value
BodyPropertiesValue
public BodyProperties BodyPropertiesValue { get; }
Property Value
CanLeadFormationsRemotely
public bool CanLeadFormationsRemotely { get; }
Property Value
CanLogCombatFor
public bool CanLogCombatFor { get; }
Property Value
Character
public BasicCharacterObject Character { get; set; }
Property Value
CharacterPowerCached
public float CharacterPowerCached { get; }
Property Value
ClothingColor1
public uint ClothingColor1 { get; }
Property Value
ClothingColor2
public uint ClothingColor2 { get; }
Property Value
CollisionCapsule
public CapsuleData CollisionCapsule { get; }
Property Value
CollisionCapsuleCenter
public Vec3 CollisionCapsuleCenter { get; }
Property Value
CombatActionsEnabled
public bool CombatActionsEnabled { get; }
Property Value
CommonAIComponent
public CommonAIComponent CommonAIComponent { get; }
Property Value
Components
public MBReadOnlyList<AgentComponent> Components { get; }
Property Value
Controller
public Agent.ControllerType Controller { get; set; }
Property Value
CrouchMode
public bool CrouchMode { get; }
Property Value
CurrentAimingError
public float CurrentAimingError { get; }
Property Value
CurrentAimingTurbulance
public float CurrentAimingTurbulance { get; }
Property Value
CurrentGuardMode
public Agent.GuardMode CurrentGuardMode { get; }
Property Value
CurrentMortalityState
public Agent.MortalityState CurrentMortalityState { get; }
Property Value
CurrentWatchState
public Agent.WatchState CurrentWatchState { get; }
Property Value
CurrentlyUsedGameObject
public UsableMissionObject CurrentlyUsedGameObject { get; }
Property Value
Defensiveness
public float Defensiveness { get; set; }
Property Value
Detachment
public IDetachment Detachment { get; set; }
Property Value
Equipment
public MissionEquipment Equipment { get; }
Property Value
EventControlFlags
public Agent.EventControlFlag EventControlFlags { get; set; }
Property Value
Formation
public Formation Formation { get; set; }
Property Value
FormationBanner
public ItemObject FormationBanner { get; }
Property Value
FormationPositionPreference
public FormationPositionPreference FormationPositionPreference { get; set; }
Property Value
Frame
public MatrixFrame Frame { get; }
Property Value
HasBeenBuilt
public bool HasBeenBuilt { get; }
Property Value
HasMeleeWeaponCached
public bool HasMeleeWeaponCached { get; }
Property Value
HasMount
public bool HasMount { get; }
Property Value
HasShieldCached
public bool HasShieldCached { get; }
Property Value
HasSpearCached
public bool HasSpearCached { get; }
Property Value
HasThrownCached
public bool HasThrownCached { get; }
Property Value
HeadCameraMode
public bool HeadCameraMode { get; set; }
Property Value
Health
public float Health { get; set; }
Property Value
HealthLimit
public float HealthLimit { get; set; }
Property Value
HitterList
public MBReadOnlyList<Agent.Hitter> HitterList { get; }
Property Value
HorseCreationKey
public string HorseCreationKey { get; }
Property Value
HumanAIComponent
public HumanAIComponent HumanAIComponent { get; }
Property Value
ImmediateEnemy
public Agent ImmediateEnemy { get; }
Property Value
Index
public int Index { get; }
Property Value
IsAIControlled
public bool IsAIControlled { get; }
Property Value
IsCheering
public bool IsCheering { get; }
Property Value
IsDetachableFromFormation
public bool IsDetachableFromFormation { get; }
Property Value
IsDetachedFromFormation
public bool IsDetachedFromFormation { get; }
Property Value
IsDoingPassiveAttack
public bool IsDoingPassiveAttack { get; }
Property Value
IsFemale
public bool IsFemale { get; set; }
Property Value
IsHero
public bool IsHero { get; }
Property Value
IsHuman
public bool IsHuman { get; }
Property Value
IsInBeingStruckAction
public bool IsInBeingStruckAction { get; }
Property Value
IsItemUseDisabled
public bool IsItemUseDisabled { get; set; }
Property Value
IsLookDirectionLocked
public bool IsLookDirectionLocked { get; set; }
Property Value
IsLookRotationInSlowMotion
public bool IsLookRotationInSlowMotion { get; }
Property Value
IsMainAgent
public bool IsMainAgent { get; }
Property Value
IsMine
public bool IsMine { get; }
Property Value
IsMount
public bool IsMount { get; }
Property Value
IsPassiveUsageConditionsAreMet
public bool IsPassiveUsageConditionsAreMet { get; }
Property Value
IsPaused
public bool IsPaused { get; set; }
Property Value
IsPlayerControlled
public bool IsPlayerControlled { get; }
Property Value
IsPlayerTroop
public bool IsPlayerTroop { get; }
Property Value
IsPlayerUnit
public bool IsPlayerUnit { get; }
Property Value
IsRangedCached
public bool IsRangedCached { get; }
Property Value
IsRunningAway
public bool IsRunningAway { get; }
Property Value
IsShieldUsageEncouraged
public bool IsShieldUsageEncouraged { get; }
Property Value
IsUsingGameObject
public bool IsUsingGameObject { get; }
Property Value
KillCount
public int KillCount { get; set; }
Property Value
LastMeleeAttackTime
public float LastMeleeAttackTime { get; }
Property Value
LastMeleeHitTime
public float LastMeleeHitTime { get; }
Property Value
LastRangedAttackTime
public float LastRangedAttackTime { get; }
Property Value
LastRangedHitTime
public float LastRangedHitTime { get; }
Property Value
LookDirection
public Vec3 LookDirection { get; set; }
Property Value
LookDirectionAsAngle
public float LookDirectionAsAngle { get; set; }
Property Value
LookFrame
public MatrixFrame LookFrame { get; }
Property Value
LookRotation
public Mat3 LookRotation { get; }
Property Value
Main
public static Agent Main { get; }
Property Value
MaximumForwardUnlimitedSpeed
public float MaximumForwardUnlimitedSpeed { get; }
Property Value
MaximumMissileRange
public float MaximumMissileRange { get; }
Property Value
MissileRangeAdjusted
public float MissileRangeAdjusted { get; }
Property Value
Mission
public Mission Mission { get; }
Property Value
MissionPeer
public MissionPeer MissionPeer { get; set; }
Property Value
Monster
public Monster Monster { get; }
Property Value
MountAgent
public Agent MountAgent { get; }
Property Value
MovementDirectionAsAngle
public float MovementDirectionAsAngle { get; }
Property Value
MovementFlags
public Agent.MovementControlFlag MovementFlags { get; set; }
Property Value
MovementInputVector
public Vec2 MovementInputVector { get; set; }
Property Value
MovementLockedState
public AgentMovementLockedState MovementLockedState { get; }
Property Value
MovementVelocity
public Vec2 MovementVelocity { get; }
Property Value
Name
public string Name { get; }
Property Value
Origin
public IAgentOriginBase Origin { get; set; }
Property Value
Position
public Vec3 Position { get; }
Property Value
PropertyModifiers
public Agent.AgentPropertiesModifiers PropertyModifiers { get; }
Property Value
RandomizeColors
public bool RandomizeColors { get; }
Property Value
RiderAgent
public Agent RiderAgent { get; }
Property Value
RunSpeedCached
public float RunSpeedCached { get; }
Property Value
SpawnEquipment
public Equipment SpawnEquipment { get; }
Property Value
State
public AgentState State { get; set; }
Property Value
SyncHealthToAllClients
public bool SyncHealthToAllClients { get; }
Property Value
Team
public Team Team { get; }
Property Value
Velocity
public Vec3 Velocity { get; }
Property Value
VisualPosition
public Vec3 VisualPosition { get; }
Property Value
WalkMode
public bool WalkMode { get; }
Property Value
WalkSpeedCached
public float WalkSpeedCached { get; }
Property Value
WalkingSpeedLimitOfMountable
public float WalkingSpeedLimitOfMountable { get; }
Property Value
WieldedOffhandWeapon
public MissionWeapon WieldedOffhandWeapon { get; }
Property Value
WieldedWeapon
public MissionWeapon WieldedWeapon { get; }
Property Value
Methods
AddComponent(AgentComponent)
public void AddComponent(AgentComponent agentComponent)
Parameters
agentComponent
AgentComponent
AddController(Type)
public AgentController AddController(Type type)
Parameters
type
Type
Returns
AddHitter(MissionPeer, float, bool)
public void AddHitter(MissionPeer peer, float damage, bool isFriendlyHit)
Parameters
peer
MissionPeerdamage
floatisFriendlyHit
bool
AddPrefabComponentToBone(string, sbyte)
public CompositeComponent AddPrefabComponentToBone(string prefabName, sbyte boneIndex)
Parameters
Returns
AddSynchedPrefabComponentToBone(string, sbyte)
public int AddSynchedPrefabComponentToBone(string prefabName, sbyte boneIndex)
Parameters
Returns
AttachWeaponToBone(MissionWeapon, GameEntity, sbyte, ref MatrixFrame)
public void AttachWeaponToBone(MissionWeapon weapon, GameEntity weaponEntity, sbyte boneIndex, ref MatrixFrame attachLocalFrame)
Parameters
weapon
MissionWeaponweaponEntity
GameEntityboneIndex
sbyteattachLocalFrame
MatrixFrame
AttachWeaponToWeapon(EquipmentIndex, MissionWeapon, GameEntity, ref MatrixFrame)
public void AttachWeaponToWeapon(EquipmentIndex slotIndex, MissionWeapon weapon, GameEntity weaponEntity, ref MatrixFrame attachLocalFrame)
Parameters
slotIndex
EquipmentIndexweapon
MissionWeaponweaponEntity
GameEntityattachLocalFrame
MatrixFrame
AttackDirectionToMovementFlag(UsageDirection)
public Agent.MovementControlFlag AttackDirectionToMovementFlag(Agent.UsageDirection direction)
Parameters
direction
Agent.UsageDirection
Returns
CanAIWieldAsRangedWeapon(MissionWeapon)
public bool CanAIWieldAsRangedWeapon(MissionWeapon weapon)
Parameters
weapon
MissionWeapon
Returns
CanBeAssignedForScriptedMovement()
public bool CanBeAssignedForScriptedMovement()
Returns
CanInteractWithAgent(Agent, float)
public bool CanInteractWithAgent(Agent otherAgent, float userAgentCameraElevation)
Parameters
Returns
CanInteractableWeaponBePickedUp(SpawnedItemEntity)
public bool CanInteractableWeaponBePickedUp(SpawnedItemEntity spawnedItem)
Parameters
spawnedItem
SpawnedItemEntity
Returns
CanMoveDirectlyToPosition(in Vec2)
public bool CanMoveDirectlyToPosition(in Vec2 position)
Parameters
position
Vec2
Returns
CanQuickPickUp(SpawnedItemEntity)
public bool CanQuickPickUp(SpawnedItemEntity spawnedItem)
Parameters
spawnedItem
SpawnedItemEntity
Returns
CanReachAgent(Agent)
public bool CanReachAgent(Agent otherAgent)
Parameters
otherAgent
Agent
Returns
CanReachAndUseObject(UsableMissionObject, float)
public bool CanReachAndUseObject(UsableMissionObject gameObject, float distanceSq)
Parameters
gameObject
UsableMissionObjectdistanceSq
float
Returns
CanReachObject(UsableMissionObject, float)
public bool CanReachObject(UsableMissionObject gameObject, float distanceSq)
Parameters
gameObject
UsableMissionObjectdistanceSq
float
Returns
CanTeleport()
public bool CanTeleport()
Returns
CanThrustAttackStickToBone(BoneBodyPartType)
public bool CanThrustAttackStickToBone(BoneBodyPartType bodyPart)
Parameters
bodyPart
BoneBodyPartType
Returns
CanUseObject(UsableMissionObject)
public bool CanUseObject(UsableMissionObject gameObject)
Parameters
gameObject
UsableMissionObject
Returns
ChangeWeaponHitPoints(EquipmentIndex, short)
public void ChangeWeaponHitPoints(EquipmentIndex slotIndex, short hitPoints)
Parameters
slotIndex
EquipmentIndexhitPoints
short
CheckEquipmentForCapeClothSimulationStateChange()
public void CheckEquipmentForCapeClothSimulationStateChange()
CheckPathToAITargetAgentPassesThroughNavigationFaceIdFromDirection(int, Vec3, float)
public bool CheckPathToAITargetAgentPassesThroughNavigationFaceIdFromDirection(int navigationFaceId, Vec3 direction, float overridenCostForFaceId)
Parameters
Returns
CheckSkillForMounting(Agent)
public bool CheckSkillForMounting(Agent mountAgent)
Parameters
mountAgent
Agent
Returns
CheckToDropFlaggedItem()
public void CheckToDropFlaggedItem()
CheckTracked(BasicCharacterObject)
public bool CheckTracked(BasicCharacterObject basicCharacter)
Parameters
basicCharacter
BasicCharacterObject
Returns
ClearAttachedWeapons()
public void ClearAttachedWeapons()
ClearEquipment()
public void ClearEquipment()
ClearHandInverseKinematics()
public void ClearHandInverseKinematics()
ClearTargetFrame()
public void ClearTargetFrame()
ComputeAnimationDisplacement(float)
public Vec3 ComputeAnimationDisplacement(float dt)
Parameters
dt
float
Returns
CreateBloodBurstAtLimb(sbyte, float)
public void CreateBloodBurstAtLimb(sbyte realBoneIndex, float scale)
Parameters
CreateBlowFromBlowAsReflection(in Blow, in AttackCollisionData, out Blow, out AttackCollisionData)
public void CreateBlowFromBlowAsReflection(in Blow blow, in AttackCollisionData collisionData, out Blow outBlow, out AttackCollisionData outCollisionData)
Parameters
blow
BlowcollisionData
AttackCollisionDataoutBlow
BlowoutCollisionData
AttackCollisionData
DebugGetHealth()
[MBCallback]
public float DebugGetHealth()
Returns
DebugMore()
[Conditional("DEBUG")]
public void DebugMore()
DefendDirectionToMovementFlag(UsageDirection)
public Agent.MovementControlFlag DefendDirectionToMovementFlag(Agent.UsageDirection direction)
Parameters
direction
Agent.UsageDirection
Returns
DeleteAttachedWeapon(int)
public void DeleteAttachedWeapon(int index)
Parameters
index
int
Die(Blow, KillInfo)
public void Die(Blow b, Agent.KillInfo overrideKillInfo = KillInfo.Invalid)
Parameters
DisableLookToPointOfInterest()
public void DisableLookToPointOfInterest()
DisableScriptedCombatMovement()
public void DisableScriptedCombatMovement()
DisableScriptedMovement()
public void DisableScriptedMovement()
DropItem(EquipmentIndex, WeaponClass)
public void DropItem(EquipmentIndex itemIndex, WeaponClass pickedUpItemType = WeaponClass.Undefined)
Parameters
itemIndex
EquipmentIndexpickedUpItemType
WeaponClass
EnforceShieldUsage(UsageDirection)
public void EnforceShieldUsage(Agent.UsageDirection shieldDirection)
Parameters
shieldDirection
Agent.UsageDirection
EquipItemsFromSpawnEquipment(bool)
public void EquipItemsFromSpawnEquipment(bool neededBatchedItems)
Parameters
neededBatchedItems
bool
EquipWeaponFromSpawnedItemEntity(EquipmentIndex, SpawnedItemEntity, bool)
public void EquipWeaponFromSpawnedItemEntity(EquipmentIndex slotIndex, SpawnedItemEntity spawnedItemEntity, bool removeWeapon)
Parameters
slotIndex
EquipmentIndexspawnedItemEntity
SpawnedItemEntityremoveWeapon
bool
EquipWeaponToExtraSlotAndWield(ref MissionWeapon)
public void EquipWeaponToExtraSlotAndWield(ref MissionWeapon weapon)
Parameters
weapon
MissionWeapon
EquipWeaponWithNewEntity(EquipmentIndex, ref MissionWeapon)
public void EquipWeaponWithNewEntity(EquipmentIndex slotIndex, ref MissionWeapon weapon)
Parameters
slotIndex
EquipmentIndexweapon
MissionWeapon
FadeIn()
public void FadeIn()
FadeOut(bool, bool)
public void FadeOut(bool hideInstantly, bool hideMount)
Parameters
ForceAiBehaviorSelection()
public void ForceAiBehaviorSelection()
GetActionChannelCurrentActionWeight(int)
public float GetActionChannelCurrentActionWeight(int channelNo)
Parameters
channelNo
int
Returns
GetActionChannelWeight(int)
public float GetActionChannelWeight(int channelNo)
Parameters
channelNo
int
Returns
GetActionDirection(int)
public static Agent.UsageDirection GetActionDirection(int actionIndex)
Parameters
actionIndex
int
Returns
GetAgentDrivenPropertyValue(DrivenProperty)
public float GetAgentDrivenPropertyValue(DrivenProperty type)
Parameters
type
DrivenProperty
Returns
GetAgentFacialAnimation()
public string GetAgentFacialAnimation()
Returns
GetAgentFlags()
public AgentFlag GetAgentFlags()
Returns
GetAgentVoiceDefinition()
public string GetAgentVoiceDefinition()
Returns
GetAimingTimer()
public float GetAimingTimer()
Returns
GetArmLength()
public float GetArmLength()
Returns
GetArmWeight()
public float GetArmWeight()
Returns
GetAssistingHitter(MissionPeer)
public Agent.Hitter GetAssistingHitter(MissionPeer killerPeer)
Parameters
killerPeer
MissionPeer
Returns
GetAttachedWeapon(int)
public MissionWeapon GetAttachedWeapon(int index)
Parameters
index
int
Returns
GetAttachedWeaponBoneIndex(int)
public sbyte GetAttachedWeaponBoneIndex(int index)
Parameters
index
int
Returns
GetAttachedWeaponFrame(int)
public MatrixFrame GetAttachedWeaponFrame(int index)
Parameters
index
int
Returns
GetAttachedWeaponsCount()
public int GetAttachedWeaponsCount()
Returns
GetAttackDirection()
public Agent.UsageDirection GetAttackDirection()
Returns
GetBaseArmorEffectivenessForBodyPart(BoneBodyPartType)
public float GetBaseArmorEffectivenessForBodyPart(BoneBodyPartType bodyPart)
Parameters
bodyPart
BoneBodyPartType
Returns
GetBattleImportance()
public float GetBattleImportance()
Returns
GetBodyRotationConstraint(int)
public Vec2 GetBodyRotationConstraint(int channelIndex = 1)
Parameters
channelIndex
int
Returns
GetChestGlobalPosition()
public Vec3 GetChestGlobalPosition()
Returns
GetComponent<T>()
public T GetComponent<T>() where T : AgentComponent
Returns
- T
Type Parameters
T
GetController<T>()
public T GetController<T>() where T : AgentController
Returns
- T
Type Parameters
T
GetCurWeaponOffset()
public Vec3 GetCurWeaponOffset()
Returns
GetCurrentAction(int)
public ActionIndexCache GetCurrentAction(int channelNo)
Parameters
channelNo
int
Returns
GetCurrentActionDirection(int)
public Agent.UsageDirection GetCurrentActionDirection(int channelNo)
Parameters
channelNo
int
Returns
GetCurrentActionPriority(int)
public int GetCurrentActionPriority(int channelNo)
Parameters
channelNo
int
Returns
GetCurrentActionProgress(int)
public float GetCurrentActionProgress(int channelNo)
Parameters
channelNo
int
Returns
GetCurrentActionStage(int)
public Agent.ActionStage GetCurrentActionStage(int channelNo)
Parameters
channelNo
int
Returns
GetCurrentActionType(int)
public Agent.ActionCodeType GetCurrentActionType(int channelNo)
Parameters
channelNo
int
Returns
GetCurrentActionValue(int)
public ActionIndexValueCache GetCurrentActionValue(int channelNo)
Parameters
channelNo
int
Returns
GetCurrentAnimationFlag(int)
public AnimFlags GetCurrentAnimationFlag(int channelNo)
Parameters
channelNo
int
Returns
GetCurrentNavigationFaceId()
public int GetCurrentNavigationFaceId()
Returns
GetCurrentSpeedLimit()
public float GetCurrentSpeedLimit()
Returns
GetCurrentVelocity()
public Vec2 GetCurrentVelocity()
Returns
GetDefendMovementFlag()
public Agent.MovementControlFlag GetDefendMovementFlag()
Returns
GetDescriptionText(GameEntity)
public string GetDescriptionText(GameEntity gameEntity = null)
Parameters
gameEntity
GameEntity
Returns
GetEyeGlobalHeight()
public float GetEyeGlobalHeight()
Returns
GetEyeGlobalPosition()
public Vec3 GetEyeGlobalPosition()
Returns
GetFiringOrder()
public int GetFiringOrder()
Returns
GetFormationFileAndRankInfo(out int, out int)
public void GetFormationFileAndRankInfo(out int fileIndex, out int rankIndex)
Parameters
GetFormationFileAndRankInfo(out int, out int, out int, out int)
public void GetFormationFileAndRankInfo(out int fileIndex, out int rankIndex, out int fileCount, out int rankCount)
Parameters
GetHashCode()
public override int GetHashCode()
Returns
GetInfoTextForBeingNotInteractable(Agent)
public TextObject GetInfoTextForBeingNotInteractable(Agent userAgent)
Parameters
userAgent
Agent
Returns
GetInteractionDistanceToUsable(IUsable)
public float GetInteractionDistanceToUsable(IUsable usable)
Parameters
usable
IUsable
Returns
GetIsLeftStance()
public bool GetIsLeftStance()
Returns
GetLastTargetVisibilityState()
public AITargetVisibilityState GetLastTargetVisibilityState()
Returns
GetLookAgent()
public Agent GetLookAgent()
Returns
GetLookDownLimit()
public float GetLookDownLimit()
Returns
GetMaximumSpeedLimit()
public float GetMaximumSpeedLimit()
Returns
GetMissileRange()
public float GetMissileRange()
Returns
GetMissileRangeWithHeightDifferenceAux(float)
[MBCallback]
public float GetMissileRangeWithHeightDifferenceAux(float targetZ)
Parameters
targetZ
float
Returns
GetMonsterUsageIndex(string)
public static int GetMonsterUsageIndex(string monsterUsage)
Parameters
monsterUsage
string
Returns
GetMovementDirection()
public Vec2 GetMovementDirection()
Returns
GetPathDistanceToPoint(ref Vec3)
public float GetPathDistanceToPoint(ref Vec3 point)
Parameters
point
Vec3
Returns
GetRandomPairOfRealBloodBurstBoneIndices()
public (sbyte, sbyte) GetRandomPairOfRealBloodBurstBoneIndices()
Returns
GetRenderCheckEnabled()
public bool GetRenderCheckEnabled()
Returns
GetRetreatPos()
public WorldPosition GetRetreatPos()
Returns
GetRidingOrder()
public int GetRidingOrder()
Returns
GetRunningSimulationDataUntilMaximumSpeedReached(ref float, ref float, float[])
public void GetRunningSimulationDataUntilMaximumSpeedReached(ref float combatAccelerationTime, ref float maxSpeed, float[] speedValues)
Parameters
GetScriptedCombatFlags()
public Agent.AISpecialCombatModeFlags GetScriptedCombatFlags()
Returns
GetScriptedFlags()
public Agent.AIScriptedFrameFlags GetScriptedFlags()
Returns
GetSelectedMountIndex()
public int GetSelectedMountIndex()
Returns
GetSoundAndCollisionInfoClassName()
[MBCallback]
public string GetSoundAndCollisionInfoClassName()
Returns
GetSteppedEntity()
public GameEntity GetSteppedEntity()
Returns
GetSteppedMachine()
public UsableMachine GetSteppedMachine()
Returns
GetTargetAgent()
public Agent GetTargetAgent()
Returns
GetTargetDirection()
public Vec3 GetTargetDirection()
Returns
GetTargetFormationIndex()
public int GetTargetFormationIndex()
Returns
GetTargetPosition()
public Vec2 GetTargetPosition()
Returns
GetTotalEncumbrance()
public float GetTotalEncumbrance()
Returns
GetTrackDistanceToMainAgent()
public float GetTrackDistanceToMainAgent()
Returns
GetTurnSpeed()
public float GetTurnSpeed()
Returns
GetWeaponEntityFromEquipmentSlot(EquipmentIndex)
public GameEntity GetWeaponEntityFromEquipmentSlot(EquipmentIndex slotIndex)
Parameters
slotIndex
EquipmentIndex
Returns
GetWeaponInaccuracy(EquipmentIndex, int)
[MBCallback]
public float GetWeaponInaccuracy(EquipmentIndex weaponSlotIndex, int weaponUsageIndex)
Parameters
weaponSlotIndex
EquipmentIndexweaponUsageIndex
int
Returns
GetWeaponToReplaceOnQuickAction(SpawnedItemEntity, out EquipmentIndex)
public ItemObject GetWeaponToReplaceOnQuickAction(SpawnedItemEntity spawnedItem, out EquipmentIndex possibleSlotIndex)
Parameters
spawnedItem
SpawnedItemEntitypossibleSlotIndex
EquipmentIndex
Returns
GetWieldedItemIndex(HandIndex)
public EquipmentIndex GetWieldedItemIndex(Agent.HandIndex index)
Parameters
Returns
GetWieldedWeaponInfo(HandIndex)
public WeaponInfo GetWieldedWeaponInfo(Agent.HandIndex handIndex)
Parameters
Returns
GetWorldFrame()
public WorldFrame GetWorldFrame()
Returns
GetWorldPosition()
public WorldPosition GetWorldPosition()
Returns
HadSameTypeOfConsumableOrShieldOnSpawn(WeaponClass)
public bool HadSameTypeOfConsumableOrShieldOnSpawn(WeaponClass weaponClass)
Parameters
weaponClass
WeaponClass
Returns
HandleBark(int)
public void HandleBark(int indexOfBark)
Parameters
indexOfBark
int
HandleDropWeapon(bool, EquipmentIndex)
public void HandleDropWeapon(bool isDefendPressed, EquipmentIndex forcedSlotIndexToDropWeaponFrom)
Parameters
isDefendPressed
boolforcedSlotIndexToDropWeaponFrom
EquipmentIndex
HandleStartUsingAction(UsableMissionObject, int)
public void HandleStartUsingAction(UsableMissionObject targetObject, int preferenceIndex)
Parameters
targetObject
UsableMissionObjectpreferenceIndex
int
HandleStopUsingAction()
public void HandleStopUsingAction()
HandleTaunt(int, bool)
public void HandleTaunt(int tauntIndex, bool isDefaultTaunt)
Parameters
HasLostShield()
public bool HasLostShield()
Returns
HasPathThroughNavigationFaceIdFromDirection(int, Vec2)
public bool HasPathThroughNavigationFaceIdFromDirection(int navigationFaceId, Vec2 direction)
Parameters
Returns
HasPathThroughNavigationFaceIdFromDirectionMT(int, Vec2)
public bool HasPathThroughNavigationFaceIdFromDirectionMT(int navigationFaceId, Vec2 direction)
Parameters
Returns
HasPathThroughNavigationFacesIDFromDirection(int, int, int, Vec2)
public bool HasPathThroughNavigationFacesIDFromDirection(int navigationFaceID_1, int navigationFaceID_2, int navigationFaceID_3, Vec2 direction)
Parameters
Returns
HasPathThroughNavigationFacesIDFromDirectionMT(int, int, int, Vec2)
public bool HasPathThroughNavigationFacesIDFromDirectionMT(int navigationFaceID_1, int navigationFaceID_2, int navigationFaceID_3, Vec2 direction)
Parameters
Returns
HasRangedWeapon(bool)
public bool HasRangedWeapon(bool checkHasAmmo = false)
Parameters
checkHasAmmo
bool
Returns
HasWeapon()
public bool HasWeapon()
Returns
InitializeAgentProperties(Equipment, AgentBuildData)
public void InitializeAgentProperties(Equipment spawnEquipment, AgentBuildData agentBuildData)
Parameters
spawnEquipment
EquipmentagentBuildData
AgentBuildData
InitializeMissionEquipment(MissionEquipment, Banner)
public void InitializeMissionEquipment(MissionEquipment missionEquipment, Banner banner)
Parameters
missionEquipment
MissionEquipmentbanner
Banner
InitializeSpawnEquipment(Equipment)
public void InitializeSpawnEquipment(Equipment spawnEquipment)
Parameters
spawnEquipment
Equipment
InteractingWithAnyGameObject()
public bool InteractingWithAnyGameObject()
Returns
InvalidateAIWeaponSelections()
public void InvalidateAIWeaponSelections()
InvalidateTargetAgent()
public void InvalidateTargetAgent()
IsActive()
public bool IsActive()
Returns
IsCameraAttachable()
public bool IsCameraAttachable()
Returns
IsEnemyOf(Agent)
public bool IsEnemyOf(Agent otherAgent)
Parameters
otherAgent
Agent
Returns
IsFadingOut()
public bool IsFadingOut()
Returns
IsFriendOf(Agent)
public bool IsFriendOf(Agent otherAgent)
Parameters
otherAgent
Agent
Returns
IsOnLand()
public bool IsOnLand()
Returns
IsReleasingChainAttack()
public bool IsReleasingChainAttack()
Returns
IsRetreating()
public bool IsRetreating()
Returns
IsSitting()
public bool IsSitting()
Returns
IsSliding()
public bool IsSliding()
Returns
IsSynchedPrefabComponentVisible(int)
public bool IsSynchedPrefabComponentVisible(int componentIndex)
Parameters
componentIndex
int
Returns
KickClear()
public bool KickClear()
Returns
LockAgentReplicationTableDataWithCurrentReliableSequenceNo(NetworkCommunicator)
public void LockAgentReplicationTableDataWithCurrentReliableSequenceNo(NetworkCommunicator peer)
Parameters
peer
NetworkCommunicator
MakeDead(bool, ActionIndexValueCache)
public void MakeDead(bool isKilled, ActionIndexValueCache actionIndex)
Parameters
isKilled
boolactionIndex
ActionIndexValueCache
MakeVoice(SkinVoiceType, CombatVoiceNetworkPredictionType)
public void MakeVoice(SkinVoiceManager.SkinVoiceType voiceType, SkinVoiceManager.CombatVoiceNetworkPredictionType predictionType)
Parameters
voiceType
SkinVoiceManager.SkinVoiceTypepredictionType
SkinVoiceManager.CombatVoiceNetworkPredictionType
Mount(Agent)
public void Mount(Agent mountAgent)
Parameters
mountAgent
Agent
MovementFlagToDirection(MovementControlFlag)
public static Agent.UsageDirection MovementFlagToDirection(Agent.MovementControlFlag flag)
Parameters
flag
Agent.MovementControlFlag
Returns
ObjectHasVacantPosition(UsableMissionObject)
public bool ObjectHasVacantPosition(UsableMissionObject gameObject)
Parameters
gameObject
UsableMissionObject
Returns
OnFocusGain(Agent)
public void OnFocusGain(Agent userAgent)
Parameters
userAgent
Agent
OnFocusLose(Agent)
public void OnFocusLose(Agent userAgent)
Parameters
userAgent
Agent
OnItemPickup(SpawnedItemEntity, EquipmentIndex, out bool)
public void OnItemPickup(SpawnedItemEntity spawnedItemEntity, EquipmentIndex weaponPickUpSlotIndex, out bool removeWeapon)
Parameters
spawnedItemEntity
SpawnedItemEntityweaponPickUpSlotIndex
EquipmentIndexremoveWeapon
bool
OnItemRemovedFromScene()
public void OnItemRemovedFromScene()
OnUse(Agent)
public void OnUse(Agent userAgent)
Parameters
userAgent
Agent
OnUseStopped(Agent, bool, int)
public void OnUseStopped(Agent userAgent, bool isSuccessful, int preferenceIndex)
Parameters
OnWeaponDrop(EquipmentIndex)
public void OnWeaponDrop(EquipmentIndex equipmentSlot)
Parameters
equipmentSlot
EquipmentIndex
PlayerAttackDirection()
public Agent.UsageDirection PlayerAttackDirection()
Returns
PreloadForRendering()
public void PreloadForRendering()
PrepareWeaponForDropInEquipmentSlot(EquipmentIndex, bool)
public void PrepareWeaponForDropInEquipmentSlot(EquipmentIndex slotIndex, bool dropWithHolster)
Parameters
slotIndex
EquipmentIndexdropWithHolster
bool
RegisterBlow(Blow, in AttackCollisionData)
public void RegisterBlow(Blow blow, in AttackCollisionData collisionData)
Parameters
blow
BlowcollisionData
AttackCollisionData
RemoveComponent(AgentComponent)
public bool RemoveComponent(AgentComponent agentComponent)
Parameters
agentComponent
AgentComponent
Returns
RemoveController(Type)
public AgentController RemoveController(Type type)
Parameters
type
Type
Returns
RemoveEquippedWeapon(EquipmentIndex)
public void RemoveEquippedWeapon(EquipmentIndex slotIndex)
Parameters
slotIndex
EquipmentIndex
RemoveHitter(MissionPeer, bool)
public void RemoveHitter(MissionPeer peer, bool isFriendlyHit)
Parameters
peer
MissionPeerisFriendlyHit
bool
ResetAgentProperties()
public void ResetAgentProperties()
ResetAiWaitBeforeShootFactor()
public void ResetAiWaitBeforeShootFactor()
ResetEnemyCaches()
public void ResetEnemyCaches()
ResetGuard()
public void ResetGuard()
ResetLookAgent()
public void ResetLookAgent()
RestoreShieldHitPoints()
public void RestoreShieldHitPoints()
Retreat(WorldPosition)
public void Retreat(WorldPosition retreatPos)
Parameters
retreatPos
WorldPosition
SetAIBehaviorParams(AISimpleBehaviorKind, float, float, float, float, float)
public void SetAIBehaviorParams(HumanAIComponent.AISimpleBehaviorKind behavior, float y1, float x2, float y2, float x3, float y3)
Parameters
behavior
HumanAIComponent.AISimpleBehaviorKindy1
floatx2
floaty2
floatx3
floaty3
float
SetActionChannel(int, ActionIndexCache, bool, ulong, float, float, float, float, float, bool, float, int, bool)
public bool SetActionChannel(int channelNo, ActionIndexCache actionIndexCache, bool ignorePriority = false, ulong additionalFlags = 0, float blendWithNextActionFactor = 0, float actionSpeed = 1, float blendInPeriod = -0.2, float blendOutPeriodToNoAnim = 0.4, float startProgress = 0, bool useLinearSmoothing = false, float blendOutPeriod = -0.2, int actionShift = 0, bool forceFaceMorphRestart = true)
Parameters
channelNo
intactionIndexCache
ActionIndexCacheignorePriority
booladditionalFlags
ulongblendWithNextActionFactor
floatactionSpeed
floatblendInPeriod
floatblendOutPeriodToNoAnim
floatstartProgress
floatuseLinearSmoothing
boolblendOutPeriod
floatactionShift
intforceFaceMorphRestart
bool
Returns
SetActionChannel(int, ActionIndexValueCache, bool, ulong, float, float, float, float, float, bool, float, int, bool)
public bool SetActionChannel(int channelNo, ActionIndexValueCache actionIndexCache, bool ignorePriority = false, ulong additionalFlags = 0, float blendWithNextActionFactor = 0, float actionSpeed = 1, float blendInPeriod = -0.2, float blendOutPeriodToNoAnim = 0.4, float startProgress = 0, bool useLinearSmoothing = false, float blendOutPeriod = -0.2, int actionShift = 0, bool forceFaceMorphRestart = true)
Parameters
channelNo
intactionIndexCache
ActionIndexValueCacheignorePriority
booladditionalFlags
ulongblendWithNextActionFactor
floatactionSpeed
floatblendInPeriod
floatblendOutPeriodToNoAnim
floatstartProgress
floatuseLinearSmoothing
boolblendOutPeriod
floatactionShift
intforceFaceMorphRestart
bool
Returns
SetActionSet(ref AnimationSystemData)
public void SetActionSet(ref AnimationSystemData animationSystemData)
Parameters
animationSystemData
AnimationSystemData
SetAgentDrivenPropertyValueFromConsole(DrivenProperty, float)
public void SetAgentDrivenPropertyValueFromConsole(DrivenProperty type, float val)
Parameters
type
DrivenPropertyval
float
SetAgentExcludeStateForFaceGroupId(int, bool)
public void SetAgentExcludeStateForFaceGroupId(int faceGroupId, bool isExcluded)
Parameters
SetAgentFacialAnimation(FacialAnimChannel, string, bool)
public void SetAgentFacialAnimation(Agent.FacialAnimChannel channel, string animationName, bool loop)
Parameters
channel
Agent.FacialAnimChannelanimationName
stringloop
bool
SetAgentFlags(AgentFlag)
public void SetAgentFlags(AgentFlag agentFlags)
Parameters
agentFlags
AgentFlag
SetAllBehaviorParams(BehaviorValues[])
public void SetAllBehaviorParams(HumanAIComponent.BehaviorValues[] behaviorParams)
Parameters
behaviorParams
BehaviorValues[]
SetAsConversationAgent(bool)
public void SetAsConversationAgent(bool set)
Parameters
set
bool
SetAttackState(int)
public void SetAttackState(int attackState)
Parameters
attackState
int
SetAutomaticTargetSelection(bool)
public void SetAutomaticTargetSelection(bool enable)
Parameters
enable
bool
SetAveragePingInMilliseconds(double)
public void SetAveragePingInMilliseconds(double averagePingInMilliseconds)
Parameters
averagePingInMilliseconds
double
SetBodyArmorMaterialType(ArmorMaterialTypes)
public void SetBodyArmorMaterialType(ArmorComponent.ArmorMaterialTypes bodyArmorMaterialType)
Parameters
bodyArmorMaterialType
ArmorComponent.ArmorMaterialTypes
SetCanLeadFormationsRemotely(bool)
public void SetCanLeadFormationsRemotely(bool value)
Parameters
value
bool
SetCapeClothSimulator(GameEntityComponent)
public void SetCapeClothSimulator(GameEntityComponent clothSimulatorComponent)
Parameters
clothSimulatorComponent
GameEntityComponent
SetClothingColor1(uint)
public void SetClothingColor1(uint color)
Parameters
color
uint
SetClothingColor2(uint)
public void SetClothingColor2(uint color)
Parameters
color
uint
SetColumnwiseFollowAgent(Agent, ref Vec2)
public void SetColumnwiseFollowAgent(Agent followAgent, ref Vec2 followPosition)
Parameters
SetCrouchMode(bool)
public void SetCrouchMode(bool set)
Parameters
set
bool
SetCurrentActionProgress(int, float)
public void SetCurrentActionProgress(int channelNo, float progress)
Parameters
SetCurrentActionSpeed(int, float)
public void SetCurrentActionSpeed(int channelNo, float speed)
Parameters
SetDetachableFromFormation(bool)
public void SetDetachableFromFormation(bool value)
Parameters
value
bool
SetDirectionChangeTendency(float)
public void SetDirectionChangeTendency(float tendency)
Parameters
tendency
float
SetFiringOrder(RangedWeaponUsageOrderEnum)
public void SetFiringOrder(FiringOrder.RangedWeaponUsageOrderEnum order)
Parameters
SetFormationBanner(ItemObject)
public void SetFormationBanner(ItemObject banner)
Parameters
banner
ItemObject
SetFormationFrameDisabled()
public void SetFormationFrameDisabled()
SetFormationFrameEnabled(WorldPosition, Vec2, Vec2, float)
public void SetFormationFrameEnabled(WorldPosition position, Vec2 direction, Vec2 positionVelocity, float formationDirectionEnforcingFactor)
Parameters
position
WorldPositiondirection
Vec2positionVelocity
Vec2formationDirectionEnforcingFactor
float
SetFormationIntegrityData(Vec2, Vec2, Vec2, float, float)
public void SetFormationIntegrityData(Vec2 position, Vec2 currentFormationDirection, Vec2 averageVelocityOfCloseAgents, float averageMaxUnlimitedSpeedOfCloseAgents, float deviationOfPositions)
Parameters
position
Vec2currentFormationDirection
Vec2averageVelocityOfCloseAgents
Vec2averageMaxUnlimitedSpeedOfCloseAgents
floatdeviationOfPositions
float
SetGuardState(Agent, bool)
public void SetGuardState(Agent guardedAgent, bool isGuarding)
Parameters
SetGuardedAgent(Agent)
public void SetGuardedAgent(Agent guardedAgent)
Parameters
guardedAgent
Agent
SetHandInverseKinematicsFrame(ref MatrixFrame, ref MatrixFrame)
public bool SetHandInverseKinematicsFrame(ref MatrixFrame leftGlobalFrame, ref MatrixFrame rightGlobalFrame)
Parameters
leftGlobalFrame
MatrixFramerightGlobalFrame
MatrixFrame
Returns
SetHandInverseKinematicsFrameForMissionObjectUsage(in MatrixFrame, in MatrixFrame, float)
public void SetHandInverseKinematicsFrameForMissionObjectUsage(in MatrixFrame localIKFrame, in MatrixFrame boundEntityGlobalFrame, float animationHeightDifference = 0)
Parameters
localIKFrame
MatrixFrameboundEntityGlobalFrame
MatrixFrameanimationHeightDifference
float
SetInitialFrame(in Vec3, in Vec2, bool)
public void SetInitialFrame(in Vec3 initialPosition, in Vec2 initialDirection, bool canSpawnOutsideOfMissionBoundary = false)
Parameters
SetInteractionAgent(Agent)
public void SetInteractionAgent(Agent agent)
Parameters
agent
Agent
SetIsAIPaused(bool)
public void SetIsAIPaused(bool isPaused)
Parameters
isPaused
bool
SetLookAgent(Agent)
public void SetLookAgent(Agent agent)
Parameters
agent
Agent
SetLookToPointOfInterest(Vec3)
public void SetLookToPointOfInterest(Vec3 point)
Parameters
point
Vec3
SetMaximumSpeedLimit(float, bool)
public void SetMaximumSpeedLimit(float maximumSpeedLimit, bool isMultiplier)
Parameters
SetMortalityState(MortalityState)
public void SetMortalityState(Agent.MortalityState newState)
Parameters
newState
Agent.MortalityState
SetMovementDirection(in Vec2)
public void SetMovementDirection(in Vec2 direction)
Parameters
direction
Vec2
SetNativeFormationNo(int)
public void SetNativeFormationNo(int formationNo)
Parameters
formationNo
int
SetPreciseRangedAimingEnabled(bool)
public void SetPreciseRangedAimingEnabled(bool set)
Parameters
set
bool
SetRandomizeColors(bool)
public void SetRandomizeColors(bool shouldRandomize)
Parameters
shouldRandomize
bool
SetReloadAmmoInSlot(EquipmentIndex, EquipmentIndex, short)
public void SetReloadAmmoInSlot(EquipmentIndex equipmentIndex, EquipmentIndex ammoSlotIndex, short reloadedAmmo)
Parameters
equipmentIndex
EquipmentIndexammoSlotIndex
EquipmentIndexreloadedAmmo
short
SetRenderCheckEnabled(bool)
public void SetRenderCheckEnabled(bool value)
Parameters
value
bool
SetRidingOrder(RidingOrderEnum)
public void SetRidingOrder(RidingOrder.RidingOrderEnum order)
Parameters
order
RidingOrder.RidingOrderEnum
SetScriptedCombatFlags(AISpecialCombatModeFlags)
public void SetScriptedCombatFlags(Agent.AISpecialCombatModeFlags flags)
Parameters
SetScriptedFlags(AIScriptedFrameFlags)
public void SetScriptedFlags(Agent.AIScriptedFrameFlags flags)
Parameters
flags
Agent.AIScriptedFrameFlags
SetScriptedPosition(ref WorldPosition, bool, AIScriptedFrameFlags)
public void SetScriptedPosition(ref WorldPosition position, bool addHumanLikeDelay, Agent.AIScriptedFrameFlags additionalFlags = AIScriptedFrameFlags.None)
Parameters
position
WorldPositionaddHumanLikeDelay
booladditionalFlags
Agent.AIScriptedFrameFlags
SetScriptedPositionAndDirection(ref WorldPosition, float, bool, AIScriptedFrameFlags)
public void SetScriptedPositionAndDirection(ref WorldPosition scriptedPosition, float scriptedDirection, bool addHumanLikeDelay, Agent.AIScriptedFrameFlags additionalFlags = AIScriptedFrameFlags.None)
Parameters
scriptedPosition
WorldPositionscriptedDirection
floataddHumanLikeDelay
booladditionalFlags
Agent.AIScriptedFrameFlags
SetScriptedTargetEntityAndPosition(GameEntity, WorldPosition, AISpecialCombatModeFlags, bool)
public void SetScriptedTargetEntityAndPosition(GameEntity target, WorldPosition position, Agent.AISpecialCombatModeFlags additionalFlags = AISpecialCombatModeFlags.None, bool ignoreIfAlreadyAttacking = false)
Parameters
target
GameEntityposition
WorldPositionadditionalFlags
Agent.AISpecialCombatModeFlagsignoreIfAlreadyAttacking
bool
SetSelectedMountIndex(int)
public void SetSelectedMountIndex(int mountIndex)
Parameters
mountIndex
int
SetShouldCatchUpWithFormation(bool)
public void SetShouldCatchUpWithFormation(bool value)
Parameters
value
bool
SetSynchedPrefabComponentVisibility(int, bool)
public void SetSynchedPrefabComponentVisibility(int componentIndex, bool visibility)
Parameters
SetTargetAgent(Agent)
public void SetTargetAgent(Agent agent)
Parameters
agent
Agent
SetTargetFormationIndex(int)
public void SetTargetFormationIndex(int targetFormationIndex)
Parameters
targetFormationIndex
int
SetTargetPosition(Vec2)
public void SetTargetPosition(Vec2 value)
Parameters
value
Vec2
SetTargetPositionAndDirection(Vec2, Vec3)
public void SetTargetPositionAndDirection(Vec2 targetPosition, Vec3 targetDirection)
Parameters
SetTargetPositionAndDirectionSynched(ref Vec2, ref Vec3)
public void SetTargetPositionAndDirectionSynched(ref Vec2 targetPosition, ref Vec3 targetDirection)
Parameters
SetTargetPositionSynched(ref Vec2)
public void SetTargetPositionSynched(ref Vec2 targetPosition)
Parameters
targetPosition
Vec2
SetTeam(Team, bool)
public void SetTeam(Team team, bool sync)
Parameters
SetUsageIndexOfWeaponInSlotAsClient(EquipmentIndex, int)
public void SetUsageIndexOfWeaponInSlotAsClient(EquipmentIndex slotIndex, int usageIndex)
Parameters
slotIndex
EquipmentIndexusageIndex
int
SetUsedGameObjectForClient(UsableMissionObject)
public void SetUsedGameObjectForClient(UsableMissionObject usedObject)
Parameters
usedObject
UsableMissionObject
SetWantsToYell()
public void SetWantsToYell()
SetWatchState(WatchState)
public void SetWatchState(Agent.WatchState watchState)
Parameters
watchState
Agent.WatchState
SetWeaponAmmoAsClient(EquipmentIndex, EquipmentIndex, short)
public void SetWeaponAmmoAsClient(EquipmentIndex equipmentIndex, EquipmentIndex ammoEquipmentIndex, short ammo)
Parameters
equipmentIndex
EquipmentIndexammoEquipmentIndex
EquipmentIndexammo
short
SetWeaponAmountInSlot(EquipmentIndex, short, bool)
public void SetWeaponAmountInSlot(EquipmentIndex equipmentSlot, short amount, bool enforcePrimaryItem)
Parameters
equipmentSlot
EquipmentIndexamount
shortenforcePrimaryItem
bool
SetWeaponReloadPhaseAsClient(EquipmentIndex, short)
public void SetWeaponReloadPhaseAsClient(EquipmentIndex equipmentIndex, short reloadState)
Parameters
equipmentIndex
EquipmentIndexreloadState
short
SetWieldedItemIndexAsClient(HandIndex, EquipmentIndex, bool, bool, int)
public void SetWieldedItemIndexAsClient(Agent.HandIndex handIndex, EquipmentIndex equipmentIndex, bool isWieldedInstantly, bool isWieldedOnSpawn, int mainHandCurrentUsageIndex)
Parameters
handIndex
Agent.HandIndexequipmentIndex
EquipmentIndexisWieldedInstantly
boolisWieldedOnSpawn
boolmainHandCurrentUsageIndex
int
StartFadingOut()
public void StartFadingOut()
StartSwitchingWeaponUsageIndexAsClient(EquipmentIndex, int, UsageDirection)
public void StartSwitchingWeaponUsageIndexAsClient(EquipmentIndex equipmentIndex, int usageIndex, Agent.UsageDirection currentMovementFlagUsageDirection)
Parameters
equipmentIndex
EquipmentIndexusageIndex
intcurrentMovementFlagUsageDirection
Agent.UsageDirection
StopRetreating()
public void StopRetreating()
StopUsingGameObject(bool, StopUsingGameObjectFlags)
public void StopUsingGameObject(bool isSuccessful = true, Agent.StopUsingGameObjectFlags flags = StopUsingGameObjectFlags.AutoAttachAfterStoppingUsingGameObject)
Parameters
isSuccessful
boolflags
Agent.StopUsingGameObjectFlags
StopUsingGameObjectMT(bool, StopUsingGameObjectFlags)
public void StopUsingGameObjectMT(bool isSuccessful = true, Agent.StopUsingGameObjectFlags flags = StopUsingGameObjectFlags.AutoAttachAfterStoppingUsingGameObject)
Parameters
isSuccessful
boolflags
Agent.StopUsingGameObjectFlags
TeleportToPosition(Vec3)
public void TeleportToPosition(Vec3 position)
Parameters
position
Vec3
Tick(float)
public void Tick(float dt)
Parameters
dt
float
TickActionChannels(float)
public void TickActionChannels(float dt)
Parameters
dt
float
ToggleInvulnerable()
public void ToggleInvulnerable()
TryGetImmediateEnemyAgentMovementData(out float, out Vec3)
public bool TryGetImmediateEnemyAgentMovementData(out float maximumForwardUnlimitedSpeed, out Vec3 position)
Parameters
Returns
TryToSheathWeaponInHand(HandIndex, WeaponWieldActionType)
public void TryToSheathWeaponInHand(Agent.HandIndex handIndex, Agent.WeaponWieldActionType type)
Parameters
handIndex
Agent.HandIndextype
Agent.WeaponWieldActionType
TryToWieldWeaponInSlot(EquipmentIndex, WeaponWieldActionType, bool)
public void TryToWieldWeaponInSlot(EquipmentIndex slotIndex, Agent.WeaponWieldActionType type, bool isWieldedOnSpawn)
Parameters
slotIndex
EquipmentIndextype
Agent.WeaponWieldActionTypeisWieldedOnSpawn
bool
UpdateAgentProperties()
public void UpdateAgentProperties()
UpdateAgentStats()
[MBCallback]
public void UpdateAgentStats()
UpdateBodyProperties(BodyProperties)
public void UpdateBodyProperties(BodyProperties bodyProperties)
Parameters
bodyProperties
BodyProperties
UpdateCachedAndFormationValues(bool, bool)
public void UpdateCachedAndFormationValues(bool updateOnlyMovement, bool arrangementChangeAllowed)
Parameters
UpdateCustomDrivenProperties()
public void UpdateCustomDrivenProperties()
UpdateFormationOrders()
public void UpdateFormationOrders()
UpdateLastRangedAttackTimeDueToAnAttack(float)
public void UpdateLastRangedAttackTimeDueToAnAttack(float newTime)
Parameters
newTime
float
UpdateSpawnEquipmentAndRefreshVisuals(Equipment)
public void UpdateSpawnEquipmentAndRefreshVisuals(Equipment newSpawnEquipment)
Parameters
newSpawnEquipment
Equipment
UpdateSyncHealthToAllClients(bool)
public void UpdateSyncHealthToAllClients(bool value)
Parameters
value
bool
UpdateWeapons()
public void UpdateWeapons()
UseGameObject(UsableMissionObject, int)
public void UseGameObject(UsableMissionObject usedObject, int preferenceIndex = -1)
Parameters
usedObject
UsableMissionObjectpreferenceIndex
int
WieldInitialWeapons(WeaponWieldActionType, InitialWeaponEquipPreference)
public void WieldInitialWeapons(Agent.WeaponWieldActionType wieldActionType = WeaponWieldActionType.InstantAfterPickUp, Equipment.InitialWeaponEquipPreference initialWeaponEquipPreference = InitialWeaponEquipPreference.Any)
Parameters
wieldActionType
Agent.WeaponWieldActionTypeinitialWeaponEquipPreference
Equipment.InitialWeaponEquipPreference
WieldNextWeapon(HandIndex, WeaponWieldActionType)
public void WieldNextWeapon(Agent.HandIndex weaponIndex, Agent.WeaponWieldActionType wieldActionType = WeaponWieldActionType.WithAnimation)
Parameters
weaponIndex
Agent.HandIndexwieldActionType
Agent.WeaponWieldActionType
WillDropWieldedShield(SpawnedItemEntity)
public bool WillDropWieldedShield(SpawnedItemEntity spawnedItem)
Parameters
spawnedItem
SpawnedItemEntity
Returns
Events
OnAgentHealthChanged
public event Agent.OnAgentHealthChangedDelegate OnAgentHealthChanged
Event Type
OnMountHealthChanged
public event Agent.OnMountHealthChangedDelegate OnMountHealthChanged
Event Type
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).