Table of Contents

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

float

CachedAndFormationValuesUpdateTime

public const float CachedAndFormationValuesUpdateTime = 0.5

Field Value

float

DefaultTauntActions

public static readonly ActionIndexCache[] DefaultTauntActions

Field Value

ActionIndexCache[]

DetachmentWeight

public float DetachmentWeight

Field Value

float

DismountVelocityLimit

public const float DismountVelocityLimit = 0.5

Field Value

float

HealthDyingThreshold

public const float HealthDyingThreshold = 1

Field Value

float

LastDetachmentTickAgentTime

public float LastDetachmentTickAgentTime

Field Value

float

MaxFocusDistance

public const float MaxFocusDistance = 10

Field Value

float

MaxInteractionDistance

public const float MaxInteractionDistance = 3

Field Value

float

MaxMountInteractionDistance

public const float MaxMountInteractionDistance = 1.75

Field Value

float

MissionRepresentative

public MissionRepresentativeBase MissionRepresentative

Field Value

MissionRepresentativeBase

OnAgentMountedStateChanged

public Action OnAgentMountedStateChanged

Field Value

Action

OnAgentWieldedItemChange

public Action OnAgentWieldedItemChange

Field Value

Action

OnMainAgentWieldedItemChange

public Agent.OnMainAgentWieldedItemChangeDelegate OnMainAgentWieldedItemChange

Field Value

Agent.OnMainAgentWieldedItemChangeDelegate

OwningAgentMissionPeer

public MissionPeer OwningAgentMissionPeer

Field Value

MissionPeer

Properties

AIStateFlags

public Agent.AIStateFlag AIStateFlags { get; set; }

Property Value

Agent.AIStateFlag

ActionSet

public MBActionSet ActionSet { get; }

Property Value

MBActionSet

Age

public float Age { get; set; }

Property Value

float

AgentDrivenProperties

public AgentDrivenProperties AgentDrivenProperties { get; }

Property Value

AgentDrivenProperties

AgentRole

public TextObject AgentRole { get; set; }

Property Value

TextObject

AgentScale

public float AgentScale { get; }

Property Value

float

AgentVisuals

public MBAgentVisuals AgentVisuals { get; }

Property Value

MBAgentVisuals

AttackDirection

public Agent.UsageDirection AttackDirection { get; }

Property Value

Agent.UsageDirection

AverageVelocity

public Vec3 AverageVelocity { get; }

Property Value

Vec3

Banner

public ItemObject Banner { get; }

Property Value

ItemObject

BaseHealthLimit

public float BaseHealthLimit { get; set; }

Property Value

float

BodyPropertiesSeed

public int BodyPropertiesSeed { get; }

Property Value

int

BodyPropertiesValue

public BodyProperties BodyPropertiesValue { get; }

Property Value

BodyProperties

CanLeadFormationsRemotely

public bool CanLeadFormationsRemotely { get; }

Property Value

bool

CanLogCombatFor

public bool CanLogCombatFor { get; }

Property Value

bool

Character

public BasicCharacterObject Character { get; set; }

Property Value

BasicCharacterObject

CharacterPowerCached

public float CharacterPowerCached { get; }

Property Value

float

ClothingColor1

public uint ClothingColor1 { get; }

Property Value

uint

ClothingColor2

public uint ClothingColor2 { get; }

Property Value

uint

CollisionCapsule

public CapsuleData CollisionCapsule { get; }

Property Value

CapsuleData

CollisionCapsuleCenter

public Vec3 CollisionCapsuleCenter { get; }

Property Value

Vec3

CombatActionsEnabled

public bool CombatActionsEnabled { get; }

Property Value

bool

CommonAIComponent

public CommonAIComponent CommonAIComponent { get; }

Property Value

CommonAIComponent

Components

public MBReadOnlyList<AgentComponent> Components { get; }

Property Value

MBReadOnlyList<AgentComponent>

Controller

public Agent.ControllerType Controller { get; set; }

Property Value

Agent.ControllerType

CrouchMode

public bool CrouchMode { get; }

Property Value

bool

CurrentAimingError

public float CurrentAimingError { get; }

Property Value

float

CurrentAimingTurbulance

public float CurrentAimingTurbulance { get; }

Property Value

float

CurrentGuardMode

public Agent.GuardMode CurrentGuardMode { get; }

Property Value

Agent.GuardMode

CurrentMortalityState

public Agent.MortalityState CurrentMortalityState { get; }

Property Value

Agent.MortalityState

CurrentWatchState

public Agent.WatchState CurrentWatchState { get; }

Property Value

Agent.WatchState

CurrentlyUsedGameObject

public UsableMissionObject CurrentlyUsedGameObject { get; }

Property Value

UsableMissionObject

Defensiveness

public float Defensiveness { get; set; }

Property Value

float

Detachment

public IDetachment Detachment { get; set; }

Property Value

IDetachment

Equipment

public MissionEquipment Equipment { get; }

Property Value

MissionEquipment

EventControlFlags

public Agent.EventControlFlag EventControlFlags { get; set; }

Property Value

Agent.EventControlFlag

Formation

public Formation Formation { get; set; }

Property Value

Formation

FormationBanner

public ItemObject FormationBanner { get; }

Property Value

ItemObject

FormationPositionPreference

public FormationPositionPreference FormationPositionPreference { get; set; }

Property Value

FormationPositionPreference

Frame

public MatrixFrame Frame { get; }

Property Value

MatrixFrame

HasBeenBuilt

public bool HasBeenBuilt { get; }

Property Value

bool

HasMeleeWeaponCached

public bool HasMeleeWeaponCached { get; }

Property Value

bool

HasMount

public bool HasMount { get; }

Property Value

bool

HasShieldCached

public bool HasShieldCached { get; }

Property Value

bool

HasSpearCached

public bool HasSpearCached { get; }

Property Value

bool

HasThrownCached

public bool HasThrownCached { get; }

Property Value

bool

HeadCameraMode

public bool HeadCameraMode { get; set; }

Property Value

bool

Health

public float Health { get; set; }

Property Value

float

HealthLimit

public float HealthLimit { get; set; }

Property Value

float

HitterList

public MBReadOnlyList<Agent.Hitter> HitterList { get; }

Property Value

MBReadOnlyList<Agent.Hitter>

HorseCreationKey

public string HorseCreationKey { get; }

Property Value

string

HumanAIComponent

public HumanAIComponent HumanAIComponent { get; }

Property Value

HumanAIComponent

ImmediateEnemy

public Agent ImmediateEnemy { get; }

Property Value

Agent

Index

public int Index { get; }

Property Value

int

IsAIControlled

public bool IsAIControlled { get; }

Property Value

bool

IsCheering

public bool IsCheering { get; }

Property Value

bool

IsDetachableFromFormation

public bool IsDetachableFromFormation { get; }

Property Value

bool

IsDetachedFromFormation

public bool IsDetachedFromFormation { get; }

Property Value

bool

IsDoingPassiveAttack

public bool IsDoingPassiveAttack { get; }

Property Value

bool

IsFemale

public bool IsFemale { get; set; }

Property Value

bool

IsHero

public bool IsHero { get; }

Property Value

bool

IsHuman

public bool IsHuman { get; }

Property Value

bool

IsInBeingStruckAction

public bool IsInBeingStruckAction { get; }

Property Value

bool

IsItemUseDisabled

public bool IsItemUseDisabled { get; set; }

Property Value

bool

IsLookDirectionLocked

public bool IsLookDirectionLocked { get; set; }

Property Value

bool

IsLookRotationInSlowMotion

public bool IsLookRotationInSlowMotion { get; }

Property Value

bool

IsMainAgent

public bool IsMainAgent { get; }

Property Value

bool

IsMine

public bool IsMine { get; }

Property Value

bool

IsMount

public bool IsMount { get; }

Property Value

bool

IsPassiveUsageConditionsAreMet

public bool IsPassiveUsageConditionsAreMet { get; }

Property Value

bool

IsPaused

public bool IsPaused { get; set; }

Property Value

bool

IsPlayerControlled

public bool IsPlayerControlled { get; }

Property Value

bool

IsPlayerTroop

public bool IsPlayerTroop { get; }

Property Value

bool

IsPlayerUnit

public bool IsPlayerUnit { get; }

Property Value

bool

IsRangedCached

public bool IsRangedCached { get; }

Property Value

bool

IsRunningAway

public bool IsRunningAway { get; }

Property Value

bool

IsShieldUsageEncouraged

public bool IsShieldUsageEncouraged { get; }

Property Value

bool

IsUsingGameObject

public bool IsUsingGameObject { get; }

Property Value

bool

KillCount

public int KillCount { get; set; }

Property Value

int

LastMeleeAttackTime

public float LastMeleeAttackTime { get; }

Property Value

float

LastMeleeHitTime

public float LastMeleeHitTime { get; }

Property Value

float

LastRangedAttackTime

public float LastRangedAttackTime { get; }

Property Value

float

LastRangedHitTime

public float LastRangedHitTime { get; }

Property Value

float

LookDirection

public Vec3 LookDirection { get; set; }

Property Value

Vec3

LookDirectionAsAngle

public float LookDirectionAsAngle { get; set; }

Property Value

float

LookFrame

public MatrixFrame LookFrame { get; }

Property Value

MatrixFrame

LookRotation

public Mat3 LookRotation { get; }

Property Value

Mat3

Main

public static Agent Main { get; }

Property Value

Agent

MaximumForwardUnlimitedSpeed

public float MaximumForwardUnlimitedSpeed { get; }

Property Value

float

MaximumMissileRange

public float MaximumMissileRange { get; }

Property Value

float

MissileRangeAdjusted

public float MissileRangeAdjusted { get; }

Property Value

float

Mission

public Mission Mission { get; }

Property Value

Mission

MissionPeer

public MissionPeer MissionPeer { get; set; }

Property Value

MissionPeer

Monster

public Monster Monster { get; }

Property Value

Monster

MountAgent

public Agent MountAgent { get; }

Property Value

Agent

MovementDirectionAsAngle

public float MovementDirectionAsAngle { get; }

Property Value

float

MovementFlags

public Agent.MovementControlFlag MovementFlags { get; set; }

Property Value

Agent.MovementControlFlag

MovementInputVector

public Vec2 MovementInputVector { get; set; }

Property Value

Vec2

MovementLockedState

public AgentMovementLockedState MovementLockedState { get; }

Property Value

AgentMovementLockedState

MovementVelocity

public Vec2 MovementVelocity { get; }

Property Value

Vec2

Name

public string Name { get; }

Property Value

string

Origin

public IAgentOriginBase Origin { get; set; }

Property Value

IAgentOriginBase

Position

public Vec3 Position { get; }

Property Value

Vec3

PropertyModifiers

public Agent.AgentPropertiesModifiers PropertyModifiers { get; }

Property Value

Agent.AgentPropertiesModifiers

RandomizeColors

public bool RandomizeColors { get; }

Property Value

bool

RiderAgent

public Agent RiderAgent { get; }

Property Value

Agent

RunSpeedCached

public float RunSpeedCached { get; }

Property Value

float

SpawnEquipment

public Equipment SpawnEquipment { get; }

Property Value

Equipment

State

public AgentState State { get; set; }

Property Value

AgentState

SyncHealthToAllClients

public bool SyncHealthToAllClients { get; }

Property Value

bool

Team

public Team Team { get; }

Property Value

Team

Velocity

public Vec3 Velocity { get; }

Property Value

Vec3

VisualPosition

public Vec3 VisualPosition { get; }

Property Value

Vec3

WalkMode

public bool WalkMode { get; }

Property Value

bool

WalkSpeedCached

public float WalkSpeedCached { get; }

Property Value

float

WalkingSpeedLimitOfMountable

public float WalkingSpeedLimitOfMountable { get; }

Property Value

float

WieldedOffhandWeapon

public MissionWeapon WieldedOffhandWeapon { get; }

Property Value

MissionWeapon

WieldedWeapon

public MissionWeapon WieldedWeapon { get; }

Property Value

MissionWeapon

Methods

AddComponent(AgentComponent)

public void AddComponent(AgentComponent agentComponent)

Parameters

agentComponent AgentComponent

AddController(Type)

public AgentController AddController(Type type)

Parameters

type Type

Returns

AgentController

AddHitter(MissionPeer, float, bool)

public void AddHitter(MissionPeer peer, float damage, bool isFriendlyHit)

Parameters

peer MissionPeer
damage float
isFriendlyHit bool

AddPrefabComponentToBone(string, sbyte)

public CompositeComponent AddPrefabComponentToBone(string prefabName, sbyte boneIndex)

Parameters

prefabName string
boneIndex sbyte

Returns

CompositeComponent

AddSynchedPrefabComponentToBone(string, sbyte)

public int AddSynchedPrefabComponentToBone(string prefabName, sbyte boneIndex)

Parameters

prefabName string
boneIndex sbyte

Returns

int

AttachWeaponToBone(MissionWeapon, GameEntity, sbyte, ref MatrixFrame)

public void AttachWeaponToBone(MissionWeapon weapon, GameEntity weaponEntity, sbyte boneIndex, ref MatrixFrame attachLocalFrame)

Parameters

weapon MissionWeapon
weaponEntity GameEntity
boneIndex sbyte
attachLocalFrame MatrixFrame

AttachWeaponToWeapon(EquipmentIndex, MissionWeapon, GameEntity, ref MatrixFrame)

public void AttachWeaponToWeapon(EquipmentIndex slotIndex, MissionWeapon weapon, GameEntity weaponEntity, ref MatrixFrame attachLocalFrame)

Parameters

slotIndex EquipmentIndex
weapon MissionWeapon
weaponEntity GameEntity
attachLocalFrame MatrixFrame

AttackDirectionToMovementFlag(UsageDirection)

public Agent.MovementControlFlag AttackDirectionToMovementFlag(Agent.UsageDirection direction)

Parameters

direction Agent.UsageDirection

Returns

Agent.MovementControlFlag

CanAIWieldAsRangedWeapon(MissionWeapon)

public bool CanAIWieldAsRangedWeapon(MissionWeapon weapon)

Parameters

weapon MissionWeapon

Returns

bool

CanBeAssignedForScriptedMovement()

public bool CanBeAssignedForScriptedMovement()

Returns

bool

CanInteractWithAgent(Agent, float)

public bool CanInteractWithAgent(Agent otherAgent, float userAgentCameraElevation)

Parameters

otherAgent Agent
userAgentCameraElevation float

Returns

bool

CanInteractableWeaponBePickedUp(SpawnedItemEntity)

public bool CanInteractableWeaponBePickedUp(SpawnedItemEntity spawnedItem)

Parameters

spawnedItem SpawnedItemEntity

Returns

bool

CanMoveDirectlyToPosition(in Vec2)

public bool CanMoveDirectlyToPosition(in Vec2 position)

Parameters

position Vec2

Returns

bool

CanQuickPickUp(SpawnedItemEntity)

public bool CanQuickPickUp(SpawnedItemEntity spawnedItem)

Parameters

spawnedItem SpawnedItemEntity

Returns

bool

CanReachAgent(Agent)

public bool CanReachAgent(Agent otherAgent)

Parameters

otherAgent Agent

Returns

bool

CanReachAndUseObject(UsableMissionObject, float)

public bool CanReachAndUseObject(UsableMissionObject gameObject, float distanceSq)

Parameters

gameObject UsableMissionObject
distanceSq float

Returns

bool

CanReachObject(UsableMissionObject, float)

public bool CanReachObject(UsableMissionObject gameObject, float distanceSq)

Parameters

gameObject UsableMissionObject
distanceSq float

Returns

bool

CanTeleport()

public bool CanTeleport()

Returns

bool

CanThrustAttackStickToBone(BoneBodyPartType)

public bool CanThrustAttackStickToBone(BoneBodyPartType bodyPart)

Parameters

bodyPart BoneBodyPartType

Returns

bool

CanUseObject(UsableMissionObject)

public bool CanUseObject(UsableMissionObject gameObject)

Parameters

gameObject UsableMissionObject

Returns

bool

ChangeWeaponHitPoints(EquipmentIndex, short)

public void ChangeWeaponHitPoints(EquipmentIndex slotIndex, short hitPoints)

Parameters

slotIndex EquipmentIndex
hitPoints short

CheckEquipmentForCapeClothSimulationStateChange()

public void CheckEquipmentForCapeClothSimulationStateChange()

CheckPathToAITargetAgentPassesThroughNavigationFaceIdFromDirection(int, Vec3, float)

public bool CheckPathToAITargetAgentPassesThroughNavigationFaceIdFromDirection(int navigationFaceId, Vec3 direction, float overridenCostForFaceId)

Parameters

navigationFaceId int
direction Vec3
overridenCostForFaceId float

Returns

bool

CheckSkillForMounting(Agent)

public bool CheckSkillForMounting(Agent mountAgent)

Parameters

mountAgent Agent

Returns

bool

CheckToDropFlaggedItem()

public void CheckToDropFlaggedItem()

CheckTracked(BasicCharacterObject)

public bool CheckTracked(BasicCharacterObject basicCharacter)

Parameters

basicCharacter BasicCharacterObject

Returns

bool

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

Vec3

CreateBloodBurstAtLimb(sbyte, float)

public void CreateBloodBurstAtLimb(sbyte realBoneIndex, float scale)

Parameters

realBoneIndex sbyte
scale float

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 Blow
collisionData AttackCollisionData
outBlow Blow
outCollisionData AttackCollisionData

DebugGetHealth()

[MBCallback]
public float DebugGetHealth()

Returns

float

DebugMore()

[Conditional("DEBUG")]
public void DebugMore()

DefendDirectionToMovementFlag(UsageDirection)

public Agent.MovementControlFlag DefendDirectionToMovementFlag(Agent.UsageDirection direction)

Parameters

direction Agent.UsageDirection

Returns

Agent.MovementControlFlag

DeleteAttachedWeapon(int)

public void DeleteAttachedWeapon(int index)

Parameters

index int

Die(Blow, KillInfo)

public void Die(Blow b, Agent.KillInfo overrideKillInfo = KillInfo.Invalid)

Parameters

b Blow
overrideKillInfo Agent.KillInfo

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 EquipmentIndex
pickedUpItemType 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 EquipmentIndex
spawnedItemEntity SpawnedItemEntity
removeWeapon 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 EquipmentIndex
weapon MissionWeapon

FadeIn()

public void FadeIn()

FadeOut(bool, bool)

public void FadeOut(bool hideInstantly, bool hideMount)

Parameters

hideInstantly bool
hideMount bool

ForceAiBehaviorSelection()

public void ForceAiBehaviorSelection()

GetActionChannelCurrentActionWeight(int)

public float GetActionChannelCurrentActionWeight(int channelNo)

Parameters

channelNo int

Returns

float

GetActionChannelWeight(int)

public float GetActionChannelWeight(int channelNo)

Parameters

channelNo int

Returns

float

GetActionDirection(int)

public static Agent.UsageDirection GetActionDirection(int actionIndex)

Parameters

actionIndex int

Returns

Agent.UsageDirection

GetAgentDrivenPropertyValue(DrivenProperty)

public float GetAgentDrivenPropertyValue(DrivenProperty type)

Parameters

type DrivenProperty

Returns

float

GetAgentFacialAnimation()

public string GetAgentFacialAnimation()

Returns

string

GetAgentFlags()

public AgentFlag GetAgentFlags()

Returns

AgentFlag

GetAgentVoiceDefinition()

public string GetAgentVoiceDefinition()

Returns

string

GetAimingTimer()

public float GetAimingTimer()

Returns

float

GetArmLength()

public float GetArmLength()

Returns

float

GetArmWeight()

public float GetArmWeight()

Returns

float

GetAssistingHitter(MissionPeer)

public Agent.Hitter GetAssistingHitter(MissionPeer killerPeer)

Parameters

killerPeer MissionPeer

Returns

Agent.Hitter

GetAttachedWeapon(int)

public MissionWeapon GetAttachedWeapon(int index)

Parameters

index int

Returns

MissionWeapon

GetAttachedWeaponBoneIndex(int)

public sbyte GetAttachedWeaponBoneIndex(int index)

Parameters

index int

Returns

sbyte

GetAttachedWeaponFrame(int)

public MatrixFrame GetAttachedWeaponFrame(int index)

Parameters

index int

Returns

MatrixFrame

GetAttachedWeaponsCount()

public int GetAttachedWeaponsCount()

Returns

int

GetAttackDirection()

public Agent.UsageDirection GetAttackDirection()

Returns

Agent.UsageDirection

GetBaseArmorEffectivenessForBodyPart(BoneBodyPartType)

public float GetBaseArmorEffectivenessForBodyPart(BoneBodyPartType bodyPart)

Parameters

bodyPart BoneBodyPartType

Returns

float

GetBattleImportance()

public float GetBattleImportance()

Returns

float

GetBodyRotationConstraint(int)

public Vec2 GetBodyRotationConstraint(int channelIndex = 1)

Parameters

channelIndex int

Returns

Vec2

GetChestGlobalPosition()

public Vec3 GetChestGlobalPosition()

Returns

Vec3

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

Vec3

GetCurrentAction(int)

public ActionIndexCache GetCurrentAction(int channelNo)

Parameters

channelNo int

Returns

ActionIndexCache

GetCurrentActionDirection(int)

public Agent.UsageDirection GetCurrentActionDirection(int channelNo)

Parameters

channelNo int

Returns

Agent.UsageDirection

GetCurrentActionPriority(int)

public int GetCurrentActionPriority(int channelNo)

Parameters

channelNo int

Returns

int

GetCurrentActionProgress(int)

public float GetCurrentActionProgress(int channelNo)

Parameters

channelNo int

Returns

float

GetCurrentActionStage(int)

public Agent.ActionStage GetCurrentActionStage(int channelNo)

Parameters

channelNo int

Returns

Agent.ActionStage

GetCurrentActionType(int)

public Agent.ActionCodeType GetCurrentActionType(int channelNo)

Parameters

channelNo int

Returns

Agent.ActionCodeType

GetCurrentActionValue(int)

public ActionIndexValueCache GetCurrentActionValue(int channelNo)

Parameters

channelNo int

Returns

ActionIndexValueCache

GetCurrentAnimationFlag(int)

public AnimFlags GetCurrentAnimationFlag(int channelNo)

Parameters

channelNo int

Returns

AnimFlags

GetCurrentNavigationFaceId()

public int GetCurrentNavigationFaceId()

Returns

int

GetCurrentSpeedLimit()

public float GetCurrentSpeedLimit()

Returns

float

GetCurrentVelocity()

public Vec2 GetCurrentVelocity()

Returns

Vec2

GetDefendMovementFlag()

public Agent.MovementControlFlag GetDefendMovementFlag()

Returns

Agent.MovementControlFlag

GetDescriptionText(GameEntity)

public string GetDescriptionText(GameEntity gameEntity = null)

Parameters

gameEntity GameEntity

Returns

string

GetEyeGlobalHeight()

public float GetEyeGlobalHeight()

Returns

float

GetEyeGlobalPosition()

public Vec3 GetEyeGlobalPosition()

Returns

Vec3

GetFiringOrder()

public int GetFiringOrder()

Returns

int

GetFormationFileAndRankInfo(out int, out int)

public void GetFormationFileAndRankInfo(out int fileIndex, out int rankIndex)

Parameters

fileIndex int
rankIndex int

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

fileIndex int
rankIndex int
fileCount int
rankCount int

GetHashCode()

public override int GetHashCode()

Returns

int

GetInfoTextForBeingNotInteractable(Agent)

public TextObject GetInfoTextForBeingNotInteractable(Agent userAgent)

Parameters

userAgent Agent

Returns

TextObject

GetInteractionDistanceToUsable(IUsable)

public float GetInteractionDistanceToUsable(IUsable usable)

Parameters

usable IUsable

Returns

float

GetIsLeftStance()

public bool GetIsLeftStance()

Returns

bool

GetLastTargetVisibilityState()

public AITargetVisibilityState GetLastTargetVisibilityState()

Returns

AITargetVisibilityState

GetLookAgent()

public Agent GetLookAgent()

Returns

Agent

GetLookDownLimit()

public float GetLookDownLimit()

Returns

float

GetMaximumSpeedLimit()

public float GetMaximumSpeedLimit()

Returns

float

GetMissileRange()

public float GetMissileRange()

Returns

float

GetMissileRangeWithHeightDifferenceAux(float)

[MBCallback]
public float GetMissileRangeWithHeightDifferenceAux(float targetZ)

Parameters

targetZ float

Returns

float

GetMonsterUsageIndex(string)

public static int GetMonsterUsageIndex(string monsterUsage)

Parameters

monsterUsage string

Returns

int

GetMovementDirection()

public Vec2 GetMovementDirection()

Returns

Vec2

GetPathDistanceToPoint(ref Vec3)

public float GetPathDistanceToPoint(ref Vec3 point)

Parameters

point Vec3

Returns

float

GetRandomPairOfRealBloodBurstBoneIndices()

public (sbyte, sbyte) GetRandomPairOfRealBloodBurstBoneIndices()

Returns

(sbyte, sbyte)

GetRenderCheckEnabled()

public bool GetRenderCheckEnabled()

Returns

bool

GetRetreatPos()

public WorldPosition GetRetreatPos()

Returns

WorldPosition

GetRidingOrder()

public int GetRidingOrder()

Returns

int

GetRunningSimulationDataUntilMaximumSpeedReached(ref float, ref float, float[])

public void GetRunningSimulationDataUntilMaximumSpeedReached(ref float combatAccelerationTime, ref float maxSpeed, float[] speedValues)

Parameters

combatAccelerationTime float
maxSpeed float
speedValues float[]

GetScriptedCombatFlags()

public Agent.AISpecialCombatModeFlags GetScriptedCombatFlags()

Returns

Agent.AISpecialCombatModeFlags

GetScriptedFlags()

public Agent.AIScriptedFrameFlags GetScriptedFlags()

Returns

Agent.AIScriptedFrameFlags

GetSelectedMountIndex()

public int GetSelectedMountIndex()

Returns

int

GetSoundAndCollisionInfoClassName()

[MBCallback]
public string GetSoundAndCollisionInfoClassName()

Returns

string

GetSteppedEntity()

public GameEntity GetSteppedEntity()

Returns

GameEntity

GetSteppedMachine()

public UsableMachine GetSteppedMachine()

Returns

UsableMachine

GetTargetAgent()

public Agent GetTargetAgent()

Returns

Agent

GetTargetDirection()

public Vec3 GetTargetDirection()

Returns

Vec3

GetTargetFormationIndex()

public int GetTargetFormationIndex()

Returns

int

GetTargetPosition()

public Vec2 GetTargetPosition()

Returns

Vec2

GetTotalEncumbrance()

public float GetTotalEncumbrance()

Returns

float

GetTrackDistanceToMainAgent()

public float GetTrackDistanceToMainAgent()

Returns

float

GetTurnSpeed()

public float GetTurnSpeed()

Returns

float

GetWeaponEntityFromEquipmentSlot(EquipmentIndex)

public GameEntity GetWeaponEntityFromEquipmentSlot(EquipmentIndex slotIndex)

Parameters

slotIndex EquipmentIndex

Returns

GameEntity

GetWeaponInaccuracy(EquipmentIndex, int)

[MBCallback]
public float GetWeaponInaccuracy(EquipmentIndex weaponSlotIndex, int weaponUsageIndex)

Parameters

weaponSlotIndex EquipmentIndex
weaponUsageIndex int

Returns

float

GetWeaponToReplaceOnQuickAction(SpawnedItemEntity, out EquipmentIndex)

public ItemObject GetWeaponToReplaceOnQuickAction(SpawnedItemEntity spawnedItem, out EquipmentIndex possibleSlotIndex)

Parameters

spawnedItem SpawnedItemEntity
possibleSlotIndex EquipmentIndex

Returns

ItemObject

GetWieldedItemIndex(HandIndex)

public EquipmentIndex GetWieldedItemIndex(Agent.HandIndex index)

Parameters

index Agent.HandIndex

Returns

EquipmentIndex

GetWieldedWeaponInfo(HandIndex)

public WeaponInfo GetWieldedWeaponInfo(Agent.HandIndex handIndex)

Parameters

handIndex Agent.HandIndex

Returns

WeaponInfo

GetWorldFrame()

public WorldFrame GetWorldFrame()

Returns

WorldFrame

GetWorldPosition()

public WorldPosition GetWorldPosition()

Returns

WorldPosition

HadSameTypeOfConsumableOrShieldOnSpawn(WeaponClass)

public bool HadSameTypeOfConsumableOrShieldOnSpawn(WeaponClass weaponClass)

Parameters

weaponClass WeaponClass

Returns

bool

HandleBark(int)

public void HandleBark(int indexOfBark)

Parameters

indexOfBark int

HandleDropWeapon(bool, EquipmentIndex)

public void HandleDropWeapon(bool isDefendPressed, EquipmentIndex forcedSlotIndexToDropWeaponFrom)

Parameters

isDefendPressed bool
forcedSlotIndexToDropWeaponFrom EquipmentIndex

HandleStartUsingAction(UsableMissionObject, int)

public void HandleStartUsingAction(UsableMissionObject targetObject, int preferenceIndex)

Parameters

targetObject UsableMissionObject
preferenceIndex int

HandleStopUsingAction()

public void HandleStopUsingAction()

HandleTaunt(int, bool)

public void HandleTaunt(int tauntIndex, bool isDefaultTaunt)

Parameters

tauntIndex int
isDefaultTaunt bool

HasLostShield()

public bool HasLostShield()

Returns

bool

HasPathThroughNavigationFaceIdFromDirection(int, Vec2)

public bool HasPathThroughNavigationFaceIdFromDirection(int navigationFaceId, Vec2 direction)

Parameters

navigationFaceId int
direction Vec2

Returns

bool

HasPathThroughNavigationFaceIdFromDirectionMT(int, Vec2)

public bool HasPathThroughNavigationFaceIdFromDirectionMT(int navigationFaceId, Vec2 direction)

Parameters

navigationFaceId int
direction Vec2

Returns

bool

HasPathThroughNavigationFacesIDFromDirection(int, int, int, Vec2)

public bool HasPathThroughNavigationFacesIDFromDirection(int navigationFaceID_1, int navigationFaceID_2, int navigationFaceID_3, Vec2 direction)

Parameters

navigationFaceID_1 int
navigationFaceID_2 int
navigationFaceID_3 int
direction Vec2

Returns

bool

HasPathThroughNavigationFacesIDFromDirectionMT(int, int, int, Vec2)

public bool HasPathThroughNavigationFacesIDFromDirectionMT(int navigationFaceID_1, int navigationFaceID_2, int navigationFaceID_3, Vec2 direction)

Parameters

navigationFaceID_1 int
navigationFaceID_2 int
navigationFaceID_3 int
direction Vec2

Returns

bool

HasRangedWeapon(bool)

public bool HasRangedWeapon(bool checkHasAmmo = false)

Parameters

checkHasAmmo bool

Returns

bool

HasWeapon()

public bool HasWeapon()

Returns

bool

InitializeAgentProperties(Equipment, AgentBuildData)

public void InitializeAgentProperties(Equipment spawnEquipment, AgentBuildData agentBuildData)

Parameters

spawnEquipment Equipment
agentBuildData AgentBuildData

InitializeMissionEquipment(MissionEquipment, Banner)

public void InitializeMissionEquipment(MissionEquipment missionEquipment, Banner banner)

Parameters

missionEquipment MissionEquipment
banner Banner

InitializeSpawnEquipment(Equipment)

public void InitializeSpawnEquipment(Equipment spawnEquipment)

Parameters

spawnEquipment Equipment

InteractingWithAnyGameObject()

public bool InteractingWithAnyGameObject()

Returns

bool

InvalidateAIWeaponSelections()

public void InvalidateAIWeaponSelections()

InvalidateTargetAgent()

public void InvalidateTargetAgent()

IsActive()

public bool IsActive()

Returns

bool

IsCameraAttachable()

public bool IsCameraAttachable()

Returns

bool

IsEnemyOf(Agent)

public bool IsEnemyOf(Agent otherAgent)

Parameters

otherAgent Agent

Returns

bool

IsFadingOut()

public bool IsFadingOut()

Returns

bool

IsFriendOf(Agent)

public bool IsFriendOf(Agent otherAgent)

Parameters

otherAgent Agent

Returns

bool

IsOnLand()

public bool IsOnLand()

Returns

bool

IsReleasingChainAttack()

public bool IsReleasingChainAttack()

Returns

bool

IsRetreating()

public bool IsRetreating()

Returns

bool

IsSitting()

public bool IsSitting()

Returns

bool

IsSliding()

public bool IsSliding()

Returns

bool

IsSynchedPrefabComponentVisible(int)

public bool IsSynchedPrefabComponentVisible(int componentIndex)

Parameters

componentIndex int

Returns

bool

KickClear()

public bool KickClear()

Returns

bool

LockAgentReplicationTableDataWithCurrentReliableSequenceNo(NetworkCommunicator)

public void LockAgentReplicationTableDataWithCurrentReliableSequenceNo(NetworkCommunicator peer)

Parameters

peer NetworkCommunicator

MakeDead(bool, ActionIndexValueCache)

public void MakeDead(bool isKilled, ActionIndexValueCache actionIndex)

Parameters

isKilled bool
actionIndex ActionIndexValueCache

MakeVoice(SkinVoiceType, CombatVoiceNetworkPredictionType)

public void MakeVoice(SkinVoiceManager.SkinVoiceType voiceType, SkinVoiceManager.CombatVoiceNetworkPredictionType predictionType)

Parameters

voiceType SkinVoiceManager.SkinVoiceType
predictionType 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

Agent.UsageDirection

ObjectHasVacantPosition(UsableMissionObject)

public bool ObjectHasVacantPosition(UsableMissionObject gameObject)

Parameters

gameObject UsableMissionObject

Returns

bool

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 SpawnedItemEntity
weaponPickUpSlotIndex EquipmentIndex
removeWeapon 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

userAgent Agent
isSuccessful bool
preferenceIndex int

OnWeaponDrop(EquipmentIndex)

public void OnWeaponDrop(EquipmentIndex equipmentSlot)

Parameters

equipmentSlot EquipmentIndex

PlayerAttackDirection()

public Agent.UsageDirection PlayerAttackDirection()

Returns

Agent.UsageDirection

PreloadForRendering()

public void PreloadForRendering()

PrepareWeaponForDropInEquipmentSlot(EquipmentIndex, bool)

public void PrepareWeaponForDropInEquipmentSlot(EquipmentIndex slotIndex, bool dropWithHolster)

Parameters

slotIndex EquipmentIndex
dropWithHolster bool

RegisterBlow(Blow, in AttackCollisionData)

public void RegisterBlow(Blow blow, in AttackCollisionData collisionData)

Parameters

blow Blow
collisionData AttackCollisionData

RemoveComponent(AgentComponent)

public bool RemoveComponent(AgentComponent agentComponent)

Parameters

agentComponent AgentComponent

Returns

bool

RemoveController(Type)

public AgentController RemoveController(Type type)

Parameters

type Type

Returns

AgentController

RemoveEquippedWeapon(EquipmentIndex)

public void RemoveEquippedWeapon(EquipmentIndex slotIndex)

Parameters

slotIndex EquipmentIndex

RemoveHitter(MissionPeer, bool)

public void RemoveHitter(MissionPeer peer, bool isFriendlyHit)

Parameters

peer MissionPeer
isFriendlyHit 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.AISimpleBehaviorKind
y1 float
x2 float
y2 float
x3 float
y3 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 int
actionIndexCache ActionIndexCache
ignorePriority bool
additionalFlags ulong
blendWithNextActionFactor float
actionSpeed float
blendInPeriod float
blendOutPeriodToNoAnim float
startProgress float
useLinearSmoothing bool
blendOutPeriod float
actionShift int
forceFaceMorphRestart bool

Returns

bool

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 int
actionIndexCache ActionIndexValueCache
ignorePriority bool
additionalFlags ulong
blendWithNextActionFactor float
actionSpeed float
blendInPeriod float
blendOutPeriodToNoAnim float
startProgress float
useLinearSmoothing bool
blendOutPeriod float
actionShift int
forceFaceMorphRestart bool

Returns

bool

SetActionSet(ref AnimationSystemData)

public void SetActionSet(ref AnimationSystemData animationSystemData)

Parameters

animationSystemData AnimationSystemData

SetAgentDrivenPropertyValueFromConsole(DrivenProperty, float)

public void SetAgentDrivenPropertyValueFromConsole(DrivenProperty type, float val)

Parameters

type DrivenProperty
val float

SetAgentExcludeStateForFaceGroupId(int, bool)

public void SetAgentExcludeStateForFaceGroupId(int faceGroupId, bool isExcluded)

Parameters

faceGroupId int
isExcluded bool

SetAgentFacialAnimation(FacialAnimChannel, string, bool)

public void SetAgentFacialAnimation(Agent.FacialAnimChannel channel, string animationName, bool loop)

Parameters

channel Agent.FacialAnimChannel
animationName string
loop 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

followAgent Agent
followPosition Vec2

SetCrouchMode(bool)

public void SetCrouchMode(bool set)

Parameters

set bool

SetCurrentActionProgress(int, float)

public void SetCurrentActionProgress(int channelNo, float progress)

Parameters

channelNo int
progress float

SetCurrentActionSpeed(int, float)

public void SetCurrentActionSpeed(int channelNo, float speed)

Parameters

channelNo int
speed float

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

order FiringOrder.RangedWeaponUsageOrderEnum

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 WorldPosition
direction Vec2
positionVelocity Vec2
formationDirectionEnforcingFactor float

SetFormationIntegrityData(Vec2, Vec2, Vec2, float, float)

public void SetFormationIntegrityData(Vec2 position, Vec2 currentFormationDirection, Vec2 averageVelocityOfCloseAgents, float averageMaxUnlimitedSpeedOfCloseAgents, float deviationOfPositions)

Parameters

position Vec2
currentFormationDirection Vec2
averageVelocityOfCloseAgents Vec2
averageMaxUnlimitedSpeedOfCloseAgents float
deviationOfPositions float

SetGuardState(Agent, bool)

public void SetGuardState(Agent guardedAgent, bool isGuarding)

Parameters

guardedAgent Agent
isGuarding bool

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 MatrixFrame
rightGlobalFrame MatrixFrame

Returns

bool

SetHandInverseKinematicsFrameForMissionObjectUsage(in MatrixFrame, in MatrixFrame, float)

public void SetHandInverseKinematicsFrameForMissionObjectUsage(in MatrixFrame localIKFrame, in MatrixFrame boundEntityGlobalFrame, float animationHeightDifference = 0)

Parameters

localIKFrame MatrixFrame
boundEntityGlobalFrame MatrixFrame
animationHeightDifference float

SetInitialFrame(in Vec3, in Vec2, bool)

public void SetInitialFrame(in Vec3 initialPosition, in Vec2 initialDirection, bool canSpawnOutsideOfMissionBoundary = false)

Parameters

initialPosition Vec3
initialDirection Vec2
canSpawnOutsideOfMissionBoundary bool

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

maximumSpeedLimit float
isMultiplier bool

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 EquipmentIndex
ammoSlotIndex EquipmentIndex
reloadedAmmo 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

flags Agent.AISpecialCombatModeFlags

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 WorldPosition
addHumanLikeDelay bool
additionalFlags 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 WorldPosition
scriptedDirection float
addHumanLikeDelay bool
additionalFlags Agent.AIScriptedFrameFlags

SetScriptedTargetEntityAndPosition(GameEntity, WorldPosition, AISpecialCombatModeFlags, bool)

public void SetScriptedTargetEntityAndPosition(GameEntity target, WorldPosition position, Agent.AISpecialCombatModeFlags additionalFlags = AISpecialCombatModeFlags.None, bool ignoreIfAlreadyAttacking = false)

Parameters

target GameEntity
position WorldPosition
additionalFlags Agent.AISpecialCombatModeFlags
ignoreIfAlreadyAttacking 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

componentIndex int
visibility bool

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

targetPosition Vec2
targetDirection Vec3

SetTargetPositionAndDirectionSynched(ref Vec2, ref Vec3)

public void SetTargetPositionAndDirectionSynched(ref Vec2 targetPosition, ref Vec3 targetDirection)

Parameters

targetPosition Vec2
targetDirection Vec3

SetTargetPositionSynched(ref Vec2)

public void SetTargetPositionSynched(ref Vec2 targetPosition)

Parameters

targetPosition Vec2

SetTeam(Team, bool)

public void SetTeam(Team team, bool sync)

Parameters

team Team
sync bool

SetUsageIndexOfWeaponInSlotAsClient(EquipmentIndex, int)

public void SetUsageIndexOfWeaponInSlotAsClient(EquipmentIndex slotIndex, int usageIndex)

Parameters

slotIndex EquipmentIndex
usageIndex 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 EquipmentIndex
ammoEquipmentIndex EquipmentIndex
ammo short

SetWeaponAmountInSlot(EquipmentIndex, short, bool)

public void SetWeaponAmountInSlot(EquipmentIndex equipmentSlot, short amount, bool enforcePrimaryItem)

Parameters

equipmentSlot EquipmentIndex
amount short
enforcePrimaryItem bool

SetWeaponReloadPhaseAsClient(EquipmentIndex, short)

public void SetWeaponReloadPhaseAsClient(EquipmentIndex equipmentIndex, short reloadState)

Parameters

equipmentIndex EquipmentIndex
reloadState short

SetWieldedItemIndexAsClient(HandIndex, EquipmentIndex, bool, bool, int)

public void SetWieldedItemIndexAsClient(Agent.HandIndex handIndex, EquipmentIndex equipmentIndex, bool isWieldedInstantly, bool isWieldedOnSpawn, int mainHandCurrentUsageIndex)

Parameters

handIndex Agent.HandIndex
equipmentIndex EquipmentIndex
isWieldedInstantly bool
isWieldedOnSpawn bool
mainHandCurrentUsageIndex int

StartFadingOut()

public void StartFadingOut()

StartSwitchingWeaponUsageIndexAsClient(EquipmentIndex, int, UsageDirection)

public void StartSwitchingWeaponUsageIndexAsClient(EquipmentIndex equipmentIndex, int usageIndex, Agent.UsageDirection currentMovementFlagUsageDirection)

Parameters

equipmentIndex EquipmentIndex
usageIndex int
currentMovementFlagUsageDirection Agent.UsageDirection

StopRetreating()

public void StopRetreating()

StopUsingGameObject(bool, StopUsingGameObjectFlags)

public void StopUsingGameObject(bool isSuccessful = true, Agent.StopUsingGameObjectFlags flags = StopUsingGameObjectFlags.AutoAttachAfterStoppingUsingGameObject)

Parameters

isSuccessful bool
flags Agent.StopUsingGameObjectFlags

StopUsingGameObjectMT(bool, StopUsingGameObjectFlags)

public void StopUsingGameObjectMT(bool isSuccessful = true, Agent.StopUsingGameObjectFlags flags = StopUsingGameObjectFlags.AutoAttachAfterStoppingUsingGameObject)

Parameters

isSuccessful bool
flags 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

maximumForwardUnlimitedSpeed float
position Vec3

Returns

bool

TryToSheathWeaponInHand(HandIndex, WeaponWieldActionType)

public void TryToSheathWeaponInHand(Agent.HandIndex handIndex, Agent.WeaponWieldActionType type)

Parameters

handIndex Agent.HandIndex
type Agent.WeaponWieldActionType

TryToWieldWeaponInSlot(EquipmentIndex, WeaponWieldActionType, bool)

public void TryToWieldWeaponInSlot(EquipmentIndex slotIndex, Agent.WeaponWieldActionType type, bool isWieldedOnSpawn)

Parameters

slotIndex EquipmentIndex
type Agent.WeaponWieldActionType
isWieldedOnSpawn 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

updateOnlyMovement bool
arrangementChangeAllowed bool

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 UsableMissionObject
preferenceIndex int

WieldInitialWeapons(WeaponWieldActionType, InitialWeaponEquipPreference)

public void WieldInitialWeapons(Agent.WeaponWieldActionType wieldActionType = WeaponWieldActionType.InstantAfterPickUp, Equipment.InitialWeaponEquipPreference initialWeaponEquipPreference = InitialWeaponEquipPreference.Any)

Parameters

wieldActionType Agent.WeaponWieldActionType
initialWeaponEquipPreference Equipment.InitialWeaponEquipPreference

WieldNextWeapon(HandIndex, WeaponWieldActionType)

public void WieldNextWeapon(Agent.HandIndex weaponIndex, Agent.WeaponWieldActionType wieldActionType = WeaponWieldActionType.WithAnimation)

Parameters

weaponIndex Agent.HandIndex
wieldActionType Agent.WeaponWieldActionType

WillDropWieldedShield(SpawnedItemEntity)

public bool WillDropWieldedShield(SpawnedItemEntity spawnedItem)

Parameters

spawnedItem SpawnedItemEntity

Returns

bool

Events

OnAgentHealthChanged

public event Agent.OnAgentHealthChangedDelegate OnAgentHealthChanged

Event Type

Agent.OnAgentHealthChangedDelegate

OnMountHealthChanged

public event Agent.OnMountHealthChangedDelegate OnMountHealthChanged

Event Type

Agent.OnMountHealthChangedDelegate

This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).