AIActionTransactionSystem
Base: IScriptable
None.
None.
static bool DoesItemMeetRequirements(game.ItemID weaponItemID, game.data.AIItemCond_Record condition, WeakHandle<game.data.WeaponEvolution_Record> evolution) staticRTTI globalstatic bool CheckSlotsForEquipment(AIbehaviorScriptExecutionContext context, CName equipmentGroup) staticRTTI globalstatic bool GetItemID(WeakHandle<ScriptedPuppet> obj, WeakHandle<game.data.Item_Record> itemRecord, TDBID onBodySlotID, game.ItemID itemID) staticRTTI globalstatic bool CheckEquipmentGroupForEquipment(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIItemCond_Record> condition) staticRTTI globalstatic bool GetEquipment(AIbehaviorScriptExecutionContext context, bool checkPrimaryEquipment, NPCItemToEquip[] itemsList) staticRTTI globalstatic void CalculateEquipmentItems(WeakHandle<ScriptedPuppet> puppet, CName equipmentGroupName, WeakHandle<game.data.NPCEquipmentItem_Record>[] items, int powerLevel) staticRTTI globalstatic bool ShouldPerformEquipmentCheck(WeakHandle<ScriptedPuppet> obj, CName equipmentGroup) staticRTTI globalstatic bool GetFirstItemID(WeakHandle<game.Object> owner, CName itemTag, game.ItemID itemID) staticRTTI globalstatic bool GetOnBodyEquipment(WeakHandle<ScriptedPuppet> obj, NPCItemToEquip[] itemsToEquip) staticRTTI globalstatic bool IsSlotEmptySpawningItem(WeakHandle<game.Object> owner, TDBID slotID) staticRTTI globalstatic void ChooseSingleItemsSetFromPool(int powerLevel, uint seed, WeakHandle<game.data.NPCEquipmentItemPool_Record> itemPool, WeakHandle<game.data.NPCEquipmentItem_Record>[] outItems) staticRTTI globalstatic bool GetFirstItemID(WeakHandle<game.Object> owner, WeakHandle<game.data.ItemType_Record> itemType, CName itemTag, game.ItemID itemID) staticRTTI globalstatic bool GetItemIDFromRecord(WeakHandle<game.data.Item_Record> itemRecord, game.ItemID itemID) staticRTTI globalstatic bool GetFirstItemID(WeakHandle<game.Object> owner, WeakHandle<game.data.ItemCategory_Record> itemCategory, CName itemTag, game.ItemID itemID) staticRTTI globalstatic bool GetItemsBodySlot(WeakHandle<ScriptedPuppet> owner, game.ItemID itemID, TDBID onBodySlotID) staticRTTI globalstatic bool GetOnBodyEquipmentRecords(WeakHandle<ScriptedPuppet> obj, WeakHandle<game.data.NPCEquipmentItem_Record>[] outEquipmentRecords) staticRTTI globalstatic void CalculateEquipmentItems(WeakHandle<ScriptedPuppet> puppet, WeakHandle<game.data.NPCEquipmentGroup_Record> equipmentGroupRecord, WeakHandle<game.data.NPCEquipmentItem_Record>[] items, int powerLevel) staticRTTI globalstatic bool GetDefaultEquipment(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.Character_Record> characterRecord, bool checkForUnequip, NPCItemToEquip[] itemsList) staticRTTI globalstatic bool GetEquipmentWithCondition(AIbehaviorScriptExecutionContext context, bool checkPrimaryEquipment, bool checkForUnequip, NPCItemToEquip[] itemsList) staticRTTI global