AICondition
Base: IScriptable
None.
None.
static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsShootingBlockedFromPrevention_Record> condition) staticRTTI globalstatic bool CheckRestrictedMovementAreas(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICanShootInCarChaseCond_Record> condition) staticRTTI globalstatic bool IsAwareOfBeingFlankedByThreat(WeakHandle<ScriptedPuppet> ownerPuppet, AITrackedLocation threat) staticRTTI globalstatic bool CheckSpatial(AIbehaviorScriptExecutionContext ownerContext, AIbehaviorScriptExecutionContext targetContext, WeakHandle<game.data.AISpatialCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIExtendTargetCirclingCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIEverPerformedChase_Record> condition) staticRTTI globalstatic bool CheckActionCondition(WeakHandle<ScriptedPuppet> puppet, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool CheckStates(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICoverCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIDodgeCountCond_Record> condition) staticRTTI globalstatic bool CheckCalculatePaths(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool CheckDistanceInternal(game.Puppet owner, Vector4 sourcePosition, Vector4 targetPosition, Vector2 distanceRange, WeakHandle<game.data.AISpatialCond_Record> condition, bool returnVal) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISignalCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIGoToCoverCond_Record> condition) staticRTTI globalstatic int GetPowerDifferentialValue(game.EPowerDifferential difficulty) staticRTTI globalstatic bool ActivationCheck(AIbehaviorScriptExecutionContext context, game.data.AIAction_Record actionRecord) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetCond_Record> condition) staticRTTI globalstatic bool CheckStatPools(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool CheckZDiffInternal(Vector4 sourcePosition, Vector4 targetPosition, Vector2 ZDiffRange, WeakHandle<game.data.AISpatialCond_Record> condition, bool returnVal) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIFriendlyFireCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AINPCRarityCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AINPCTypeCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsFromDynamicSpawnSystem_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVelocityDotCond_Record> condition) staticRTTI globalstatic bool CheckAngle2ObjInternal(WeakHandle<game.Puppet> owner, WeakHandle<game.Object> source, Vector4 sourcePosition, ulong sourceCoverID, WeakHandle<game.Object> target, Vector4 targetPosition, ulong targetCoverID, Vector2 coneAngleRange, WeakHandle<game.data.AISpatialCond_Record> condition, bool returnVal) staticRTTI globalstatic bool CheckStatusEffects(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsOnNavmeshCond_Record> condition) staticRTTI globalstatic int GetDifficultyValue(game.Difficulty difficulty) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICalculatePathCond_Record> condition) staticRTTI globalstatic bool IsAwareOfBeingFlankedByAnyThreat(WeakHandle<ScriptedPuppet> ownerPuppet, AITrackedLocation[] threats) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIHitCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AINPCDifficultyCond_Record> condition) staticRTTI globalstatic bool RepeatPhaseCheck(AIbehaviorScriptExecutionContext context, uint phase, game.data.AIAction_Record actionRecord) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAssignedVehicleCanReachTargetCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetStandingOnTopOfMovingVehicleCond_Record> condition) staticRTTI globalstatic Vector4 GetPuppetVelocity(WeakHandle<ScriptedPuppet> puppet, float timePeriod) staticRTTI globalstatic bool CheckReactions(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIItemCond_Record> condition) staticRTTI globalstatic bool CheckTresspassings(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool AnimationStreamedInCheck(AIbehaviorScriptExecutionContext context, game.data.AIAction_Record actionRecord) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISlotCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICalculateLineOfSightVector_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIMovingInCirclesCond_Record> condition) staticRTTI globalstatic bool CheckWeakSpots(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool CheckAbilities(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIPreviousAttackCond_Record> condition) staticRTTI globalstatic bool CheckItems(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIStatPoolCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsHeatStage5Active_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetInUnmountingRangeCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAbilityCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIWeaponLockedOnTargetCond_Record> condition) staticRTTI globalstatic bool CheckCalculateLineOfSightVector(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool CheckCommands(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIHasWeapon_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVelocityCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIBlockCountCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIInTacticPositionCond_Record> condition) staticRTTI globalstatic bool CheckMovements(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool CheckAmmoCounts(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICommandCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIPercentageChanceCond_Record> condition) staticRTTI globalstatic bool CheckAngle3ObjInternal(WeakHandle<game.Puppet> owner, WeakHandle<game.Object> source, Vector4 sourcePosition, ulong sourceCoverID, WeakHandle<game.Object> target, Vector4 targetPosition, ulong targetCoverID, WeakHandle<game.Object> targetOpt, Vector4 targetPositionOpt, ulong targetCoverIDOpt, Vector2 coneAngleRange, WeakHandle<game.data.AISpatialCond_Record> condition, bool returnVal) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AILoSPositionCond_Record> condition) staticRTTI globalstatic bool CheckSlots(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIInArmedVehicleCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIValidCoversCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIGameDifficultyCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsInActiveCameraCond_Record> condition) staticRTTI globalstatic bool CheckSpatials(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIWorkspotCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVelocitiesDotCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVehicleCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIOptimalDistanceCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISpatialCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIMovementCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIStatusEffectCond_Record> condition) staticRTTI globalstatic bool CheckSignals(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISecurityCond_Record> condition) staticRTTI globalstatic bool NextPhaseCheck(AIbehaviorScriptExecutionContext context, uint phase, game.data.AIAction_Record actionRecord) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAssignedVehicleInRace_Record> condition) staticRTTI globalstatic bool CheckActionCondition(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool CheckTickets(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITresspassingCond_Record> condition) staticRTTI globalstatic bool CheckLookats(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetInPreventionFreeArea_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIDriverCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIReactionCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsFromPreventionSystem_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AILookAtCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIStateCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAssignedVehicleInPanicDriving_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIWeakSpotCond_Record> condition) staticRTTI globalstatic bool CheckAbility(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.GameplayAbility_Record> ability) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIRestrictedMovementAreaCond_Record> condition) staticRTTI globalstatic bool CheckVehicles(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIThrowCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISquadCond_Record> condition) staticRTTI globalstatic bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAmmoCountCond_Record> condition) staticRTTI globalstatic bool CheckActionConditions(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record>[] conditions) staticRTTI globalstatic void OnCantFindProperCheck(CName conditionName) staticRTTI global