AIReactionSystem
Base: AIIReactionSystem
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void RegisterFearReaction(game.Object npc, game.Object threat) RTTIvoid UnregisterFearReaction(game.Object runner) RTTIbool AddTrafficRunnersDirectly(game.Object runner, game.Object threat) RTTIvoid AddFearSource(Vector3 sourcePos, float halfExtend, CName? debugInfo) RTTIAIReactionCountOutcome RegisterReaction(CName reaction) RTTIAIReactionCountOutcome UnregisterReaction(CName reaction) RTTIvoid MarkDespawnCandidate(ent.EntityID id) RTTIvoid UnmarkDespawnCandidate(ent.EntityID id) RTTIvoid MarkDeadBody(ent.EntityID id, bool isAggressive, bool isInScene) RTTIbool TryRegisteringAggressiveNPC(game.Object civilianNPC, bool checkPlayerLos) RTTIbool TryUnregisteringAggressiveNPC(ent.EntityID npcId) RTTIbool IsRegisteredAsAggressive(ent.EntityID npcId) RTTIbool UsesLoreAnimationWorkspot(ent.EntityID npcId) RTTIbool IsInImmovableWorkspot(ent.EntityID npcId) RTTIbool TryAndJoinTraffic(game.Object npc, Vector3 threatPos, bool shouldRunInTraffic) RTTI