AISubActionAttackWithWeapon_Record_Implementation
Base: IScriptable
None.
None.
static void StartContinuousAttack(AIbehaviorScriptExecutionContext context, WeakHandle<game.weapon.Object> weapon) staticRTTI globalstatic void StartPreparedContinuousAttack(AIbehaviorScriptExecutionContext context, WeakHandle<game.weapon.Object> weapon) staticRTTI globalstatic void PrepareContinuousAttack(WeakHandle<game.weapon.Object> weapon) staticRTTI globalstatic AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record, float duration) staticRTTI globalstatic void SetAttackNameInBlackBoard(AIbehaviorScriptExecutionContext context, CName attackName) staticRTTI globalstatic AIbehaviorUpdateOutcome AttackWithWeapon(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record) staticRTTI globalstatic bool GetWeapon(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record, WeakHandle<game.weapon.Object> weapon) staticRTTI globalstatic void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record) staticRTTI globalstatic void FillEffectData(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record, WeakHandle<game.Attack_GameEffect> attack, WeakHandle<game.EffectInstance> effect) staticRTTI globalstatic void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record, float duration, bool interrupted) staticRTTI global