AISubActionShootWithWeapon_Record_Implementation
Base: IScriptable
None.
None.
static void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record) staticRTTI globalstatic AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration) staticRTTI globalstatic bool GetWeapon(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object>[] weaponsList) staticRTTI globalstatic void QueueNextShot(WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float duration) staticRTTI globalstatic bool ShouldTrackTarget(WeakHandle<game.Puppet> owner, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object> weapon) staticRTTI globalstatic bool SetShootPointsBytag(AIbehaviorScriptExecutionContext context, CName[] tags, Vector4[] shootPointPosition) staticRTTI globalstatic void QueueFirstShot(WeakHandle<game.weapon.Object> weapon) staticRTTI globalstatic Vector4[] ConvertVector3ArrayToVector4Array(Vector3[] v3) staticRTTI globalstatic void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration, bool interrupted) staticRTTI globalstatic void Shoot(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, Vector4 targetPosition, WeakHandle<game.Object> target, Vector4 offset, float predictionTime, Vector4 muzzleOffset, CName weaponCustomEvent) staticRTTI globalstatic bool SetShootPointsByCoordinate(AIbehaviorScriptExecutionContext context, WeakHandle<game.Object> target, Vector4[] coordinateArray, Vector4[] shootPointPosition) staticRTTI globalstatic bool ShootMissileRainCircular(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionMissileRainCircular_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration) staticRTTI globalstatic bool ShootChimeraMetalstorm(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionChimeraMetalstorm_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration) staticRTTI globalstatic bool ShootMissileRainGrid(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionMissileRainGrid_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration) staticRTTI globalstatic bool ShootToPoints(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootToPoint_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float duration) staticRTTI global