AISubActionThrowItem_Record_Implementation
Base: IScriptable
None.
None.
static AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionThrowItem_Record> record, float duration) staticRTTI globalstatic bool ThrowItem(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionThrowItem_Record> record) staticRTTI globalstatic void SetNPCThrowingGrenade(AIbehaviorScriptExecutionContext context) staticRTTI globalstatic void ReadCurvedTrajectoryTDBParams(game.projectile.FollowCurveTrajectoryParams trajectoryParams, TDBID paramsTDBRecord) staticRTTI globalstatic void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionThrowItem_Record> record) staticRTTI globalstatic bool GetCachedGrenadeQuery(AIbehaviorScriptExecutionContext context, Vector4 targetPosition, float throwAngle, game.GrenadeThrowStartType outStartType) staticRTTI globalstatic void DropItem(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionThrowItem_Record> record) staticRTTI globalstatic game.projectile.TrajectoryParams? CreateParabolicTrajectory(WeakHandle<game.data.AISubActionThrowItem_Record> record, Vector4 targetPosition, float throwAngle) staticRTTI globalstatic game.projectile.TrajectoryParams? CreateCurvedTrajectory(WeakHandle<game.Object> target, TDBID paramsTDBRecord, float predictionTime) staticRTTI globalstatic game.projectile.TrajectoryParams? CreateCurvedTrajectoryFollowTargetSlot(WeakHandle<game.Object> target, CName slotName, TDBID paramsTDBRecord) staticRTTI globalstatic void ThrowInit(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionThrowItem_Record> record) staticRTTI globalstatic void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionThrowItem_Record> record, float duration, bool interrupted) staticRTTI global