NPCStatesComponent
Base: game.AINetStateComponent
None.
| Property | Type | |
|---|---|---|
aimingLookatEvent | ent.LookAtAddEvent? | scripted |
highLevelAnimFeatureName | CName | scripted |
upperBodyAnimFeatureName | CName | scripted |
stanceAnimFeatureName | CName | scripted |
statFlagDefensiveState | game.StatModifierData_Deprecated? | scripted |
prevNPCStanceState | game.data.NPCStanceState | scripted |
previousHighLevelState | game.data.NPCHighLevelState | scripted |
prevHitReactionMode | EHitReactionMode | scripted |
bulkyStaggerMinRecordID | TDBID | scripted |
staggerMinRecordID | TDBID | scripted |
unstoppableRecordID | TDBID | scripted |
unstoppableTwitchMinRecordID | TDBID | scripted |
unstoppableTwitchNoneRecordID | TDBID | scripted |
forceImpactRecordID | TDBID | scripted |
forceStaggerRecordID | TDBID | scripted |
forceKnockdownRecordID | TDBID | scripted |
fragileRecordID | TDBID | scripted |
weakRecordID | TDBID | scripted |
toughRecordID | TDBID | scripted |
bulkyRecordID | TDBID | scripted |
regularRecordID | TDBID | scripted |
keepRecentThreatAfterRelaxedDuration | float | scripted |
inCombat | bool | scripted |
void OnGameAttach() RTTIgame.data.NPCHighLevelState GetCurrentHighLevelState() RTTIbool SetCurrentHighLevelState(game.data.NPCHighLevelState newState) RTTIgame.data.NPCHighLevelState GetPreviousHighLevelState() RTTIgame.data.NPCUpperBodyState GetCurrentUpperBodyState() RTTIbool SetCurrentUpperBodyState(game.data.NPCUpperBodyState newState) RTTIgame.data.DefenseMode GetCurrentDefenseMode() RTTIbool SetCurrentDefenseMode(game.data.DefenseMode newState) RTTIgame.data.LocomotionMode GetCurrentLocomotionMode() RTTIbool SetCurrentLocomotionMode(game.data.LocomotionMode newState) RTTIgame.data.NPCStanceState GetCurrentStanceState() RTTIvoid SetPreviousStanceState(game.data.NPCStanceState prevState) RTTIgame.data.NPCStanceState GetPreviousStanceState() RTTIbool SetCurrentStanceState(game.data.NPCStanceState newState) RTTIvoid SetPreviousHitReactionMode(EHitReactionMode prevState) RTTIEHitReactionMode GetPreviousHitReactionMode() RTTIEHitReactionMode GetCurrentHitReactionModeState() RTTIbool SetCurrentHitReactionModeState(EHitReactionMode newState) RTTIgame.data.NPCBehaviorState GetCurrentBehaviorState() RTTIbool SetCurrentBehaviorState(game.data.NPCBehaviorState newState) RTTIENPCPhaseState GetCurrentPhaseState() RTTIbool SetCurrentPhaseState(ENPCPhaseState newState) RTTIScriptedPuppet? GetPuppet() RTTIgame.IBlackboard? GetPuppetStateBlackboard() RTTIvoid OnNPCStateChangeSignalReceived(NPCStateChangeSignal signal) RTTIvoid ChangeHighLevelState(game.data.NPCHighLevelState newState) RTTIvoid ChangeDefenseMode(game.data.DefenseMode newState) RTTIvoid ChangeLocomotionMode(game.data.LocomotionMode newState) RTTIvoid ChangeUpperBodyState(game.data.NPCUpperBodyState newState) RTTIvoid ChangeStanceState(game.data.NPCStanceState newState) RTTIvoid ChangeHitReactionModeState(EHitReactionMode newState) RTTIvoid ChangeBehaviorState(game.data.NPCBehaviorState newState) RTTIvoid ChangePhaseState(ENPCPhaseState newState) RTTIvoid MaxtacSetQuestCammo(game.data.NPCHighLevelState newState) RTTIvoid UpdateHighLevelState(game.data.NPCHighLevelState newState, game.data.NPCHighLevelState previousState) RTTIvoid HandleCombatStateAnimHint(game.data.NPCHighLevelState newState, game.data.NPCHighLevelState previousState) RTTIvoid OnHighLevelStateEnter(game.data.NPCHighLevelState newState, game.data.NPCHighLevelState previousState) RTTIvoid OnHighLevelStateExit(game.data.NPCHighLevelState leftState, game.data.NPCHighLevelState nextState) RTTIvoid OnRelaxed() RTTIvoid OnFear() RTTIvoid OnAlerted() RTTIvoid OnCombat() RTTIbool OnNotifyNearbyAboutCombatEvent(NotifyNearbyAboutCombatEvent evt) RTTIvoid OnDead() RTTIvoid PlayDeadVO() RTTIbool OnNotifySecuritySystemCombatEvent(NotifySecuritySystemCombatEvent evt) RTTIvoid NotifySecuritySystemCombat() RTTIvoid UpdateUpperBodyState() RTTIint GetUpperBodyStateForAnimGraph() RTTIvoid OnUpperBodyStateChanged() RTTIvoid OnNormal() RTTIvoid OnShoot() RTTIvoid OnReload() RTTIvoid OnDefend() RTTIvoid OnParry() RTTIvoid OnAttack() RTTIvoid OnChargeAttack() RTTIvoid UpdateLocomotionMode() RTTIvoid OnLocomotionModeChanged() RTTIvoid OnStatic() RTTIvoid OnMoving() RTTIvoid UpdateDefenseMode() RTTIvoid OnDefenseModeChanged() RTTIvoid OnNoDefend() RTTIvoid OnDefendAll() RTTIvoid OnDefendMelee() RTTIvoid OnDefendRanged() RTTIvoid UpdateBehaviorState() RTTIvoid UpdatePhaseState() RTTIvoid UpdateDefensiveState(bool enable) RTTIvoid TurnOnParryState() RTTIvoid TurnOffParryState() RTTIvoid UpdateHitReactionsExceptionState() RTTIvoid SendOnUnstoppableRemovedSignal(bool b) RTTIvoid OnRegular(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid OnForceImpact(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid OnForceStagger(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid OnForceKnockdown(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid OnFragile(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid OnWeak(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid OnTough(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid OnBulky(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid OnUnstoppable(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid OnUnstoppableTwitchMin(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid OnUnstoppableTwitchNone(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid OnStaggerMin(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid OnBulkyStaggerMin(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTIvoid UpdateStanceState() RTTIvoid OnStanceStateChanged() RTTIvoid ToggleVehicleWindow(bool toggle) RTTIvoid OnStand() RTTIvoid OnCrouch() RTTIvoid OnCover() RTTIvoid OnSwim() RTTIvoid OnVehicle() RTTIstatic CName GetAnimWrapperNameBasedOnHighLevelState(game.data.NPCHighLevelState highLevelState) staticRTTI globalstatic CName GetAnimWrapperNameBasedOnStanceState(game.data.NPCStanceState stanceState) staticRTTI globalstatic WeakHandle<game.Object> GetCombatTarget(NPCPuppet npcPuppet) staticRTTI globalstatic bool AlertPuppet(WeakHandle<ScriptedPuppet> ownerPuppet) staticRTTI global