ReactionManagerComponent class
ReactionManagerComponent
Inheritance
Base: game.ScriptableComponent
Derived
None.
Properties
| Property | Type | |
|---|---|---|
activeReaction | AIReactionData? | scripted |
desiredReaction | AIReactionData? | scripted |
stimuliCache | StimEventTaskData?[] | scripted |
reactionCache | AIReactionData?[] | scripted |
reactionPreset | game.data.ReactionPreset_Record? | scripted |
puppetReactionBlackboard | game.IBlackboard? | scripted |
receivedStimType | game.data.StimType | scripted |
receivedStimPropagation | game.data.StimPropagation | scripted |
inCrowd | bool | scripted |
inTrafficLane | bool | scripted |
desiredFearPhase | int | scripted |
previousFearPhase | int | scripted |
NPCRadius | float | scripted |
bumpTriggerDistanceBufferMounted | float | scripted |
bumpTriggerDistanceBufferCrouched | float | scripted |
delayReactionEventID | game.DelayID | scripted |
delay | Vector2 | scripted |
delayDetectionEventID | game.DelayID | scripted |
delayStimEventID | game.DelayID | scripted |
resetReactionDataID | game.DelayID | scripted |
callingPoliceID | game.DelayID | scripted |
lookatEvent | ent.LookAtAddEvent? | scripted |
ignoreList | ent.EntityID[] | scripted |
investigationList | StimEventData[] | scripted |
pendingReaction | AIReactionData? | scripted |
ovefloodCooldown | float | scripted |
stanceState | game.data.NPCStanceState | scripted |
highLevelState | game.data.NPCHighLevelState | scripted |
aiRole | EAIRole | scripted |
pendingBehaviorCb | red.CallbackObject? | scripted |
inPendingBehavior | bool | scripted |
cacheSecuritySysOutput | SecuritySystemOutput? | scripted |
environmentalHazards | sense.StimuliEvent?[] | scripted |
environmentalHazardsDelayIDs | game.DelayID[] | scripted |
stolenVehicle | WeakHandle<vehicle.BaseObject> | scripted |
isAlertedByDeadBody | bool | scripted |
isInCrosswalk | bool | scripted |
beignHijacked | bool | scripted |
owner_id | ent.EntityID | scripted |
presetName | CName | scripted |
updateByActive | bool | scripted |
personalities | game.data.StatType[] | scripted |
workspotReactionPlayed | bool | scripted |
inReactionSequence | bool | scripted |
playerProximity | bool | scripted |
fearToIdleDistance | Vector2 | scripted |
exitWorkspotAim | Vector2 | scripted |
bumpedRecently | int | scripted |
bumpTimestamp | float | scripted |
crowdAimingReactionDistance | float | scripted |
fearInPlaceAroundDistance | float | scripted |
lookatRepeat | bool | scripted |
disturbingComfortZoneInProgress | bool | scripted |
entereProximityRecently | int | scripted |
comfortZoneTimestamp | float | scripted |
disturbComfortZoneEventId | game.DelayID | scripted |
checkComfortZoneEventId | game.DelayID | scripted |
spreadingFearEventId | game.DelayID | scripted |
proximityLookatEventId | game.DelayID | scripted |
resetFacialEventId | game.DelayID | scripted |
exitWorkspotSequenceEventId | game.DelayID | scripted |
exitFearInVehicleEventId | game.DelayID | scripted |
fastWalk | bool | scripted |
createThreshold | bool | scripted |
initialized | bool | scripted |
initCrowd | bool | scripted |
facialCooldown | float | scripted |
disturbComfortZoneAggressiveEventId | game.DelayID | scripted |
backOffInProgress | bool | scripted |
backOffTimestamp | float | scripted |
crowdFearStage | game.FearStage | scripted |
fearLocomotionWrapper | bool | scripted |
successfulFearDeescalation | float | scripted |
willingToCallPolice | bool | scripted |
deadBodyInvestigators | ent.EntityID[] | scripted |
deadBodyStartingPosition | Vector4 | scripted |
currentStimThresholdValue | int | scripted |
timeStampThreshold | float | scripted |
currentStealthStimThresholdValue | int | scripted |
stealthTimeStampThreshold | float | scripted |
driverAllowedToGetAggressive | bool | scripted |
driverIsAggressive | bool | scripted |
logSource | EReactLogSource | scripted |
gracePeriodDuration | float | scripted |
recentAlertObject | WeakHandle<game.Object> | scripted |
recentAlertTimeStamp | float | scripted |
Functions
bool LogEnabled()RTTIvoid Log(CName category, string message)RTTIvoid LogStim(CName category, game.data.StimType stimType, game.data.StimPropagation stimPropagation, string message)RTTIvoid LogReactionData(CName category, AIReactionData reactionData, string message)RTTIvoid LogReaction(CName category, string message)RTTICName LogCategory(string suffix)RTTIvoid LogStart(EReactLogSource source, string message)RTTIvoid LogInfo(string message)RTTIvoid LogSuccess(string message)RTTIvoid LogFailure(string message)RTTIvoid HandleStimEventByTask(sense.StimuliEvent stimEvent, bool? delayed)RTTIvoid HandleStimEventTask(game.ScriptTaskData data)RTTIvoid HandleStimEvent(StimEventTaskData stimData)RTTIvoid ReactToSecuritySystemOutputByTask(SecuritySystemOutput evt)RTTIvoid ReactToSecuritySystemOutputTask(game.ScriptTaskData data)RTTIvoid OnGameAttach()RTTIbool OnPlayerMuntedToMyVehicle(PlayerMuntedToMyVehicle evt)RTTIbool OnSenseVisibilityEvent(sense.VisibilityEvent evt)RTTIbool OnLookedAtEvent(LookedAtEvent evt)RTTIbool OnDetectedEvent(sense.OnDetectedEvent evt)RTTIbool OnSecurityAreaCrossingPerimeter(SecurityAreaCrossingPerimeter evt)RTTIbool OnSecuritySystemOutput(SecuritySystemOutput evt)RTTIbool OnReprimandEscalationEvent(ReprimandEscalationEvent evt)RTTIvoid StartEscalateReprimand()RTTIvoid ReprimandEscalation()RTTIvoid DeescalateReprimand()RTTIbool OnReprimandUpdate(ReprimandUpdate evt)RTTIbool RecentReaction(game.data.Output behaviorName)RTTIbool OnSuspiciousObjectEvent(AIbehaviorSuspiciousObjectEvent evt)RTTIWeakHandle<game.Object> GetCombatTarget(WeakHandle<game.Object> source, WeakHandle<ent.Entity>? attacker)RTTIbool IsSourceGrenade(sense.StimuliEvent stimEvent)RTTIWeakHandle<game.Object> GetGrenadeInstigator(sense.StimuliEvent stimEvent)RTTIvoid JoinSearchWithAlert(ScriptedPuppet ownerPuppet, WeakHandle<game.Object> target, float timeToLive)RTTIvoid HelpAllyWithAlert(ScriptedPuppet ownerPuppet, WeakHandle<game.Object> target, float timeToLive)RTTIvoid HelpAlly(WeakHandle<game.Object> ally, WeakHandle<game.Object> targetOfAlly, bool onlyAlertNoThreat, bool? dontTrySquad)RTTIvoid HelpPlayer(WeakHandle<game.Object> enemy)RTTIvoid ReactToSecurityOutput(SecuritySystemOutput evt)RTTIbool ReflectSecSysStateToHLS(ESecuritySystemState securityState)RTTIvoid TriggerAlerted(WeakHandle<game.Object>? instigator)RTTIvoid TriggerCombat(WeakHandle<game.Object> trespasser)RTTIbool OnReactionBehaviorStatus(ReactionBehaviorStatus evt)RTTIbool OnEndLookatEvent(EndLookatEvent evt)RTTIbool OnDisableUndeadAnimFeatureEvent(DisableUndeadAnimFeatureEvent evt)RTTIbool OnTerminateReactionLookatEvent(TerminateReactionLookatEvent evt)RTTIbool OnRepeatLookatEvent(RepeatLookatEvent evt)RTTIbool OnEventReceived(sense.StimuliEvent stimEvent)RTTIbool OnAIEvent(AIAIEvent aiEvent)RTTIvoid Initialiaze()RTTIvoid CacheEvent(StimEventTaskData stimData)RTTIvoid CacheReaction(AIReactionData reactionData)RTTIbool IsEventDuplicated(sense.StimuliEvent stimEvent)RTTIbool IsDuplicate(sense.StimuliEvent stimEvent, sense.StimuliEvent cacheStim)RTTIbool OnStimThresholdEvent(StimThresholdEvent thresholdEvent)RTTIbool OnStealthStimThresholdEvent(StealthStimThresholdEvent thresholdEvent)RTTIent.EntityID[] GetIgnoreList()RTTIbool IsStimuliEventValid(sense.StimuliEvent stimEvent)RTTIbool ShouldEventBeProcessed(sense.StimuliEvent stimEvent)RTTIbool ShouldVisualStimBeProcessed(sense.StimuliEvent stimEvent, AIReactionData reactionData)RTTIbool ShouldAudioStimBeProcessed(sense.StimuliEvent stimEvent)RTTIbool ShouldFriendlyStimBeProcessed(sense.StimuliEvent stimEvent, sense.StimInvestigateData investigateData)RTTIbool ShouldNeutralStimBeProcessed(sense.StimuliEvent stimEvent, sense.StimInvestigateData investigateData)RTTIbool ShouldHostileStimBeProcessed(sense.StimuliEvent stimEvent, sense.StimInvestigateData investigateData)RTTIWeakHandle<game.Object> GetRealStimSource(sense.StimuliEvent stimEvent)RTTIbool ShouldStimBeProcessed(sense.StimuliEvent stimEvent, bool delayed)RTTIStimParams ProcessStimParams(sense.StimuliEvent stimEvent)RTTIStimEventData FillStimData(sense.StimuliEvent stimEvent)RTTIbool IsReactionAvailableInPreset(game.data.StimType stimTrigger)RTTIvoid CreateFearThreashold()RTTIvoid AddReactionValueToStatPool(AIReactionData reactionData)RTTIWeakHandle<game.data.Rule_Record>[] GetRules()RTTIReactionOutput GetReactionOutput(game.data.StimType stimType, WeakHandle<game.data.Rule_Record>[] rules)RTTIbool StimRule(WeakHandle<game.data.Rule_Record> rule, game.data.StimType stimType)RTTIvoid ProcessReactionOutput(StimEventTaskData stimData, StimParams stimParams)RTTIvoid UpdateActiveReaction(ReactionOutput reaction, sense.StimuliEvent stimEvent, StimEventData stimData, bool updateByActive)RTTIvoid UpdateStimSource()RTTIvoid TriggerBehaviorReaction(ReactionOutput reaction, StimEventTaskData stimTaskData, StimEventData stimData)RTTIVector4 GetStimSource(sense.StimuliEvent stimEvent)RTTIbool TryTriggerCombatOrAlertedFromHostileStim(sense.StimuliEvent stimEvent, StimEventTaskData stimData, AIReactionData reactionData, game.Object instigator)RTTIbool CanTriggerCombatFromHostileStim(sense.StimuliEvent stimEvent, AIReactionData reactionData)RTTIbool CanTriggerAlertedFromHostileStim(sense.StimuliEvent stimEvent)RTTIbool ShouldIgnoreCombatStim(game.data.StimType stimType, WeakHandle<ScriptedPuppet> instigator, WeakHandle<ScriptedPuppet> source, Vector4 sourcePos, bool? log)RTTIbool IsSquadMateInDanger()RTTIbool FirstSquadMemberReaction()RTTIvoid ClearPendingReaction()RTTIvoid TriggerPendingReaction()RTTIvoid TriggerReactionBehaviorForCrowd(sense.StimuliEvent stimEvent, game.data.Output reaction, bool dontPlayStartUpAnimation, bool? skipInitialAnimation)RTTIvoid TriggerReactionBehaviorForCrowd(game.Object target, game.data.Output reaction, bool initAnimInWorkspot, Vector4? sourcePosition)RTTIbool OnDelayStimEvent(DelayStimEvent evt)RTTIvoid ProcessEnvironmentalHazard(sense.StimuliEvent stimEvent)RTTIgame.DelayID DelayEnvironmentalHazardEvent(sense.StimuliEvent stimEvent)RTTIbool OnCleanEnvironmentalHazardEvent(CleanEnvironmentalHazardEvent cleanEnvironmentalHazardEvent)RTTIvoid ProcessStimForTheDead(sense.StimuliEvent stimEvent)RTTIvoid InitCrowd()RTTIbool ShouldStimBeProcessedByCrowd(sense.StimuliEvent stimEvent)RTTIvoid HandleCrowdReaction(sense.StimuliEvent stimEvent)RTTIvoid TriggerAggressiveCrowdBehavior(game.Object owner, game.Object target)RTTIbool OnCrowdReaction(DelayedCrowdReactionEvent reactionDelayEvent)RTTIvoid SpreadFear(int phase)RTTIvoid CreateFearArea(sense.StimuliEvent stimEvent, int fearPhase)RTTIbool ShouldFearInPlace(sense.StimuliEvent stimEvent)RTTIvoid TriggerFacialLookAtReaction(bool? forceFear, bool? playVO)RTTIvoid TriggerFearFacial(int phase)RTTIvoid ResetFacial(float cooldown)RTTIbool OnResetLookatReactionEvent(ResetLookatReactionEvent evt)RTTIbool OnResetFacialEvent(ResetFacialEvent evt)RTTIbool CanTriggerExpressionLookAt()RTTIbool ShouldFearWhileAggressiveCrowdNPCCombat(sense.StimuliEvent stimEvent)RTTIbool ShouldTriggerAggressiveCrowdNPCCombat(sense.StimuliEvent stimEvent)RTTIbool IsPlayerFearThreat()RTTIbool IsPlayerCarryingBody(WeakHandle<PlayerPuppet> playerPuppet)RTTIvoid SetCrowdRunningAwayAnimFeature(game.data.StimType stimType)RTTIbool SafeToExitFear()RTTIbool SafeToExitPanicFear()RTTIbool SurrenderToLeave()RTTIbool CanTriggerReprimandOrder()RTTIbool CanAskToHolsterWeapon()RTTIvoid NotifySecuritySystem(game.data.StimType stimType, game.Object stimObject)RTTIvoid SetWarningMessage(string lockey)RTTIbool OnTriggerDelayedReactionEvent(TriggerDelayedReactionEvent evt)RTTIbool OnExitWorkspotSequenceEvent(ExitWorkspotSequenceEvent evt)RTTIbool OnDeescalateFearInVehicle(DeescalateFearInVehicle evt)RTTIbool OnCrowdSettingsEvent(CrowdSettingsEvent evt)RTTIint GetFearReactionPhase(sense.StimuliEvent stimEvent)RTTIbool ShouldInterruptCurrentFearStage(int fearPhase)RTTIint ConvertFearStageToFearPhase(game.FearStage fearStage)RTTIint GetSpreadFearPhase(sense.StimuliEvent stimEvent)RTTIbool CanReactInVehicle(sense.StimuliEvent stimEvent)RTTIbool OnCrowdCallingPoliceEvent(CrowdCallingPoliceEvent evt)RTTIvoid CheckStalk(game.Object target, float timeout)RTTIvoid CheckComfortZone()RTTIbool OnDisturbingComfortZoneEvent(DisturbingComfortZone evt)RTTIbool OnCheckComfortZoneEvent(CheckComfortZoneEvent evt)RTTIfloat GetOutputPriority(game.data.Output output)RTTIbool DelayReaction(game.data.StimType stimType)RTTIbool ActivateReactionLookAt(ent.Entity targetEntity, bool? end, bool? repeat, float? duration, bool? upperBody, bool? inVehicle)RTTIbool ActivateUndeadLookAt(ent.Entity targetEntity)RTTIbool DeactiveLookAt(bool? repeat)RTTIvoid OnReactionStarted(AIReactionData reactionData)RTTIfloat GetCurrentStimTimeStamp()RTTIint GetCurrentStimThresholdValue()RTTIfloat GetCurrentStealthStimTimeStamp()RTTIint GetCurrentStealthStimThresholdValue()RTTIvoid AddInvestigatedBody(ent.EntityID bodyID)RTTIbool OnAddInvestigatedBodyEvent(AddInvestigatorEvent evt)RTTIvoid InformInvestigators()RTTIbool OnBodyPickedUp(SetBodyPositionEvent evt)RTTIvoid OnReactionEnded()RTTIbool OnResetReactionEvent(ResetReactionEvent evt)RTTIbool OnBodyInvestigated(BodyInvestigatedEvent evt)RTTIbool InvestigatingAlready(sense.StimuliEvent stimEvent)RTTIScriptedPuppet? GetOwnerPuppet()RTTIbool HasCombatTarget()RTTIbool DidTargetMakeMeAlerted(game.Object target)RTTIbool IsTargetInterestingForRecentSquadMates(game.Object target, game.Object ally)RTTIbool IsPlayerAiming()RTTIAIReactionData? GetDesiredReactionData()RTTIAIReactionData? GetActiveReactionData()RTTIAIReactionData? GetActiveOrDesiredReactionData()RTTIgame.data.Output GetDesiredReactionName()RTTIgame.data.Output GetPendingReactionName()RTTIgame.data.Output GetReactionBehaviorName()RTTIAIReactionData?[] GetReactionCache()RTTIStimEventTaskData?[] GetStimuliCache()RTTIgame.data.StimType GetReceivedStimType()RTTIgame.data.StimPropagation GetReceivedStimPropagation()RTTIbool GetWorkSpotReactionFlag()RTTIbool IsTargetInterestingForPerception(game.Object target)RTTIgame.IBlackboard? GetPuppetReactionBlackboard()RTTIbool IsInitAnimShock(game.data.Output behavior)RTTIbool IsInitAnimCall(game.data.StimType stim)RTTIbool GetInPendingBehavior()RTTIWeakHandle<game.data.ReactionPreset_Record> GetReactionPreset()RTTIbool IsInPendingBehavior()RTTIbool IsAlertedByDeadBody()RTTIint GetPreviousFearPhase()RTTIsense.StimuliEvent?[] GetEnvironmentalHazards()RTTIgame.data.StimPriority GetActiveStimPriority()RTTIgame.Object? GetActiveStimTarget()RTTIVector4 GetActiveStimSource()RTTIbool ShouldUpdateThreatPosition(sense.StimuliEvent stimEvent)RTTIbool ShouldTriggerGrenadeDodgeBehavior(sense.StimuliEvent stimEvent)RTTIbool CanTriggerPanicInCombat(sense.StimuliEvent stimEvent)RTTIbool CanStimInterruptCombat(sense.StimuliEvent stimEvent, bool canIgnorePlayerCombatStim)RTTIbool ShouldAddToIgnoreList(game.data.StimType stimType)RTTIbool IsTargetVisible(game.Object target)RTTIbool IsTargetDetected(game.Object target)RTTIbool SourceAttitude(WeakHandle<game.Object> source, EAIAttitude attitude)RTTIbool IsTargetInFront(WeakHandle<game.Object> target, float? frontAngle, bool? meInFrontOfTarget, bool? checkFullAngle)RTTIbool IsTargetBehind(WeakHandle<game.Object> target, float? angle, bool? meBehindOfTarget)RTTIbool IsTargetInMovementDirection(WeakHandle<game.Object> target)RTTIbool IsTargetPositionClose(Vector4 targetPos, float distance)RTTIbool IsTargetClose(WeakHandle<game.Object> target, float distance)RTTIbool IsTargetVeryClose(WeakHandle<game.Object> target)RTTIbool TargetVerticalCheck(WeakHandle<game.Object> target, float? distance)RTTIbool CheckHearingDistance(sense.StimuliEvent stimEvent)RTTIbool IsVisibleRaycast(sense.StimuliEvent stimEvent, Vector4 stimOffset)RTTIbool IsTargetVisibleBeyondSenses(sense.StimuliEvent stimEvent, AIReactionData reactionData)RTTIbool IsPlayerInZone(game.PSMZones zone)RTTIbool IsSameStimulus(sense.StimuliEvent stimEvent)RTTIbool IsSameSourceObject(sense.StimuliEvent stimEvent)RTTIbool IsInList(StimEventData[] list, StimEventData stimData)RTTIbool IsLowerPriority(sense.StimuliEvent stimEvent, game.data.StimPriority activePriority)RTTIbool IsTargetSquadAlly(WeakHandle<game.Object> target)RTTIbool IsTargetInSameSecuritySystem(WeakHandle<game.Object> target)RTTIbool IsTargetMelee(game.Object target)RTTIbool IsTargetArmed(game.Object target)RTTIbool IsTargetRecentSquadAlly(WeakHandle<game.Object> target)RTTIbool ShouldHelpTargetFromSameAttitudeGroup(WeakHandle<game.Object> target, WeakHandle<game.Object> targetOfTarget)RTTIbool ShouldHelpCausePlayerGotTooClose(WeakHandle<game.Object> targetOfTarget, byte onlyAlertNoThreat)RTTIbool ShouldReactToNPCGrenade(WeakHandle<BaseGrenade> grenade)RTTIbool ShouldPreventionReact(sense.StimuliEvent stimEvent)RTTIbool IsIllegalActionAgainstGanger(sense.StimuliEvent stimEvent)RTTIvoid SetBaseReactionPreset(bool? ignoreSavedPreset)RTTIvoid SetReactionPreset(game.data.ReactionPreset_Record reactionPreset)RTTIvoid MapReactionPreset(string mappingName)RTTIvoid ReevaluateReactionPreset(bool? ignoreSavedPreset)RTTIvoid CheckCrowd()RTTIvoid SetDownedBodyVisibleComponent(bool visible, CName description)RTTIvoid OnIncapacitated(game.Object instigator)RTTIvoid SendIgnoreEventToSquad(IgnoreListEvent? ignoreListEvent)RTTIfloat GetThreatDistanceSquared(game.Object threat)RTTICName GetFearAnimWrapper(int fearPhase)RTTICName GetRandomFearLocomotionAnimWrapper(int fearPhase, game.data.StimType? stimType)RTTIvoid ResetAllFearAnimWrappers()RTTIbool IsFearLocomotionWrapperSet()RTTIvoid ReevaluateReaction()RTTIbool CombatGracePeriodPassed(PlayerPuppet player)RTTIbool OnStanceLevelChanged(game.events.StanceStateChangeEvent evt)RTTIbool OnHighLevelStateDataEvent(game.events.HighLevelStateDataEvent evt)RTTIbool OnRagdollEnabledEvent(ent.RagdollNotifyEnabledEvent evt)RTTIvoid OnGameDetach()RTTIbool OnIncapacitatedEvent(IncapacitatedEvent evt)RTTIbool OnIgnoreListEvent(IgnoreListEvent evt)RTTIbool OnNPCRoleChangeEvent(NPCRoleChangeEvent evt)RTTIbool OnWorkspotStartedEvent(work.WorkspotStartedEvent evt)RTTIbool OnWorkspotFinishedEvent(work.WorkspotFinishedEvent evt)RTTIbool OnStatusEffectApplied(game.events.ApplyStatusEffectEvent evt)RTTIbool OnStatusEffectRemoved(game.events.RemoveStatusEffect evt)RTTIbool OnReactionFinishedEvent(work.ReactionFinishedEvent evt)RTTIbool OnReevaluatePresetEvent(ReevaluatePresetEvent evt)RTTIbool OnReactionChangeRequestEvent(game.events.ReactionChangeRequestEvent evt)RTTIbool OnPendingBehaviorChanged(bool value)RTTIbool OnAttitudeGroupChanged(game.events.AttitudeGroupChangedEvent evt)RTTIfloat CalculateMoveTypeChangeDelay(float totalDistance, float distanceLeft, float minDistance, float maxDelay)RTTIbool OnCrosswalkEvent(game.interactions.CrosswalkEvent evt)RTTIbool OnBumpEvent(game.interactions.BumpEvent evt)RTTIbool OnClearFearOnHitEvent(ClearFearOnHitEvent evt)RTTIvoid PlayBumpInWorkspot(game.interactions.BumpSide side, Vector4 direction)RTTIbool OnVehicleHit(game.events.VehicleHitEvent evt)RTTIbool OnPlayerProximityStartEvent(world.PlayerProximityStartEvent evt)RTTIbool OnPlayerProximityStopEvent(world.PlayerProximityStopEvent evt)RTTIbool OnProximityLookatEvent(ProximityLookatEvent evt)RTTIbool OnSwapped(AIPuppetSwappedEvent evt)RTTIbool OnTeleported(AIPuppetTeleportedEvent evt)RTTIbool OnInCrowd(game.InCrowd evt)RTTIbool OnOutOfCrowd(game.OutOfCrowd evt)RTTIbool IsInTrafficLane()RTTIbool OnVehicleHijackEvent(VehicleHijackEvent evt)RTTIbool OnResetVehicleHijackEvent(ResetVehicleHijackEvent evt)RTTIbool OnSwapPreset(SwapPresetEvent evt)RTTIbool OnRainEvent(world.RainEvent evt)RTTIbool OnDistrurbComfortZoneAggressiveEvent(DistrurbComfortZoneAggressiveEvent evt)RTTIbool OnAreaEnter(ent.AreaEnteredEvent trigger)RTTIbool OnAreaExit(ent.AreaExitedEvent trigger)RTTIbool OnExplorationEnteredEvent(move.ExplorationEnteredEvent evt)RTTIbool OnExplorationLeftEvent(move.ExplorationLeftEvent evt)RTTIstatic bool ReactOnPlayerStealthStim(WeakHandle<game.Object> owner, WeakHandle<game.Object> target)staticRTTI globalstatic void BodyInvestigated(WeakHandle<ScriptedPuppet> owner)staticRTTI globalstatic void SendVOEventToSquad(WeakHandle<game.Object> owner, CName voEvent, bool setOwnerAsAnsweringEntity, bool onlyForMembersInCombat)staticRTTI globalstatic bool IsTargetInFrontOfSource(WeakHandle<game.Object> source, WeakHandle<game.Object> target, float frontAngle, bool checkFullAngle)staticRTTI globalstatic bool InGunshotCone(WeakHandle<game.Object> shooter, WeakHandle<game.Object> target)staticRTTI global