AISubActionShootWithWeapon_Record class
game.data.AISubActionShootWithWeapon_Record
Inheritance
Base: game.data.AISubAction_Record
Derived
game.data.AISubActionChimeraMetalstorm_Record, game.data.AISubActionMissileRainCircular_Record, game.data.AISubActionMissileRainGrid_Record, game.data.AISubActionShootToPoint_Record
Properties
None.
Functions
WeakHandle<game.data.AIActionTarget_Record> Instigator()RTTIgame.data.AIActionTarget_Record? InstigatorHandle()RTTIWeakHandle<game.data.AIActionTarget_Record> Target()RTTIgame.data.AIActionTarget_Record? TargetHandle()RTTIWeakHandle<game.data.RangedAttack_Record> RangedAttack()RTTIgame.data.RangedAttack_Record? RangedAttackHandle()RTTIWeakHandle<game.data.TriggerMode_Record> TriggerMode()RTTIgame.data.TriggerMode_Record? TriggerModeHandle()RTTIint GetShootingPatternPackagesCount()RTTIWeakHandle<game.data.AIPatternsPackage_Record> GetShootingPatternPackagesItem(int index)RTTIgame.data.AIPatternsPackage_Record? GetShootingPatternPackagesItemHandle(int index)RTTIbool ShootingPatternPackagesContains(WeakHandle<game.data.AIPatternsPackage_Record> item)RTTIint GetPauseConditionCount()RTTIWeakHandle<game.data.AIActionCondition_Record> GetPauseConditionItem(int index)RTTIgame.data.AIActionCondition_Record? GetPauseConditionItemHandle(int index)RTTIbool PauseConditionContains(WeakHandle<game.data.AIActionCondition_Record> item)RTTIint GetWeaponSlotsCount()RTTIWeakHandle<game.data.AttachmentSlot_Record> GetWeaponSlotsItem(int index)RTTIgame.data.AttachmentSlot_Record? GetWeaponSlotsItemHandle(int index)RTTIbool WeaponSlotsContains(WeakHandle<game.data.AttachmentSlot_Record> item)RTTICName DualWieldShootingStyle()RTTICName WeaponCustomEvent()RTTIVector3 TargetOffset()RTTIfloat Delay()RTTIfloat PauseConditionCheckInterval()RTTIfloat TbhCoefficient()RTTIfloat AimingDelay()RTTIfloat PredictionTime()RTTIint NumberOfShots()RTTIint MaxNumberOfShots()RTTI