CoverManager
classnative name AISmartCoverManagernativeimportOnly
extends ICoverManager › IGameSystem › IScriptable › ISerializable
Methods 29
native func GetCoverActionType(occupant: ref<GameObject>) -> AIUninterruptibleActionType
native func GetCoverHeight(coverId: Uint64) -> gameCoverHeight
native func GetCoverPosition(coverId: Uint64) -> Vector4
native func GetCoverRemainingHealthPercentage(coverId: Uint64) -> Float
native func GetCoverWorldForward(coverId: Uint64) -> Vector4
native func GetCoverWorldUp(coverId: Uint64) -> Vector4
native func GetCurrentCover(occupant: ref<GameObject>) -> Uint64
native func GetDemandCoverHolder(nodeRef: NodeRef) -> ref<CoverDemandHolder>
native func GetThreatsNotProtectedFrom(coverId: Uint64, occupant: ref<GameObject>, angleMultiplier: Float, predictionTime: Float, trackingMode: gamedataTrackingMode) -> array<TrackedLocation>
native func GetUsableExposureSpotsForCover(coverId: Uint64, threat: ref<GameObject>) -> array<gameAvailableExposureMethodResult>
native func GetUsableExposureSpotsForCoverOccupant(occupant: ref<GameObject>, threat: ref<GameObject>) -> array<gameAvailableExposureMethodResult>
native func GetUsableExposureSpotsForCoverTolerance(coverId: Uint64, threat: ref<GameObject>, maxTolerance: Float) -> array<gameAvailableExposureMethodResult>
native func GetUsableExposureSpotsNumForCoverTolerance(coverId: Uint64, threat: ref<GameObject>, maxTolerance: Float, useRoughCalculations: Bool) -> Uint32
native func IsCoverAvailable(coverId: Uint64, occupant: ref<GameObject>) -> Bool
native func IsCoverRegular(coverIdValue: Uint64) -> Bool
native func IsCoverValid(coverId: Uint64) -> Bool
native func IsEnteringOrLeavingCover(occupant: ref<GameObject>) -> Bool
native func IsProtectingHorizontallyAgainstObject(coverId: Uint64, object: ref<GameObject>, angleMultiplier: Float) -> Bool
native func IsShootingSpot(coverIdValue: Uint64) -> Bool
native func LeaveCoverImmediately(occupant: ref<GameObject>)
native func NodeRefToObjectId(nodeRef: NodeRef) -> Uint64
native func NotifyGotDamageInCover(coverId: Uint64, damageTime: EngineTime, executingCoverAction: Bool, isShooting: Bool)
native func RegisterCoverOccupant(coverId: Uint64, occupant: ref<GameObject>)
native func RegisterCoverPreInstanceData(globalNodeRef: GlobalNodeRef, isEnabled: Bool)
native func SetCoverDisabled(globalNodeRef: GlobalNodeRef)
native func SetCoverEnabled(globalNodeRef: GlobalNodeRef)
native func SetMaxAllowedActionHalfAngleDeg(angleDeg: Float)
native func UnregisterCoverOccupant(occupant: ref<GameObject>)
native func UnregisterCoverPreInstanceData(globalNodeRef: GlobalNodeRef)