AITweakActionSystem
classnative name AIbehaviortweakTweakActionSystemnative
extends IGameSystem › IScriptable › ISerializable
Methods 14
native func ActivationCheck(ctx: script_ref<ScriptExecutionContext>, actionRecordId: TweakDBID) -> Bool
native func Debug_OnActionEnded(ctx: script_ref<ScriptExecutionContext>, recordId: TweakDBID) -> Uint32
native func Debug_OnActionNextPhase(ctx: script_ref<ScriptExecutionContext>, recordId: TweakDBID, phase: Uint32, value: Bool) -> Uint32
native func Debug_OnActionPhaseStarted(ctx: script_ref<ScriptExecutionContext>, recordId: TweakDBID, phase: Uint32) -> Uint32
native func Debug_OnActionRepeatPhase(ctx: script_ref<ScriptExecutionContext>, recordId: TweakDBID, phase: Uint32, value: Bool) -> Uint32
native func Debug_OnActionStarted(ctx: script_ref<ScriptExecutionContext>, recordId: TweakDBID, baseId: TweakDBID, opt compositeId: TweakDBID) -> Uint32
native func EvaluateActionCondition(ctx: script_ref<ScriptExecutionContext>, record: ref<AIActionCondition_Record>) -> Bool
native func EvaluateActionTargetAll(ctx: script_ref<ScriptExecutionContext>, recordId: TweakDBID, predictionTime: Float, out object: ref<GameObject>, out position: Vector4, out coverId: Uint64) -> Bool
native func EvaluateActionTargetObject(ctx: script_ref<ScriptExecutionContext>, recordId: TweakDBID, out object: ref<GameObject>) -> Bool
native func ForceDirty(ctx: script_ref<ScriptExecutionContext>, recordId: TweakDBID) -> Bool
native func GetTweakCompositeAlternativesLimit(ctx: script_ref<ScriptExecutionContext>) -> Uint32
native func IsTweakCompositeAlternativesLimitEnabled(ctx: script_ref<ScriptExecutionContext>, playerInCombat: Bool) -> Bool
native func NextPhaseCheck(ctx: script_ref<ScriptExecutionContext>, actionRecordId: TweakDBID, phase: Uint32) -> Bool
native func RepeatPhaseCheck(ctx: script_ref<ScriptExecutionContext>, actionRecordId: TweakDBID, phase: Uint32) -> Bool