NPCStatesComponent
classscriptedClass
extends AINetStateComponent › ScriptableComponent › GameComponent › IComponent › IScriptable › ISerializable
Properties 23
| Name | Type | Flags |
|---|---|---|
aimingLookatEvent | ref<LookAtAddEvent> | scriptedprivate |
bulkyRecordID | TweakDBID | scriptedprivate |
bulkyStaggerMinRecordID | TweakDBID | scriptedprivate |
forceImpactRecordID | TweakDBID | scriptedprivate |
forceKnockdownRecordID | TweakDBID | scriptedprivate |
forceStaggerRecordID | TweakDBID | scriptedprivate |
fragileRecordID | TweakDBID | scriptedprivate |
highLevelAnimFeatureName | CName | scriptedprivate |
inCombat | Bool | scriptedprivate |
keepRecentThreatAfterRelaxedDuration | Float | scriptedprivate |
prevHitReactionMode | EHitReactionMode | scriptedprivate |
previousHighLevelState | gamedataNPCHighLevelState | scriptedprivate |
prevNPCStanceState | gamedataNPCStanceState | scriptedprivate |
regularRecordID | TweakDBID | scriptedprivate |
staggerMinRecordID | TweakDBID | scriptedprivate |
stanceAnimFeatureName | CName | scriptedprivate |
statFlagDefensiveState | ref<gameStatModifierData> | scriptedpublic |
toughRecordID | TweakDBID | scriptedprivate |
unstoppableRecordID | TweakDBID | scriptedprivate |
unstoppableTwitchMinRecordID | TweakDBID | scriptedprivate |
unstoppableTwitchNoneRecordID | TweakDBID | scriptedprivate |
upperBodyAnimFeatureName | CName | scriptedprivate |
weakRecordID | TweakDBID | scriptedprivate |
Methods 95
private final func ChangeBehaviorState(newState: gamedataNPCBehaviorState)scripted
private final func ChangeDefenseMode(newState: gamedataDefenseMode)scripted
private final func ChangeHighLevelState(newState: gamedataNPCHighLevelState)scripted
private final func ChangeHitReactionModeState(newState: EHitReactionMode)scripted
private final func ChangeLocomotionMode(newState: gamedataLocomotionMode)scripted
private final func ChangePhaseState(newState: ENPCPhaseState)scripted
private final func ChangeStanceState(newState: gamedataNPCStanceState)scripted
private final func ChangeUpperBodyState(newState: gamedataNPCUpperBodyState)scripted
public final func GetCurrentBehaviorState() -> gamedataNPCBehaviorStatescripted
public final func GetCurrentDefenseMode() -> gamedataDefenseModescripted
public final func GetCurrentHighLevelState() -> gamedataNPCHighLevelStatescripted
public final func GetCurrentHitReactionModeState() -> EHitReactionModescripted
public final func GetCurrentLocomotionMode() -> gamedataLocomotionModescripted
public final func GetCurrentPhaseState() -> ENPCPhaseStatescripted
public final func GetCurrentStanceState() -> gamedataNPCStanceStatescripted
public final func GetCurrentUpperBodyState() -> gamedataNPCUpperBodyStatescripted
public final func GetPreviousHighLevelState() -> gamedataNPCHighLevelStatescripted
public final func GetPreviousHitReactionMode() -> EHitReactionModescripted
public final func GetPreviousStanceState() -> gamedataNPCStanceStatescripted
private final func GetPuppet() -> ref<ScriptedPuppet>scripted
private final func GetPuppetStateBlackboard() -> ref<IBlackboard>scripted
private final func GetUpperBodyStateForAnimGraph() -> Int32scripted
private final func HandleCombatStateAnimHint(newState: gamedataNPCHighLevelState, previousState: gamedataNPCHighLevelState)scripted
private final func MaxtacSetQuestCammo(newState: gamedataNPCHighLevelState)scripted
private final func NotifySecuritySystemCombat()scripted
private final func OnAlerted()scripted
private final func OnAttack()scripted
private final func OnBulky(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
private final func OnBulkyStaggerMin(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
private final func OnChargeAttack()scripted
private final func OnCombat()scripted
private final func OnCover()scripted
private final func OnCrouch()scripted
private final func OnDead()scripted
private final func OnDefend()scripted
private final func OnDefendAll()scripted
private final func OnDefendMelee()scripted
private final func OnDefendRanged()scripted
private final func OnDefenseModeChanged()scripted
private final func OnFear()scripted
private final func OnForceImpact(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
private final func OnForceKnockdown(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
private final func OnForceStagger(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
private final func OnFragile(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
public final func OnGameAttach()scripted
private final func OnHighLevelStateEnter(newState: gamedataNPCHighLevelState, previousState: gamedataNPCHighLevelState)scripted
private final func OnHighLevelStateExit(leftState: gamedataNPCHighLevelState, nextState: gamedataNPCHighLevelState)scripted
private final func OnLocomotionModeChanged()scripted
private final func OnMoving()scripted
private final func OnNoDefend()scripted
private final func OnNormal()scripted
protected cb func OnNotifyNearbyAboutCombatEvent(evt: ref<NotifyNearbyAboutCombatEvent>) -> Boolscripted
protected cb func OnNotifySecuritySystemCombatEvent(evt: ref<NotifySecuritySystemCombatEvent>) -> Boolscripted
public final func OnNPCStateChangeSignalReceived(signal: ref<NPCStateChangeSignal>)scripted
private final func OnParry()scripted
private final func OnRegular(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
private final func OnRelaxed()scripted
private final func OnReload()scripted
private final func OnShoot()scripted
private final func OnStaggerMin(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
private final func OnStanceStateChanged()scripted
private final func OnStand()scripted
private final func OnStatic()scripted
private final func OnSwim()scripted
private final func OnTough(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
private final func OnUnstoppable(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
private final func OnUnstoppableTwitchMin(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
private final func OnUnstoppableTwitchNone(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
private final func OnUpperBodyStateChanged()scripted
private final func OnVehicle()scripted
private final func OnWeak(statSystem: ref<StatsSystem>, entityID: EntityID, recordID: TweakDBID)scripted
private final func PlayDeadVO()scripted
private final func SendOnUnstoppableRemovedSignal(b: Bool)scripted
public final func SetCurrentBehaviorState(newState: gamedataNPCBehaviorState) -> Boolscripted
public final func SetCurrentDefenseMode(newState: gamedataDefenseMode) -> Boolscripted
public final func SetCurrentHighLevelState(newState: gamedataNPCHighLevelState) -> Boolscripted
public final func SetCurrentHitReactionModeState(newState: EHitReactionMode) -> Boolscripted
public final func SetCurrentLocomotionMode(newState: gamedataLocomotionMode) -> Boolscripted
public final func SetCurrentPhaseState(newState: ENPCPhaseState) -> Boolscripted
public final func SetCurrentStanceState(newState: gamedataNPCStanceState) -> Boolscripted
public final func SetCurrentUpperBodyState(newState: gamedataNPCUpperBodyState) -> Boolscripted
public final func SetPreviousHitReactionMode(prevState: EHitReactionMode)scripted
public final func SetPreviousStanceState(prevState: gamedataNPCStanceState)scripted
private final func ToggleVehicleWindow(toggle: Bool)scripted
private final func TurnOffParryState()scripted
private final func TurnOnParryState()scripted
private final func UpdateBehaviorState()scripted
private final func UpdateDefenseMode()scripted
private final func UpdateDefensiveState(enable: Bool)scripted
private final func UpdateHighLevelState(newState: gamedataNPCHighLevelState, previousState: gamedataNPCHighLevelState)scripted
private final func UpdateHitReactionsExceptionState()scripted
private final func UpdateLocomotionMode()scripted
private final func UpdatePhaseState()scripted
private final func UpdateStanceState()scripted
private final func UpdateUpperBodyState()scripted