REDNODE / GAME API

AIActionCondition_Record

classnative name gamedataAIActionCondition_RecordnativeimportOnly

extends TweakDBRecord › IScriptable › ISerializable

Methods 204

native func Ability(out outList: array<wref<AIAbilityCond_Record>>)
native func AbilityContains(item: wref<AIAbilityCond_Record>) -> Bool
native func AmmoCountAND(out outList: array<wref<AIAmmoCountCond_Record>>)
native func AmmoCountANDContains(item: wref<AIAmmoCountCond_Record>) -> Bool
native func AmmoCountOR(out outList: array<wref<AIAmmoCountCond_Record>>)
native func AmmoCountORContains(item: wref<AIAmmoCountCond_Record>) -> Bool
native func BlockCount() -> wref<AIBlockCountCond_Record>
native func BlockCountHandle() -> ref<AIBlockCountCond_Record>
native func CalculateLineOfSightVector(out outList: array<wref<AICalculateLineOfSightVector_Record>>)
native func CalculateLineOfSightVectorContains(item: wref<AICalculateLineOfSightVector_Record>) -> Bool
native func CalculatePath(out outList: array<wref<AICalculatePathCond_Record>>)
native func CalculatePathContains(item: wref<AICalculatePathCond_Record>) -> Bool
native func CanThrow() -> wref<AIThrowCond_Record>
native func CanThrowHandle() -> ref<AIThrowCond_Record>
native func CommandAND(out outList: array<wref<AICommandCond_Record>>)
native func CommandANDContains(item: wref<AICommandCond_Record>) -> Bool
native func CommandOR(out outList: array<wref<AICommandCond_Record>>)
native func CommandORContains(item: wref<AICommandCond_Record>) -> Bool
native func Condition() -> wref<AIActionSubCondition_Record>
native func ConditionHandle() -> ref<AIActionSubCondition_Record>
native func Cooldown(out outList: array<wref<AICooldownCond_Record>>)
native func CooldownContains(item: wref<AICooldownCond_Record>) -> Bool
native func Cover() -> wref<AICoverCond_Record>
native func CoverHandle() -> ref<AICoverCond_Record>
native func DodgeCount() -> wref<AIDodgeCountCond_Record>
native func DodgeCountHandle() -> ref<AIDodgeCountCond_Record>
native func FriendlyFire() -> wref<AIFriendlyFireCond_Record>
native func FriendlyFireHandle() -> ref<AIFriendlyFireCond_Record>
native func GetAbilityCount() -> Int32
native func GetAbilityItem(index: Int32) -> wref<AIAbilityCond_Record>
native func GetAbilityItemHandle(index: Int32) -> ref<AIAbilityCond_Record>
native func GetAmmoCountANDCount() -> Int32
native func GetAmmoCountANDItem(index: Int32) -> wref<AIAmmoCountCond_Record>
native func GetAmmoCountANDItemHandle(index: Int32) -> ref<AIAmmoCountCond_Record>
native func GetAmmoCountORCount() -> Int32
native func GetAmmoCountORItem(index: Int32) -> wref<AIAmmoCountCond_Record>
native func GetAmmoCountORItemHandle(index: Int32) -> ref<AIAmmoCountCond_Record>
native func GetCalculateLineOfSightVectorCount() -> Int32
native func GetCalculateLineOfSightVectorItem(index: Int32) -> wref<AICalculateLineOfSightVector_Record>
native func GetCalculateLineOfSightVectorItemHandle(index: Int32) -> ref<AICalculateLineOfSightVector_Record>
native func GetCalculatePathCount() -> Int32
native func GetCalculatePathItem(index: Int32) -> wref<AICalculatePathCond_Record>
native func GetCalculatePathItemHandle(index: Int32) -> ref<AICalculatePathCond_Record>
native func GetCommandANDCount() -> Int32
native func GetCommandANDItem(index: Int32) -> wref<AICommandCond_Record>
native func GetCommandANDItemHandle(index: Int32) -> ref<AICommandCond_Record>
native func GetCommandORCount() -> Int32
native func GetCommandORItem(index: Int32) -> wref<AICommandCond_Record>
native func GetCommandORItemHandle(index: Int32) -> ref<AICommandCond_Record>
native func GetCooldownCount() -> Int32
native func GetCooldownItem(index: Int32) -> wref<AICooldownCond_Record>
native func GetCooldownItemHandle(index: Int32) -> ref<AICooldownCond_Record>
native func GetInTacticPositionCount() -> Int32
native func GetInTacticPositionItem(index: Int32) -> wref<AIInTacticPositionCond_Record>
native func GetInTacticPositionItemHandle(index: Int32) -> ref<AIInTacticPositionCond_Record>
native func GetInventoryANDCount() -> Int32
native func GetInventoryANDItem(index: Int32) -> wref<AIItemCond_Record>
native func GetInventoryANDItemHandle(index: Int32) -> ref<AIItemCond_Record>
native func GetInventoryORCount() -> Int32
native func GetInventoryORItem(index: Int32) -> wref<AIItemCond_Record>
native func GetInventoryORItemHandle(index: Int32) -> ref<AIItemCond_Record>
native func GetLookatCount() -> Int32
native func GetLookatItem(index: Int32) -> wref<AILookAtCond_Record>
native func GetLookatItemHandle(index: Int32) -> ref<AILookAtCond_Record>
native func GetMovementANDCount() -> Int32
native func GetMovementANDItem(index: Int32) -> wref<AIMovementCond_Record>
native func GetMovementANDItemHandle(index: Int32) -> ref<AIMovementCond_Record>
native func GetMovementORCount() -> Int32
native func GetMovementORItem(index: Int32) -> wref<AIMovementCond_Record>
native func GetMovementORItemHandle(index: Int32) -> ref<AIMovementCond_Record>
native func GetReactionCount() -> Int32
native func GetReactionItem(index: Int32) -> wref<AIReactionCond_Record>
native func GetReactionItemHandle(index: Int32) -> ref<AIReactionCond_Record>
native func GetRestrictedMovementAreaCount() -> Int32
native func GetRestrictedMovementAreaItem(index: Int32) -> wref<AIRestrictedMovementAreaCond_Record>
native func GetRestrictedMovementAreaItemHandle(index: Int32) -> ref<AIRestrictedMovementAreaCond_Record>
native func GetSignalANDCount() -> Int32
native func GetSignalANDItem(index: Int32) -> wref<AISignalCond_Record>
native func GetSignalANDItemHandle(index: Int32) -> ref<AISignalCond_Record>
native func GetSignalORCount() -> Int32
native func GetSignalORItem(index: Int32) -> wref<AISignalCond_Record>
native func GetSignalORItemHandle(index: Int32) -> ref<AISignalCond_Record>
native func GetSlotANDCount() -> Int32
native func GetSlotANDItem(index: Int32) -> wref<AISlotCond_Record>
native func GetSlotANDItemHandle(index: Int32) -> ref<AISlotCond_Record>
native func GetSlotORCount() -> Int32
native func GetSlotORItem(index: Int32) -> wref<AISlotCond_Record>
native func GetSlotORItemHandle(index: Int32) -> ref<AISlotCond_Record>
native func GetSpatialANDCount() -> Int32
native func GetSpatialANDItem(index: Int32) -> wref<AISpatialCond_Record>
native func GetSpatialANDItemHandle(index: Int32) -> ref<AISpatialCond_Record>
native func GetSpatialORCount() -> Int32
native func GetSpatialORItem(index: Int32) -> wref<AISpatialCond_Record>
native func GetSpatialORItemHandle(index: Int32) -> ref<AISpatialCond_Record>
native func GetSquadANDCount() -> Int32
native func GetSquadANDItem(index: Int32) -> wref<AISquadCond_Record>
native func GetSquadANDItemHandle(index: Int32) -> ref<AISquadCond_Record>
native func GetSquadORCount() -> Int32
native func GetSquadORItem(index: Int32) -> wref<AISquadCond_Record>
native func GetSquadORItemHandle(index: Int32) -> ref<AISquadCond_Record>
native func GetStateCount() -> Int32
native func GetStateItem(index: Int32) -> wref<AIStateCond_Record>
native func GetStateItemHandle(index: Int32) -> ref<AIStateCond_Record>
native func GetStatPoolANDCount() -> Int32
native func GetStatPoolANDItem(index: Int32) -> wref<AIStatPoolCond_Record>
native func GetStatPoolANDItemHandle(index: Int32) -> ref<AIStatPoolCond_Record>
native func GetStatPoolORCount() -> Int32
native func GetStatPoolORItem(index: Int32) -> wref<AIStatPoolCond_Record>
native func GetStatPoolORItemHandle(index: Int32) -> ref<AIStatPoolCond_Record>
native func GetStatusEffectANDCount() -> Int32
native func GetStatusEffectANDItem(index: Int32) -> wref<AIStatusEffectCond_Record>
native func GetStatusEffectANDItemHandle(index: Int32) -> ref<AIStatusEffectCond_Record>
native func GetStatusEffectORCount() -> Int32
native func GetStatusEffectORItem(index: Int32) -> wref<AIStatusEffectCond_Record>
native func GetStatusEffectORItemHandle(index: Int32) -> ref<AIStatusEffectCond_Record>
native func GetTresspassingCount() -> Int32
native func GetTresspassingItem(index: Int32) -> wref<AITresspassingCond_Record>
native func GetTresspassingItemHandle(index: Int32) -> ref<AITresspassingCond_Record>
native func GetVehicleANDCount() -> Int32
native func GetVehicleANDItem(index: Int32) -> wref<AIVehicleCond_Record>
native func GetVehicleANDItemHandle(index: Int32) -> ref<AIVehicleCond_Record>
native func GetVehicleORCount() -> Int32
native func GetVehicleORItem(index: Int32) -> wref<AIVehicleCond_Record>
native func GetVehicleORItemHandle(index: Int32) -> ref<AIVehicleCond_Record>
native func GetWeakSpotANDCount() -> Int32
native func GetWeakSpotANDItem(index: Int32) -> wref<AIWeakSpotCond_Record>
native func GetWeakSpotANDItemHandle(index: Int32) -> ref<AIWeakSpotCond_Record>
native func GetWeakSpotORCount() -> Int32
native func GetWeakSpotORItem(index: Int32) -> wref<AIWeakSpotCond_Record>
native func GetWeakSpotORItemHandle(index: Int32) -> ref<AIWeakSpotCond_Record>
native func GoToCover() -> wref<AIGoToCoverCond_Record>
native func GoToCoverHandle() -> ref<AIGoToCoverCond_Record>
native func Hit() -> wref<AIHitCond_Record>
native func HitHandle() -> ref<AIHitCond_Record>
native func InTacticPosition(out outList: array<wref<AIInTacticPositionCond_Record>>)
native func InTacticPositionContains(item: wref<AIInTacticPositionCond_Record>) -> Bool
native func InventoryAND(out outList: array<wref<AIItemCond_Record>>)
native func InventoryANDContains(item: wref<AIItemCond_Record>) -> Bool
native func InventoryOR(out outList: array<wref<AIItemCond_Record>>)
native func InventoryORContains(item: wref<AIItemCond_Record>) -> Bool
native func Lookat(out outList: array<wref<AILookAtCond_Record>>)
native func LookatContains(item: wref<AILookAtCond_Record>) -> Bool
native func MovementAND(out outList: array<wref<AIMovementCond_Record>>)
native func MovementANDContains(item: wref<AIMovementCond_Record>) -> Bool
native func MovementOR(out outList: array<wref<AIMovementCond_Record>>)
native func MovementORContains(item: wref<AIMovementCond_Record>) -> Bool
native func NpcType() -> wref<AINPCTypeCond_Record>
native func NpcTypeHandle() -> ref<AINPCTypeCond_Record>
native func OptimalDistance() -> wref<AIOptimalDistanceCond_Record>
native func OptimalDistanceHandle() -> ref<AIOptimalDistanceCond_Record>
native func PreviousAttack() -> wref<AIPreviousAttackCond_Record>
native func PreviousAttackHandle() -> ref<AIPreviousAttackCond_Record>
native func Reaction(out outList: array<wref<AIReactionCond_Record>>)
native func ReactionContains(item: wref<AIReactionCond_Record>) -> Bool
native func RestrictedMovementArea(out outList: array<wref<AIRestrictedMovementAreaCond_Record>>)
native func RestrictedMovementAreaContains(item: wref<AIRestrictedMovementAreaCond_Record>) -> Bool
native func Security() -> wref<AISecurityCond_Record>
native func SecurityHandle() -> ref<AISecurityCond_Record>
native func SignalAND(out outList: array<wref<AISignalCond_Record>>)
native func SignalANDContains(item: wref<AISignalCond_Record>) -> Bool
native func SignalOR(out outList: array<wref<AISignalCond_Record>>)
native func SignalORContains(item: wref<AISignalCond_Record>) -> Bool
native func SlotAND(out outList: array<wref<AISlotCond_Record>>)
native func SlotANDContains(item: wref<AISlotCond_Record>) -> Bool
native func SlotOR(out outList: array<wref<AISlotCond_Record>>)
native func SlotORContains(item: wref<AISlotCond_Record>) -> Bool
native func SpatialAND(out outList: array<wref<AISpatialCond_Record>>)
native func SpatialANDContains(item: wref<AISpatialCond_Record>) -> Bool
native func SpatialOR(out outList: array<wref<AISpatialCond_Record>>)
native func SpatialORContains(item: wref<AISpatialCond_Record>) -> Bool
native func SquadAND(out outList: array<wref<AISquadCond_Record>>)
native func SquadANDContains(item: wref<AISquadCond_Record>) -> Bool
native func SquadOR(out outList: array<wref<AISquadCond_Record>>)
native func SquadORContains(item: wref<AISquadCond_Record>) -> Bool
native func State(out outList: array<wref<AIStateCond_Record>>)
native func StateContains(item: wref<AIStateCond_Record>) -> Bool
native func StatPoolAND(out outList: array<wref<AIStatPoolCond_Record>>)
native func StatPoolANDContains(item: wref<AIStatPoolCond_Record>) -> Bool
native func StatPoolOR(out outList: array<wref<AIStatPoolCond_Record>>)
native func StatPoolORContains(item: wref<AIStatPoolCond_Record>) -> Bool
native func StatusEffectAND(out outList: array<wref<AIStatusEffectCond_Record>>)
native func StatusEffectANDContains(item: wref<AIStatusEffectCond_Record>) -> Bool
native func StatusEffectOR(out outList: array<wref<AIStatusEffectCond_Record>>)
native func StatusEffectORContains(item: wref<AIStatusEffectCond_Record>) -> Bool
native func Target() -> wref<AITargetCond_Record>
native func TargetHandle() -> ref<AITargetCond_Record>
native func Tresspassing(out outList: array<wref<AITresspassingCond_Record>>)
native func TresspassingContains(item: wref<AITresspassingCond_Record>) -> Bool
native func ValidCover() -> wref<AIValidCoversCond_Record>
native func ValidCoverHandle() -> ref<AIValidCoversCond_Record>
native func VehicleAND(out outList: array<wref<AIVehicleCond_Record>>)
native func VehicleANDContains(item: wref<AIVehicleCond_Record>) -> Bool
native func VehicleOR(out outList: array<wref<AIVehicleCond_Record>>)
native func VehicleORContains(item: wref<AIVehicleCond_Record>) -> Bool
native func WeakSpotAND(out outList: array<wref<AIWeakSpotCond_Record>>)
native func WeakSpotANDContains(item: wref<AIWeakSpotCond_Record>) -> Bool
native func WeakSpotOR(out outList: array<wref<AIWeakSpotCond_Record>>)
native func WeakSpotORContains(item: wref<AIWeakSpotCond_Record>) -> Bool
native func Weapon() -> wref<AIHasWeapon_Record>
native func WeaponHandle() -> ref<AIHasWeapon_Record>
native func WeaponLockedOnTarget() -> wref<AIWeaponLockedOnTargetCond_Record>
native func WeaponLockedOnTargetHandle() -> ref<AIWeaponLockedOnTargetCond_Record>
native func Workspot() -> wref<AIWorkspotCond_Record>
native func WorkspotHandle() -> ref<AIWorkspotCond_Record>