Actor | CoverShooter.BaseBrain | |
AllySpacing | CoverShooter.FighterBrain | |
Approximation | CoverShooter.FighterBrain | |
AssaultResponse() | CoverShooter.FighterBrain | |
AttackAggressors | CoverShooter.FighterBrain | |
AvoidDistance | CoverShooter.FighterBrain | |
Awake() | CoverShooter.FighterBrain | protectedvirtual |
CallResponse() | CoverShooter.FighterBrain | |
CanSeeTheThreat | CoverShooter.BaseBrain | |
CircleDuration | CoverShooter.FighterBrain | |
CoverSwitchWait | CoverShooter.FighterBrain | |
DebugThreat | CoverShooter.FighterBrain | |
DistanceToGoToCoverFromStandOrCircle | CoverShooter.FighterBrain | |
ForgottenThreat | CoverShooter.BaseBrain | |
GrenadeAvoidance | CoverShooter.FighterBrain | |
Grenades | CoverShooter.FighterBrain | |
GuessDistance | CoverShooter.FighterBrain | |
HasHeardTheEnemy | CoverShooter.BaseBrain | |
HasSeenTheEnemy | CoverShooter.BaseBrain | |
ImmediateThreatReaction | CoverShooter.FighterBrain | |
Investigation | CoverShooter.FighterBrain | |
InvestigationResponse() | CoverShooter.FighterBrain | |
InvestigationWait | CoverShooter.FighterBrain | |
IsActualThreatPosition | CoverShooter.BaseBrain | |
IsAlerted | CoverShooter.FighterBrain | |
IsInAggressiveMode | CoverShooter.FighterBrain | |
IsInDanger | CoverShooter.BaseBrain | |
LastKnownThreatPosition | CoverShooter.BaseBrain | |
LastSeenThreatTime | CoverShooter.BaseBrain | |
LockedThreat | CoverShooter.FighterBrain | |
Message(string name) | CoverShooter.AIBase | |
Message(string name, object value) | CoverShooter.AIBase | |
OnAlert(ref GeneratedAlert alert) | CoverShooter.FighterBrain | |
OnAssaultStop() | CoverShooter.FighterBrain | |
OnCallMade() | CoverShooter.FighterBrain | |
OnCircleFail() | CoverShooter.FighterBrain | |
OnCivilianAlerted(Actor actor) | CoverShooter.FighterBrain | |
OnCoverSearch() | CoverShooter.FighterBrain | |
OnDead() | CoverShooter.FighterBrain | |
OnDontNeedLight() | CoverShooter.FighterBrain | |
OnEnterDanger() | CoverShooter.BaseBrain | |
OnFinishSearch() | CoverShooter.FighterBrain | |
OnFinishTakeCover() | CoverShooter.FighterBrain | |
OnFoundCover() | CoverShooter.FighterBrain | |
OnFoundFriend(Actor friend) | CoverShooter.FighterBrain | |
OnFriendFoundEnemy(Actor friend) | CoverShooter.FighterBrain | |
OnFriendHit(Actor friend) | CoverShooter.FighterBrain | |
OnFriendKnowsEnemy(Actor friend) | CoverShooter.FighterBrain | |
OnHit(Hit hit) | CoverShooter.FighterBrain | |
OnInvalidCover() | CoverShooter.FighterBrain | |
OnLeaveDanger() | CoverShooter.BaseBrain | |
OnLostFriend(Actor friend) | CoverShooter.FighterBrain | |
OnMoveFromFail() | CoverShooter.FighterBrain | |
OnNeedLight() | CoverShooter.FighterBrain | |
OnNoCover() | CoverShooter.FighterBrain | |
OnPointInvestigated(Vector3 position) | CoverShooter.FighterBrain | |
OnResurrect() | CoverShooter.FighterBrain | |
OnSeeActor(Actor actor) | CoverShooter.FighterBrain | |
OnSeeDeath(Actor actor) | CoverShooter.FighterBrain | |
OnSeenByFriend(Actor friend) | CoverShooter.FighterBrain | |
OnSpawn(Actor caller) | CoverShooter.FighterBrain | |
OnUnseeActor(Actor actor) | CoverShooter.FighterBrain | |
OnUnseenByFriend(Actor friend) | CoverShooter.FighterBrain | |
OnWaypointsFound() | CoverShooter.FighterBrain | |
RemoveThreat() | CoverShooter.BaseBrain | protected |
Retreat | CoverShooter.FighterBrain | |
SearchResponse() | CoverShooter.FighterBrain | |
SetIdleAlertedState() | CoverShooter.FighterBrain | |
SetThreat(Actor threat, Vector3 position, Cover threatCover) | CoverShooter.BaseBrain | protected |
SetThreat(bool isVisible, bool isHeard, bool isActual, Actor threat, Vector3 position, Cover threatCover, float time) | CoverShooter.BaseBrain | protected |
SetUnseenThreat(bool isHeard, bool isDirect, Actor threat, Vector3 position, Cover threatCover) | CoverShooter.BaseBrain | protected |
Speed | CoverShooter.FighterBrain | |
StandDuration | CoverShooter.FighterBrain | |
Start | CoverShooter.FighterBrain | |
StartingLocation | CoverShooter.BaseBrain | |
State | CoverShooter.FighterBrain | |
TakeCoverImmediatelyChance | CoverShooter.FighterBrain | |
Threat | CoverShooter.BaseBrain | |
ThreatAge | CoverShooter.BaseBrain | |
ThreatCover | CoverShooter.BaseBrain | |
ToAttack(Actor target) | CoverShooter.FighterBrain | |
ToBecomeScared() | CoverShooter.FighterBrain | |
ToCircle(Vector3 threat) | CoverShooter.FighterBrain | |
ToCloseFire() | CoverShooter.FighterBrain | |
ToEnterProcess(bool isFighting) | CoverShooter.FighterBrain | |
ToExitProcess() | CoverShooter.FighterBrain | |
ToExitProcessAndMaintainPosition() | CoverShooter.FighterBrain | |
ToFindAndMaintainPosition(AIBaseRegrouper regrouper) | CoverShooter.FighterBrain | |
ToFindCover() | CoverShooter.FighterBrain | |
ToFindDefenseCover(Vector3 position) | CoverShooter.FighterBrain | |
ToForget() | CoverShooter.FighterBrain | virtual |
ToHoldPosition(Vector3 position) | CoverShooter.FighterBrain | |
ToKeepCloseTo(KeepCloseTo value) | CoverShooter.FighterBrain | |
ToMakeCall() | CoverShooter.FighterBrain | |
ToOpenFire() | CoverShooter.FighterBrain | |
ToRegroupAround(AIBaseRegrouper regrouper) | CoverShooter.FighterBrain | |
ToRunFrom(Vector3 target) | CoverShooter.FighterBrain | |
ToRunInDirection(Vector3 vector) | CoverShooter.FighterBrain | |
ToRunTo(Vector3 position) | CoverShooter.FighterBrain | |
ToSetThreat(Threat threat) | CoverShooter.FighterBrain | |
ToSprintFrom(Vector3 target) | CoverShooter.FighterBrain | |
ToSprintInDirection(Vector3 vector) | CoverShooter.FighterBrain | |
ToSprintTo(Vector3 position) | CoverShooter.FighterBrain | |
ToStopActions() | CoverShooter.FighterBrain | |
ToStopMoving() | CoverShooter.FighterBrain | |
ToWalkFrom(Vector3 target) | CoverShooter.FighterBrain | |
ToWalkInDirection(Vector3 vector) | CoverShooter.FighterBrain | |
ToWalkTo(Vector3 position) | CoverShooter.FighterBrain | |
UnseeThreat() | CoverShooter.BaseBrain | protected |