| 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 |