| CCoverShooter.ActorMemory | |
| CCoverShooter.Actors | |
| CCoverShooter.ActorTarget | Describes enemy positions for the AI to aim at |
| CCoverShooter.AIApproximationSettings | Describes possible error of the AI guesses |
| CCoverShooter.AICall | Results of an AI call |
| CCoverShooter.AIGrenadeSettings | Settings for AI grenades |
| CCoverShooter.AIListeners | |
| CCoverShooter.AimSettings | Speed and angle settings for CharacterMotor |
| CCoverShooter.AIStartSettings | Settings for AI start |
| CCoverShooter.AITargetSettings | |
| CCoverShooter.AIUtil | A number of utility functions related to the AI |
| CCoverShooter.Alerts | |
| CCoverShooter.Bursts | Settings for bursts of fire |
| CCoverShooter.CameraManager | Holds the camera object |
| CCoverShooter.CameraState | Defines camera state for a single gameplay situation |
| CCoverShooter.CameraStates | Settings for each camera state |
| CCoverShooter.Character | Describes a human character |
| CCoverShooter.CharacterIK | |
| CCoverShooter.CharacterMovement | Movement information of a character |
| CCoverShooter.CharacterProcess | Custom motor process description |
| CCoverShooter.Characters | Manages a list of all characters inside the level |
| CCoverShooter.ClimbSettings | Climbing settings for a character |
| CCoverShooter.CoverAimState | Maintains state of aiming in cover |
| CCoverShooter.CoverBursts | Settings for bursts of fire when in cover |
| CCoverShooter.CoverCache | Builds and maintains a list of covers near a position |
| CCoverShooter.CoverItem | Describes a single cover relative to an AI actor |
| CCoverShooter.CoverSearch | Manages a cache of covers used for search |
| CCoverShooter.CoverSettings | Defines cover settings for a character |
| CCoverShooter.CoverState | Cover state held by a CharacterMotor |
| CCoverShooter.CoverUpdateSettings | |
| CCoverShooter.CoverUser | Describes an actor and its position |
| CCoverShooter.CrosshairSettings | |
| CCoverShooter.CustomAction | Describes a key used to trigger a custom action, animation and message names |
| CCoverShooter.DebugText | |
| CCoverShooter.DistanceRange | Describes a value that is calculated based on a distance |
| ▶CEditor | |
| CCoverShooter.AIActionsEditor | |
| CCoverShooter.AIRegrouperButtonEditor | |
| CCoverShooter.AIWaypointsEditor | |
| CCoverShooter.CharacterHealthEditor | |
| CCoverShooter.CharacterMotorEditor | |
| CCoverShooter.CivilianBrainEditor | |
| CCoverShooter.CoverEditor | |
| CCoverShooter.CrouchTouchEditor | |
| CCoverShooter.DarkZoneEditor | |
| CCoverShooter.EquipEditor | |
| CCoverShooter.FighterBrainEditor | |
| CCoverShooter.FleeBlockEditor | |
| CCoverShooter.LayerManagerEditor | |
| CCoverShooter.MeleeAttackEditor | |
| CCoverShooter.SearchZoneEditor | |
| CCoverShooter.SpawnPointEditor | |
| CCoverShooter.ThirdPersonCameraEditor | |
| CCoverShooter.EnemyDistanceRange | Min and max distances for enemy to be in position for camera to zoom out |
| CCoverShooter.FaceSettings | Collection of modifiers for a face |
| CCoverShooter.FadedObject | Holds the object with changed transparency |
| CCoverShooter.FadedRenderer | Holds information about a faded renderer |
| CCoverShooter.FadeTarget | Objects closer than the target are faded |
| CCoverShooter.FighterGrenadeAvoidSettings | |
| CCoverShooter.FighterInvestigationWaitSettings | |
| CCoverShooter.FighterRetreatSettings | |
| CCoverShooter.FighterSpeedSettings | |
| CCoverShooter.FreeRoamInDangerSettings | Settings for a free roam formation when in danger |
| CCoverShooter.FreeRoamOutOfDangerSettings | Settings for a free roam formation when not in danger |
| CCoverShooter.GeneratedAlert | Describes an alert to be picked up by an AI (AIListener) |
| CCoverShooter.GlobalSearchCache | Stores covers and search blocks inside the level |
| CCoverShooter.GrenadeDescription | A grenade description passed to functions inside GrenadePath |
| CCoverShooter.GrenadeList | All currently active grenades |
| CCoverShooter.GrenadePath | Contains functions used for grenade path calculation |
| CCoverShooter.GrenadeSettings | Grenade settings for the CharacterMotor |
| CCoverShooter.GunAmmoEditor | |
| CCoverShooter.GunRecoilSettings | Recoil settings for a gun |
| CCoverShooter.HandOverwrite | Defines hand position markers to overwrite the default marker |
| CCoverShooter.HealthBarEditor | |
| CCoverShooter.Hit | Description of a bullet hit |
| CCoverShooter.HitResponseSettings | Settings for the CharacterMotor IK when hit |
| ▶CCoverShooter.IAlertListener | |
| CCoverShooter.AIFear | Checks the situation and issues a command to the brains to become scared |
| CCoverShooter.CivilianBrain | Simulates a peaceful civilian |
| CCoverShooter.FighterBrain | Simulates a fighter, takes cover, assaults, uses weapons, throws grenades, etc |
| ▶CCoverShooter.ICharacterController | Requires all character controllers to be able to be updated after camera |
| CCoverShooter.TopDownInput | Takes player input and transform it to commands to ThirdPersonController |
| ▶CCoverShooter.ICharacterCoverListener | |
| CCoverShooter.Actor | Each character inside the level must have this component as the AI only regards objects with Actor as characters |
| CCoverShooter.AIFire | Controls the equipment of weapons and their fire |
| ▶CCoverShooter.ICharacterGunListener | |
| CCoverShooter.CharacterFace | Reacts to character events and modifies blend shapes in a mesh |
| ▶CCoverShooter.ICharacterHealthListener | |
| CCoverShooter.Actor | Each character inside the level must have this component as the AI only regards objects with Actor as characters |
| CCoverShooter.CharacterAlerts | Generates alerts for the AI to pick up on various character events |
| CCoverShooter.CharacterEffects | Spawns prefab instances on various character events |
| CCoverShooter.CharacterFace | Reacts to character events and modifies blend shapes in a mesh |
| CCoverShooter.CharacterHealth | Manages health and sets Is Alive in Character Motor to false when it reaches 0 |
| CCoverShooter.CharacterSounds | Spawns sound instances on various character events |
| CCoverShooter.CharacterStamina | Maintains character health |
| CCoverShooter.FighterBrain | Simulates a fighter, takes cover, assaults, uses weapons, throws grenades, etc |
| CCoverShooter.ResetOnDeath | Reset the level on character's death |
| ▶CCoverShooter.ICharacterHeightListener | |
| CCoverShooter.Actor | Each character inside the level must have this component as the AI only regards objects with Actor as characters |
| ▶CCoverShooter.ICharacterPhysicsListener | |
| CCoverShooter.CharacterAlerts | Generates alerts for the AI to pick up on various character events |
| CCoverShooter.CharacterEffects | Spawns prefab instances on various character events |
| CCoverShooter.CharacterSounds | Spawns sound instances on various character events |
| ▶CCoverShooter.ICharacterSuccessfulHitListener | |
| CCoverShooter.AIAssault | Makes the AI run towards the enemy as an assault |
| CCoverShooter.ICharacterToolListener | |
| ▶CCoverShooter.ICharacterWalkListener | |
| CCoverShooter.AIFormation | Moves the AI to a certain position |
| CCoverShooter.CharacterStamina | Maintains character health |
| CCoverShooter.ICharacterWeaponChangeListener | |
| ▶CCoverShooter.ICharacterZoomListener | |
| CCoverShooter.CharacterFace | Reacts to character events and modifies blend shapes in a mesh |
| ▶CCoverShooter.IGunListener | |
| CCoverShooter.GunAlerts | Generates alerts for the AI to pick up on various gun events |
| CCoverShooter.GunEffects | Spawns effects prefabs on various gun events like reloads or gunfire |
| CCoverShooter.GunSounds | Generates randomised sounds on various gun events |
| CCoverShooter.IK | Object that calculates IK transformations |
| CCoverShooter.IKBone | Settings of a bone to be manipulated by IK |
| CCoverShooter.IKConfig | |
| CCoverShooter.IKSettings | Character's IK settings |
| CCoverShooter.IKTransform | Representation of a transform manipulated by IK |
| ▶CCoverShooter.IMeleeListener | |
| CCoverShooter.MeleeAlerts | Generates alerts for the AI to pick up on various melee events |
| CCoverShooter.MeleeEffects | Spawns effects prefabs on various melee events |
| CCoverShooter.MeleeSounds | Generates randomised sounds on various melee events |
| CCoverShooter.InvestigatedPoint | Information about an already investigated position |
| ▶CIPointerDownHandler | |
| CCoverShooter.CrouchTouch | When pressed toggles associated characters crouch state |
| CCoverShooter.MeleeTouch | When pressed makes the target motor attack with melee |
| ▶CCoverShooter.PressButton | Registers pointer events and adjusts Image based on the UI state |
| CCoverShooter.ActionButton | Starts an AI action when pressed |
| CCoverShooter.AggressiveSelector | Sets aggressivness of the active character when enabled |
| CCoverShooter.AmmoBar | Displays information about specific weapons ammunition |
| CCoverShooter.AutoActionToggle | Toggles whether an AI action is performed automatically or manually |
| CCoverShooter.BaseTab | Button that actives objects when pressed |
| CCoverShooter.CharacterSelector | Changes active character when pressed |
| CCoverShooter.CloseButton | Disables the target dialog when pressed |
| CCoverShooter.EquipBar | When pressed makes a character pick that weapon |
| CCoverShooter.FormationSelector | Sets formation type of the active character when enabled |
| CCoverShooter.GrenadeBar | On touch makes the character pick up a grenade |
| CCoverShooter.MeleeTouch | When pressed makes the target motor attack with melee |
| CCoverShooter.RegroupButton | Stops all actions and tells the characters to move back to default positions |
| CCoverShooter.SupportSelector | Denotes a single possible character value to be supported for the currently active character |
| CCoverShooter.ThreatSelector | Changes threat priority when pressed for the currently active character |
| ▶CCoverShooter.TouchBase | Base implementation for character touch controls |
| CCoverShooter.TouchAiming | Takes directional input from the touch screen and passes it to Mobile Controller as aim direction |
| CCoverShooter.TouchMovement | Takes directional movement input from the touch screen and passes it to Mobile Controller |
| ▶CIPointerEnterHandler | |
| CCoverShooter.PressButton | Registers pointer events and adjusts Image based on the UI state |
| ▶CIPointerExitHandler | |
| CCoverShooter.PressButton | Registers pointer events and adjusts Image based on the UI state |
| ▶CIPointerUpHandler | |
| CCoverShooter.PressButton | Registers pointer events and adjusts Image based on the UI state |
| CCoverShooter.JumpSettings | Character jump settings |
| CCoverShooter.KeepCloseTo | Describes a position and distance for the AI to stay from it |
| CCoverShooter.Layers | Stores object layers |
| CCoverShooter.LineFormationSettings | Settings for a line formation |
| CCoverShooter.Menu | |
| CCoverShooter.MobileCameraTargetOffsets | Camera target offsets |
| ▶CMonoBehaviour | |
| CCoverShooter.Actor | Each character inside the level must have this component as the AI only regards objects with Actor as characters |
| CCoverShooter.ActorHUD | Manages and instantiates health bars and arrows for enemies |
| CCoverShooter.AIAlerts | Generates alerts on various character events |
| ▶CCoverShooter.AIBase | Base parent class for some AI components |
| CCoverShooter.AIActions | Stores possible actions for the AI to take |
| CCoverShooter.AIAim | Manages head, body and arm direction for both civilians and fighters |
| CCoverShooter.AIAssault | Makes the AI run towards the enemy as an assault |
| CCoverShooter.AIBackupCall | Continuously checks the situation |
| ▶CCoverShooter.AIBaseRegrouper | Regroups other brains around the AI |
| CCoverShooter.AIRegrouperButton | Displays a button inside the inspector that triggers a manual regroup |
| CCoverShooter.AIRegrouperCompany | Triggers a regroup when the number of friends falls below a threshold |
| CCoverShooter.AIRegrouperHealth | Triggers a regroup when health falls below a certain threshold |
| CCoverShooter.AIRegrouperProximity | Triggers a regroup when the enemy is close enough |
| CCoverShooter.AIRegrouperRetreat | Triggers a regroup when the AI is retreating |
| CCoverShooter.AICommunication | Finds nearby friends and makes connections to them |
| CCoverShooter.AICopCall | Creates a call event when the AI sees an enemy |
| CCoverShooter.AICover | Finds covers when asked by the brains |
| CCoverShooter.AIFear | Checks the situation and issues a command to the brains to become scared |
| CCoverShooter.AIFlee | If AI becomes scared they flee towards a flee zone, ignoring everything else |
| CCoverShooter.AIFollow | Moves and rotates the character motor so that it faces and follows the enemy when needed |
| CCoverShooter.AIForget | Resets the AI if no update of the enemy has occured for long enough |
| CCoverShooter.AIFormation | Moves the AI to a certain position |
| CCoverShooter.AIInvestigation | When the fighter brains enters investigation mode it passes the command of the character motor to this component |
| ▶CCoverShooter.AIItemBase | Base class for an item management component |
| CCoverShooter.AIFire | Controls the equipment of weapons and their fire |
| CCoverShooter.AIFlashlight | Takes commands from other components and turns a flashlight on and off depending on a situation |
| CCoverShooter.AIPhone | Allows the AI to take phonecalls and film using a phone |
| CCoverShooter.AIRadio | Allows the AI to use a radio to take calls |
| CCoverShooter.AILeave | Makes the AI to reset when the enemy is too far away |
| CCoverShooter.AIMelee | |
| CCoverShooter.AIMovement | Takes movement commands from other components and uses pathfinding to walk the character motor towards a destination |
| CCoverShooter.AIProtector | Sets the AI to attack enemies that attack the Target |
| CCoverShooter.AISearch | Allows the AI to search the level to find an enemy |
| CCoverShooter.AISight | Continuously updates a list of visible actors |
| CCoverShooter.AIThreatControl | Manually manages the active enemy of the FighterBrain component |
| CCoverShooter.AIWaypoints | When asked to, walks the character motor around the waypoints |
| ▶CCoverShooter.BaseBrain | Base implementation of all the AI brains |
| CCoverShooter.CivilianBrain | Simulates a peaceful civilian |
| CCoverShooter.FighterBrain | Simulates a fighter, takes cover, assaults, uses weapons, throws grenades, etc |
| CCoverShooter.AIEffects | Listens for events comign from AI components and instantiates effects |
| CCoverShooter.AIListener | Finds alerts surrounding the AI |
| CCoverShooter.AISounds | Plays various sounds on AI events |
| CCoverShooter.Alert | Generates alerts |
| ▶CCoverShooter.BaseBuff | Base implementation for all buffs |
| CCoverShooter.ArmorBuff | Multiplies received damage by CharacterHealth |
| CCoverShooter.DamageBuff | Multiplies damage dealt by the character's weapons |
| CCoverShooter.TempOutline | A basic buff that displays only an outline |
| CCoverShooter.VisionBuff | Adjusts AISight when active |
| CCoverShooter.BaseDialog | Base dialog component |
| ▶CCoverShooter.BaseGun | Guns raycasts bullets, manage magazine and recoil |
| CCoverShooter.Gun | Default implementation of the BaseGun script |
| ▶CCoverShooter.BaseMelee | |
| CCoverShooter.Melee | |
| CCoverShooter.BodyPartHealth | Acts similarly to Character Health, but passed the taken damage to a first found Character Health component in the hierarchy |
| CCoverShooter.BuffBar | Displays buffs active on the given target object |
| CCoverShooter.BulletShield | Stops bullets and melee attacks from moving past the game object |
| CCoverShooter.CameraObjectFader | Hides objects that are in front of the camera |
| CCoverShooter.CharacterAlerts | Generates alerts for the AI to pick up on various character events |
| ▶CCoverShooter.CharacterCamera | All cameras are to be able to update at certain moments in a frame |
| ▶CCoverShooter.BaseCamera | A camera that is pointed at a CharacterMotor |
| CCoverShooter.MobileCamera | Manages the camera object by setting an appropriate position depending on the target object's state |
| CCoverShooter.StrategyCamera | Simple camera that looks and follows at characters from above |
| CCoverShooter.ThirdPersonCamera | Manages the camera object by setting an appropriate orientation depending on the target object's state |
| CCoverShooter.TopDownCamera | Strategical top down camera that follows characters and adjusts it's height based on the situation |
| CCoverShooter.CharacterEffects | Spawns prefab instances on various character events |
| CCoverShooter.CharacterFace | Reacts to character events and modifies blend shapes in a mesh |
| CCoverShooter.CharacterHealth | Manages health and sets Is Alive in Character Motor to false when it reaches 0 |
| CCoverShooter.CharacterInventory | |
| CCoverShooter.CharacterMotor | Characters must have a Character Motor component attached |
| CCoverShooter.CharacterName | Contains a character name used by the UI |
| CCoverShooter.CharacterOutline | Displays an outline around the character mesh |
| CCoverShooter.CharacterPlatform | Keeps character on top of a moving platform |
| CCoverShooter.CharacterSleep | Turns off some components of character object when it is far away from the player’s character |
| CCoverShooter.CharacterSounds | Spawns sound instances on various character events |
| CCoverShooter.CharacterStamina | Maintains character health |
| CCoverShooter.CharacterSwitcher | Manages a list of actors |
| CCoverShooter.Cover | Walls usable for taking covers have to be marked by cover markers |
| CCoverShooter.Crosshair | |
| CCoverShooter.DamageTrigger | Deals damage to Character Health components attached to objects that enter its trigger area |
| CCoverShooter.DelayedDestroy | Destroys the game object after a certain amount of time |
| CCoverShooter.DelayedDisable | Disables the game object after a certain amount of time |
| CCoverShooter.EnemyDisplayManager | Creates and manages objects with Health Bar for all enemies visible on screen |
| CCoverShooter.EnemyHealth | Takes a target of a character motor and sets a sibling Health Bar component to take its values |
| CCoverShooter.EnemySight | Generates and maintains a mesh depicting field of view for a character motor |
| CCoverShooter.ExitToEscape | Exits the game when an escape key is pressed |
| CCoverShooter.ExplosionPreview | Displays a sphere depicting an area of grenade explosion |
| ▶CCoverShooter.Grenade | Moves the object through the air and causes an explosion event after certain amount of time passes |
| CCoverShooter.SmokeGrenade | A version of a grenade that applies a VisionBuff to objects with CharacterMotor |
| CCoverShooter.ToxicGrenade | A version of a grenade that applies a DamageBuff to objects with CharacterMotor |
| CCoverShooter.GunAlerts | Generates alerts for the AI to pick up on various gun events |
| CCoverShooter.GunAmmo | Maintains information about the gun and it's ammo |
| CCoverShooter.GunEffects | Spawns effects prefabs on various gun events like reloads or gunfire |
| CCoverShooter.GunSounds | Generates randomised sounds on various gun events |
| CCoverShooter.HealthBar | Takes a relative health from a Character Health component and displays a bar that displays the value |
| CCoverShooter.HitAlerts | Broadcasts alerts upon a hit |
| CCoverShooter.HitEffect | Spawns an effect upon a hit |
| CCoverShooter.HitSounds | Plays sounds upon a hit |
| CCoverShooter.HoldPositionMarker | Instantiates a prefab and manages it, based on events generated by other AI components |
| CCoverShooter.Laser | Generates and displays a laser mesh |
| CCoverShooter.LayerManager | |
| CCoverShooter.MeleeAlerts | Generates alerts for the AI to pick up on various melee events |
| CCoverShooter.MeleeEffects | Spawns effects prefabs on various melee events |
| CCoverShooter.MeleeSounds | Generates randomised sounds on various melee events |
| CCoverShooter.MobileController | Takes touch screen input and translates that to Character Motor commands |
| CCoverShooter.MouseLock | Locks mouse cursor inside the game window |
| CCoverShooter.ParticleCameraMotionBlur | Sets up motion vector generation mode to camera |
| CCoverShooter.PathPreview | Builds a path mesh that depicts the approximated flight of a grenade |
| CCoverShooter.PlayerArmTrigger | Causes player characters to pick a weapon when they enter the trigger area |
| CCoverShooter.PlayerDisarmTrigger | Causes player characters to hide their weapon upon entering the area |
| CCoverShooter.PressButton | Registers pointer events and adjusts Image based on the UI state |
| CCoverShooter.Projectile | An object that flies a distance and then destroys itself |
| CCoverShooter.RandomAudio | Picks a random audio sample from the supplied list and sets Audio Source to play it |
| CCoverShooter.ResetOnDeath | Reset the level on character's death |
| ▶CCoverShooter.SpawnGroup | Manages a group of spawn points |
| CCoverShooter.TriggerCountWave | A version of SpawnGroup that triggers when a certain team has less members than specified |
| CCoverShooter.SpawnPicker | Manages a collection of spanw groups |
| CCoverShooter.SpawnPoint | Denotes a single point in space and prefabs that are by default spanwed here when required |
| CCoverShooter.StaminaBar | Manages the display of a character's stamina |
| CCoverShooter.StrategyInput | Allows to perform AIActions based on the player input |
| CCoverShooter.SupportDialog | Manages the UI for adjusting support parameters of the active character |
| CCoverShooter.ThirdPersonController | Takes player input (usually from ThirdPersonInput) and translates that to commands to CharacterMotor |
| CCoverShooter.ThirdPersonInput | Takes player input and transform it to commands to ThirdPersonController |
| ▶CCoverShooter.Tool | Tools are like Gun or Melee attached to a weapon |
| CCoverShooter.Flashlight | Turns on or off Unity's Light component |
| CCoverShooter.Phone | Denotes the object as a phone |
| CCoverShooter.Radio | Denotes the object as a radio |
| CCoverShooter.TopDownInput | Takes player input and transform it to commands to ThirdPersonController |
| CCoverShooter.TouchBase | Base implementation for character touch controls |
| CCoverShooter.Visibility | Records and stores Unity renderer visibility |
| CCoverShooter.Zone< T > | Denotes a trigger zone area |
| CCoverShooter.PressButtonSettings | Describes button graphics for each possible UI state |
| CCoverShooter.RollSettings | Character roll settings |
| ▶CScriptableObject | |
| ▶CCoverShooter.AIAction | Describes and executes an AI action |
| ▶CCoverShooter.EffectAction | An action that has an attached effect that is executed at the target position |
| ▶CCoverShooter.AnimatedActorAction | An action that moves the actor towards the target and executes an animation |
| CCoverShooter.DamageBuffAction | Applies a DamageBuff to a target actor |
| CCoverShooter.HealAction | Heals a single actor |
| CCoverShooter.AnimatedAreaAction | An action that is performed on an area |
| ▶CCoverShooter.AnimatedMassAction | An action that is performed on everyone matching a criteria, no matter the distance |
| CCoverShooter.MassArmorBuffAction | Applies ArmorBuff to everyone matching a certain criteria, no matter the distance |
| CCoverShooter.MassDamageBuffAction | Applies DamageBuff to everyone matching a certain criteria, no matter the distance |
| CCoverShooter.MassHealAction | Heals everyone matching a certain criteria, no matter the distance |
| CCoverShooter.GrenadeAction | Throws a grenade |
| ▶CCoverShooter.InstantAction | An action that is performed instantly with no delay |
| CCoverShooter.AttackAction | Sets the AI to attack a target, overrides it's previous target |
| CCoverShooter.HoldPositionAction | Tells the AI to stay at a position no matter what |
| CCoverShooter.ShieldAction | Enables the target object |
| CCoverShooter.SearchBlock | |
| CCoverShooter.SearchBlockCache | |
| CCoverShooter.SearchPoint | Information about a searchable position |
| CCoverShooter.SearchPointData | |
| CCoverShooter.SearchZoneCache | Maintains a list of search zones inside an area (denoted by a position and radius) |
| CCoverShooter.ShoulderSettings | Relative positions for the camera |
| CCoverShooter.SquareFormationSettings | Settings for a square formation |
| ▶CStateMachineBehaviour | |
| CCoverShooter.ClimbAnimation | |
| CCoverShooter.ClimbStart | |
| CCoverShooter.CoverAnimation | |
| CCoverShooter.CoverOffsetAnimation | |
| CCoverShooter.EquipAnimation | |
| CCoverShooter.GetHitAnimation | |
| CCoverShooter.GrenadeAnimation | |
| CCoverShooter.JumpAnimation | |
| CCoverShooter.MeleeAnimation | |
| CCoverShooter.ReloadAnimation | |
| CCoverShooter.RollAnimation | |
| CCoverShooter.ThrowAnimation | |
| CCoverShooter.UnequipAnimation | |
| CCoverShooter.WalkAnimation | |
| CCoverShooter.WeaponUseAnimation | |
| ▶CText | |
| CCoverShooter.CrouchTouch | When pressed toggles associated characters crouch state |
| CCoverShooter.Threat | |
| CCoverShooter.TurnSettings | Speed and angle settings for CharacterMotor |
| CCoverShooter.Util | Utility functions |
| CCoverShooter.VaultSettings | Vault settings for a character |
| CCoverShooter.Waypoint | Definition of an AI patrol waypoint |
| CCoverShooter.WeaponDescription | Description of a weapon/tool held by a CharacterMotor |
| ▶CCoverShooter.Zone< DangerZone > | |
| CCoverShooter.DangerZone | Denotes a zone that prompts the AI to be careful |
| ▶CCoverShooter.Zone< DarkZone > | |
| CCoverShooter.DarkZone | Denotes a zone where objects have less visibility (decreases view distance for the AI) |
| ▶CCoverShooter.Zone< FleeZone > | |
| CCoverShooter.FleeZone | Denotes a target zone for the fleeing AI to run to |
| ▶CCoverShooter.Zone< GrassZone > | |
| CCoverShooter.GrassZone | Denotes an area with grass |
| ▶CCoverShooter.Zone< LightZone > | |
| CCoverShooter.LightZone | Denotes a zone with increased visibility |
| ▶CCoverShooter.Zone< SearchZone > | |
| CCoverShooter.SearchZone | Denotes an open area for the AI to check out when searching |