AI_Enums

CoverHeight Enumeration
C++
enum CoverHeight {
  LowCover,
  HighCover
};
File

IAgent.h

EActionType Enumeration
C++
enum EActionType {
  eAT_None = 0,
  eAT_Action,
  eAT_PriorityAction,
  eAT_Approach,
  eAT_PriorityApproach,
  eAT_ApproachAction,
  eAT_PriorityApproachAction,
  eAT_AISignal,
  eAT_AnimationSignal,
  eAT_AnimationAction,
  eAT_PriorityAnimationSignal,
  eAT_PriorityAnimationAction
};
File

IAISystem.h

EActorTargetPhase Enumeration

Current phase of actor target animation

C++
enum EActorTargetPhase {
  eATP_None,
  eATP_Waiting,
  eATP_Starting,
  eATP_Started,
  eATP_Playing,
  eATP_StartedAndFinished,
  eATP_Finished,
  eATP_Error
};
File

IAgent.h

EAgentAvoidanceAbilities Enumeration
C++
enum EAgentAvoidanceAbilities {
  eAvoidance_NONE = 0,
  eAvoidance_Vehicles = 0x01,
  eAvoidance_Actors = 0x02,
  eAvoidance_Players = 0x04,
  eAvoidance_StaticObstacle = 0x10,
  eAvoidance_PushableObstacle = 0x20,
  eAvoidance_DamageRegion = 0x100,
  eAvoidance_ALL = 0xFFFF,
  eAvoidance_DEFAULT = eAvoidance_ALL
};
File

IAgent.h

Members
Members
Description
eAvoidance_Vehicles = 0x01
Agent can avoid vehicles
eAvoidance_Actors = 0x02
Agent can avoid puppets - DEPRECATED
eAvoidance_Players = 0x04
Agent can avoid players - DEPRECATED
eAvoidance_StaticObstacle = 0x10
Agent can avoid static physical objects (non-pushable)
eAvoidance_PushableObstacle = 0x20
Agent can avoid pushable objects
eAvoidance_DamageRegion = 0x100
Agent can avoid damage regions
eAvoidance_DEFAULT = eAvoidance_ALL
Avoid all by default
EAIAGInput Enumeration
C++
enum EAIAGInput {
  AIAG_SIGNAL,
  AIAG_ACTION
};
File

IAgent.h

EAIAlertStatus Enumeration
C++
enum EAIAlertStatus {
  AIALERTSTATUS_SAFE,
  AIALERTSTATUS_UNSAFE,
  AIALERTSTATUS_READY,
  AIALERTSTATUS_ACTION
};
File

IAgent.h

EAICollisionEntities Enumeration
C++
enum EAICollisionEntities {
  AICE_STATIC = ent_static|ent_terrain|ent_ignore_noncolliding,
  AICE_ALL = ent_static|ent_sleeping_rigid|ent_rigid|ent_terrain|ent_ignore_noncolliding,
  AICE_ALL_SOFT = ent_static|ent_sleeping_rigid|ent_rigid|ent_terrain,
  AICE_DYNAMIC = ent_sleeping_rigid|ent_rigid|ent_ignore_noncolliding,
  AICE_STATIC_EXCEPT_TERRAIN = ent_static|ent_ignore_noncolliding,
  AICE_ALL_EXCEPT_TERRAIN = ent_static|ent_sleeping_rigid|ent_rigid|ent_ignore_noncolliding,
  AICE_ALL_INLUDING_LIVING = ent_static|ent_sleeping_rigid|ent_rigid|ent_terrain|ent_ignore_noncolliding|ent_living,
  AICE_ALL_EXCEPT_TERRAIN_AND_STATIC = ent_sleeping_rigid|ent_rigid|ent_ignore_noncolliding
};
File

IAISystem.h

Description

if this is changed be sure to change the table aiCollisionEntitiesTable in AICollision.cpp

EAIFilterType Enumeration
C++
enum EAIFilterType {
  eAIFT_All = 0,
  eAIFT_Enemies,
  eAIFT_Friends,
  eAIFT_Faction,
  eAIFT_None
};
File

IAISystem.h

EAIFireState Enumeration

Current fire state of the AI based on its current fire command handler

C++
enum EAIFireState {
  eAIFS_Off = 0,
  eAIFS_On,
  eAIFS_Blocking,
  eAIFS_COUNT
};
File

IAgent.h

Members
Members
Description
eAIFS_Blocking
Fire command handler is doing extra work and is not ready to fire yet
EAIGoalFlags Enumeration
C++
enum EAIGoalFlags {
  AILASTOPRES_USE = 0x01,
  AILASTOPRES_LOOKAT = 0x02,
  AI_LOOK_FORWARD = 0x04,
  AI_MOVE_BACKWARD = 0x08,
  AI_MOVE_RIGHT = 0x10,
  AI_MOVE_LEFT = 0x20,
  AI_MOVE_FORWARD = 0x40,
  AI_MOVE_BACKRIGHT = 0x80,
  AI_MOVE_BACKLEFT = 0x100,
  AI_MOVE_TOWARDS_GROUP = 0x200,
  AI_REQUEST_PARTIAL_PATH = 0x400,
  AI_BACKOFF_FROM_TARGET = 0x800,
  AI_BREAK_ON_LIVE_TARGET = 0x1000,
  AI_RANDOM_ORDER = 0x2000,
  AI_CONSTANT_SPEED = 0x2000,
  AI_USE_TIME = 0x4000,
  AI_STOP_ON_ANIMATION_START = 0x8000,
  AI_USE_TARGET_MOVEMENT = 0x10000,
  AI_ADJUST_SPEED = 0x20000,
  AI_CHECK_SLOPE_DISTANCE = 0x40000
};
File

IAgent.h

Members
Members
Description
AI_MOVE_BACKWARD = 0x08
Default direction.
AI_MOVE_TOWARDS_GROUP = 0x200
Towards the other group members.
AI_CONSTANT_SPEED = 0x2000
Used in stick goal (not using AI_RANDOM_ORDER) .
AI_USE_TIME = 0x4000
When param can be interpreted as time or distance, use time.
AI_USE_TARGET_MOVEMENT = 0x10000
When requesting a direction (AI_MOVE_LEFT/RIGHT etc), make it relative to target movement direction.
AI_ADJUST_SPEED = 0x20000
Used in stick goal forces to adjust the speed based on the target.
AI_CHECK_SLOPE_DISTANCE = 0x40000
Used in backoff goal, checks the actual distance on slopes rather than horizontal.
EAIGrenadeStimType Enumeration
C++
enum EAIGrenadeStimType {
  AIGRENADE_THROWN,
  AIGRENADE_COLLISION,
  AIGRENADE_FLASH_BANG,
  AIGRENADE_SMOKE,
  AIGRENADE_LAST
};
File

IAISystem.h

Description

Different grenade events reported into the AIsystem

EAILightEventType Enumeration
C++
enum EAILightEventType {
  AILE_GENERIC,
  AILE_MUZZLE_FLASH,
  AILE_FLASH_LIGHT,
  AILE_LASER,
  AILE_LAST
};
File

IAISystem.h

Description

Different light events reported into the AIsystem

EAILightLevel Enumeration
C++
enum EAILightLevel {
  AILL_NONE,
  AILL_LIGHT,
  AILL_MEDIUM,
  AILL_DARK,
  AILL_SUPERDARK,
  AILL_LAST
};
File

IAISystem.h

Members
Members
Description
AILL_NONE
No affect.
AILL_LIGHT
Light.
AILL_MEDIUM
Medium.
AILL_DARK
Dark.
AILL_SUPERDARK
Super dark.
AILL_LAST
This always has to be the last one.
EAIRecorderMode Enumeration
C++
enum EAIRecorderMode {
  eAIRM_Off = 0,
  eAIRM_Memory,
  eAIRM_Disk
};
File

IAIRecorder.h

Description

Recorder mode options

EAISoundStimType Enumeration
C++
enum EAISoundStimType {
  AISOUND_GENERIC,
  AISOUND_COLLISION,
  AISOUND_COLLISION_LOUD,
  AISOUND_MOVEMENT,
  AISOUND_MOVEMENT_LOUD,
  AISOUND_WEAPON,
  AISOUND_EXPLOSION,
  AISOUND_LAST
};
File

IAISystem.h

Members
Members
Description
AISOUND_GENERIC
Generic sound event
AISOUND_COLLISION
Sound event from collisions.
AISOUND_COLLISION_LOUD
Sound event from collisions, loud.
AISOUND_MOVEMENT
Movement related sound event
AISOUND_MOVEMENT_LOUD
Movement related sound event, very loud, like walking in water or a vehicle sound.
AISOUND_WEAPON
Weapon firing related sound event
AISOUND_EXPLOSION
Explosion related sound event
Description

AI sound event types. They are roughly in the order of priority. The priority is not enforced but may be used as a hint when handling the sound event.

EAIStimProcessFlags Enumeration
C++
enum EAIStimProcessFlags {
  AISTIMPROC_EMPTY = BIT(0),
  AISTIMPROC_FILTER_LINK_WITH_PREVIOUS = BIT(1),
  AISTIMPROC_NO_UPDATE_MEMORY = BIT(2),
  AISTIMPROC_ONLY_IF_VISIBLE = BIT(3)
};
File

IAISystem.h

Members
Members
Description
AISTIMPROC_FILTER_LINK_WITH_PREVIOUS = BIT(1)
Uses the stimulus filtering from prev stim.
AISTIMPROC_NO_UPDATE_MEMORY = BIT(2)
This won't update the mem target position of the source
AISTIMPROC_ONLY_IF_VISIBLE = BIT(3)
This won't allow the stimulus to be processed if the position is not visible. It's currently used only by the AISTIM_EXPLOSION
EAIStimulusFilterMerge Enumeration
C++
enum EAIStimulusFilterMerge {
  AISTIMFILTER_DISCARD,
  AISTIMFILTER_MERGE_AND_DISCARD
};
File

IAISystem.h

Members
Members
Description
AISTIMFILTER_DISCARD
Discard new stimulus when inside existing stimulus.
AISTIMFILTER_MERGE_AND_DISCARD
Merge new stimulus when inside existing stimulus iff the lifetime of existing stimulus is less than processDelay, else discard.
Description

Stimulus Filter describes how the stimulus filter works. When a new stimulus is processed and it is within the radius of existing stimulus the new stimulus is discarded. If the merge option is specified, the new stimulus Will be merged into the existing stimulus iff the stimulus time is less than the processDelay of the stimulus type. The type specifies which one type of existing stimulus that will be considered as filter. The subType specifies a mask of all possible subtypes that will be considered as filter. Before the radius is checked, the radius of the existing stimulus is scaled by the scale.

EAIStimulusType Enumeration
C++
enum EAIStimulusType {
  AISTIM_SOUND,
  AISTIM_COLLISION,
  AISTIM_EXPLOSION,
  AISTIM_BULLET_WHIZZ,
  AISTIM_BULLET_HIT,
  AISTIM_GRENADE,
  AISTIM_LAST
};
File

IAISystem.h

EAITargetContextType Enumeration
C++
enum EAITargetContextType {
  AITARGET_CONTEXT_UNKNOWN,
  AITARGET_CONTEXT_GUNFIRE,
  AITARGET_CONTEXT_LAST
};
File

IAgent.h

Members
Members
Description
AITARGET_CONTEXT_UNKNOWN
No specific subtype.
AITARGET_CONTEXT_GUNFIRE
Gunfire subtype.
AITARGET_CONTEXT_LAST
For serialization.
EAITargetStuntReaction Enumeration
C++
enum EAITargetStuntReaction {
  AITSR_NONE,
  AITSR_SEE_STUNT_ACTION,
  AITSR_SEE_CLOAKED,
  AITSR_LAST
};
File

IAgent.h

EAITargetThreat Enumeration
C++
enum EAITargetThreat {
  AITHREAT_NONE,
  AITHREAT_SUSPECT,
  AITHREAT_INTERESTING,
  AITHREAT_THREATENING,
  AITHREAT_AGGRESSIVE,
  AITHREAT_LAST
};
File

IAgent.h

Members
Members
Description
AITHREAT_LAST
For serialization.
EAITargetType Enumeration
C++
enum EAITargetType {
  AITARGET_NONE,
  AITARGET_SOUND,
  AITARGET_MEMORY,
  AITARGET_VISUAL,
  AITARGET_ENEMY,
  AITARGET_FRIENDLY,
  AITARGET_BEACON,
  AITARGET_GRENADE,
  AITARGET_RPG,
  AITARGET_LAST
};
File

IAgent.h

Members
Members
Description
AITARGET_NONE
No target.
AITARGET_SOUND
Primary sensory from sound event.
AITARGET_MEMORY
Primary sensory from vis event, not visible.
AITARGET_VISUAL
Primary sensory from vis event, visible.
AITARGET_ENEMY
Backwards compatibility for scriptbind.
AITARGET_LAST
For serialization.
EAITargetZone Enumeration
C++
enum EAITargetZone {
  AIZONE_IGNORE = 0,
  AIZONE_KILL,
  AIZONE_COMBAT_NEAR,
  AIZONE_COMBAT_FAR,
  AIZONE_WARN,
  AIZONE_OUT,
  AIZONE_LAST
};
File

IAgent.h

Members
Members
Description
AIZONE_IGNORE = 0
Ignoring target zones
EAIUseAction Enumeration
C++
enum EAIUseAction {
  AIUSEOP_NONE,
  AIUSEOP_PLANTBOMB,
  AIUSEOP_VEHICLE,
  AIUSEOP_RPG
};
File

IAgent.h

EAIWeaponAccessories Enumeration
C++
enum EAIWeaponAccessories {
  AIWEPA_NONE = 0,
  AIWEPA_LASER = 0x0001,
  AIWEPA_COMBAT_LIGHT = 0x0002,
  AIWEPA_PATROL_LIGHT = 0x0004
};
File

IAgent.h

EBodyOrientationMode Enumeration
C++
enum EBodyOrientationMode {
  FullyTowardsMovementDirection,
  FullyTowardsAimOrLook,
  HalfwayTowardsAimOrLook
};
File

IAgent.h

ECoverAction Enumeration
C++
enum ECoverAction {
  eCoverAction_Unspecified,
  eCoverAction_Set,
  eCoverAction_Clear
};
File

IAgent.h

ECoverBodyDirection Enumeration
C++
enum ECoverBodyDirection {
  eCoverBodyDirection_Unspecified,
  eCoverBodyDirection_Left,
  eCoverBodyDirection_Right
};
File

IAgent.h

ECoverLocationRequest Enumeration
C++
enum ECoverLocationRequest {
  eCoverLocationRequest_Unspecified,
  eCoverLocationRequest_Set,
  eCoverLocationRequest_Clear
};
File

IAgent.h

EFireMode Enumeration
C++
enum EFireMode {
  FIREMODE_OFF = 0,
  FIREMODE_BURST = 1,
  FIREMODE_CONTINUOUS = 2,
  FIREMODE_FORCED = 3,
  FIREMODE_AIM = 4,
  FIREMODE_SECONDARY = 5,
  FIREMODE_SECONDARY_SMOKE = 6,
  FIREMODE_MELEE = 7,
  FIREMODE_KILL = 8,
  FIREMODE_BURST_WHILE_MOVING = 9,
  FIREMODE_PANIC_SPREAD = 10,
  FIREMODE_BURST_DRAWFIRE = 11,
  FIREMODE_MELEE_FORCED = 12,
  FIREMODE_BURST_SNIPE = 13,
  FIREMODE_AIM_SWEEP = 14,
  FIREMODE_BURST_ONCE = 15,
  FIREMODE_VEHICLE,
  FIREMODE_SERIALIZATION_HELPER_LAST,
  FIREMODE_SERIALIZATION_HELPER_FIRST = 0
};
File

IAgent.h

Members
Members
Description
FIREMODE_OFF = 0
Do not fire.
FIREMODE_BURST = 1
Fire in bursts - living targets only.
FIREMODE_CONTINUOUS = 2
Fire continuously - living targets only.
FIREMODE_FORCED = 3
Fire continuously - allow any target.
FIREMODE_AIM = 4
Aim target only - allow any target.
FIREMODE_SECONDARY = 5
Fire secondary weapon (grenades,....).
FIREMODE_SECONDARY_SMOKE = 6
Fire smoke grenade.
FIREMODE_MELEE = 7
Melee.
FIREMODE_KILL = 8
No missing, shoot directly at the target, no matter what aggression/attackRange/accuracy is.
FIREMODE_BURST_WHILE_MOVING = 9
mikko] to be renamed.
FIREMODE_MELEE_FORCED = 12
Melee, without distance restrictions.
FIREMODE_BURST_ONCE = 15
Fire a single burst, then go to FIREMODE_OFF.
EGoalPipeEvent Enumeration
C++
enum EGoalPipeEvent {
  ePN_Deselected,
  ePN_Finished,
  ePN_Inserted,
  ePN_Suspended,
  ePN_Resumed,
  ePN_Removed,
  ePN_Exiting,
  ePN_AnimStarted,
  ePN_RefPointMoved
};
File

IAgent.h

Members
Members
Description
ePN_Deselected
Sent if replaced by selecting other pipe.
ePN_Finished
Sent if reached end of pipe.
ePN_Inserted
Sent if pipe is inserted with InsertPipe().
ePN_Suspended
Sent if other pipe was inserted.
ePN_Resumed
Sent if resumed after finishing inserted pipes.
ePN_Removed
Sent if inserted pipe was removed with RemovePipe().
ePN_Exiting
Sent if a non-looped pipe is completed
ePN_AnimStarted
Sent when exact positioning animation is started.
ePN_RefPointMoved
Sent to the last inserted goal pipe when the ref. point is moved.
EGroupNotifyType Enumeration
C++
enum EGroupNotifyType {
  GN_INIT,
  GN_MARK_DEFEND_POS,
  GN_CLEAR_DEFEND_POS,
  GN_AVOID_CURRENT_POS,
  GN_PREFER_ATTACK,
  GN_PREFER_FLEE,
  GN_NOTIFY_ADVANCING,
  GN_NOTIFY_COVERING,
  GN_NOTIFY_WEAK_COVERING,
  GN_NOTIFY_HIDING,
  GN_NOTIFY_SEEKING,
  GN_NOTIFY_ALERTED,
  GN_NOTIFY_UNAVAIL,
  GN_NOTIFY_IDLE,
  GN_NOTIFY_SEARCHING,
  GN_NOTIFY_REINFORCE
};
File

IAIGroup.h

Description

Notify types for AIGroupTactic.Notify. The exact meaning is described along side with each group tactic implementation.

EGroupState Enumeration
C++
enum EGroupState {
  GS_IDLE,
  GS_ALERTED,
  GS_COVER,
  GS_ADVANCE,
  GS_SEEK,
  GS_SEARCH,
  GS_REINFORCE,
  LAST_GS
};
File

IAIGroup.h

Members
Members
Description
LAST_GS
Must be last.
Description

State describing the over group state.

EGroupStateType Enumeration
C++
enum EGroupStateType {
  GE_GROUP_STATE,
  GE_UNIT_STATE,
  GE_ADVANCE_POS,
  GE_SEEK_POS,
  GE_DEFEND_POS,
  GE_LEADER_COUNT,
  GE_MOST_LOST_UNIT,
  GE_MOVEMENT_SIGNAL,
  GE_NEAREST_SEEK
};
File

IAIGroup.h

Description

Query types for AIGroupTactic.GetState. The exact meaning is described along side with each group tactic implementation.

EGroupUnitType Enumeration
C++
enum EGroupUnitType {
  GU_HUMAN_CAMPER,
  GU_HUMAN_COVER,
  GU_HUMAN_SNEAKER,
  GU_HUMAN_LEADER,
  GU_HUMAN_SNEAKER_SPECOP,
  GU_ALIEN_MELEE,
  GU_ALIEN_ASSAULT,
  GU_ALIEN_MELEE_DEFEND,
  GU_ALIEN_ASSAULT_DEFEND,
  GU_ALIEN_EVADE
};
File

IAIGroup.h

Description

List of possible unit types to register with GN_INIT.

ELeaderAction Enumeration
C++
enum ELeaderAction {
  LA_NONE,
  LA_HIDE,
  LA_HOLD,
  LA_ATTACK,
  LA_SEARCH,
  LA_FOLLOW,
  LA_USE,
  LA_USE_VEHICLE,
  LA_LAST
};
File

IAgent.h

Members
Members
Description
LA_LAST
Make sure this one is always the last!
ELookStyle Enumeration
C++
enum ELookStyle {
  LOOKSTYLE_DEFAULT = 0,
  LOOKSTYLE_HARD,
  LOOKSTYLE_HARD_NOLOWER,
  LOOKSTYLE_SOFT,
  LOOKSTYLE_SOFT_NOLOWER,
  LOOKSTYLE_COUNT
};
File

IAgent.h

Description

Look style essentially define the transition style when look target is set. Hard style is fast (surprised, startled), while soft is slow, relaxed. NOLOWER variations only turn upper body, do not change actual body direction.

EMemoryFireType Enumeration
C++
enum EMemoryFireType {
  eMFT_Disabled = 0,
  eMFT_UseCoverFireTime,
  eMFT_Always,
  eMFT_COUNT
};
File

IAgent.h

Members
Members
Description
eMFT_Disabled = 0
Never allowed to fire at memory
eMFT_UseCoverFireTime
Can fire at memory using the weapon's cover fire time
eMFT_Always
Always allowed to fire at memory
Description

Memory fire control

EMNMDangers Enumeration
C++
enum EMNMDangers {
  eMNMDangers_None = 0,
  eMNMDangers_AttentionTarget = BIT(0),
  eMNMDangers_Explosive = BIT(1),
  eMNMDangers_GroupMates = BIT(2)
};
File

IPathfinder.h

ENavModifierType Enumeration
C++
enum ENavModifierType {
  NMT_INVALID = -1,
  NMT_WAYPOINTHUMAN = 0,
  NMT_VOLUME = 1,
  NMT_FLIGHT = 2,
  NMT_WATER = 3,
  NMT_WAYPOINT_3DSURFACE = 4,
  NMT_EXTRA_NAV_COST = 5,
  NMT_FREE_2D = 7,
  NMT_TRIANGULATION = 8,
  NMT_LAYERED_NAV_MESH = 9,
  NMT_FLIGHT2
};
File

IAISystem.h

Description

ENavModifierType: Values are important and some types have been removed

ENavSOMethod Enumeration
C++
enum ENavSOMethod {
  nSOmNone,
  nSOmAction,
  nSOmPriorityAction,
  nSOmStraight,
  nSOmSignalAnimation,
  nSOmActionAnimation,
  nSOmLast
};
File

IPathfinder.h

Members
Members
Description
nSOmNone
not passing or not passable
nSOmAction
execute an AI action
nSOmPriorityAction
execute a higher priority AI action
nSOmStraight
just pass straight
nSOmSignalAnimation
play signal animation
nSOmActionAnimation
play action animation
Description

Passing through navigational SO methods.

EnumAreaType Enumeration
C++
enum EnumAreaType {
  AREATYPE_PATH,
  AREATYPE_FORBIDDEN,
  AREATYPE_FORBIDDENBOUNDARY,
  AREATYPE_NAVIGATIONMODIFIER,
  AREATYPE_OCCLUSION_PLANE,
  AREATYPE_EXTRALINKCOST,
  AREATYPE_GENERIC,
  AREATYPE_PERCEPTION_MODIFIER
};
File

IAISystem.h

EObjectResetType Enumeration
C++
enum EObjectResetType {
  AIOBJRESET_INIT,
  AIOBJRESET_SHUTDOWN
};
File

IAgent.h

ERequestedGrenadeType Enumeration

Current phase of actor target animation.

C++
enum ERequestedGrenadeType {
  eRGT_INVALID = -1,
  eRGT_ANY,
  eRGT_SMOKE_GRENADE,
  eRGT_FLASHBANG_GRENADE,
  eRGT_FRAG_GRENADE,
  eRGT_EMP_GRENADE,
  eRGT_GRUNT_GRENADE,
  eRGT_COUNT
};
File

IAgent.h

ESignalFilter Enumeration
C++
enum ESignalFilter {
  SIGNALFILTER_SENDER,
  SIGNALFILTER_LASTOP,
  SIGNALFILTER_GROUPONLY,
  SIGNALFILTER_FACTIONONLY,
  SIGNALFILTER_ANYONEINCOMM,
  SIGNALFILTER_TARGET,
  SIGNALFILTER_SUPERGROUP,
  SIGNALFILTER_SUPERFACTION,
  SIGNALFILTER_SUPERTARGET,
  SIGNALFILTER_NEARESTGROUP,
  SIGNALFILTER_NEARESTSPECIES,
  SIGNALFILTER_NEARESTINCOMM,
  SIGNALFILTER_HALFOFGROUP,
  SIGNALFILTER_LEADER,
  SIGNALFILTER_GROUPONLY_EXCEPT,
  SIGNALFILTER_ANYONEINCOMM_EXCEPT,
  SIGNALFILTER_LEADERENTITY,
  SIGNALFILTER_NEARESTINCOMM_FACTION,
  SIGNALFILTER_NEARESTINCOMM_LOOKING,
  SIGNALFILTER_FORMATION,
  SIGNALFILTER_FORMATION_EXCEPT,
  SIGNALFILTER_READABILITY = 100,
  SIGNALFILTER_READABILITYAT,
  SIGNALFILTER_READABILITYRESPONSE
};
File

IAgent.h

Members
Members
Description
SIGNALFILTER_READABILITYAT
Readability anticipation.
SIGNALFILTER_READABILITYRESPONSE
Readability response.
EStance Enumeration
C++
enum EStance {
  STANCE_NULL = -1,
  STANCE_STAND = 0,
  STANCE_CROUCH,
  STANCE_PRONE,
  STANCE_RELAXED,
  STANCE_STEALTH,
  STANCE_LOW_COVER,
  STANCE_ALERTED,
  STANCE_HIGH_COVER,
  STANCE_SWIM,
  STANCE_ZEROG,
  STANCE_LAST
};
File

IAgent.h

Members
Members
Description
STANCE_LAST
This value must be last
EUnitProperties Enumeration
C++
enum EUnitProperties {
  UPR_COMBAT_GROUND = 1,
  UPR_COMBAT_FLIGHT = 2,
  UPR_COMBAT_MARINE = 4,
  UPR_COMBAT_RECON = 8,
  UPR_ALL = -1
};
File

IAgent.h

Members
Members
Description
UPR_COMBAT_GROUND = 1
The unit can take part in ground actions.
UPR_COMBAT_FLIGHT = 2
The unit can take part in flight actions.
UPR_COMBAT_MARINE = 4
The unit can take part in marine actions.
UPR_COMBAT_RECON = 8
The unit can take part in recon actions.
Description

Unit properties for group behavior (see CLeader/CLeaderAction). These bit flags can be combined based on the unit capabilities.

EWaypointConnections Enumeration
C++
enum EWaypointConnections {
  WPCON_DESIGNER_NONE,
  WPCON_DESIGNER_PARTIAL,
  WPCON_AUTO_NONE,
  WPCON_AUTO_PARTIAL,
  WPCON_MAXVALUE = WPCON_AUTO_PARTIAL
};
File

IAISystem.h

Description

The first word refers to how the nodes are initially connected The second word refers to how the node connections are subsequently modified - partial means that links only get disabled.

EWaypointLinkType Enumeration
C++
enum EWaypointLinkType {
  WLT_AUTO_PASS = 320,
  WLT_AUTO_IMPASS = -320,
  WLT_EDITOR_PASS = 321,
  WLT_EDITOR_IMPASS = -321,
  WLT_UNKNOWN_TYPE = 0
};
File

IAgent.h

EWaypointNodeType Enumeration
C++
enum EWaypointNodeType {
  WNT_UNSET,
  WNT_WAYPOINT,
  WNT_HIDE,
  WNT_ENTRYEXIT,
  WNT_EXITONLY,
  WNT_HIDESECONDARY
};
File

IAgent.h

SAICollisionObjClassification Enumeration
C++
enum SAICollisionObjClassification {
  AICOL_SMALL,
  AICOL_MEDIUM,
  AICOL_LARGE
};
File

IAISystem.h