struct IPipeUser { };
IAgent.h
virtual ~IPipeUser();
virtual void AllowLowerBodyToTurn(bool bAllowLowerBodyToTurn) = 0;
virtual CoverHeight CalculateEffectiveCoverHeight() const = 0;
virtual bool CancelSubPipe(int goalPipeId) = 0;
virtual void ClearActorTargetRequest() = 0;
virtual void ClearDevalued() = 0;
virtual void ClearPath(const char* dbgString) = 0;
virtual LookTargetPtr CreateLookTarget() = 0;
virtual IAIObject * GetAttentionTargetAssociation() const = 0;
virtual IGoalPipe* GetCurrentGoalPipe() = 0;
virtual float GetExtraPriority() = 0;
virtual EFireMode GetFireMode() const = 0;
virtual int GetGoalPipeId() const = 0;
virtual IAIObject * GetLastOpResult() = 0;
virtual EntityId GetLastUsedSmartObjectId() const = 0;
Returns most probable target position or the target if it is visible.
virtual Vec3 GetProbableTargetPosition() = 0;
virtual IAIObject* GetRefPoint() = 0;
virtual const char* GetRefShapeName() const = 0;
virtual IAIObject* GetSpecialAIObject(const char* objName, float range = 0.0f) = 0;
Adds the current hideobject position to ignore list (will be ignored for specified time).
virtual void IgnoreCurrentHideObject(float timeOut = 10.0f) = 0;
virtual IGoalPipe* InsertSubPipe(int id, const char * name, IAIObject * pArgument = 0, int goalPipeId = 0, const GoalParams * node = 0) = 0;
virtual bool IsAllowingBodyTurn() = 0;
virtual bool IsCoverCompromised() const = 0;
virtual bool IsInCover() const = 0;
virtual bool IsMovingToCover() const = 0;
virtual bool IsPaused() const = 0;
virtual bool IsTakingCover(float distanceThreshold) const = 0;
virtual bool IsUsingNavSO() const = 0;
virtual bool IsUsingPipe(const char * name) const = 0;
virtual bool IsUsingPipe(int goalPipeId) const = 0;
virtual void MakeIgnorant(bool ignorant) = 0;
virtual void Pause(bool pause) = 0;
virtual void RegisterGoalPipeListener(IGoalPipeListener* pListener, int goalPipeId, const char* debugClassName) = 0;
virtual bool RemoveSubPipe(int goalPipeId, bool keepInserted = false) = 0;
virtual void ResetCurrentPipe(bool bAlways);
virtual bool SelectPipe(int id, const char * name, IAIObject * pArgument = 0, int goalPipeId = 0, bool resetAlways = false, const GoalParams * node = 0) = 0;
virtual void SetActorTargetRequest(const SAIActorTargetRequest& req) = 0;
virtual void SetAllowedStrafeDistances(float start, float end, bool whileMoving) = 0;
virtual bool SetCharacter(const char * character, const char* behaviour = NULL) = 0;
virtual void SetCoverCompromised() = 0;
virtual void SetExtraPriority(float priority) = 0;
virtual void SetFireMode(EFireMode mode) = 0;
virtual void SetInCover(bool inCover) = 0;
virtual void SetLastActionStatus(bool bSucceed) = 0;
Last finished AIAction sets status as succeed or failed
virtual void SetRefPointPos(const Vec3 & pos) = 0;
virtual void SetRefPointPos(const Vec3 & pos, const Vec3 & dir) = 0;
virtual void SetRefShapeName(const char* shapeName) = 0;
virtual void UnRegisterGoalPipeListener(IGoalPipeListener* pListener, int goalPipeId) = 0;
typedef boost::shared_ptrLookTargetPtr;