IPuppet

C++
struct IPuppet {
};
File

IAgent.h

IPuppet::~IPuppet Destructor
C++
virtual ~IPuppet();
IPuppet::CanMemoryFire Method
C++
virtual bool CanMemoryFire() const;
IPuppet::CheckFriendsInLineOfFire Method
C++
virtual bool CheckFriendsInLineOfFire(const Vec3& fireDirection, bool cheapTest) = 0;
Returns

true and sends signal "OnFriendInWay" if there is a friendly agent in the line of fire.

Description

Checks if there are friends in the line of fire. If the cheapTest flag is set, only cone test is performed, otherwise raycasting.

IPuppet::ChooseMissPoint_Deprecated Method

Where to shoot if need to miss now (target is another AI) - select some point around target .

C++
virtual Vec3 ChooseMissPoint_Deprecated(const Vec3 & targetPos) const = 0;
IPuppet::ClearRODHandler Method
C++
virtual void ClearRODHandler() = 0;
IPuppet::EnableCoverFire Method
C++
virtual void EnableCoverFire(bool enable) = 0;
IPuppet::EnableFire Method
C++
virtual void EnableFire(bool enable) = 0;
IPuppet::GetCanBeShot Method
C++
virtual bool GetCanBeShot() const;
IPuppet::GetDistanceAlongPath Method
C++
virtual float GetDistanceAlongPath(const Vec3& pos, bool bInit) = 0;
Description

Gets the distance of an AI object to this, along this path.

Notes

Must be called with bInit=true first time and then false other time to avoid considering path regeneration after.

IPuppet::GetEventOwner Method

Gets the owner of a dummy AI Object

C++
virtual IAIObject* GetEventOwner(IAIObject * pObject) const = 0;
IPuppet::GetFirecommandHandler Method
C++
virtual IFireCommandHandler* GetFirecommandHandler() const = 0;
IPuppet::GetMemoryFireType Method
C++
virtual EMemoryFireType GetMemoryFireType() const;
IPuppet::GetPerceivedTargetPos Method
C++
virtual bool GetPerceivedTargetPos(IAIObject * pTarget, Vec3 & vPos) const = 0;
Description

Helper to get the puppet's perceived position of an agent Returns TRUE if puppet has a perceived location for this target

IPuppet::GetPerceptionAlarmLevel Method
C++
virtual float GetPerceptionAlarmLevel() const = 0;
IPuppet::GetPosAlongPath Method
C++
virtual bool GetPosAlongPath(float dist, bool extrapolateBeyond, Vec3& retPos) const = 0;
IPuppet::IsAlarmed Method
C++
virtual bool IsAlarmed() const = 0;
IPuppet::IsCoverFireEnabled Method
C++
virtual bool IsCoverFireEnabled() const = 0;
IPuppet::IsFireEnabled Method
C++
virtual bool IsFireEnabled() const = 0;
IPuppet::MakeMeLeader Method
C++
virtual IAIObject* MakeMeLeader() = 0;
IPuppet::SetCanBeShot Method
C++
virtual void SetCanBeShot(bool bCanBeShot);
Description

Changes flag so this puppet can be shoot or not.

IPuppet::SetMemoryFireType Method
C++
virtual void SetMemoryFireType(EMemoryFireType eType);
Description

Set how this puppet treats firing at its memory target

IPuppet::SetRODHandler Method
C++
virtual void SetRODHandler(IAIRateOfDeathHandler * pHandler) = 0;
Description

ROD Handler

IPuppet::UpdateBeacon Method
C++
virtual void UpdateBeacon() = 0;
IPuppet::UpTargetPriority Method
C++
virtual void UpTargetPriority(const IAIObject * pTarget, float fPriorityIncrement) = 0;