Added AI_EnemyInfo_t

Blixibon 2020-05-23 09:32:17 -05:00
parent 48c55b040a
commit 35dad9ffb0

@ -31,6 +31,7 @@ Mapbase's implementation of VScript does **not** use any leaked code whatsoever.
* [CAI_Network](VScript-in-Mapbase#CAI_Network) * [CAI_Network](VScript-in-Mapbase#CAI_Network)
* [CAI_Hint](VScript-in-Mapbase#CAI_Hint) * [CAI_Hint](VScript-in-Mapbase#CAI_Hint)
* [CAI_Expresser](VScript-in-Mapbase#CAI_Expresser) * [CAI_Expresser](VScript-in-Mapbase#CAI_Expresser)
* [AI_EnemyInfo_t](VScript-in-Mapbase#AI_EnemyInfo_t)
* [CGlobalState](VScript-in-Mapbase#CGlobalState) * [CGlobalState](VScript-in-Mapbase#CGlobalState)
* [CMapbaseSystem](VScript-in-Mapbase#CMapbaseSystem) * [CMapbaseSystem](VScript-in-Mapbase#CMapbaseSystem)
* [CLogicExternalData](VScript-in-Mapbase#CLogicExternalData) * [CLogicExternalData](VScript-in-Mapbase#CLogicExternalData)
@ -200,6 +201,38 @@ Expresser class for complex speech. Typically accessed through `GetExpresser()`.
| *void* SpeakRawScene(string *scene*, float *delay*)| Speak a raw, instanced VCD scene as though it were played through the Response System. Return whether the scene successfully plays. | | *void* SpeakRawScene(string *scene*, float *delay*)| Speak a raw, instanced VCD scene as though it were played through the Response System. Return whether the scene successfully plays. |
| *void* ScriptSpeakAutoGeneratedScene(string *soundname*, float *delay*)| Speak an automatically generated, instanced VCD scene for this sound as though it were played through the Response System. Return whether the scene successfully plays. | | *void* ScriptSpeakAutoGeneratedScene(string *soundname*, float *delay*)| Speak an automatically generated, instanced VCD scene for this sound as though it were played through the Response System. Return whether the scene successfully plays. |
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### AI_EnemyInfo_t
Accessor for information about an enemy. Typically accessed through `FindEnemyMemory()`.
| Signature | Description |
|:------------- | :-----|
| *handle* Enemy()| Get the enemy. |
| *void* SetEnemy(handle *target*)| Set the enemy. |
| *Vector* LastKnownLocation()| Get the enemy's last known location. |
| *void* SetLastKnownLocation(Vector *target*)| Set the enemy's last known location. |
| *Vector* LastSeenLocation()| Get the enemy's last seen location. |
| *void* SetLastSeenLocation(Vector *target*)| Set the enemy's last seen location. |
| *float* TimeLastSeen()| Get the last time the enemy was seen. |
| *void* SetTimeLastSeen(float *time*)| Set the last time the enemy was seen. |
| *float* TimeFirstSeen()| Get the first time the enemy was seen. |
| *void* SetTimeFirstSeen(float *time*)| Set the first time the enemy was seen. |
| *float* TimeLastReacquired()| Get the last time the enemy was reaquired. |
| *void* SetTimeLastReacquired(float *time*)| Set the last time the enemy was reaquired. |
| *float* TimeLastReceivedDamageFrom()| Get the last time damage was received from this enemy. |
| *void* SetTimeLastReceivedDamageFrom(float *time*)| Set the last time damage was received from this enemy. |
| *float* TimeAtFirstHand()| Get the time at which the enemy was seen firsthand. |
| *void* SetTimeAtFirstHand(float *time*)| Set the time at which the enemy was seen firsthand. |
| *bool* DangerMemory()| Get the memory of danger position w/o enemy pointer. |
| *void* SetDangerMemory(bool *value*)| Set the memory of danger position w/o enemy pointer. |
| *bool* EludedMe()| Get whether the enemy is not at the last known location. |
| *void* SetEludedMe(bool *value*)| Set whether the enemy is not at the last known location. |
| *bool* Unforgettable()| Get whether the enemy is unfortgettable. |
| *void* SetUnforgettable(bool *value*)| Set whether the enemy is unfortgettable. |
| *bool* MobbedMe()| Get whether the enemy was part of a mob at some point. |
| *void* SetMobbedMe(bool *value*)| Set whether the enemy was part of a mob at some point. |
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