CoverManager

Documents the CoverManager class and its functions.

NOT DOCUMENTED We currently don't have information on how these functions work. They are being documented here for visibility.

Invoking CoverManager

To invoke the cover manager, use the following Global function:

cm = Game.GetCoverManager()

Sub-functions

GetCoverActionType

GetCoverActionType(occupant : ref:GameObject) : AIUninterruptibleActionType;

GetCoverHeight

GetCoverHeight(coverId : Uint64) : gameCoverHeight;

GetCoverPosition

GetCoverPosition(coverId : Uint64) : Vector4;

GetCoverRemainingHealthPercentage

GetCoverRemainingHealthPercentage(coverId : Uint64) : Float;

GetCoverWorldForward

GetCoverWorldForward(coverId : Uint64) : Vector4;

GetCoverWorldUp

GetCoverWorldUp(coverId : Uint64) : Vector4;

GetCurrentCover

GetCurrentCover(occupant : ref:GameObject) : Uint64;

GetDemandCoverHolder

GetDemandCoverHolder(nodeRef : NodeRef) : ref:CoverDemandHolder;

GetThreatsNotProtectedFrom

GetThreatsNotProtectedFrom(coverId : Uint64, occupant : ref:GameObject, angleMultiplier : Float, predictionTime : Float, trackingMode : gamedataTrackingMode) : array:TrackedLocation;

GetUsableExposureSpotsForCover

GetUsableExposureSpotsForCover(coverId : Uint64, threat : ref:GameObject) : array:gameAvailableExposureMethodResult;

GetUsableExposureSpotsForCoverOccupant

GetUsableExposureSpotsForCoverOccupant(occupant : ref:GameObject, threat : ref:GameObject) : array:gameAvailableExposureMethodResult;

GetUsableExposureSpotsForCoverTolerance

GetUsableExposureSpotsForCoverTolerance(coverId : Uint64, threat : ref:GameObject, maxTolerance : Float) : array:gameAvailableExposureMethodResult;

IsCoverAvailable

IsCoverAvailable(coverId : Uint64, occupant : ref:GameObject) : Bool;

IsCoverRegular

IsCoverRegular(coverIdValue : Uint64) : Bool;

IsCoverValid

IsCoverValid(coverId : Uint64) : Bool;

IsEnteringOrLeavingCover

IsEnteringOrLeavingCover(occupant : ref:GameObject) : Bool;

IsProtectingHorizontallyAgainstObject

IsProtectingHorizontallyAgainstObject(coverId : Uint64, object : ref:GameObject, angleMultiplier : Float) : Bool;

IsShootingSpot

IsShootingSpot(coverIdValue : Uint64) : Bool;

LeaveCoverImmediately

LeaveCoverImmediately(occupant : ref:GameObject);

NodeRefToObjectId

NodeRefToObjectId(nodeRef : NodeRef) : Uint64;

NotifyBehaviourCoverArgumentChanged

NotifyBehaviourCoverArgumentChanged(entity : ref:GameObject, behaviorArgumentName : CName, prevValue : Uint64, currentValue : Uint64);

NotifyGotDamageInCover

NotifyGotDamageInCover(coverId : Uint64, damageTime : EngineTime, executingCoverAction : Bool, isShooting : Bool);

RegisterCoverOccupant

RegisterCoverOccupant(coverId : Uint64, occupant : ref:GameObject);

SetMaxAllowedActionHalfAngleDeg

SetMaxAllowedActionHalfAngleDeg(angleDeg : Float);

UnregisterCoverOccupant

UnregisterCoverOccupant(occupant : ref:GameObject);

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