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  • CAI_MoveMonitor
  • CAI_NetworkManager
  • CAI_PlayerAlly
  • CAI_PoliceGoal
  • CAI_PolicingBehavior
  • CAI_ProxTester
  • CAI_RadialLinkController
  • CAI_RappelBehavior
  • CAI_Relationship
  • CAI_Scheduler
  • CAI_ScriptConditions
  • CAI_ScriptConditionsElement
  • CAI_ScriptedSchedule
  • CAI_ScriptedSchedule::Schedule_t
  • CAI_ScriptedSentence
  • CAI_ScriptedSequence
  • CAI_SentenceBase
  • CAI_SpeechFilter
  • CAI_Spotlight
  • CAI_StandoffBehavior
  • CAI_StandoffGoal
  • CAI_StandoffGoal::Aggressiveness_t
  • CAI_TestHull
  • CAI_TrackPather
  • CAI_TrackPather::PauseState_t
  • CAPCMissile
  • CAmbientGeneric
  • CAnimGraphNetworkedVariables
  • CAnimInteractable
  • CAnimInteractable::ReturnToCompletionStyle_t
  • CAntlionRepellant
  • CAntlionTemplateMaker
  • CAreaPortal
  • CArmoredHeadcrab
  • CAssaultPoint
  • CAttachedArmorProp
  • CAttachedItemManager
  • CAttachedManhack
  • CAvoidBox
  • CAvoidSphere
  • CBarnacleGrabTrigger
  • CBarnacleTongueTip
  • CBaseAnimating
  • CBaseAnimatingController
  • CBaseAnimatingOverlay
  • CBaseAnimatingOverlayController
  • CBaseButton
  • CBaseClientUIEntity
  • CBaseCombatCharacter
  • CBaseCombatCharacter::DamageHistory
  • CBaseCombatWeapon
  • CBaseCurveOverTime
  • CBaseDMStart
  • CBaseDoor
  • CBaseEntity
  • CBaseFilter
  • CBaseFire
  • CBaseFlex
  • CBaseFlexAlias_funCBaseFlex
  • CBaseGrenade
  • CBaseGrenadeConcussion
  • CBaseGrenadeTimed
  • CBaseHLBludgeonWeapon
  • CBaseHLCombatWeapon
  • CBaseHeadcrab
  • CBaseHelicopter
  • CBaseModelEntity
  • CBaseMoveBehavior
  • CBaseMultiplayerPlayer
  • CBaseNPCMaker
  • CBaseNPCMaker::ThreeStateDist_t
  • CBaseNPCMaker::ThreeStateYesNo_t
  • CBasePlatTrain
  • CBasePlayer
  • CBaseProp
  • CBasePropDoor
  • CBaseServerVehicle
  • CBaseServerVehicle::entryanim_t
  • CBaseServerVehicle::exitanim_t
  • CBaseToggle
SchemasConVars & Commands
Type / to search
  1. Half-Life: Alyx
  2. server
  3. CAI_StandoffBehavior

CAI_StandoffBehavior

  • m_fActive: bool
  • m_fTestNoDamage: bool
  • m_vecStandoffGoalPosition: Vector
  • m_posture: AI_Posture_t
  • m_params: AI_StandoffParams_t
  • m_hStandoffGoal: CHandle< CBaseEntity >
  • m_fTakeCover: bool
  • m_SavedDistTooFar: float32
  • m_fForceNewEnemy: bool
  • m_PlayerMoveMonitor: CAI_MoveMonitor
  • m_TimeForceCoverHint: CSimTimer
  • m_TimePreventForceNewEnemy: CSimTimer
  • m_RandomCoverChangeTimer: CRandSimTimer
  • m_nSavedMinShots: int32
  • m_nSavedMaxShots: int32
  • m_flSavedMinRest: float32
  • m_flSavedMaxRest: float32
  • m_fIgnoreFronts: bool
  • m_bHasLowCoverActivity: bool
  • COND_ABANDON_TIME_EXPIRED: int32
    static
Referenced by (2)
CNPC_MetroPolicem_StandoffBehaviorCNPC_PlayerCompanionm_StandoffBehavior
Machine-readable data for scripts and AI agents: llms.txt.