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// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#ifndef _BEHAVIAC_TYPES_H_
#define _BEHAVIAC_TYPES_H_
#include "behaviac/behaviac.h"
#include "behaviac/behaviortree/behaviortree.h"
#include "behaviac/agent/agent.h"
#include "behaviac/common/meta.h"
#include "behaviac/behaviortree/nodes/actions/action.h"
#include "behaviac/behaviortree/nodes/actions/assignment.h"
#include "behaviac/behaviortree/nodes/actions/compute.h"
#include "behaviac/behaviortree/nodes/actions/end.h"
#include "behaviac/behaviortree/nodes/actions/noop.h"
#include "behaviac/behaviortree/nodes/actions/wait.h"
#include "behaviac/behaviortree/nodes/actions/waitforsignal.h"
#include "behaviac/behaviortree/nodes/actions/waitframes.h"
#include "behaviac/behaviortree/nodes/composites/compositestochastic.h"
#include "behaviac/behaviortree/nodes/composites/ifelse.h"
#include "behaviac/behaviortree/nodes/composites/parallel.h"
#include "behaviac/behaviortree/nodes/composites/referencebehavior.h"
#include "behaviac/behaviortree/nodes/composites/selector.h"
#include "behaviac/behaviortree/nodes/composites/selectorloop.h"
#include "behaviac/behaviortree/nodes/composites/selectorprobability.h"
#include "behaviac/behaviortree/nodes/composites/selectorstochastic.h"
#include "behaviac/behaviortree/nodes/composites/sequence.h"
#include "behaviac/behaviortree/nodes/composites/sequencestochastic.h"
#include "behaviac/behaviortree/nodes/composites/withprecondition.h"
#include "behaviac/behaviortree/nodes/conditions/and.h"
#include "behaviac/behaviortree/nodes/conditions/conditionbase.h"
#include "behaviac/behaviortree/nodes/conditions/condition.h"
#include "behaviac/behaviortree/nodes/conditions/false.h"
#include "behaviac/behaviortree/nodes/conditions/or.h"
#include "behaviac/behaviortree/nodes/conditions/true.h"
#include "behaviac/behaviortree/nodes/decorators/decoratoralwaysfailure.h"
#include "behaviac/behaviortree/nodes/decorators/decoratoralwaysrunning.h"
#include "behaviac/behaviortree/nodes/decorators/decoratoralwayssuccess.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorcount.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorcountlimit.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorfailureuntil.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorframes.h"
#include "behaviac/behaviortree/nodes/decorators/decoratoriterator.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorlog.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorloop.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorloopuntil.h"
#include "behaviac/behaviortree/nodes/decorators/decoratornot.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorrepeat.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorsuccessuntil.h"
#include "behaviac/behaviortree/nodes/decorators/decoratortime.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorweight.h"
#include "behaviac/behaviortree/attachments/event.h"
#include "behaviac/behaviortree/attachments/attachaction.h"
#include "behaviac/behaviortree/attachments/precondition.h"
#include "behaviac/behaviortree/attachments/effector.h"
#include "behaviac/htn/task.h"
#include "behaviac/fsm/fsm.h"
#include "behaviac/fsm/state.h"
#include "behaviac/fsm/startcondition.h"
#include "behaviac/fsm/transitioncondition.h"
#include "behaviac/fsm/waitstate.h"
#include "behaviac/fsm/waitframesstate.h"
#include "behaviac/fsm/alwaystransition.h"
#include "behaviac/fsm/waittransition.h"
#include "internal/behaviac_agent_headers.h"
#include "internal/behaviac_agent_member_visitor.h"
#include "internal/behaviac_customized_types.h"
#endif // _BEHAVIAC_TYPES_H_

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// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#ifndef _BEHAVIAC_AGENT_HEADERS_H_
#define _BEHAVIAC_AGENT_HEADERS_H_
#include "behaviac_headers.h"
// THE FOLLOWING AGENT HEADER FILES IS GENERATED AUTOMATICALLY:
#endif // _BEHAVIAC_AGENT_HEADERS_H_

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// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#ifndef _BEHAVIAC_MEMBER_VISITOR_H_
#define _BEHAVIAC_MEMBER_VISITOR_H_
#include "behaviac_agent_headers.h"
// Agent property and method handlers
struct METHOD_TYPE_BaseAgent_AbortCoroutine { };
template<> inline void BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine>(CoId_e p0)
{
this->BaseAgent::AbortCoroutine(p0);
}
struct METHOD_TYPE_BaseAgent_CoTest { };
template<> inline behaviac::EBTStatus BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest>(int p0)
{
return this->BaseAgent::CoTest(p0);
}
struct METHOD_TYPE_BaseAgent_CoTest1 { };
template<> inline behaviac::EBTStatus BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1>(int p0)
{
return this->BaseAgent::CoTest1(p0);
}
struct METHOD_TYPE_BaseAgent_Rand { };
template<> inline int BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_Rand>()
{
return this->BaseAgent::Rand();
}
struct METHOD_TYPE_BaseAgent_RandRange { };
template<> inline int BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange>(int p0, int p1)
{
return this->BaseAgent::RandRange(p0, p1);
}
struct METHOD_TYPE_BaseAgent_Test { };
template<> inline int BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_Test>(int p0)
{
return this->BaseAgent::Test(p0);
}
struct METHOD_TYPE_RoomAgent_GetHumanNum { };
template<> inline int RoomAgent::_Execute_Method_<METHOD_TYPE_RoomAgent_GetHumanNum>()
{
return this->RoomAgent::GetHumanNum();
}
struct METHOD_TYPE_RoomAgent_GetPlayerNum { };
template<> inline int RoomAgent::_Execute_Method_<METHOD_TYPE_RoomAgent_GetPlayerNum>()
{
return this->RoomAgent::GetPlayerNum();
}
struct METHOD_TYPE_HeroAgent_AbandonPickup { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_AbandonPickup>(int p0, int p1)
{
this->HeroAgent::AbandonPickup(p0, p1);
}
struct METHOD_TYPE_HeroAgent_Abort { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_Abort>(behaviac::string p0, behaviac::vector<int> p1)
{
this->HeroAgent::Abort(p0, p1);
}
struct METHOD_TYPE_HeroAgent_CanThrowItem { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_CanThrowItem>(InventorySlot_e p0)
{
return this->HeroAgent::CanThrowItem(p0);
}
struct METHOD_TYPE_HeroAgent_CarHasBuffEffect { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_CarHasBuffEffect>(int p0)
{
return this->HeroAgent::CarHasBuffEffect(p0);
}
struct METHOD_TYPE_HeroAgent_CarHasOil { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_CarHasOil>()
{
return this->HeroAgent::CarHasOil();
}
struct METHOD_TYPE_HeroAgent_ClearEvents { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_ClearEvents>()
{
return this->HeroAgent::ClearEvents();
}
struct METHOD_TYPE_HeroAgent_CoUseSkill { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_CoUseSkill>(int p0)
{
return this->HeroAgent::CoUseSkill(p0);
}
struct METHOD_TYPE_HeroAgent_DecV { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_DecV>(int p0, int p1)
{
this->HeroAgent::DecV(p0, p1);
}
struct METHOD_TYPE_HeroAgent_GetCarCurOil { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_GetCarCurOil>()
{
return this->HeroAgent::GetCarCurOil();
}
struct METHOD_TYPE_HeroAgent_GetCarMaxOil { };
template<> inline float HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_GetCarMaxOil>()
{
return this->HeroAgent::GetCarMaxOil();
}
struct METHOD_TYPE_HeroAgent_GetDown { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_GetDown>()
{
this->HeroAgent::GetDown();
}
struct METHOD_TYPE_HeroAgent_GetTeammateManhattanDistance { };
template<> inline float HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_GetTeammateManhattanDistance>()
{
return this->HeroAgent::GetTeammateManhattanDistance();
}
struct METHOD_TYPE_HeroAgent_GetTodayBattleTimes { };
template<> inline int HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_GetTodayBattleTimes>()
{
return this->HeroAgent::GetTodayBattleTimes();
}
struct METHOD_TYPE_HeroAgent_IsSingleCar { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_IsSingleCar>()
{
return this->HeroAgent::IsSingleCar();
}
struct METHOD_TYPE_HeroAgent_Pickup { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_Pickup>()
{
return this->HeroAgent::Pickup();
}
struct METHOD_TYPE_HeroAgent_PickupObjIsValid { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_PickupObjIsValid>()
{
return this->HeroAgent::PickupObjIsValid();
}
struct METHOD_TYPE_HeroAgent_ResetUseSkillTimes { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_ResetUseSkillTimes>()
{
this->HeroAgent::ResetUseSkillTimes();
}
struct METHOD_TYPE_HeroAgent_SearchPickupObj { };
template<> inline int HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SearchPickupObj>()
{
return this->HeroAgent::SearchPickupObj();
}
struct METHOD_TYPE_HeroAgent_SearchTeammate { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SearchTeammate>(int p0)
{
return this->HeroAgent::SearchTeammate(p0);
}
struct METHOD_TYPE_HeroAgent_SendEmote { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SendEmote>(int p0)
{
this->HeroAgent::SendEmote(p0);
}
struct METHOD_TYPE_HeroAgent_SetAttackDir { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SetAttackDir>(const glm::vec3& p0)
{
this->HeroAgent::SetAttackDir(p0);
}
struct METHOD_TYPE_HeroAgent_SetBulletAngleOffset { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SetBulletAngleOffset>(int p0, int p1)
{
this->HeroAgent::SetBulletAngleOffset(p0, p1);
}
struct METHOD_TYPE_HeroAgent_SetMoveDir { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SetMoveDir>(const glm::vec3& p0)
{
this->HeroAgent::SetMoveDir(p0);
}
struct METHOD_TYPE_HeroAgent_SetV { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SetV>(int p0, int p1)
{
this->HeroAgent::SetV(p0, p1);
}
struct METHOD_TYPE_HeroAgent_ShotNormal { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_ShotNormal>(const glm::vec3& p0)
{
this->HeroAgent::ShotNormal(p0);
}
struct METHOD_TYPE_HeroAgent_SwitchSeat { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SwitchSeat>(int p0)
{
this->HeroAgent::SwitchSeat(p0);
}
struct METHOD_TYPE_HeroAgent_TargetInShotRange { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_TargetInShotRange>()
{
return this->HeroAgent::TargetInShotRange();
}
struct METHOD_TYPE_HeroAgent_TeammateIsValid { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_TeammateIsValid>()
{
return this->HeroAgent::TeammateIsValid();
}
struct METHOD_TYPE_HeroAgent_ThrowItem { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_ThrowItem>(InventorySlot_e p0)
{
return this->HeroAgent::ThrowItem(p0);
}
struct METHOD_TYPE_HeroAgent_TrySearchTeammate { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_TrySearchTeammate>(int p0)
{
return this->HeroAgent::TrySearchTeammate(p0);
}
struct METHOD_TYPE_MasterAgent_IsValid { };
template<> inline bool MasterAgent::_Execute_Method_<METHOD_TYPE_MasterAgent_IsValid>()
{
return this->MasterAgent::IsValid();
}
struct METHOD_TYPE_TeammateAgent_Abandon { };
template<> inline void TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_Abandon>(int p0, int p1)
{
this->TeammateAgent::Abandon(p0, p1);
}
struct METHOD_TYPE_TeammateAgent_ClearAbandon { };
template<> inline void TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_ClearAbandon>()
{
this->TeammateAgent::ClearAbandon();
}
struct METHOD_TYPE_TeammateAgent_GetHeroId { };
template<> inline int TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetHeroId>()
{
return this->TeammateAgent::GetHeroId();
}
struct METHOD_TYPE_TeammateAgent_GetHp { };
template<> inline float TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetHp>()
{
return this->TeammateAgent::GetHp();
}
struct METHOD_TYPE_TeammateAgent_GetHPRate { };
template<> inline float TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetHPRate>()
{
return this->TeammateAgent::GetHPRate();
}
struct METHOD_TYPE_TeammateAgent_GetLevel { };
template<> inline int TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetLevel>()
{
return this->TeammateAgent::GetLevel();
}
struct METHOD_TYPE_TeammateAgent_GetMaxHp { };
template<> inline float TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetMaxHp>()
{
return this->TeammateAgent::GetMaxHp();
}
struct METHOD_TYPE_TeammateAgent_GetPos { };
template<> inline glm::vec3 TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetPos>()
{
return this->TeammateAgent::GetPos();
}
struct METHOD_TYPE_TeammateAgent_GetShotRange { };
template<> inline float TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetShotRange>()
{
return this->TeammateAgent::GetShotRange();
}
struct METHOD_TYPE_TeammateAgent_GetUniId { };
template<> inline int TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetUniId>()
{
return this->TeammateAgent::GetUniId();
}
struct METHOD_TYPE_TeammateAgent_HasBuffEffect { };
template<> inline bool TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_HasBuffEffect>(int p0)
{
return this->TeammateAgent::HasBuffEffect(p0);
}
struct METHOD_TYPE_TeammateAgent_IsDead { };
template<> inline bool TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_IsDead>()
{
return this->TeammateAgent::IsDead();
}
struct METHOD_TYPE_TeammateAgent_IsValid { };
template<> inline bool TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_IsValid>()
{
return this->TeammateAgent::IsValid();
}
#endif // _BEHAVIAC_MEMBER_VISITOR_H_

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// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#ifndef _BEHAVIAC_AGENT_PROPERTIES_H_
#define _BEHAVIAC_AGENT_PROPERTIES_H_
#include "behaviac_agent_headers.h"
#include "behaviac_agent_member_visitor.h"
#include "behaviac_customized_types.h"
namespace behaviac
{
// ---------------------------------------------------------------------
// Delegate methods
// ---------------------------------------------------------------------
inline void FunctionPointer_behaviac_Agent_LogMessage(char* param0) { behaviac::Agent::LogMessage(param0); }
inline void FunctionPointer_BaseAgent_AbortCoroutine(Agent* self, CoId_e co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, CoId_e >(co_id); }
inline behaviac::EBTStatus FunctionPointer_BaseAgent_CoTest(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_BaseAgent_CoTest1(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1, behaviac::EBTStatus, int >(time); }
inline int FunctionPointer_BaseAgent_DeltaTime(Agent* self, int time) { return ((BaseAgent*)self)->DeltaTime(time); }
inline int FunctionPointer_BaseAgent_GetTickCount(Agent* self) { return ((BaseAgent*)self)->GetTickCount(); }
inline bool FunctionPointer_BaseAgent_IsGameOver(Agent* self) { return ((BaseAgent*)self)->IsGameOver(); }
inline void FunctionPointer_BaseAgent_LogMessage(char* param0) { BaseAgent::LogMessage(param0); }
inline int FunctionPointer_BaseAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline int FunctionPointer_BaseAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_BaseAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return ((BaseAgent*)self)->RandRangeAsFloat(min_val, max_val); }
inline int FunctionPointer_BaseAgent_Test(Agent* self, int p1) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Test, int, int >(p1); }
inline void FunctionPointer_RoomAgent_AbortCoroutine(Agent* self, CoId_e co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, CoId_e >(co_id); }
inline behaviac::EBTStatus FunctionPointer_RoomAgent_CoTest(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_RoomAgent_CoTest1(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1, behaviac::EBTStatus, int >(time); }
inline int FunctionPointer_RoomAgent_DeltaTime(Agent* self, int time) { return ((RoomAgent*)self)->DeltaTime(time); }
inline HeroAgent* FunctionPointer_RoomAgent_FindHero(Agent* self, int hero_uniid) { return ((RoomAgent*)self)->FindHero(hero_uniid); }
inline int FunctionPointer_RoomAgent_GetAliveHumanNum(Agent* self) { return ((RoomAgent*)self)->GetAliveHumanNum(); }
inline int FunctionPointer_RoomAgent_GetAlivePlayerNum(Agent* self) { return ((RoomAgent*)self)->GetAlivePlayerNum(); }
inline int FunctionPointer_RoomAgent_GetAliveTeamNum(Agent* self) { return ((RoomAgent*)self)->GetAliveTeamNum(); }
inline GasMode_e FunctionPointer_RoomAgent_GetGasMode(Agent* self) { return ((RoomAgent*)self)->GetGasMode(); }
inline int FunctionPointer_RoomAgent_GetHumanNum(Agent* self) { return (int)((RoomAgent*)self)->_Execute_Method_<METHOD_TYPE_RoomAgent_GetHumanNum, int >(); }
inline int FunctionPointer_RoomAgent_GetMapId(Agent* self) { return ((RoomAgent*)self)->GetMapId(); }
inline int FunctionPointer_RoomAgent_GetPlayerNum(Agent* self) { return (int)((RoomAgent*)self)->_Execute_Method_<METHOD_TYPE_RoomAgent_GetPlayerNum, int >(); }
inline int FunctionPointer_RoomAgent_GetTeamNum(Agent* self) { return ((RoomAgent*)self)->GetTeamNum(); }
inline int FunctionPointer_RoomAgent_GetTickCount(Agent* self) { return ((RoomAgent*)self)->GetTickCount(); }
inline bool FunctionPointer_RoomAgent_IsGameOver(Agent* self) { return ((RoomAgent*)self)->IsGameOver(); }
inline void FunctionPointer_RoomAgent_LogMessage(char* param0) { RoomAgent::LogMessage(param0); }
inline int FunctionPointer_RoomAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline int FunctionPointer_RoomAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_RoomAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return ((RoomAgent*)self)->RandRangeAsFloat(min_val, max_val); }
inline int FunctionPointer_RoomAgent_Test(Agent* self, int p1) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Test, int, int >(p1); }
inline int FunctionPointer_TeamAgent_GetAlivePlayerNum(Agent* self) { return ((TeamAgent*)self)->GetAlivePlayerNum(); }
inline int FunctionPointer_TeamAgent_GetMemberNum(Agent* self) { return ((TeamAgent*)self)->GetMemberNum(); }
inline int FunctionPointer_TeamAgent_GetPlayerNum(Agent* self) { return ((TeamAgent*)self)->GetPlayerNum(); }
inline void FunctionPointer_TeamAgent_LogMessage(char* param0) { TeamAgent::LogMessage(param0); }
inline void FunctionPointer_TargetAgent_Abandon(Agent* self, int min_time, int max_time) { ((TargetAgent*)self)->Abandon(min_time, max_time); }
inline void FunctionPointer_TargetAgent_AbortCoroutine(Agent* self, CoId_e co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, CoId_e >(co_id); }
inline void FunctionPointer_TargetAgent_ClearAbandon(Agent* self) { ((TargetAgent*)self)->ClearAbandon(); }
inline behaviac::EBTStatus FunctionPointer_TargetAgent_CoTest(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_TargetAgent_CoTest1(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1, behaviac::EBTStatus, int >(time); }
inline int FunctionPointer_TargetAgent_DeltaTime(Agent* self, int time) { return ((TargetAgent*)self)->DeltaTime(time); }
inline int FunctionPointer_TargetAgent_GetHeroId(Agent* self) { return ((TargetAgent*)self)->GetHeroId(); }
inline float FunctionPointer_TargetAgent_GetHp(Agent* self) { return ((TargetAgent*)self)->GetHp(); }
inline float FunctionPointer_TargetAgent_GetHPRate(Agent* self) { return ((TargetAgent*)self)->GetHPRate(); }
inline int FunctionPointer_TargetAgent_GetLevel(Agent* self) { return ((TargetAgent*)self)->GetLevel(); }
inline float FunctionPointer_TargetAgent_GetMaxHp(Agent* self) { return ((TargetAgent*)self)->GetMaxHp(); }
inline glm::vec3 FunctionPointer_TargetAgent_GetPos(Agent* self) { return ((TargetAgent*)self)->GetPos(); }
inline int FunctionPointer_TargetAgent_GetTickCount(Agent* self) { return ((TargetAgent*)self)->GetTickCount(); }
inline int FunctionPointer_TargetAgent_GetUniId(Agent* self) { return ((TargetAgent*)self)->GetUniId(); }
inline bool FunctionPointer_TargetAgent_HasBuffEffect(Agent* self, BuffEffectType_e effect_id) { return ((TargetAgent*)self)->HasBuffEffect(effect_id); }
inline bool FunctionPointer_TargetAgent_IsDead(Agent* self) { return ((TargetAgent*)self)->IsDead(); }
inline bool FunctionPointer_TargetAgent_IsGameOver(Agent* self) { return ((TargetAgent*)self)->IsGameOver(); }
inline bool FunctionPointer_TargetAgent_IsValid(Agent* self) { return ((TargetAgent*)self)->IsValid(); }
inline void FunctionPointer_TargetAgent_LogMessage(char* param0) { TargetAgent::LogMessage(param0); }
inline int FunctionPointer_TargetAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline int FunctionPointer_TargetAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_TargetAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return ((TargetAgent*)self)->RandRangeAsFloat(min_val, max_val); }
inline int FunctionPointer_TargetAgent_Test(Agent* self, int p1) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Test, int, int >(p1); }
inline void Set_HeroAgent_current_target_agent(Agent* self, TargetAgent* value) { ((HeroAgent*)self)->current_target_agent = value; };
inline const void* Get_HeroAgent_current_target_agent(Agent* self) { return &((HeroAgent*)self)->current_target_agent; };
inline void Set_HeroAgent_current_teammate_agent(Agent* self, TeammateAgent* value) { ((HeroAgent*)self)->current_teammate_agent = value; };
inline const void* Get_HeroAgent_current_teammate_agent(Agent* self) { return &((HeroAgent*)self)->current_teammate_agent; };
inline void Set_HeroAgent_master_agent(Agent* self, MasterAgent* value) { ((HeroAgent*)self)->master_agent = value; };
inline const void* Get_HeroAgent_master_agent(Agent* self) { return &((HeroAgent*)self)->master_agent; };
inline void Set_HeroAgent_out_errno(Agent* self, int value) { ((HeroAgent*)self)->out_errno = value; };
inline const void* Get_HeroAgent_out_errno(Agent* self) { return &((HeroAgent*)self)->out_errno; };
inline void Set_HeroAgent_out_point0(Agent* self, glm::vec3 value) { ((HeroAgent*)self)->out_point0 = value; };
inline const void* Get_HeroAgent_out_point0(Agent* self) { return &((HeroAgent*)self)->out_point0; };
inline void Set_HeroAgent_out_point1(Agent* self, glm::vec3 value) { ((HeroAgent*)self)->out_point1 = value; };
inline const void* Get_HeroAgent_out_point1(Agent* self) { return &((HeroAgent*)self)->out_point1; };
inline void Set_HeroAgent_out_point2(Agent* self, glm::vec3 value) { ((HeroAgent*)self)->out_point2 = value; };
inline const void* Get_HeroAgent_out_point2(Agent* self) { return &((HeroAgent*)self)->out_point2; };
inline void Set_HeroAgent_out_val0(Agent* self, int value) { ((HeroAgent*)self)->out_val0 = value; };
inline const void* Get_HeroAgent_out_val0(Agent* self) { return &((HeroAgent*)self)->out_val0; };
inline void Set_HeroAgent_out_val1(Agent* self, float value) { ((HeroAgent*)self)->out_val1 = value; };
inline const void* Get_HeroAgent_out_val1(Agent* self) { return &((HeroAgent*)self)->out_val1; };
inline void Set_HeroAgent_out_val2(Agent* self, float value) { ((HeroAgent*)self)->out_val2 = value; };
inline const void* Get_HeroAgent_out_val2(Agent* self) { return &((HeroAgent*)self)->out_val2; };
inline void Set_HeroAgent_out_val3(Agent* self, float value) { ((HeroAgent*)self)->out_val3 = value; };
inline const void* Get_HeroAgent_out_val3(Agent* self) { return &((HeroAgent*)self)->out_val3; };
inline void Set_HeroAgent_out_val4(Agent* self, float value) { ((HeroAgent*)self)->out_val4 = value; };
inline const void* Get_HeroAgent_out_val4(Agent* self) { return &((HeroAgent*)self)->out_val4; };
inline void Set_HeroAgent_room_agent(Agent* self, RoomAgent* value) { ((HeroAgent*)self)->room_agent = value; };
inline const void* Get_HeroAgent_room_agent(Agent* self) { return &((HeroAgent*)self)->room_agent; };
inline void Set_HeroAgent_task_param0(Agent* self, float value) { ((HeroAgent*)self)->task_param0 = value; };
inline const void* Get_HeroAgent_task_param0(Agent* self) { return &((HeroAgent*)self)->task_param0; };
inline void Set_HeroAgent_task_param1(Agent* self, float value) { ((HeroAgent*)self)->task_param1 = value; };
inline const void* Get_HeroAgent_task_param1(Agent* self) { return &((HeroAgent*)self)->task_param1; };
inline void Set_HeroAgent_task_param2(Agent* self, float value) { ((HeroAgent*)self)->task_param2 = value; };
inline const void* Get_HeroAgent_task_param2(Agent* self) { return &((HeroAgent*)self)->task_param2; };
inline void Set_HeroAgent_task_param3(Agent* self, float value) { ((HeroAgent*)self)->task_param3 = value; };
inline const void* Get_HeroAgent_task_param3(Agent* self) { return &((HeroAgent*)self)->task_param3; };
inline void Set_HeroAgent_task_param4(Agent* self, float value) { ((HeroAgent*)self)->task_param4 = value; };
inline const void* Get_HeroAgent_task_param4(Agent* self) { return &((HeroAgent*)self)->task_param4; };
inline void Set_HeroAgent_team_agent(Agent* self, TeamAgent* value) { ((HeroAgent*)self)->team_agent = value; };
inline const void* Get_HeroAgent_team_agent(Agent* self) { return &((HeroAgent*)self)->team_agent; };
inline void Set_HeroAgent_tmp_point0(Agent* self, glm::vec3 value) { ((HeroAgent*)self)->tmp_point0 = value; };
inline const void* Get_HeroAgent_tmp_point0(Agent* self) { return &((HeroAgent*)self)->tmp_point0; };
inline void Set_HeroAgent_tmp_point1(Agent* self, glm::vec3 value) { ((HeroAgent*)self)->tmp_point1 = value; };
inline const void* Get_HeroAgent_tmp_point1(Agent* self) { return &((HeroAgent*)self)->tmp_point1; };
inline void Set_HeroAgent_tmp_point2(Agent* self, glm::vec3 value) { ((HeroAgent*)self)->tmp_point2 = value; };
inline const void* Get_HeroAgent_tmp_point2(Agent* self) { return &((HeroAgent*)self)->tmp_point2; };
inline void Set_HeroAgent_tmp_val0(Agent* self, float value) { ((HeroAgent*)self)->tmp_val0 = value; };
inline const void* Get_HeroAgent_tmp_val0(Agent* self) { return &((HeroAgent*)self)->tmp_val0; };
inline void Set_HeroAgent_tmp_val1(Agent* self, float value) { ((HeroAgent*)self)->tmp_val1 = value; };
inline const void* Get_HeroAgent_tmp_val1(Agent* self) { return &((HeroAgent*)self)->tmp_val1; };
inline void Set_HeroAgent_tmp_val2(Agent* self, float value) { ((HeroAgent*)self)->tmp_val2 = value; };
inline const void* Get_HeroAgent_tmp_val2(Agent* self) { return &((HeroAgent*)self)->tmp_val2; };
inline void Set_HeroAgent_tmp_val3(Agent* self, float value) { ((HeroAgent*)self)->tmp_val3 = value; };
inline const void* Get_HeroAgent_tmp_val3(Agent* self) { return &((HeroAgent*)self)->tmp_val3; };
inline void Set_HeroAgent_tmp_val4(Agent* self, float value) { ((HeroAgent*)self)->tmp_val4 = value; };
inline const void* Get_HeroAgent_tmp_val4(Agent* self) { return &((HeroAgent*)self)->tmp_val4; };
inline void FunctionPointer_HeroAgent_AbandonPickup(Agent* self, int min_time, int max_time) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_AbandonPickup, void, int, int >(min_time, max_time); }
inline void FunctionPointer_HeroAgent_Abort(Agent* self, behaviac::string msg, behaviac::vector<int> args) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_Abort, void, behaviac::string, behaviac::vector<int> >(msg, args); }
inline void FunctionPointer_HeroAgent_AbortCoroutine(Agent* self, CoId_e co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, CoId_e >(co_id); }
inline void FunctionPointer_HeroAgent_BattleMove(Agent* self, glm::vec3& loc_point0) { } /* BattleMove */
inline bool FunctionPointer_HeroAgent_CanShot(Agent* self) { return ((HeroAgent*)self)->CanShot(); }
inline bool FunctionPointer_HeroAgent_CanThrowItem(Agent* self, InventorySlot_e slot) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CanThrowItem, bool, InventorySlot_e >(slot); }
inline bool FunctionPointer_HeroAgent_CanUseSkill(Agent* self, int skill_id) { return ((HeroAgent*)self)->CanUseSkill(skill_id); }
inline bool FunctionPointer_HeroAgent_CarHasBuffEffect(Agent* self, int effect_id) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CarHasBuffEffect, bool, int >(effect_id); }
inline bool FunctionPointer_HeroAgent_CarHasOil(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CarHasOil, bool >(); }
inline void FunctionPointer_HeroAgent_ChaseToKill(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* ChaseToKill */
inline void FunctionPointer_HeroAgent_ChiMode(Agent* self) { } /* ChiMode */
inline behaviac::EBTStatus FunctionPointer_HeroAgent_ClearEvents(Agent* self) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_ClearEvents, behaviac::EBTStatus >(); }
inline void FunctionPointer_HeroAgent_CloseBulletTraceMode(Agent* self) { ((HeroAgent*)self)->CloseBulletTraceMode(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoGetNextMobaModeRoadPoint(Agent* self) { return ((HeroAgent*)self)->CoGetNextMobaModeRoadPoint(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoGetRunAwayPoint(Agent* self) { return ((HeroAgent*)self)->CoGetRunAwayPoint(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoIdle(Agent* self, int min_val, int max_val) { return ((HeroAgent*)self)->CoIdle(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoMoveCurrentTargetRaycast(Agent* self) { return ((HeroAgent*)self)->CoMoveCurrentTargetRaycast(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoMoveForward(Agent* self, int min_val, int max_val) { return ((HeroAgent*)self)->CoMoveForward(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoMoveMasterRaycast(Agent* self) { return ((HeroAgent*)self)->CoMoveMasterRaycast(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoShotCurrentTargetRaycast(Agent* self) { return ((HeroAgent*)self)->CoShotCurrentTargetRaycast(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoSleep(Agent* self, int time) { return ((HeroAgent*)self)->CoSleep(time); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoStartMove(Agent* self, int min_val, int max_val) { return ((HeroAgent*)self)->CoStartMove(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoTest(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoTest1(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoUseSkill(Agent* self, int skill_id) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CoUseSkill, behaviac::EBTStatus, int >(skill_id); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_DebugOut(Agent* self, behaviac::string msg, int arg0, int arg1, int arg2) { return ((HeroAgent*)self)->DebugOut(msg, arg0, arg1, arg2); }
inline void FunctionPointer_HeroAgent_DecV(Agent* self, int id, int val) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_DecV, void, int, int >(id, val); }
inline int FunctionPointer_HeroAgent_DeltaTime(Agent* self, int time) { return ((HeroAgent*)self)->DeltaTime(time); }
inline void FunctionPointer_HeroAgent_FollowMaster(Agent* self, glm::vec3& loc_point0, float loc_val0) { } /* FollowMaster */
inline int FunctionPointer_HeroAgent_GetAgentType(Agent* self) { return ((HeroAgent*)self)->GetAgentType(); }
inline int FunctionPointer_HeroAgent_GetAliveEnemyNum(Agent* self) { return ((HeroAgent*)self)->GetAliveEnemyNum(); }
inline int FunctionPointer_HeroAgent_GetBattleTimes(Agent* self) { return ((HeroAgent*)self)->GetBattleTimes(); }
inline bool FunctionPointer_HeroAgent_GetCarCurOil(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetCarCurOil, bool >(); }
inline float FunctionPointer_HeroAgent_GetCarMaxOil(Agent* self) { return (float)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetCarMaxOil, float >(); }
inline void FunctionPointer_HeroAgent_GetDown(Agent* self) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetDown, void >(); }
inline int FunctionPointer_HeroAgent_GetHeroId(Agent* self) { return ((HeroAgent*)self)->GetHeroId(); }
inline float FunctionPointer_HeroAgent_GetHp(Agent* self) { return ((HeroAgent*)self)->GetHp(); }
inline float FunctionPointer_HeroAgent_GetHPRate(Agent* self) { return ((HeroAgent*)self)->GetHPRate(); }
inline int FunctionPointer_HeroAgent_GetLastAttackPassTime(Agent* self) { return ((HeroAgent*)self)->GetLastAttackPassTime(); }
inline int FunctionPointer_HeroAgent_GetLastShotPassTime(Agent* self) { return ((HeroAgent*)self)->GetLastShotPassTime(); }
inline int FunctionPointer_HeroAgent_GetLastUseSkillPassTime(Agent* self) { return ((HeroAgent*)self)->GetLastUseSkillPassTime(); }
inline int FunctionPointer_HeroAgent_GetLevel(Agent* self) { return ((HeroAgent*)self)->GetLevel(); }
inline float FunctionPointer_HeroAgent_GetMaxHp(Agent* self) { return ((HeroAgent*)self)->GetMaxHp(); }
inline float FunctionPointer_HeroAgent_GetNewAttackerHPRate(Agent* self) { return ((HeroAgent*)self)->GetNewAttackerHPRate(); }
inline bool FunctionPointer_HeroAgent_GetNewAttackerInRange(Agent* self, float range) { return ((HeroAgent*)self)->GetNewAttackerInRange(range); }
inline int FunctionPointer_HeroAgent_GetNewAttackerPassTime(Agent* self) { return ((HeroAgent*)self)->GetNewAttackerPassTime(); }
inline glm::vec3 FunctionPointer_HeroAgent_GetPos(Agent* self) { return ((HeroAgent*)self)->GetPos(); }
inline glm::vec3 FunctionPointer_HeroAgent_GetRandomDir(Agent* self) { return ((HeroAgent*)self)->GetRandomDir(); }
inline int FunctionPointer_HeroAgent_GetReviveCount(Agent* self) { return ((HeroAgent*)self)->GetReviveCount(); }
inline glm::vec3 FunctionPointer_HeroAgent_GetSafeAreaCenter(Agent* self) { return ((HeroAgent*)self)->GetSafeAreaCenter(); }
inline float FunctionPointer_HeroAgent_GetSafeAreaRadius(Agent* self) { return ((HeroAgent*)self)->GetSafeAreaRadius(); }
inline float FunctionPointer_HeroAgent_GetShotRange(Agent* self) { return ((HeroAgent*)self)->GetShotRange(); }
inline int FunctionPointer_HeroAgent_GetShotTimes(Agent* self) { return ((HeroAgent*)self)->GetShotTimes(); }
inline behaviac::string FunctionPointer_HeroAgent_GetSkillBtFile(Agent* self) { return ((HeroAgent*)self)->GetSkillBtFile(); }
inline glm::vec3 FunctionPointer_HeroAgent_GetTargetDir(Agent* self) { return ((HeroAgent*)self)->GetTargetDir(); }
inline float FunctionPointer_HeroAgent_GetTargetManhattanDistance(Agent* self) { return ((HeroAgent*)self)->GetTargetManhattanDistance(); }
inline float FunctionPointer_HeroAgent_GetTeammateManhattanDistance(Agent* self) { return (float)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetTeammateManhattanDistance, float >(); }
inline int FunctionPointer_HeroAgent_GetTickCount(Agent* self) { return ((HeroAgent*)self)->GetTickCount(); }
inline int FunctionPointer_HeroAgent_GetTodayBattleTimes(Agent* self) { return (int)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetTodayBattleTimes, int >(); }
inline int FunctionPointer_HeroAgent_GetUniId(Agent* self) { return ((HeroAgent*)self)->GetUniId(); }
inline int FunctionPointer_HeroAgent_GetUseSkillTimes(Agent* self) { return ((HeroAgent*)self)->GetUseSkillTimes(); }
inline int FunctionPointer_HeroAgent_GetV(Agent* self, int id) { return ((HeroAgent*)self)->GetV(id); }
inline bool FunctionPointer_HeroAgent_HasBuffEffect(Agent* self, BuffEffectType_e buff_effect) { return ((HeroAgent*)self)->HasBuffEffect(buff_effect); }
inline bool FunctionPointer_HeroAgent_HasNewAttacker(Agent* self) { return ((HeroAgent*)self)->HasNewAttacker(); }
inline bool FunctionPointer_HeroAgent_HasObserver(Agent* self) { return ((HeroAgent*)self)->HasObserver(); }
inline bool FunctionPointer_HeroAgent_HasUseableSkill(Agent* self) { return ((HeroAgent*)self)->HasUseableSkill(); }
inline void FunctionPointer_HeroAgent_IncV(Agent* self, int id, int val) { ((HeroAgent*)self)->IncV(id, val); }
inline bool FunctionPointer_HeroAgent_InTargetShotRange(Agent* self) { return ((HeroAgent*)self)->InTargetShotRange(); }
inline bool FunctionPointer_HeroAgent_IsChiJiMode(Agent* self) { return ((HeroAgent*)self)->IsChiJiMode(); }
inline bool FunctionPointer_HeroAgent_IsDead(Agent* self) { return ((HeroAgent*)self)->IsDead(); }
inline bool FunctionPointer_HeroAgent_IsGameOver(Agent* self) { return ((HeroAgent*)self)->IsGameOver(); }
inline bool FunctionPointer_HeroAgent_IsMobaMode(Agent* self) { return ((HeroAgent*)self)->IsMobaMode(); }
inline bool FunctionPointer_HeroAgent_IsMoving(Agent* self) { return ((HeroAgent*)self)->IsMoving(); }
inline bool FunctionPointer_HeroAgent_IsNearGas(Agent* self, float anti_range) { return ((HeroAgent*)self)->IsNearGas(anti_range); }
inline bool FunctionPointer_HeroAgent_IsSingleCar(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_IsSingleCar, bool >(); }
inline void FunctionPointer_HeroAgent_LogMessage(char* param0) { HeroAgent::LogMessage(param0); }
inline void FunctionPointer_HeroAgent_MasterHelpAttack(Agent* self) { } /* MasterHelpAttack */
inline bool FunctionPointer_HeroAgent_MasterInRange(Agent* self, float range) { return ((HeroAgent*)self)->MasterInRange(range); }
inline void FunctionPointer_HeroAgent_MobaMode(Agent* self, int loc_val0, int loc_val1) { } /* MobaMode */
inline bool FunctionPointer_HeroAgent_NewAttackerIsHuman(Agent* self) { return ((HeroAgent*)self)->NewAttackerIsHuman(); }
inline void FunctionPointer_HeroAgent_OnMobaModeRevive(Agent* self) { } /* OnMobaModeRevive */
inline void FunctionPointer_HeroAgent_OnMobaRevive(Agent* self) { } /* OnMobaRevive */
inline void FunctionPointer_HeroAgent_OnUnderAttack(Agent* self, int enemy_uniid) { } /* OnUnderAttack */
inline void FunctionPointer_HeroAgent_OpenBulletTraceMode(Agent* self) { ((HeroAgent*)self)->OpenBulletTraceMode(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_Pickup(Agent* self) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_Pickup, behaviac::EBTStatus >(); }
inline void FunctionPointer_HeroAgent_PickupItem(Agent* self, int loc_val0, int loc_val1, glm::vec3& loc_val2) { } /* PickupItem */
inline bool FunctionPointer_HeroAgent_PickupObjIsValid(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_PickupObjIsValid, bool >(); }
inline int FunctionPointer_HeroAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_RandomSafeZonePoint(Agent* self, int try_count, int step_len) { return ((HeroAgent*)self)->RandomSafeZonePoint(try_count, step_len); }
inline void FunctionPointer_HeroAgent_RandomShot(Agent* self, int loc_val0, int loc_val1, glm::vec3& loc_point0) { } /* RandomShot */
inline void FunctionPointer_HeroAgent_RandomWalk(Agent* self, int loc_val0, int loc_val1, glm::vec3& loc_point0) { } /* RandomWalk */
inline int FunctionPointer_HeroAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_HeroAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return ((HeroAgent*)self)->RandRangeAsFloat(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_RegisterEvents(Agent* self, behaviac::vector<BtEvent_e> events) { return ((HeroAgent*)self)->RegisterEvents(events); }
inline void FunctionPointer_HeroAgent_ResetShotTimes(Agent* self) { ((HeroAgent*)self)->ResetShotTimes(); }
inline void FunctionPointer_HeroAgent_ResetUseSkillTimes(Agent* self) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_ResetUseSkillTimes, void >(); }
inline void FunctionPointer_HeroAgent_RunAway(Agent* self, glm::vec3& loc_point0) { } /* RunAway */
inline void FunctionPointer_HeroAgent_RunGas(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* RunGas */
inline behaviac::EBTStatus FunctionPointer_HeroAgent_SearchEnemy(Agent* self, float range) { return ((HeroAgent*)self)->SearchEnemy(range); }
inline int FunctionPointer_HeroAgent_SearchPickupObj(Agent* self) { return (int)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SearchPickupObj, int >(); }
inline bool FunctionPointer_HeroAgent_SearchTeammate(Agent* self, int range) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SearchTeammate, bool, int >(range); }
inline void FunctionPointer_HeroAgent_SendEmote(Agent* self, int emote) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SendEmote, void, int >(emote); }
inline void FunctionPointer_HeroAgent_SetBulletAngleOffset(Agent* self, int min_val, int max_val) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SetBulletAngleOffset, void, int, int >(min_val, max_val); }
inline void FunctionPointer_HeroAgent_SetV(Agent* self, int id, int val) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SetV, void, int, int >(id, val); }
inline void FunctionPointer_HeroAgent_ShotTrace(Agent* self) { ((HeroAgent*)self)->ShotTrace(); }
inline void FunctionPointer_HeroAgent_StayPutAttack(Agent* self) { } /* StayPutAttack */
inline void FunctionPointer_HeroAgent_SwitchSeat(Agent* self, int seat) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SwitchSeat, void, int >(seat); }
inline bool FunctionPointer_HeroAgent_SwitchToNewAttacker(Agent* self) { return ((HeroAgent*)self)->SwitchToNewAttacker(); }
inline bool FunctionPointer_HeroAgent_TargetInRange(Agent* self, float range) { return ((HeroAgent*)self)->TargetInRange(range); }
inline bool FunctionPointer_HeroAgent_TargetInShotRange(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_TargetInShotRange, bool >(); }
inline void FunctionPointer_HeroAgent_TeammateHelpAttack(Agent* self) { } /* TeammateHelpAttack */
inline bool FunctionPointer_HeroAgent_TeammateIsValid(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_TeammateIsValid, bool >(); }
inline int FunctionPointer_HeroAgent_Test(Agent* self, int p1) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Test, int, int >(p1); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_ThrowItem(Agent* self, InventorySlot_e slot) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_ThrowItem, behaviac::EBTStatus, InventorySlot_e >(slot); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_TrySearchEnemy(Agent* self, float range, int min_interval, int max_interval) { return ((HeroAgent*)self)->TrySearchEnemy(range, min_interval, max_interval); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_TrySearchTeammate(Agent* self, int range) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_TrySearchTeammate, behaviac::EBTStatus, int >(range); }
inline void FunctionPointer_HeroAgent_UseNormalSkill(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseNormalSkill */
inline void FunctionPointer_HeroAgent_UseSkill30100(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30100 */
inline void FunctionPointer_HeroAgent_UseSkill30200(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30200 */
inline void FunctionPointer_HeroAgent_UseSkill30300(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30300 */
inline void FunctionPointer_HeroAgent_UseSkill30400(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30400 */
inline void FunctionPointer_HeroAgent_UseSkill30500(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30500 */
inline void FunctionPointer_HeroAgent_UseSkill30600(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30600 */
inline void FunctionPointer_HeroAgent_UseSkill30700(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30700 */
inline void FunctionPointer_HeroAgent_UseSkill30800(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30800 */
inline void FunctionPointer_HeroAgent_UseSkill30900(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30900 */
inline void FunctionPointer_HeroAgent_UseSkill31000(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill31000 */
inline void FunctionPointer_AndroidAgent_AbandonPickup(Agent* self, int min_time, int max_time) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_AbandonPickup, void, int, int >(min_time, max_time); }
inline void FunctionPointer_AndroidAgent_Abort(Agent* self, behaviac::string msg, behaviac::vector<int> args) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_Abort, void, behaviac::string, behaviac::vector<int> >(msg, args); }
inline void FunctionPointer_AndroidAgent_AbortCoroutine(Agent* self, CoId_e co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, CoId_e >(co_id); }
inline void FunctionPointer_AndroidAgent_BattleMove(Agent* self, glm::vec3& loc_point0) { } /* BattleMove */
inline bool FunctionPointer_AndroidAgent_CanShot(Agent* self) { return ((AndroidAgent*)self)->CanShot(); }
inline bool FunctionPointer_AndroidAgent_CanThrowItem(Agent* self, InventorySlot_e slot) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CanThrowItem, bool, InventorySlot_e >(slot); }
inline bool FunctionPointer_AndroidAgent_CanUseSkill(Agent* self, int skill_id) { return ((AndroidAgent*)self)->CanUseSkill(skill_id); }
inline bool FunctionPointer_AndroidAgent_CarHasBuffEffect(Agent* self, int effect_id) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CarHasBuffEffect, bool, int >(effect_id); }
inline bool FunctionPointer_AndroidAgent_CarHasOil(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CarHasOil, bool >(); }
inline void FunctionPointer_AndroidAgent_ChaseToKill(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* ChaseToKill */
inline void FunctionPointer_AndroidAgent_ChiMode(Agent* self) { } /* ChiMode */
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_ClearEvents(Agent* self) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_ClearEvents, behaviac::EBTStatus >(); }
inline void FunctionPointer_AndroidAgent_CloseBulletTraceMode(Agent* self) { ((AndroidAgent*)self)->CloseBulletTraceMode(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoGetNextMobaModeRoadPoint(Agent* self) { return ((AndroidAgent*)self)->CoGetNextMobaModeRoadPoint(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoGetRunAwayPoint(Agent* self) { return ((AndroidAgent*)self)->CoGetRunAwayPoint(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoIdle(Agent* self, int min_val, int max_val) { return ((AndroidAgent*)self)->CoIdle(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoMoveCurrentTargetRaycast(Agent* self) { return ((AndroidAgent*)self)->CoMoveCurrentTargetRaycast(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoMoveForward(Agent* self, int min_val, int max_val) { return ((AndroidAgent*)self)->CoMoveForward(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoMoveMasterRaycast(Agent* self) { return ((AndroidAgent*)self)->CoMoveMasterRaycast(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoShotCurrentTargetRaycast(Agent* self) { return ((AndroidAgent*)self)->CoShotCurrentTargetRaycast(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoSleep(Agent* self, int time) { return ((AndroidAgent*)self)->CoSleep(time); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoStartMove(Agent* self, int min_val, int max_val) { return ((AndroidAgent*)self)->CoStartMove(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoTest(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoTest1(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoUseSkill(Agent* self, int skill_id) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CoUseSkill, behaviac::EBTStatus, int >(skill_id); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_DebugOut(Agent* self, behaviac::string msg, int arg0, int arg1, int arg2) { return ((AndroidAgent*)self)->DebugOut(msg, arg0, arg1, arg2); }
inline void FunctionPointer_AndroidAgent_DecV(Agent* self, int id, int val) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_DecV, void, int, int >(id, val); }
inline int FunctionPointer_AndroidAgent_DeltaTime(Agent* self, int time) { return ((AndroidAgent*)self)->DeltaTime(time); }
inline void FunctionPointer_AndroidAgent_FollowMaster(Agent* self, glm::vec3& loc_point0, float loc_val0) { } /* FollowMaster */
inline behaviac::string FunctionPointer_AndroidAgent_GetAccountId(Agent* self) { return ((AndroidAgent*)self)->GetAccountId(); }
inline int FunctionPointer_AndroidAgent_GetAgentType(Agent* self) { return ((AndroidAgent*)self)->GetAgentType(); }
inline int FunctionPointer_AndroidAgent_GetAliveEnemyNum(Agent* self) { return ((AndroidAgent*)self)->GetAliveEnemyNum(); }
inline int FunctionPointer_AndroidAgent_GetBattleTimes(Agent* self) { return ((AndroidAgent*)self)->GetBattleTimes(); }
inline bool FunctionPointer_AndroidAgent_GetCarCurOil(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetCarCurOil, bool >(); }
inline float FunctionPointer_AndroidAgent_GetCarMaxOil(Agent* self) { return (float)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetCarMaxOil, float >(); }
inline void FunctionPointer_AndroidAgent_GetDown(Agent* self) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetDown, void >(); }
inline int FunctionPointer_AndroidAgent_GetHeroId(Agent* self) { return ((AndroidAgent*)self)->GetHeroId(); }
inline float FunctionPointer_AndroidAgent_GetHp(Agent* self) { return ((AndroidAgent*)self)->GetHp(); }
inline float FunctionPointer_AndroidAgent_GetHPRate(Agent* self) { return ((AndroidAgent*)self)->GetHPRate(); }
inline int FunctionPointer_AndroidAgent_GetLastAttackPassTime(Agent* self) { return ((AndroidAgent*)self)->GetLastAttackPassTime(); }
inline int FunctionPointer_AndroidAgent_GetLastShotPassTime(Agent* self) { return ((AndroidAgent*)self)->GetLastShotPassTime(); }
inline int FunctionPointer_AndroidAgent_GetLastUseSkillPassTime(Agent* self) { return ((AndroidAgent*)self)->GetLastUseSkillPassTime(); }
inline int FunctionPointer_AndroidAgent_GetLevel(Agent* self) { return ((AndroidAgent*)self)->GetLevel(); }
inline float FunctionPointer_AndroidAgent_GetMaxHp(Agent* self) { return ((AndroidAgent*)self)->GetMaxHp(); }
inline float FunctionPointer_AndroidAgent_GetNewAttackerHPRate(Agent* self) { return ((AndroidAgent*)self)->GetNewAttackerHPRate(); }
inline bool FunctionPointer_AndroidAgent_GetNewAttackerInRange(Agent* self, float range) { return ((AndroidAgent*)self)->GetNewAttackerInRange(range); }
inline int FunctionPointer_AndroidAgent_GetNewAttackerPassTime(Agent* self) { return ((AndroidAgent*)self)->GetNewAttackerPassTime(); }
inline glm::vec3 FunctionPointer_AndroidAgent_GetPos(Agent* self) { return ((AndroidAgent*)self)->GetPos(); }
inline glm::vec3 FunctionPointer_AndroidAgent_GetRandomDir(Agent* self) { return ((AndroidAgent*)self)->GetRandomDir(); }
inline int FunctionPointer_AndroidAgent_GetReviveCount(Agent* self) { return ((AndroidAgent*)self)->GetReviveCount(); }
inline glm::vec3 FunctionPointer_AndroidAgent_GetSafeAreaCenter(Agent* self) { return ((AndroidAgent*)self)->GetSafeAreaCenter(); }
inline float FunctionPointer_AndroidAgent_GetSafeAreaRadius(Agent* self) { return ((AndroidAgent*)self)->GetSafeAreaRadius(); }
inline float FunctionPointer_AndroidAgent_GetShotRange(Agent* self) { return ((AndroidAgent*)self)->GetShotRange(); }
inline int FunctionPointer_AndroidAgent_GetShotTimes(Agent* self) { return ((AndroidAgent*)self)->GetShotTimes(); }
inline behaviac::string FunctionPointer_AndroidAgent_GetSkillBtFile(Agent* self) { return ((AndroidAgent*)self)->GetSkillBtFile(); }
inline glm::vec3 FunctionPointer_AndroidAgent_GetTargetDir(Agent* self) { return ((AndroidAgent*)self)->GetTargetDir(); }
inline float FunctionPointer_AndroidAgent_GetTargetManhattanDistance(Agent* self) { return ((AndroidAgent*)self)->GetTargetManhattanDistance(); }
inline float FunctionPointer_AndroidAgent_GetTeammateManhattanDistance(Agent* self) { return (float)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetTeammateManhattanDistance, float >(); }
inline int FunctionPointer_AndroidAgent_GetTickCount(Agent* self) { return ((AndroidAgent*)self)->GetTickCount(); }
inline int FunctionPointer_AndroidAgent_GetTodayBattleTimes(Agent* self) { return (int)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetTodayBattleTimes, int >(); }
inline int FunctionPointer_AndroidAgent_GetUniId(Agent* self) { return ((AndroidAgent*)self)->GetUniId(); }
inline int FunctionPointer_AndroidAgent_GetUseSkillTimes(Agent* self) { return ((AndroidAgent*)self)->GetUseSkillTimes(); }
inline int FunctionPointer_AndroidAgent_GetV(Agent* self, int id) { return ((AndroidAgent*)self)->GetV(id); }
inline bool FunctionPointer_AndroidAgent_HasBuffEffect(Agent* self, BuffEffectType_e buff_effect) { return ((AndroidAgent*)self)->HasBuffEffect(buff_effect); }
inline bool FunctionPointer_AndroidAgent_HasNewAttacker(Agent* self) { return ((AndroidAgent*)self)->HasNewAttacker(); }
inline bool FunctionPointer_AndroidAgent_HasObserver(Agent* self) { return ((AndroidAgent*)self)->HasObserver(); }
inline bool FunctionPointer_AndroidAgent_HasUseableSkill(Agent* self) { return ((AndroidAgent*)self)->HasUseableSkill(); }
inline void FunctionPointer_AndroidAgent_IncV(Agent* self, int id, int val) { ((AndroidAgent*)self)->IncV(id, val); }
inline bool FunctionPointer_AndroidAgent_InTargetShotRange(Agent* self) { return ((AndroidAgent*)self)->InTargetShotRange(); }
inline bool FunctionPointer_AndroidAgent_IsChiJiMode(Agent* self) { return ((AndroidAgent*)self)->IsChiJiMode(); }
inline bool FunctionPointer_AndroidAgent_IsDead(Agent* self) { return ((AndroidAgent*)self)->IsDead(); }
inline bool FunctionPointer_AndroidAgent_IsGameOver(Agent* self) { return ((AndroidAgent*)self)->IsGameOver(); }
inline bool FunctionPointer_AndroidAgent_IsMobaMode(Agent* self) { return ((AndroidAgent*)self)->IsMobaMode(); }
inline bool FunctionPointer_AndroidAgent_IsMoving(Agent* self) { return ((AndroidAgent*)self)->IsMoving(); }
inline bool FunctionPointer_AndroidAgent_IsNearGas(Agent* self, float anti_range) { return ((AndroidAgent*)self)->IsNearGas(anti_range); }
inline bool FunctionPointer_AndroidAgent_IsSingleCar(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_IsSingleCar, bool >(); }
inline void FunctionPointer_AndroidAgent_LogMessage(char* param0) { AndroidAgent::LogMessage(param0); }
inline void FunctionPointer_AndroidAgent_MasterHelpAttack(Agent* self) { } /* MasterHelpAttack */
inline bool FunctionPointer_AndroidAgent_MasterInRange(Agent* self, float range) { return ((AndroidAgent*)self)->MasterInRange(range); }
inline void FunctionPointer_AndroidAgent_MobaMode(Agent* self, int loc_val0, int loc_val1) { } /* MobaMode */
inline bool FunctionPointer_AndroidAgent_NewAttackerIsHuman(Agent* self) { return ((AndroidAgent*)self)->NewAttackerIsHuman(); }
inline void FunctionPointer_AndroidAgent_OnMobaModeRevive(Agent* self) { } /* OnMobaModeRevive */
inline void FunctionPointer_AndroidAgent_OnMobaRevive(Agent* self) { } /* OnMobaRevive */
inline void FunctionPointer_AndroidAgent_OnUnderAttack(Agent* self, int enemy_uniid) { } /* OnUnderAttack */
inline void FunctionPointer_AndroidAgent_OpenBulletTraceMode(Agent* self) { ((AndroidAgent*)self)->OpenBulletTraceMode(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_Pickup(Agent* self) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_Pickup, behaviac::EBTStatus >(); }
inline void FunctionPointer_AndroidAgent_PickupItem(Agent* self, int loc_val0, int loc_val1, glm::vec3& loc_val2) { } /* PickupItem */
inline bool FunctionPointer_AndroidAgent_PickupObjIsValid(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_PickupObjIsValid, bool >(); }
inline int FunctionPointer_AndroidAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_RandomSafeZonePoint(Agent* self, int try_count, int step_len) { return ((AndroidAgent*)self)->RandomSafeZonePoint(try_count, step_len); }
inline void FunctionPointer_AndroidAgent_RandomShot(Agent* self, int loc_val0, int loc_val1, glm::vec3& loc_point0) { } /* RandomShot */
inline void FunctionPointer_AndroidAgent_RandomWalk(Agent* self, int loc_val0, int loc_val1, glm::vec3& loc_point0) { } /* RandomWalk */
inline int FunctionPointer_AndroidAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_AndroidAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return ((AndroidAgent*)self)->RandRangeAsFloat(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_RegisterEvents(Agent* self, behaviac::vector<BtEvent_e> events) { return ((AndroidAgent*)self)->RegisterEvents(events); }
inline void FunctionPointer_AndroidAgent_ResetShotTimes(Agent* self) { ((AndroidAgent*)self)->ResetShotTimes(); }
inline void FunctionPointer_AndroidAgent_ResetUseSkillTimes(Agent* self) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_ResetUseSkillTimes, void >(); }
inline void FunctionPointer_AndroidAgent_RunAway(Agent* self, glm::vec3& loc_point0) { } /* RunAway */
inline void FunctionPointer_AndroidAgent_RunGas(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* RunGas */
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_SearchEnemy(Agent* self, float range) { return ((AndroidAgent*)self)->SearchEnemy(range); }
inline int FunctionPointer_AndroidAgent_SearchPickupObj(Agent* self) { return (int)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SearchPickupObj, int >(); }
inline bool FunctionPointer_AndroidAgent_SearchTeammate(Agent* self, int range) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SearchTeammate, bool, int >(range); }
inline void FunctionPointer_AndroidAgent_SendEmote(Agent* self, int emote) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SendEmote, void, int >(emote); }
inline void FunctionPointer_AndroidAgent_SetBulletAngleOffset(Agent* self, int min_val, int max_val) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SetBulletAngleOffset, void, int, int >(min_val, max_val); }
inline void FunctionPointer_AndroidAgent_SetV(Agent* self, int id, int val) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SetV, void, int, int >(id, val); }
inline void FunctionPointer_AndroidAgent_ShotTrace(Agent* self) { ((AndroidAgent*)self)->ShotTrace(); }
inline void FunctionPointer_AndroidAgent_StayPutAttack(Agent* self) { } /* StayPutAttack */
inline void FunctionPointer_AndroidAgent_SwitchSeat(Agent* self, int seat) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SwitchSeat, void, int >(seat); }
inline bool FunctionPointer_AndroidAgent_SwitchToNewAttacker(Agent* self) { return ((AndroidAgent*)self)->SwitchToNewAttacker(); }
inline bool FunctionPointer_AndroidAgent_TargetInRange(Agent* self, float range) { return ((AndroidAgent*)self)->TargetInRange(range); }
inline bool FunctionPointer_AndroidAgent_TargetInShotRange(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_TargetInShotRange, bool >(); }
inline void FunctionPointer_AndroidAgent_TeammateHelpAttack(Agent* self) { } /* TeammateHelpAttack */
inline bool FunctionPointer_AndroidAgent_TeammateIsValid(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_TeammateIsValid, bool >(); }
inline int FunctionPointer_AndroidAgent_Test(Agent* self, int p1) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Test, int, int >(p1); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_ThrowItem(Agent* self, InventorySlot_e slot) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_ThrowItem, behaviac::EBTStatus, InventorySlot_e >(slot); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_TrySearchEnemy(Agent* self, float range, int min_interval, int max_interval) { return ((AndroidAgent*)self)->TrySearchEnemy(range, min_interval, max_interval); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_TrySearchTeammate(Agent* self, int range) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_TrySearchTeammate, behaviac::EBTStatus, int >(range); }
inline void FunctionPointer_AndroidAgent_UseNormalSkill(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseNormalSkill */
inline void FunctionPointer_AndroidAgent_UseSkill30100(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30100 */
inline void FunctionPointer_AndroidAgent_UseSkill30200(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30200 */
inline void FunctionPointer_AndroidAgent_UseSkill30300(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30300 */
inline void FunctionPointer_AndroidAgent_UseSkill30400(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30400 */
inline void FunctionPointer_AndroidAgent_UseSkill30500(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30500 */
inline void FunctionPointer_AndroidAgent_UseSkill30600(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30600 */
inline void FunctionPointer_AndroidAgent_UseSkill30700(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30700 */
inline void FunctionPointer_AndroidAgent_UseSkill30800(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30800 */
inline void FunctionPointer_AndroidAgent_UseSkill30900(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30900 */
inline void FunctionPointer_AndroidAgent_UseSkill31000(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill31000 */
inline void FunctionPointer_MasterAgent_AbortCoroutine(Agent* self, CoId_e co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, CoId_e >(co_id); }
inline behaviac::EBTStatus FunctionPointer_MasterAgent_CoTest(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_MasterAgent_CoTest1(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1, behaviac::EBTStatus, int >(time); }
inline int FunctionPointer_MasterAgent_DeltaTime(Agent* self, int time) { return ((MasterAgent*)self)->DeltaTime(time); }
inline int FunctionPointer_MasterAgent_GetHeroId(Agent* self) { return ((MasterAgent*)self)->GetHeroId(); }
inline float FunctionPointer_MasterAgent_GetHP(Agent* self) { return ((MasterAgent*)self)->GetHP(); }
inline int FunctionPointer_MasterAgent_GetLevel(Agent* self) { return ((MasterAgent*)self)->GetLevel(); }
inline float FunctionPointer_MasterAgent_GetMaxHP(Agent* self) { return ((MasterAgent*)self)->GetMaxHP(); }
inline glm::vec3 FunctionPointer_MasterAgent_GetPos(Agent* self) { return ((MasterAgent*)self)->GetPos(); }
inline int FunctionPointer_MasterAgent_GetTickCount(Agent* self) { return ((MasterAgent*)self)->GetTickCount(); }
inline int FunctionPointer_MasterAgent_GetUniId(Agent* self) { return ((MasterAgent*)self)->GetUniId(); }
inline bool FunctionPointer_MasterAgent_IsDead(Agent* self) { return ((MasterAgent*)self)->IsDead(); }
inline bool FunctionPointer_MasterAgent_IsGameOver(Agent* self) { return ((MasterAgent*)self)->IsGameOver(); }
inline bool FunctionPointer_MasterAgent_IsValid(Agent* self) { return (bool)((MasterAgent*)self)->_Execute_Method_<METHOD_TYPE_MasterAgent_IsValid, bool >(); }
inline void FunctionPointer_MasterAgent_LogMessage(char* param0) { MasterAgent::LogMessage(param0); }
inline int FunctionPointer_MasterAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline int FunctionPointer_MasterAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_MasterAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return ((MasterAgent*)self)->RandRangeAsFloat(min_val, max_val); }
inline int FunctionPointer_MasterAgent_Test(Agent* self, int p1) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Test, int, int >(p1); }
inline void FunctionPointer_TeammateAgent_Abandon(Agent* self, int min_time, int max_time) { ((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_Abandon, void, int, int >(min_time, max_time); }
inline void FunctionPointer_TeammateAgent_ClearAbandon(Agent* self) { ((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_ClearAbandon, void >(); }
inline int FunctionPointer_TeammateAgent_GetHeroId(Agent* self) { return (int)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetHeroId, int >(); }
inline float FunctionPointer_TeammateAgent_GetHp(Agent* self) { return (float)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetHp, float >(); }
inline float FunctionPointer_TeammateAgent_GetHPRate(Agent* self) { return (float)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetHPRate, float >(); }
inline int FunctionPointer_TeammateAgent_GetLevel(Agent* self) { return (int)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetLevel, int >(); }
inline float FunctionPointer_TeammateAgent_GetMaxHp(Agent* self) { return (float)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetMaxHp, float >(); }
inline glm::vec3 FunctionPointer_TeammateAgent_GetPos(Agent* self) { return (glm::vec3)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetPos, glm::vec3 >(); }
inline float FunctionPointer_TeammateAgent_GetShotRange(Agent* self) { return (float)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetShotRange, float >(); }
inline int FunctionPointer_TeammateAgent_GetUniId(Agent* self) { return (int)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetUniId, int >(); }
inline bool FunctionPointer_TeammateAgent_HasBuffEffect(Agent* self, int effect_id) { return (bool)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_HasBuffEffect, bool, int >(effect_id); }
inline bool FunctionPointer_TeammateAgent_IsDead(Agent* self) { return (bool)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_IsDead, bool >(); }
inline bool FunctionPointer_TeammateAgent_IsValid(Agent* self) { return (bool)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_IsValid, bool >(); }
inline void FunctionPointer_TeammateAgent_LogMessage(char* param0) { TeammateAgent::LogMessage(param0); }
inline void Set_glm_vec3_x(Agent* self, float value) { ((glm::vec3*)self)->x = value; };
inline const void* Get_glm_vec3_x(Agent* self) { return &((glm::vec3*)self)->x; };
inline void Set_glm_vec3_y(Agent* self, float value) { ((glm::vec3*)self)->y = value; };
inline const void* Get_glm_vec3_y(Agent* self) { return &((glm::vec3*)self)->y; };
inline void Set_glm_vec3_z(Agent* self, float value) { ((glm::vec3*)self)->z = value; };
inline const void* Get_glm_vec3_z(Agent* self) { return &((glm::vec3*)self)->z; };
}
#endif // _BEHAVIAC_AGENT_PROPERTIES_H_

View File

@ -0,0 +1,78 @@
// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#include "../behaviac_types.h"
// -------------------
// Customized enums
// -------------------
BEHAVIAC_BEGIN_ENUM_EX(SkillIdx_e, SkillIdx_e)
{
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"SkillIdx_e", L"");
BEHAVIAC_ENUM_ITEM_EX(kSkillIdx0, "kSkillIdx0");
BEHAVIAC_ENUM_ITEM_EX(kSkillIdx1, "kSkillIdx1");
BEHAVIAC_ENUM_ITEM_EX(kSkillIdx2, "kSkillIdx2");
}
BEHAVIAC_END_ENUM_EX()
BEHAVIAC_BEGIN_ENUM_EX(BuffEffectType_e, BuffEffectType_e)
{
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"BuffEffectType_e", L"");
BEHAVIAC_ENUM_ITEM_EX(kBET_Building, "kBET_Building");
BEHAVIAC_ENUM_ITEM_EX(kBET_Invincible, "kBET_Invincible");
BEHAVIAC_ENUM_ITEM_EX(kBET_Vertigo, "kBET_Vertigo");
BEHAVIAC_ENUM_ITEM_EX(kBET_HunLuan, "kBET_HunLuan");
BEHAVIAC_ENUM_ITEM_EX(kBET_Hide, "kBET_Hide");
BEHAVIAC_ENUM_ITEM_EX(kBET_Poisoning, "kBET_Poisoning");
BEHAVIAC_ENUM_ITEM_EX(kBET_Driver, "kBET_Driver");
BEHAVIAC_ENUM_ITEM_EX(kBET_Passenger, "kBET_Passenger");
BEHAVIAC_ENUM_ITEM_EX(kBET_InGrass, "kBET_InGrass");
BEHAVIAC_ENUM_ITEM_EX(kBET_InWater, "kBET_InWater");
BEHAVIAC_ENUM_ITEM_EX(kBET_HoldShield, "kBET_HoldShield");
}
BEHAVIAC_END_ENUM_EX()
BEHAVIAC_BEGIN_ENUM_EX(BtEvent_e, BtEvent_e)
{
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"BtEvent_e", L"");
BEHAVIAC_ENUM_ITEM_EX(kUnderAttackEvent, "kUnderAttackEvent");
BEHAVIAC_ENUM_ITEM_EX(kMasterUnderAttackEvent, "kMasterUnderAttackEvent");
BEHAVIAC_ENUM_ITEM_EX(kMobaModeReviveEvent, "kMobaModeReviveEvent");
}
BEHAVIAC_END_ENUM_EX()
BEHAVIAC_BEGIN_ENUM_EX(GasMode_e, GasMode_e)
{
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"GasMode_e", L"");
BEHAVIAC_ENUM_ITEM_EX(GasInactive, "GasInactive");
BEHAVIAC_ENUM_ITEM_EX(GasWaiting, "GasWaiting");
BEHAVIAC_ENUM_ITEM_EX(GasMoving, "GasMoving");
BEHAVIAC_ENUM_ITEM_EX(GasJump, "GasJump");
}
BEHAVIAC_END_ENUM_EX()
BEHAVIAC_BEGIN_ENUM_EX(CoId_e, CoId_e)
{
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"CoId_e", L"");
BEHAVIAC_ENUM_ITEM_EX(kCoFindPath, "kCoFindPath");
BEHAVIAC_ENUM_ITEM_EX(kCoFindPathEx, "kCoFindPathEx");
}
BEHAVIAC_END_ENUM_EX()
BEHAVIAC_BEGIN_ENUM_EX(InventorySlot_e, InventorySlot_e)
{
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"InventorySlot_e", L"");
BEHAVIAC_ENUM_ITEM_EX(IS_FRAG, "IS_FRAG");
BEHAVIAC_ENUM_ITEM_EX(IS_SMOKE, "IS_SMOKE");
BEHAVIAC_ENUM_ITEM_EX(IS_MOLOTOR_COCKTAIL, "IS_MOLOTOR_COCKTAIL");
}
BEHAVIAC_END_ENUM_EX()

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// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#ifndef _BEHAVIAC_CUSTOMIZED_TYPES_H_
#define _BEHAVIAC_CUSTOMIZED_TYPES_H_
#include "behaviac/agent/agent.h"
// -------------------
// Customized enums
// -------------------
DECLARE_BEHAVIAC_ENUM_EX(SkillIdx_e, SkillIdx_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(SkillIdx_e);
DECLARE_BEHAVIAC_ENUM_EX(BuffEffectType_e, BuffEffectType_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(BuffEffectType_e);
DECLARE_BEHAVIAC_ENUM_EX(BtEvent_e, BtEvent_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(BtEvent_e);
DECLARE_BEHAVIAC_ENUM_EX(GasMode_e, GasMode_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(GasMode_e);
enum CoId_e
{
kCoFindPath = 0,
kCoFindPathEx = 1,
};
DECLARE_BEHAVIAC_ENUM_EX(CoId_e, CoId_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(CoId_e);
DECLARE_BEHAVIAC_ENUM_EX(InventorySlot_e, InventorySlot_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(InventorySlot_e);
// -------------------
// Customized structs
// -------------------
BEHAVIAC_EXTEND_EXISTING_TYPE_EX(glm::vec3, false);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(glm::vec3);
template< typename SWAPPER >
inline void SwapByteImplement(glm::vec3& v)
{
SwapByteImplement< SWAPPER >(v.x);
SwapByteImplement< SWAPPER >(v.y);
SwapByteImplement< SWAPPER >(v.z);
}
namespace behaviac
{
namespace PrivateDetails
{
template<>
inline bool Equal(const glm::vec3& lhs, const glm::vec3& rhs)
{
return Equal(lhs.x, rhs.x)
&& Equal(lhs.y, rhs.y)
&& Equal(lhs.z, rhs.z);
}
}
}
#endif // _BEHAVIAC_CUSTOMIZED_TYPES_H_

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// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#ifndef _BEHAVIAC_HEADERS_H_
#define _BEHAVIAC_HEADERS_H_
#include "behaviac/behaviac.h"
// YOU SHOULD SET THE HEADER FILES OF YOUR GAME WHEN EXPORTING CPP FILES ON THE BEHAVIAC EDITOR:
#include "android_agent.h"
#include "hero_agent.h"
#include "room_agent.h"
#include "target_agent.h"
#include "team_agent.h"
#include "teammate_agent.h"
#include "master_agent.h"
#include "behaviac_customized_types.h"
#endif // _BEHAVIAC_HEADERS_H_