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Needs the Community Extension. Not available in the unmodified game; works while the Community Extension mod is active (its own functions, or raw memory access with Mem/ObjMem).

AI::BehaviorTree::NodeData

GameCore::AI::BehaviorTree::NodeData — union, size 168 bytes (0xa8).

Linux offset Member Type
0x0 AddGoalTech AI::BehaviorTree::AddGoalTechData
0x0 ArchaeologistDig AI::BehaviorTree::ArcheologistDigData
0x0 ArchaeologistDonate AI::BehaviorTree::ArcheologistDonateData
0x0 BarbarianRaiding AI::BehaviorTree::BarbarianRaidingScoreData
0x0 BarbarianRecruit AI::BehaviorTree::BarbarianRecruitData
0x0 BarbarianSpawn AI::BehaviorTree::BarbarianSpawnRateData
0x0 BuildFromCity AI::BehaviorTree::BuildFromCityData
0x0 BuildImprovement AI::BehaviorTree::BuildImprovementData
0x0 BuildMilitaryImprovement AI::BehaviorTree::BuildMilitaryImprovementData
0x0 BuildProduction AI::BehaviorTree::BuildProductionData
0x0 CancelContract AI::BehaviorTree::CancelContractData
0x0 CheckPlot AI::BehaviorTree::CheckPlotData
0x0 ChooseCity AI::BehaviorTree::ChooseCityData
0x0 ChooseImprovement AI::BehaviorTree::ChooseImprovementData
0x0 CityAttackUnits AI::BehaviorTree::CityAttackUnitsData
0x0 CityBuildRailroad AI::BehaviorTree::CityBuildRailroadData
0x0 ClearPlot AI::BehaviorTree::ClearPlotData
0x0 ConcurrentNode AI::BehaviorTree::ConcurrentNodeData
0x0 Contracts AI::BehaviorTree::ContractData
0x0 DecodeTrigger AI::BehaviorTree::DecodeTriggerData
0x0 Diplomacy AI::BehaviorTree::DiplomacyData
0x0 FindTargets AI::BehaviorTree::FindTargetsData
0x0 FindUnits AI::BehaviorTree::FindUnitsData
0x0 GarrisonCity AI::BehaviorTree::GarrisonCityData
0x0 GetData AI::BehaviorTree::GetterData
0x0 HasGreatPerson AI::BehaviorTree::HasGreatPersonData
0x0 HasInquisition AI::BehaviorTree::HasInquisitionData
0x0 HasPlayerAbility AI::BehaviorTree::HasPlayerAbilityData
0x0 InDifficulty AI::BehaviorTree::InDifficultyData
0x0 Interval AI::BehaviorTree::IntervalData
0x0 IsAtWar AI::BehaviorTree::IsAtWarData
0x0 IsCityThreatened AI::BehaviorTree::IsCityThreatenedData
0x0 IsNearFallout AI::BehaviorTree::IsNearFalloutData
0x0 LaunchInquisition AI::BehaviorTree::LaunchInquisitionData
0x0 LaunchNukes AI::BehaviorTree::LaunchNukesData
0x0 LockUnits AI::BehaviorTree::LockUnitsData
0x0 LuaScript AI::BehaviorTree::LuaScriptData
0x0 MakeFormation AI::BehaviorTree::MakeFormationData
0x0 MoveUnit AI::BehaviorTree::MoveUnitData
0x0 NavalChooseTarget AI::BehaviorTree::NavalChooseTargetData
0x0 NotifyOwner AI::BehaviorTree::NotifyOwnerData
0x0 OperationAirAssault AI::BehaviorTree::OperationAirAssaultData
0x0 OperationAttackUnits AI::BehaviorTree::OperationAttackUnitsData
0x0 OperationChangeTarget AI::BehaviorTree::OperationChangeTargetData
0x0 OperationIsReady AI::BehaviorTree::OperationIsReadyData
0x0 OperationMove AI::BehaviorTree::OperationMoveData
0x0 OperationNavalEscort AI::BehaviorTree::OperationNavalEscortData
0x0 OperationPillage AI::BehaviorTree::OperationPillageData
0x0 OperationProtectUnits AI::BehaviorTree::OperationProtectUnitsData
0x0 ProtectUnit AI::BehaviorTree::ProtectUnitData
0x0 PurchasePlot AI::BehaviorTree::PurchasePlotData
0x0 RecruitUnits AI::BehaviorTree::RecruitUnitsData
0x0 ReservePlot AI::BehaviorTree::ReservePlotData
0x0 RunBehaviorTree AI::BehaviorTree::RunBehaviorTreeData
0x0 SequenceNode AI::BehaviorTree::SequenceNodeData
0x0 SettleAction AI::BehaviorTree::SettleActionData
0x0 SpyChooseMission AI::BehaviorTree::SpyChooseMissionData
0x0 SpyDoOperation AI::BehaviorTree::SpyDoOperationData
0x0 SpyMoveToCity AI::BehaviorTree::SpyMoveToCityData
0x0 TurnLimit AI::BehaviorTree::TurnLimitData
0x0 UpgradeUnits AI::BehaviorTree::UpgradeUnitsData
0x0 UseGreatPerson AI::BehaviorTree::UseGreatPersonData