cm = Game.GetCoverManager()
GetCoverActionType(occupant : ref:GameObject) : AIUninterruptibleActionType;
GetCoverHeight(coverId : Uint64) : gameCoverHeight;
GetCoverPosition(coverId : Uint64) : Vector4;
GetCoverRemainingHealthPercentage
GetCoverRemainingHealthPercentage(coverId : Uint64) : Float;
GetCoverWorldForward(coverId : Uint64) : Vector4;
GetCoverWorldUp(coverId : Uint64) : Vector4;
GetCurrentCover(occupant : ref:GameObject) : Uint64;
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(coverId : Uint64, occupant : ref:GameObject) : Bool;
IsCoverRegular(coverIdValue : Uint64) : Bool;
IsEnteringOrLeavingCover(occupant : ref:GameObject) : Bool;
IsProtectingHorizontallyAgainstObject
IsProtectingHorizontallyAgainstObject(coverId : Uint64, object : ref:GameObject, angleMultiplier : Float) : Bool;
IsShootingSpot(coverIdValue : Uint64) : Bool;
LeaveCoverImmediately(occupant : ref:GameObject);
NodeRefToObjectId(nodeRef : NodeRef) : Uint64;
NotifyBehaviourCoverArgumentChanged
NotifyBehaviourCoverArgumentChanged(entity : ref:GameObject, behaviorArgumentName : CName, prevValue : Uint64, currentValue : Uint64);
NotifyGotDamageInCover(coverId : Uint64, damageTime : EngineTime, executingCoverAction : Bool, isShooting : Bool);
RegisterCoverOccupant(coverId : Uint64, occupant : ref:GameObject);
SetMaxAllowedActionHalfAngleDeg
SetMaxAllowedActionHalfAngleDeg(angleDeg : Float);
UnregisterCoverOccupant(occupant : ref:GameObject);