- Extends
- Pawn
- Modifiers
- abstract
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- UnrealShare.Bots
Direct Known Subclasses:
HumanBot, SkaarjPlayerBot
Inherited Variables from Engine.Pawn |
AccelRate, AirControl, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAdvancedTactics, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bCountJumps, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsFemale, bIsHuman, bIsMultiSkinned, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStopAtLedges, bStrafe, bUpAndOut, bUpdatingDisplay, bViewTarget, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, FaceTarget, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, LastSeenTime, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MinHitWall, MoveTarget, MoveTimer, NameArticle, NextLabel, nextPawn, NextState, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldMessageTime, OrthoZoom, PainTime, PendingWeapon, PeripheralVision, PlayerReplicationInfo, PlayerReplicationInfoClass, PlayerReStartState, ReducedDamagePct, ReducedDamageType, RouteCache[16], SecretCount, SelectedItem, SelectionMesh, Shadow, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialMesh, SpecialPause, SpeechTime, SplashTime, Spree, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoicePitch, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon |
Inherited Variables from Engine.Actor |
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimFall, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PendingTouch, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel |
Inherited Enumerations from Engine.Actor |
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Functions Summary |
| rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget))
|
| rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)) StakeOut |
| float | AdjustDesireFor (Inventory Inv))
|
| bool | AdjustHitLocation (out vector HitLocation, vector TraceDir))
|
| | adjustJump ())) FallingState |
| | AdjustSkill (bool bWinner))
|
| rotator | AdjustToss (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget))
|
| | AnimEnd ())) Charging |
| | AnimEnd ())) Fallback |
| | AnimEnd ())) FindAir |
| | AnimEnd ())) Hunting |
| | AnimEnd ())) RangedAttack |
| | AnimEnd ())) Retreating |
| | AnimEnd ())) Roaming |
| | AnimEnd ())) TacticalMove |
| | AnimEnd ())) Wandering |
| float | AssessThreat (Pawn NewThreat ))
|
| eAttitude | AttitudeTo (Pawn Other))
|
| | BaseChange ()))
|
| | BaseChange ())) FallingState |
| | BecomeViewTarget ()))
|
| | BeginState ())) Acquisition |
| | BeginState ())) Attacking |
| | BeginState ())) Charging |
| | BeginState ())) Dying |
| | BeginState ())) Fallback |
| | BeginState ())) FallingState |
| | BeginState ())) GameEnded |
| | BeginState ())) Hunting |
| | BeginState ())) RangedAttack |
| | BeginState ())) Retreating |
| | BeginState ())) Roaming |
| | BeginState ())) StakeOut |
| | BeginState ())) StartUp |
| | BeginState ())) TacticalMove |
| | BeginState ())) TakeHit |
| | BeginState ())) VictoryDance |
| | BeginState ())) Wandering |
| | Bump (actor Other))
|
| | Bump (actor Other)) Fallback |
| | Bump (actor Other)) Hunting |
| | Bump (actor Other)) Retreating |
| | Bump (actor Other)) Roaming |
| | CallForHelp ()))
|
| bool | CanFireAtEnemy ()))
|
| bool | CanStakeOut ()))
|
| | ChangeDestination ())) Retreating |
| | ChangedWeapon ()))
|
| bool | CheckFutureSight (float deltatime))
|
| | ChooseAttackMode ())) Attacking |
| | EndState ())) Charging |
| | EndState ())) Dying |
| | EndState ())) FallingState |
| | EndState ())) Hunting |
| | EndState ())) RangedAttack |
| | EndState ())) Roaming |
| | EndState ())) StakeOut |
| | EndState ())) TacticalMove |
| | EndState ())) Wandering |
| | EnemyAcquired ()))
|
| | EnemyAcquired ())) FallingState |
| | EnemyAcquired ())) Roaming |
| | EnemyAcquired ())) VictoryDance |
| | EnemyAcquired ())) Wandering |
| | EnemyNotVisible ())) Attacking |
| | EnemyNotVisible ())) Charging |
| | EnemyNotVisible ())) Fallback |
| | EnemyNotVisible ())) FallingState |
| | EnemyNotVisible ())) FindAir |
| | EnemyNotVisible ())) RangedAttack |
| | EnemyNotVisible ())) TacticalMove |
| | Falling ()))
|
| | FearThisSpot (Actor aSpot))
|
| | FearThisSpot (Actor aSpot)) Charging |
| | FearThisSpot (Actor aSpot)) Hunting |
| | FearThisSpot (Actor aSpot)) Roaming |
| | FearThisSpot (Actor aSpot)) TacticalMove |
| | FearThisSpot (Actor aSpot)) Wandering |
| bool | FindAmbushSpot ())) Roaming |
| bool | FindBestPathToward (actor desired))
|
| bool | FindViewSpot ())) Hunting |
| | FireWeapon ()))
|
| | Gasp ()))
|
| bool | Gibbed (name damageType))
|
| | GiveUpTactical (bool bNoCharge)) TacticalMove |
| | HaltFiring ()))
|
| | HandleHelpMessageFrom (Pawn Other)) Roaming |
| | HeadZoneChange (ZoneInfo newHeadZone)) FindAir |
| | HearNoise (float Loudness, Actor NoiseMaker))
|
| | HearNoise (float Loudness, Actor NoiseMaker)) Acquisition |
| | HearNoise (float Loudness, Actor NoiseMaker)) Fallback |
| | HearNoise (float Loudness, Actor NoiseMaker)) Hunting |
| | HearNoise (float Loudness, Actor NoiseMaker)) Retreating |
| | HearNoise (float Loudness, Actor NoiseMaker)) StakeOut |
| | HitWall (vector HitNormal, actor Wall)) Charging |
| | HitWall (vector HitNormal, actor Wall)) Fallback |
| | HitWall (vector HitNormal, actor Wall)) FindAir |
| | HitWall (vector HitNormal, actor Wall)) Hunting |
| | HitWall (vector HitNormal, actor Wall)) Retreating |
| | HitWall (vector HitNormal, actor Wall)) Roaming |
| | HitWall (vector HitNormal, actor Wall)) TacticalMove |
| | HitWall (vector HitNormal, actor Wall)) Wandering |
| | JumpOffPawn ()))
|
| | JumpOutOfWater (vector jumpDir))
|
| | KeepAttacking ())) RangedAttack |
| | Killed (pawn Killer, pawn Other, name damageType))
|
| string | KillMessage (name damageType, pawn Other ))
|
| | Landed (vector HitNormal)) FallingState |
| | Landed (vector HitNormal)) TakeHit |
| | LongFall ()))
|
| | MayFall ())) Charging |
| | MayFall ())) Hunting |
| bool | NearWall (float walldist))
|
| bool | NeedToTurn (vector targ))
|
| | PainTimer ()))
|
| | PainTimer ())) TacticalMove |
| | PickDestination ())) Fallback |
| | PickDestination (bool bNoCharge)) FindAir |
| | PickDestination ())) Hunting |
| | PickDestination ())) Retreating |
| | PickDestination ())) Roaming |
| | PickDestination (bool bNoCharge)) TacticalMove |
| | PickDestination ())) Wandering |
| | PickNextSpot ())) Retreating |
| | PickRegDestination (bool bNoCharge)) TacticalMove |
| | PlayChallenge ()))
|
| | PlayCombatMove ()))
|
| | PlayDeathHit (float Damage, vector HitLocation, name damageType, vector Momentum))
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| | PlayDodge (bool bDuckLeft))
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| | PlayDyingSound ()))
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| | PlayFiring ()
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| | PlayFootStep ()))
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| | PlayGutHit (float tweentime))
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| | PlayHeadHit (float tweentime))
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| | PlayHit (float Damage, vector HitLocation, name damageType, vector Momentum))
|
| | PlayHitAnim (vector HitLocation, float Damage))
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| | PlayHitAnim (vector HitLocation, float Damage)) TakeHit |
| | PlayLeftHit (float tweentime))
|
| | PlayMeleeAttack ()))
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| | PlayMovingAttack ()))
|
| | PlayOutOfWater ()))
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| | PlayRangedAttack ()))
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| | PlayRightHit (float tweentime))
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| | PlayTakeHitSound (int damage, name damageType, int Mult))
|
| | PreBeginPlay ()))
|
| | PreSetMovement ()))
|
| | ReachedHome ())) Retreating |
| float | RelativeStrength (Pawn Other))
|
| | ReSetSkill ()))
|
| | ReStartPlayer ())) Dying |
| | SeePlayer (Actor SeenPlayer))
|
| | SeePlayer (Actor SeenPlayer)) Acquisition |
| | SeePlayer (Actor SeenPlayer)) Fallback |
| | SeePlayer (Actor SeenPlayer)) FallingState |
| | SeePlayer (Actor SeenPlayer)) Retreating |
| | SetAlertness (float NewAlertness))
|
| bool | SetEnemy (Pawn NewEnemy ))
|
| bool | SetEnemy (Pawn NewEnemy)) FallingState |
| bool | SetEnemy (Pawn NewEnemy)) Hunting |
| bool | SetEnemy (Pawn NewEnemy)) StakeOut |
| | SetFall ()))
|
| | SetFall ())) Charging |
| | SetFall ())) Fallback |
| | SetFall ())) FallingState |
| | SetFall ())) Hunting |
| | SetFall ())) Retreating |
| | SetFall ())) Roaming |
| | SetFall ())) StakeOut |
| | SetFall ())) TacticalMove |
| | SetFall ())) Wandering |
| | SetMovementPhysics ()))
|
| | SetMultiSkin (Actor SkinActor, string SkinName, string FaceName, byte TeamNum ))
|
| | ShareWithTeam ())) Roaming |
| Carcass | SpawnCarcass ()))
|
| | SpawnGibbedCarcass ()))
|
| | SpecialFire ()))
|
| | SpecialFire ())) RangedAttack |
| | StopWaiting ())) RangedAttack |
| float | StrafeAdjust ()))
|
| bool | StrafeFromDamage (vector momentum, float Damage, ame DamageType, bool bFindDest)
|
| bool | StrafeFromDamage (vector momentum, float Damage, name DamageType, bool bFindDest)) Charging |
| bool | SwitchToBestWeapon ()))
|
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Acquisition |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Charging |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Dying |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Fallback |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) FallingState |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) FindAir |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Hunting |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) RangedAttack |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Retreating |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Roaming |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) StakeOut |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) TacticalMove |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) TakeHit |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) VictoryDance |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Wandering |
| bool | TestDirection (vector dir, out vector pick)) Wandering |
| | Timer ())) Attacking |
| | Timer ())) Charging |
| | Timer ())) Fallback |
| | Timer ())) FallingState |
| | Timer ())) FindAir |
| | Timer ())) Hunting |
| | Timer ())) RangedAttack |
| | Timer ())) Retreating |
| | Timer ())) Roaming |
| | Timer ())) StakeOut |
| | Timer ())) TacticalMove |
| | Timer ())) TakeHit |
| | Timer ())) Wandering |
| | Trigger (actor Other, pawn EventInstigator ))
|
| bool | TryStrafe (vector sideDir)) Charging |
| bool | TryToCrouch ()))
|
| | TryToDuck (vector duckDir, bool bReversed))
|
| | TryToDuck (vector duckDir, bool bReversed)) Charging |
| bool | TryToward (inventory Inv, float Weight)) TacticalMove |
| | UpdateEyeHeight (float DeltaTime))
|
| bool | ValidRecovery ())) TacticalMove |
| | WarnTarget (Pawn shooter, float projSpeed, vector FireDir))
|
| | WarnTarget (Pawn shooter, float projSpeed, vector FireDir)) Acquisition |
| | WarnTarget (Pawn shooter, float projSpeed, vector FireDir)) Retreating |
| | WarnTarget (Pawn shooter, float projSpeed, vector FireDir)) TacticalMove |
| | WhatToDoNext (name LikelyState, name LikelyLabel))
|
| | ZoneChange (ZoneInfo newZone))
|
| | ZoneChange (ZoneInfo newZone)) FallingState |
Inherited Functions from Engine.Pawn |
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustDesireFor, AdjustHitLocation, AdjustToss, AlterDestination, BaseChange, BecomeViewTarget, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckValidSkinPackage, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientPutDown, ClientReStart, ClientSetLocation, ClientSetRotation, ClientVoiceMessage, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FearThisSpot, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetHumanName, GetMultiSkin, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, JumpOffPawn, Killed, KillMessage, Landed, LineOfSightTo, LongFall, MayFall, MoveTo, MoveToward, NextItem, PainTimer, PickAnyTarget, PickTarget, PickWallAdjust, PlayBigDeath, PlayCrawling, PlayDeathHit, PlayDive, PlayDuck, PlayDying, PlayerTimeOut, PlayFiring, PlayGutDeath, PlayGutHit, PlayHeadDeath, PlayHeadHit, PlayHit, PlayInAir, PlayLanded, PlayLeftDeath, PlayLeftHit, PlayMovingAttack, PlayOutOfWater, PlayPatrolStop, PlayRecoil, PlayRightDeath, PlayRightHit, PlayRunning, PlayTakeHit, PlayTakeHitSound, PlayThreatening, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, PreSetMovement, ReceiveLocalizedMessage, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendGlobalMessage, SendTeamMessage, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, SetMesh, SetMovementPhysics, SetMultiSkin, SetSkinElement, ShakeView, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TakeFallingDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UnderLift, UpdateEyeHeight, UpdateTactics, WaitForLanding, WalkTexture, WarnTarget |
Inherited Functions from Engine.Actor |
*, +, -, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastLocalizedMessage, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetCacheEntry, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, Move, MoveCacheEntry, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlayOwnedSound, PlaySound, PostBeginPlay, PostNetBeginPlay, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, ZoneChange |
Charging Source code |
state Charging
|
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, HitWall, MayFall, SetFall, StrafeFromDamage, TakeDamage, Timer, TryStrafe, TryToDuck |
Fallback Source code |
state Fallback
|
AnimEnd, BeginState, Bump, EnemyNotVisible, HearNoise, HitWall, PickDestination, SeePlayer, SetFall, TakeDamage, Timer |
FallingState Source code |
state FallingState
|
adjustJump, BaseChange, BeginState, EndState, EnemyAcquired, EnemyNotVisible, Landed, SeePlayer, SetEnemy, SetFall, TakeDamage, Timer, ZoneChange |
Hunting Source code |
state Hunting
|
AnimEnd, BeginState, Bump, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer |
Retreating Source code |
state Retreating
|
AnimEnd, BeginState, Bump, ChangeDestination, HearNoise, HitWall, PickDestination, PickNextSpot, ReachedHome, SeePlayer, SetFall, TakeDamage, Timer, WarnTarget |
Roaming Source code |
state Roaming
|
AnimEnd, BeginState, Bump, EndState, EnemyAcquired, FearThisSpot, FindAmbushSpot, HandleHelpMessageFrom, HitWall, PickDestination, SetFall, ShareWithTeam, TakeDamage, Timer |
TacticalMove Source code |
state TacticalMove
|
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, GiveUpTactical, HitWall, PainTimer, PickDestination, PickRegDestination, SetFall, TakeDamage, Timer, TryToward, ValidRecovery, WarnTarget |
Wandering Source code |
state Wandering
|
AnimEnd, BeginState, EndState, EnemyAcquired, FearThisSpot, HitWall, PickDestination, SetFall, TakeDamage, TestDirection, Timer |
var float Accuracy;
var bool bCamping;
var bool bCanDuck;
var bool bCanFire;
var bool bChangeDir;
var bool bClearShot;
var bool bCrouching;
var bool bFiringPaused;
var bool bFirstHatePlayer;
var bool bFrustrated;
var bool bGathering;
var bool bGreenBlood;
var bool bMoraleBoosted;
var bool bNoClearSpecial;
var bool bNoShootDecor;
var bool bReadyToAttack;
var bool bSpecialGoal;
var bool bSpecialPausing;
var bool bStrafeDir;
var config bool bVerbose;
var bool bViewTarget;
var bool bWallAdjust;
var bool bWantsToCamp;
var float CampingRate;
var float CampTime;
var class<
Weapon> FavoriteWeapon;
var float HuntStartTime;
var float LastCampCheck;
var float LastInvFind;
var name LastPainAnim;
var float LastPainTime;
var name NextAnim;
var int numHuntPaths;
var float PlayerDeaths;
var float PlayerKills;
var float WalkingSpeed;
Combat
var(Combat) float Aggressiveness;
var(Combat) bool bIsWuss;
var(Combat) bool bLeadTarget;
var(Combat) bool bWarnTarget;
var(Combat) float RefireRate;
var(Combat) float TimeBetweenAttacks;
Pawn
Sounds
var(Sounds) sound breathagain;
var(Sounds) sound Die2;
var(Sounds) sound Die3;
var(Sounds) sound Die4;
var(Sounds) sound drown;
var(Sounds) sound Footstep1;
var(Sounds) sound Footstep2;
var(Sounds) sound Footstep3;
var(Sounds) sound GaspSound;
var(Sounds) sound HitSound3;
var(Sounds) sound HitSound4;
var(Sounds) sound JumpSound;
var(Sounds) sound LandGrunt;
var(Sounds) sound UWHit1;
var(Sounds) sound UWHit2;
function rotator AdjustAim (
float projSpeed,
vector projStart,
int aimerror,
bool leadTarget,
bool warnTarget) )
function rotator AdjustAim (
float projSpeed,
vector projStart,
int aimerror,
bool leadTarget,
bool warnTarget) )
function float AdjustDesireFor (
Inventory Inv) )
function bool AdjustHitLocation (
out vector HitLocation,
vector TraceDir) )
adjustJump FallingState Source code
function adjustJump ( ) )
function AdjustSkill ( bool bWinner) )
function rotator AdjustToss (
float projSpeed,
vector projStart,
int aimerror,
bool leadTarget,
bool warnTarget) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function float AssessThreat (
Pawn NewThreat ) )
singular event BaseChange ( ) )
BaseChange FallingState Source code
singular event BaseChange ( ) )
function BecomeViewTarget ( ) )
BeginState Acquisition Source code
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState FallingState Source code
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState RangedAttack Source code
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState TacticalMove Source code
function BeginState ( ) )
function BeginState ( ) )
BeginState VictoryDance Source code
function BeginState ( ) )
function BeginState ( ) )
function Bump (
actor Other) )
function Bump (
actor Other) )
function Bump (
actor Other) )
function Bump (
actor Other) )
function Bump (
actor Other) )
function CallForHelp ( ) )
function bool CanFireAtEnemy ( ) )
function bool CanStakeOut ( ) )
ChangeDestination Retreating Source code
function ChangeDestination ( ) )
function ChangedWeapon ( ) )
function bool CheckFutureSight ( float deltatime) )
ChooseAttackMode Attacking Source code
function ChooseAttackMode ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EnemyAcquired ( ) )
EnemyAcquired FallingState Source code
function EnemyAcquired ( ) )
function EnemyAcquired ( ) )
EnemyAcquired VictoryDance Source code
function EnemyAcquired ( ) )
EnemyAcquired Wandering Source code
function EnemyAcquired ( ) )
EnemyNotVisible Attacking Source code
function EnemyNotVisible ( ) )
EnemyNotVisible Charging Source code
function EnemyNotVisible ( ) )
EnemyNotVisible Fallback Source code
function EnemyNotVisible ( ) )
EnemyNotVisible FallingState Source code
function EnemyNotVisible ( ) )
EnemyNotVisible FindAir Source code
function EnemyNotVisible ( ) )
EnemyNotVisible RangedAttack Source code
function EnemyNotVisible ( ) )
EnemyNotVisible TacticalMove Source code
function EnemyNotVisible ( ) )
singular function Falling ( ) )
function FearThisSpot (
Actor aSpot) )
function FearThisSpot (
Actor aSpot) )
function FearThisSpot (
Actor aSpot) )
function FearThisSpot (
Actor aSpot) )
FearThisSpot TacticalMove Source code
function FearThisSpot (
Actor aSpot) )
FearThisSpot Wandering Source code
function FearThisSpot (
Actor aSpot) )
FindAmbushSpot Roaming Source code
function bool FindAmbushSpot ( ) )
function bool FindBestPathToward (
actor desired) )
function bool FindViewSpot ( ) )
function FireWeapon ( ) )
function Gasp ( ) )
GiveUpTactical TacticalMove Source code
function GiveUpTactical ( bool bNoCharge) )
function HaltFiring ( ) )
HandleHelpMessageFrom Roaming Source code
function HandleHelpMessageFrom (
Pawn Other) )
HeadZoneChange FindAir Source code
function HeadZoneChange (
ZoneInfo newHeadZone) )
function HearNoise (
float Loudness,
Actor NoiseMaker) )
function HearNoise (
float Loudness,
Actor NoiseMaker) )
function HearNoise (
float Loudness,
Actor NoiseMaker) )
function HearNoise (
float Loudness,
Actor NoiseMaker) )
function HearNoise (
float Loudness,
Actor NoiseMaker) )
function HearNoise (
float Loudness,
Actor NoiseMaker) )
function JumpOffPawn ( ) )
function JumpOutOfWater (
vector jumpDir) )
KeepAttacking RangedAttack Source code
function KeepAttacking ( ) )
function Landed (
vector HitNormal) )
function Landed (
vector HitNormal) )
function LongFall ( ) )
function MayFall ( ) )
function MayFall ( ) )
function bool NearWall ( float walldist) )
function bool NeedToTurn (
vector targ) )
function PainTimer ( ) )
PainTimer TacticalMove Source code
function PainTimer ( ) )
PickDestination Fallback Source code
function PickDestination ( ) )
PickDestination FindAir Source code
function PickDestination ( bool bNoCharge) )
PickDestination Hunting Source code
function PickDestination ( ) )
PickDestination Retreating Source code
function PickDestination ( ) )
PickDestination Roaming Source code
function PickDestination ( ) )
PickDestination TacticalMove Source code
function PickDestination ( bool bNoCharge) )
PickDestination Wandering Source code
function PickDestination ( ) )
PickNextSpot Retreating Source code
function PickNextSpot ( ) )
PickRegDestination TacticalMove Source code
function PickRegDestination ( bool bNoCharge) )
function PlayChallenge ( ) )
function PlayCombatMove ( ) )
function PlayDodge ( bool bDuckLeft) )
function PlayDyingSound ( ) )
function PlayFiring ( )
simulated function PlayFootStep ( ) )
function PlayGutHit ( float tweentime) )
function PlayHeadHit ( float tweentime) )
function PlayHitAnim (
vector HitLocation,
float Damage) )
function PlayHitAnim (
vector HitLocation,
float Damage) )
function PlayLeftHit ( float tweentime) )
function PlayMeleeAttack ( ) )
function PlayMovingAttack ( ) )
function PlayOutOfWater ( ) )
function PlayRangedAttack ( ) )
function PlayRightHit ( float tweentime) )
function PlayTakeHitSound (
int damage,
name damageType,
int Mult) )
function PreBeginPlay ( ) )
function PreSetMovement ( ) )
ReachedHome Retreating Source code
function ReachedHome ( ) )
function float RelativeStrength (
Pawn Other) )
function ReSetSkill ( ) )
function ReStartPlayer ( ) )
function SeePlayer (
Actor SeenPlayer) )
function SeePlayer (
Actor SeenPlayer) )
function SeePlayer (
Actor SeenPlayer) )
SeePlayer FallingState Source code
function SeePlayer (
Actor SeenPlayer) )
function SeePlayer (
Actor SeenPlayer) )
final function SetAlertness ( float NewAlertness) )
function bool SetEnemy (
Pawn NewEnemy ) )
function bool SetEnemy (
Pawn NewEnemy) )
function bool SetEnemy (
Pawn NewEnemy) )
function bool SetEnemy (
Pawn NewEnemy) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetMovementPhysics ( ) )
static function SetMultiSkin (
Actor SkinActor,
string SkinName,
string FaceName,
byte TeamNum ) )
function ShareWithTeam ( ) )
function Carcass SpawnCarcass ( ) )
function SpawnGibbedCarcass ( ) )
function SpecialFire ( ) )
SpecialFire RangedAttack Source code
function SpecialFire ( ) )
StopWaiting RangedAttack Source code
function StopWaiting ( ) )
function float StrafeAdjust ( ) )
function bool StrafeFromDamage (
vector momentum,
float Damage,
name DamageType,
bool bFindDest )
StrafeFromDamage Charging Source code
function bool StrafeFromDamage (
vector momentum,
float Damage,
name DamageType,
bool bFindDest) )
function bool SwitchToBestWeapon ( ) )
TakeDamage Acquisition Source code
TakeDamage FallingState Source code
TakeDamage RangedAttack Source code
TakeDamage TacticalMove Source code
TakeDamage VictoryDance Source code
TestDirection Wandering Source code
function bool TestDirection (
vector dir,
out vector pick) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function bool TryStrafe (
vector sideDir) )
function bool TryToCrouch ( ) )
function TryToDuck (
vector duckDir,
bool bReversed) )
function TryToDuck (
vector duckDir,
bool bReversed) )
TryToward TacticalMove Source code
function bool TryToward (
inventory Inv,
float Weight) )
event UpdateEyeHeight ( float DeltaTime) )
ValidRecovery TacticalMove Source code
function bool ValidRecovery ( ) )
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir) )
WarnTarget Acquisition Source code
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir) )
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir) )
WarnTarget TacticalMove Source code
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir) )
function WhatToDoNext ( name LikelyState, name LikelyLabel) )
function ZoneChange (
ZoneInfo newZone) )
ZoneChange FallingState Source code
function ZoneChange (
ZoneInfo newZone) )
defaultproperties
{
CarcassType=Class'UnrealShare.CreatureCarcass'
TimeBetweenAttacks=1.000000
Aggressiveness=0.200000
WalkingSpeed=0.400000
RefireRate=0.900000
bLeadTarget=True
bWarnTarget=True
bIsPlayer=True
bCanStrafe=True
bAutoActivate=True
MeleeRange=50.000000
GroundSpeed=400.000000
AirSpeed=400.000000
AccelRate=2048.000000
SightRadius=3000.000000
HearingThreshold=0.300000
BaseEyeHeight=23.000000
UnderWaterTime=20.000000
Intelligence=BRAINS_HUMAN
Land=Sound'UnrealShare.Generic.Land1'
WaterStep=Sound'UnrealShare.Generic.LSplash'
bStasis=False
DrawType=DT_Mesh
LightBrightness=70
LightHue=40
LightSaturation=128
LightRadius=6
Buoyancy=100.000000
RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
NetPriority=3.000000
}
|
Creation time: Fr 7.6.2013 13:14:29.935 - Created with
UnCodeX