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Engine.AIController

Extends
LicenseeController
Modifiers
native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController

Direct Known Subclasses:

U2NPCController

Constants Summary
Inherited Contants from Engine.LicenseeController
BeginLabel, CantMoveState, Debug_AI, Debug_AIAttacks, Debug_AIEvents, Debug_AIMovement, Event_ActorRangeTransition, Event_AnimEnd, Event_EnemyInLeapRange, Event_EnemyInMeleeRange, Event_EnemyInvalid, Event_EnemyNotInMeleeRange, Event_EnemyNotVisible, Event_EnemyRangeTransition, Event_HearNoise, Event_NotifyBump, Event_NotifyHitWall, Event_SeeAlertFriend, Event_SeeEnemy, Event_SeeFriend, Event_SeeOther, Event_Tick, Event_Timer, Event_Trigger, LandedHardState
Inherited Contants from Engine.Controller
DeadState, FearTimerName, GameEndedState

Variables Summary
boolbAdjustFromWalls
boolbHunting
AI
floatSkill
Inherited Variables from Engine.LicenseeController
bDebugForced, bTrackStateChanges, DebugFlags, LastStateChangeContextLineNum, LastStateChangeContextNameStr, LastStateChangeLabel, LPawn
Inherited Variables from Engine.Controller
ActorRangeCounter, AdjustLoc, AimRotation, AudioRadiusModifier, AudioVolumeModifier, bAdjusting, bAltFire, bControlAnimations, bDuck, bEnemyAcquired, bFire, bGodMode, bIsBot, bIsPlayer, bJump, bLeanForward, bLeanLeft, bLeanRight, bLeanUp, bLOSflag, bNoTact, bPlayerCanFire, bPreparingMove, bRun, bShouldPossess, bSlowAudioOcclusion, bSpecialJump, bTacticalDir, ControllerEnemy, ControllerTarget, CosMinFacingTargetAngle, CurrentCoverSpot, CurrentPath, CurrentPathDir, DefaultMoveSpeed, Destination, FallWaitTime, FearLocations, FinishRotationThreshold, FocalPoint, Focus, FovAngle, GoalList[4], GroundPitchTime, Handedness, home, InRangeActor, InRangebSendInitialEvent, InRangeDistance, LastEnemyDetectedLocation, LastEnemyDetectedTime, LastEnemyDetectionLocation, LastEnemySeeingLocation, LastEnemySeenLocation, LastEnemySeenTime, LastInRangeResult, LastRange, LastRangeEnemy, LeapCounter, MeleeCounter, MinHitWall, MoveAtFinalDestinationDistance, MoveFinalDestinationActor, MoveResult, MoveTarget, MoveTimer, nextController, OldMessageTime, Pawn, PawnClass, PendingMover, PlayerReplicationInfo, PlayerReplicationInfoClass, RangeCounter, Ranges, RouteCache[16], RouteDist, RouteGoal, SightCounter, StartSpot, StrafeTimer, TacticalMoveType, ViewX, ViewY, ViewZ, VoicePitch, VoiceType

Enumerations Summary
EReaction
REACTION_Fear, REACTION_Attack,
Inherited Enumerations from Engine.Controller
EAttitude, EMoveResult, EPathResult, EStopFiringInfo

Structures Summary
Inherited Structures from Engine.Controller
TFearLocationInfo

Functions Summary
functionfloat AdjustDesireFor (Pickup P))
function AdjustView (float DeltaTime))
functionbool AllowPickupWeaponSwitch (Weapon Self, float CurrentRating, float PendingRating ))
function DisableSenses (optional bool bIncludingBumps ))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function EnableSenses (optional bool bIncludingBumps ))
functionbool GetAimingLocation (out vector TargetLocation ))
functionfloat GetSkill ()))
functionETacticalMoveType GetTacticalMoveType ()))
function HearPickup (Pawn Other)
function MoverFinished ()))
event PreBeginPlay ()))
event PrepareForMove (NavigationPoint Goal, ReachSpec Path)
function Reset ()))
function SetSkill (float NewSkill ))
functionbool SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode ))
function UnderLift (Mover M))
event UpdateTactics ()))
function WaitForMover (Mover M))
Inherited Functions from Engine.LicenseeController
AddDebugFlag, AnimEnd, BeginState, DebugAI, DebugAIAttacks, DebugAIEvents, DebugAIForced, DebugAIMovement, EndState, Freeze, GetDebugFlags, GetPlayerName, GetTrackStateChanges, GetWalkingPctScale, HandleLandedHard, InitLicenseePawn, LandedHardDone, MantleBegin, MantleEnd, NotifyStateChange, PawnDied, Possess, PostBeginPlay, RemoveDebugFlag, SetDebugFlags, SetTrackStateChanges, ToggleDebugFlag, UnFreeze
Inherited Functions from Engine.Controller
ActorRangeTransition, ActorReachable, AddController, AddFearLocation, AdjustAim, AdjustDesireFor, AdjustView, AIHearSound, AllowHitAnimations, AllowHitSounds, AtDestinationActor, AtDestinationPoint, BeginState, BotVoiceMessage, CanHelp, CanRespawn, CanSee, ChangedWeapon, CheckActorInRange, CheckMeleeAttackRange, ClearControllerTarget, ClearLastSeenTimes, ClearPaths, ClearReferencesTo, ClientDying, ClientGameEnded, ClientSetLocation, ClientSetRotation, ClientVoiceMessage, DamageAttitudeTo, DeferTo, Desireability, Destroyed, DisplayDebug, EAdjustJump, EnableRotation, EndClimbLadder, EnemyDetected, EnemyInLeapRange, EnemyInMeleeRange, EnemyInvalid, EnemyNotInMeleeRange, EnemyNotVisible, EnemyRangeTransition, FearThisSpot, FearTimer, FindBestInventoryPath, FindCoverSpot, FindPathToActor, FindPathToPoint, FindPathTowardNearest, FindRandomDest, FinishRotation, FireAt, GetAimingLocation, GetAimRotation, GetAttackRating, GetAttackStyle, GetAttitudeTo, GetbDuck, GetbRun, GetDefenseStyle, GetDuckFlag, GetFacingDirection, GetFireRating, GetLastEnemyDetectedLocation, GetLastEnemyDetectedTime, GetLastEnemyDetectionLocation, GetLastEnemySeeingLocation, GetLastEnemySeenLocation, GetLastEnemySeenTime, GetRunFlag, GetSkill, GetStateInfoString, GetTacticalMoveType, GetTarget, GetTimeSinceEnemyLastDetected, GetTimeSinceEnemyLastSeen, GetViewRotation, HandleHelpMessageFrom, HandleKnockDown, HandlePanic, HandlePickup, HearNoise, InitPlayerReplicationInfo, IsFacingTarget, IsFrozen, IsHandlingLatentMove, IsMobile, IsPreparedToAttack, IsPreparedToFire, IsPreparedToMelee, IsRealPlayer, IsStationary, LevelChange, LineOfSightTo, LongFall, MayFall, MoverFinished, MoveToActor, MoveToPoint, NotifyAddInventory, NotifyBump, NotifyHeadVolumeChange, NotifyHitMover, NotifyHitWall, NotifyInvalidLanding, NotifyKilled, NotifyLanded, NotifyPhysicsVolumeChange, NotifyRemoveInventory, NotifyStanceChange, NotifyTakeHit, NotifyValidLanding, PawnDied, PawnIsInPain, PickAnyTarget, PickTarget, PickWallAdjust, PointReachable, Possess, PostBeginPlay, PreBeginPlay, PrepareForMove, PressingAltFire, PressingFire, RemoveController, RenderOverlays, Replication, Reset, Restart, RestartLevel, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, SendMessage, SendVoiceMessage, ServerReStartPlayer, SetActorRangeTest, SetDuckFlag, SetFall, SetFrozen, SetLastEnemyDetectedLocation, SetRunFlag, SetStationary, ShakeView, ShotFiredNotification, SpecialPathing, StartFalling, StopMovement, StopWaiting, SwitchToBestWeapon, TimeSinceTargetLastSeen, UnderLift, Unuse, UpdateTactics, Use, ValidCoverActor, ValidEnemy, ValidPawn, WaitForLanding, WaitForMover, WantsSmoothedView, WeaponBob, WeaponPreference, WouldReactToNoise, WouldReactToSeeing, _SetControllerEnemy, _SetControllerTarget


Variables Detail

bAdjustFromWalls Source code

var bool bAdjustFromWalls;

bHunting Source code

var bool bHunting;

AI

Skill Source code

var(AI) private float Skill;


Enumerations Detail

EReaction Source code

enum EReaction
{
REACTION_Fear, REACTION_Attack,
};


Functions Detail

AdjustDesireFor Source code

function float AdjustDesireFor ( Pickup P) )

AdjustView Source code

function AdjustView ( float DeltaTime) )

AllowPickupWeaponSwitch Source code

function bool AllowPickupWeaponSwitch ( Weapon Self, float CurrentRating, float PendingRating ) )

DisableSenses Source code

function DisableSenses ( optional bool bIncludingBumps ) )

DisplayDebug Source code

function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

EnableSenses Source code

function EnableSenses ( optional bool bIncludingBumps ) )

GetAimingLocation Source code

function bool GetAimingLocation ( out vector TargetLocation ) )

GetSkill Source code

function float GetSkill ( ) )

GetTacticalMoveType Source code

function ETacticalMoveType GetTacticalMoveType ( ) )

HearPickup Source code

function HearPickup ( Pawn Other )

MoverFinished Source code

function MoverFinished ( ) )

PreBeginPlay Source code

simulated event PreBeginPlay ( ) )

PrepareForMove Source code

event PrepareForMove ( NavigationPoint Goal, ReachSpec Path )

Reset Source code

function Reset ( ) )

SetSkill Source code

function SetSkill ( float NewSkill ) )

SwitchToBestWeapon Source code

exec function bool SwitchToBestWeapon ( optional out float Rating, optional out byte bUseAltMode ) )

UnderLift Source code

function UnderLift ( Mover M) )

UpdateTactics Source code

event UpdateTactics ( ) )

WaitForMover Source code

function WaitForMover ( Mover M) )


Defaultproperties

defaultproperties
{
	bAdjustFromWalls=true
	bShouldPossess=true
	MinHitWall=-0.500000
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Creation time: sk 3-1-2016 10:48:27.231 - Created with UnCodeX