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Engine.Controller

Extends
Actor
Modifiers
native nativereplication abstract

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

Direct Known Subclasses:

LicenseeController

Constants Summary
DeadState='Dead'
FearTimerName='FearTimer'
GameEndedState='GameEnded'
Inherited Contants from Engine.Actor
CCFloatHeight, DefaultPathingCollisionHeight, DefaultPathingCollisionRadius, DF_Collision, DF_None, PF_AlphaTexture, PF_AntiPortal, PF_EdCut, PF_EdProcessed, PF_Environment, PF_FakeBackdrop, PF_Flat, PF_FlatShaded, PF_HighShadowDetail, PF_Invisible, PF_Masked, PF_Memorized, PF_Mirrored, PF_Modulated, PF_NoMerge, PF_NoSmooth, PF_NotSolid, PF_NoZTest, PF_Occlude, PF_Portal, PF_RenderFog, PF_Selected, PF_Semisolid, PF_SpecialLit, PF_Translucent, PF_TwoSided, PF_Unlit, PF_Unused0, PF_Unused1, PF_Unused2, PF_Unused3, PF_Unused4, PF_Unused5, PF_Wireframe, ST_Crouching, ST_None, ST_Prone, ST_Standing, TRACE_Actors, TRACE_AllBlocking, TRACE_AllColliding, TRACE_Blocking, TRACE_Debug, TRACE_Hash, TRACE_Level, TRACE_LevelGeometry, TRACE_Material, TRACE_Movers, TRACE_OnlyProjActor, TRACE_Others, TRACE_Pawns, TRACE_ProjTargets, TRACE_ShadowCast, TRACE_SingleResult, TRACE_StopAtFirstHit, TRACE_Usable, TRACE_VisibleNonColliding, TRACE_Volumes, TRACE_World
Inherited Contants from Core.Object
DegreesToRadians, DegreesToRotationUnits, MaxFlt, MaxInt, MAXSEED, NoLabel, NoState, Pi, RadiansToDegrees, RF_NotifyStateChange, RotationUnitsToDegrees

Variables Summary
floatActorRangeCounter
vectorAdjustLoc
rotatorAimRotation
floatAudioRadiusModifier
floatAudioVolumeModifier
boolbAdjusting
bytebAltFire
boolbControlAnimations
bytebDuck
boolbEnemyAcquired
bytebFire
boolbGodMode
boolbIsBot
boolbIsPlayer
bytebJump
bytebLeanForward
bytebLeanLeft
bytebLeanRight
bytebLeanUp
boolbLOSflag
boolbNoTact
boolbPlayerCanFire
boolbPreparingMove
bytebRun
boolbShouldPossess
boolbSlowAudioOcclusion
boolbSpecialJump
boolbTacticalDir
PawnControllerEnemy
ActorControllerTarget
floatCosMinFacingTargetAngle
CoverSpotCurrentCoverSpot
ReachSpecCurrentPath
vectorCurrentPathDir
floatDefaultMoveSpeed
vectorDestination
floatFallWaitTime
array<TFearLocationInfo>FearLocations
floatFinishRotationThreshold
vectorFocalPoint
ActorFocus
floatFovAngle
ActorGoalList[4]
floatGroundPitchTime
floatHandedness
NavigationPointhome
actorInRangeActor
boolInRangebSendInitialEvent
floatInRangeDistance
vectorLastEnemyDetectedLocation
floatLastEnemyDetectedTime
vectorLastEnemyDetectionLocation
vectorLastEnemySeeingLocation
vectorLastEnemySeenLocation
floatLastEnemySeenTime
intLastInRangeResult
intLastRange
PawnLastRangeEnemy
floatLeapCounter
floatMeleeCounter
floatMinHitWall
floatMoveAtFinalDestinationDistance
ActorMoveFinalDestinationActor
EMoveResultMoveResult
ActorMoveTarget
floatMoveTimer
ControllernextController
floatOldMessageTime
PawnPawn
class<Pawn>PawnClass
MoverPendingMover
PlayerReplicationInfoPlayerReplicationInfo
floatRangeCounter
array<float>Ranges
ActorRouteCache[16]
floatRouteDist
ActorRouteGoal
floatSightCounter
NavigationPointStartSpot
floatStrafeTimer
ETacticalMoveTypeTacticalMoveType
vectorViewX
vectorViewY
vectorViewZ
byteVoicePitch
stringVoiceType
Controller
class<PlayerReplicationInfo>PlayerReplicationInfoClass
Inherited Variables from Engine.Actor
Acceleration, ActorFOV, ActorRenderData, ActorTag, ActorTimeDilation, AlignMeshNormal, AlignMeshTraceOffset1, AlignMeshTraceOffset2, AlignMeshTraceOffset3, AlignMeshTraceVector, AmbientColor, AmbientGlow, AmbientRotationRate, AmbientSound, AnimFrame, AnimRate, AnimSequence, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAllowClipping, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoopFinished, bAnimNoExist, Base, bAutoEnableAgent, bBlockActors, bBlockNavigation, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockStepping, bBlockZeroExtentTraces, bBounce, bCanEncroachPlayer, bCanFallOutOfWorld, bCanMantle, bCanTeleport, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDestroyInPainVolume, bDifficulty0, bDifficulty1, bDifficulty2, bDirectional, bDisturbFluidSurface, bDoMissionFiltering, bDynamicLight, bEdCanOverlap, bEditorPlaced, bEdShouldSnap, bEdSnap, bFixedRotationDir, bGameRelevant, bHidden, bHiddenEd, bHiddenEdGroup, bHiddenRelevant, bHiddenUsable, bHighDetail, bHurtEntry, bIgnoreImpactForces, bIgnoreSingularityDamage, bIgnoreSingularityForces, bInterpolating, bJustTeleported, bLaunchPawns, bLensFlare, bLightChanged, bLightParticles, bLocalGameEvent, bLockLocation, BlurDegree, bManualTick, bMeshAlwaysRefresh, bMountDetachDestroy, bMovable, bMustFace, bNetDirty, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetTemporary, bNeverBatch, bNoDelete, bNoSmooth, bNoStaticMeshCollide, bObsolete, bOnlyDirtyReplication, bOnlyOwnerSee, bOrientOnSlope, bOwnerNoSee, bPathColliding, bPathTemp, bPaused, bPendingDelete, bPostMission110276, bPostMission83, bPreMission00, bPreMission01, bPreMission02, bPreMission03, bPreMission04, bPreMission05, bPreMission06, bPreMission07, bPreMission08, bPreMission09, bPreMission10, bPreMission11, bPreMission12, bPreMission13, bProjTarget, bRenderLater, bRenderNoPredict, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRequiresWorldZBuffer, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSkipActorPropertyReplication, bSpecialLit, bSpecialRotationRep, bStasis, bStatic, bStaticLighting, bTearOff, bTempEditor, bTicked, bTimerLoop, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTravelGameEvent, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseDynamicLights, bWorldGeometry, CanEncroachList, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, DebugAlignMeshLevel, Deleted, DesiredRotation, DetailLevel, DrawScale, DrawScale3D, DrawType, Event, FallingAddedAcceleration, FallingMaxVelocityXY, FallingMaxVelocityZ, ForceRadius, ForceScale, ForceType, GoreLevel, Group, IndentStr, InitialState, Instigator, Inventory, KParams, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightPriority, LightRadius, LightRenderData, LightSaturation, LightTag, LightType, Location, LODBias, Mass, Mesh, MeshInstance, MeshParams, MessageClass, MountDetachPhysics, MountOldLocation, MountOldRotation, MountOrgLocation, MountOrgRotation, MountParentActor, MountParentNode, MountParentTag, NetPriority, NetTag, NetUpdateFrequency, nextParticleLight, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, PrimaryDynamicLight, PrimaryStaticLight, Projectors, ProximityReticleOnEvents, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderBoundFactor, RenderInterface, RenderIteratorClass, RenderRevision, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, Speaker, SpecialDisplayFlags, SpriteProjForward, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SwingFriction, SwingGravDir, SwingLength, SwingPivot, Tag, TerrainZOffset, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, TweenRate, UseReticleOnEvents, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
EAttitude
ATTITUDE_Enemy, ATTITUDE_Neutral, ATTITUDE_Friend, ATTITUDE_None,
EMoveResult
MR_Continue, MR_TimeOut, MR_Error, MR_NoPawn, MR_DestinationInvalid, MR_DestinationLost, MR_DestinationReached, MR_DestinationReachedFinal, MR_DestinationReachedPending, MR_DestinationReachedFinalPending,
EPathResult
PR_None, PR_Visible, PR_Reachable, PR_Direct,
EStopFiringInfo
SFI_None, SFI_Behavior, SFI_NoLOS, SFI_NoShot, SFI_Orientation, SFI_OutOfRange, SFI_TargetInvalid, SFI_Timeout, SFI_WeaponRating, SFI_WeaponReload, SFI_WeaponSwitch,
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMeshNodeRelType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ETacticalMoveType, ETravelType
Inherited Enumerations from Core.Object
EAlignment, ECamOrientation, ESheerAxis

Structures Summary
TFearLocationInfo
Location, ExpireTime
Inherited Structures from Engine.Actor
ActorList, ActorRenderDataPtr, ActorType, AnimRep, AnimStruct, BatchReference, CheckResult, Face, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr, TCollision
Inherited Structures from Core.Object
Alignment, BoundingVolume, Box, Color, ComponentHandle, Coords, Dimension, Guid, Matrix, NotifyInfo, ParticleHandle, Plane, Point, Range, RangeVector, Rectangle, Rotator, Scale, Vector

Functions Summary
event ActorRangeTransition (bool bInRange)
functionbool ActorReachable (Actor TargetActor, optional float MaxDistSquared)
function AddController ()
function AddFearLocation (vector FearLocation, float FearDuration ))
functionbool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
functionfloat AdjustDesireFor (Pickup P)
function AdjustView (float DeltaTime ))
event AIHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate)
functionbool AllowHitAnimations ()))
functionbool AllowHitSounds ()))
functionbool AtDestinationActor (Actor DestinationActor, optional float AtDestinationDistance)
functionbool AtDestinationPoint (vector Destination, optional float AtDestinationDistance)
event BeginState ()))
@GameEndedState
function BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)
functionbool CanHelp ()))
functionbool CanRespawn ()))
functionbool CanSee (Actor Other, optional bool bRobustLOSChecks, optional int TraceFlags)
function ChangedWeapon ()
functionbool CheckActorInRange (Actor Target, float Range)
functionbool CheckMeleeAttackRange (Actor MeleeTarget, optional float Range)
function ClearControllerTarget ()))
function ClearLastSeenTimes ()))
function ClearPaths ()
function ClearReferencesTo (Pawn P ))
function ClientDying (class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum))
function ClientGameEnded ()))
function ClientSetLocation (vector NewLocation, rotator NewRotation ))
function ClientSetRotation (rotator NewRotation ))
function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)
function DamageAttitudeTo (Pawn Other, float Damage, class<DamageType> DamageType)
functionbool DeferTo (Controller Other ))
eventfloat Desireability (Pickup P))
event Destroyed ()))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
functionvector EAdjustJump (vector TargetLocation, float BaseZ, float XYSpeed)
function EnableRotation (bool bVal ))
function EndClimbLadder ()
function EnemyDetected (vector DetectedLocation ))
event EnemyInLeapRange (float Distance)
event EnemyInMeleeRange ()
event EnemyInvalid ()
event EnemyNotInMeleeRange ()
event EnemyNotVisible ()
event EnemyRangeTransition (float Distance)
function FearThisSpot (Actor ASpot)
function FearTimer ()))
functionfloat FindBestInventoryPath (out Actor BestPath, float MinWeight, bool bPredictRespawns, optional bool bClearSpecialColliders)
functionCoverSpot FindCoverSpot (Pawn PawnToAvoid, float MinDistance, float MaxDistance, float MinDeltaZ, float MaxDeltaZ, float CosMinAngle, float CosMaxAngle, bool bIncludePathable)
functionEPathResult FindPathToActor (Actor TargetActor, optional out Actor ReturnedActor, optional bool bIncludeDirect, optional bool bClearPaths, optional bool bClearSpecialColliders)
functionEPathResult FindPathToPoint (vector TargetVector, optional out vector ReturnedVector, optional bool bIncludeDirect, optional bool bClearPaths, optional bool bClearSpecialColliders)
functionEPathResult FindPathTowardNearest (class<NavigationPoint> GoalClass, optional out Actor ReturnedActor, optional bool bClearSpecialColliders)
functionNavigationPoint FindRandomDest (optional bool bClearPaths, optional bool bClearSpecialColliders)
function FinishRotation (optional int Threshold)
function FireAt (Actor A)
functionbool GetAimingLocation (out vector TargetLocation ))
functionrotator GetAimRotation ()))
functionfloat GetAttackRating (Pawn Other)
functionfloat GetAttackStyle (Actor TargetActor)
functionEAttitude GetAttitudeTo (Pawn Other)
functionbyte GetbDuck ()))
functionbyte GetbRun ()))
functionfloat GetDefenseStyle (Actor TargetActor)
functionbyte GetDuckFlag ()))
functionint GetFacingDirection ()))
functionfloat GetFireRating ()
functionvector GetLastEnemyDetectedLocation ()))
functionfloat GetLastEnemyDetectedTime ()))
functionvector GetLastEnemyDetectionLocation ()))
functionvector GetLastEnemySeeingLocation ()))
functionvector GetLastEnemySeenLocation ()))
functionfloat GetLastEnemySeenTime ()))
functionbyte GetRunFlag ()))
functionfloat GetSkill ()))
functionstring GetStateInfoString ()))
functionETacticalMoveType GetTacticalMoveType ()))
functionActor GetTarget ()))
functionfloat GetTimeSinceEnemyLastDetected ()))
functionfloat GetTimeSinceEnemyLastSeen ()))
functionrotator GetViewRotation ()))
function HandleHelpMessageFrom (Controller Other)
function HandleKnockDown ()
function HandlePanic ()
function HandlePickup (Pickup pick))
event HearNoise (float Loudness, Actor NoiseMaker)
function InitPlayerReplicationInfo ()))
functionbool IsFacingTarget (Actor Target, float CosMinFacingAngle ))
functionbool IsFrozen ()))
functionbool IsHandlingLatentMove ()
functionbool IsMobile ()))
functionbool IsPreparedToAttack (bool bOwner ))
functionbool IsPreparedToFire (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ))
functionbool IsPreparedToMelee (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ))
functionbool IsRealPlayer ()))
functionbool IsStationary ()))
function LevelChange ()
functionbool LineOfSightTo (Actor Other, optional bool bRobustLOSChecks, optional int TraceFlags)
event LongFall ()
event MayFall ()
function MoverFinished ()
function MoveToActor (Actor DestinationActor, ETacticalMoveType DesiredTacticalMoveType, optional Actor FinalDestinationActor, optional float AtFinalDestinationDistance2D, optional Actor ViewFocus, optional float Speed)
function MoveToPoint (vector DestinationLocation, optional float AtFinalDestinationDistance2D, optional Actor ViewFocus, optional float Speed)
function NotifyAddInventory (inventory NewItem)
eventbool NotifyBump (Actor Other)
eventbool NotifyHeadVolumeChange (PhysicsVolume NewVolume)
event NotifyHitMover (vector HitNormal, mover Wall)
eventbool NotifyHitWall (vector HitNormal, actor Wall)
function NotifyInvalidLanding (CheckResult Hit)
function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class DamageType ))
eventbool NotifyLanded (vector HitNormal)
eventbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)
function NotifyRemoveInventory (inventory RemovedItem)
function NotifyStanceChange (byte NewStance, float HeightAdjust)
function NotifyTakeHit (Pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum)
function NotifyValidLanding (CheckResult Hit)
function PawnDied ()))
function PawnDied ()))
@DeadState
function PawnIsInPain (PhysicsVolume PainVolume)
functionactor PickAnyTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart)
functionpawn PickTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart)
functionbool PickWallAdjust (vector HitNormal)
functionbool PointReachable (vector point, optional float MaxDistSquared)
function Possess (Pawn aPawn))
event PostBeginPlay ()))
event PreBeginPlay ()))
event PrepareForMove (NavigationPoint Goal, ReachSpec Path)
functionbool PressingAltFire ()))
functionbool PressingFire ()))
function RemoveController ()
event RenderOverlays (canvas Canvas ))
event Replication ()))
function Reset ()))
function Restart ()))
function RestartLevel ()
event SeeAlertFriend (Pawn Seen)
event SeeEnemy (Pawn Seen)
event SeeFriend (Pawn Seen)
event SeeOther (Actor Seen)
function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType))
function SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype))
function ServerReStartPlayer ()))
function ServerReStartPlayer ()))
@DeadState
function SetActorRangeTest (actor Target, float Range, bool bSendInitialEvent ))
function SetDuckFlag (byte Val ))
function SetFall ()
function SetFrozen (bool bVal)
function SetLastEnemyDetectedLocation (vector DetectedLocation ))
function SetRunFlag (byte Val ))
function SetStationary (bool bVal, optional bool bStayStationaryVal)
function ShakeView (float Magnitude, ptional float Duration)
function ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed)
eventbool SpecialPathing (ReachSpec Path, out int ExtraCost ))
function StartFalling ()
function StopMovement (bool bKillAcceleration, bool bKillVelocity ))
function StopWaiting ()
functionbool SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode ))
functionfloat TimeSinceTargetLastSeen (Actor TargetActor ))
function UnderLift (Mover M)
function Unuse ()
event UpdateTactics ()
function Use ()
functionbool ValidCoverActor (Actor CoverActor, Pawn PawnToAvoid, bool bTestReach)
functionbool ValidEnemy (Pawn P ))
functionbool ValidPawn (Pawn P ))
function WaitForLanding (optional float MaxWaitTime)
function WaitForMover (Mover M)
functionbool WantsSmoothedView ()))
functionvector WeaponBob (float BobDamping))
functionfloat WeaponPreference (Weapon W ))
functionbool WouldReactToNoise (float Loudness, Actor NoiseMaker))
functionbool WouldReactToSeeing (Pawn Seen))
function _SetControllerEnemy (Pawn Enemy)
function _SetControllerTarget (Actor Target)
Inherited Functions from Engine.Actor
*, +, -, AddActor, AddActorAt, AddArrow, AddBox, AddCylinder, AddLine, AlignMeshSpecialHandling, AllActors, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, Attach, AttachToBone, AutoDestroy, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BM, BroadcastLocalizedMessage, Bump, CanHit, CanSplash, ChildActors, ClearRenderData, CollidingActors, ColorBlack, ColorBlue, ColorBrown, ColorCyan, ColorDkBlue, ColorDkCyan, ColorDkGreen, ColorDkGrey, ColorDkMagenta, ColorDkRed, ColorDkYellow, ColorGreen, ColorGrey, ColorLtGrey, ColorMagenta, ColorOrange, ColorPink, ColorRed, ColorWhite, ColorYellow, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DialogBegin, DialogEnd, DialogInitiate, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogTerminate, DialogUnPause, DisplayDebug, DM, DMAssert, DMN, DMT, DMTN, DMTNS, DOREP, DTM, DynamicActors, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, FallLanding, FastTrace, FellOutOfWorld, FindActorByTag, FindBase, FinishAnim, FinishInterpolation, FitActorAt, FORCEREP, GainedChild, GetAgentAnimInfo, GetAgentInputInfo, GetAnim, GetAnimBaseName, GetAnimCount, GetAnimExtInfo1, GetAnimExtInfo2, GetAnimFrames, GetAnimGroup, GetAnimIndex, GetAnimParams, GetAnimSlot, GetAnimVersion, GetAverageSurfaceNormal, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClient, GetCollisionBoundingBox, GetCommandLine, GetDescription, GetGoreDetailLevel, GetHumanReadableName, GetItemName, GetLocalString, GetMapName, GetMaxDetailLevel, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOggDuration, GetRenderBoundingBox, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSkill, GetSoundDuration, GetURLMap, HasAnim, HitWall, HitWallEx, HurtRadius, ID, IsAnimating, IsDetailLevelOK, IsDifficultyOK, IsGoreOK, IsInPain, IsInVolume, IsNPC, IsPlayer, IsRealPlayer, IsTweening, IsUsable, KAddForce, KAddImpulse, KAddTorque, KDisableCollision, KEnableCollision, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRestitution, KilledBy, KImpact, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetStayUpright, KWake, Landed, LandedEx, LinkSkelAnim, LockRootMotion, LoopAnim, LostChild, MakeColor, MakeNoise, MatchStarting, MeshAgentCallAction, MeshAgentEnableChannel, MeshAgentGetActionCount, MeshAgentGetActionName, MeshAgentGetChannelBoundAction, MeshAgentGetChannelBoundLevel, MeshAgentGetChannelBoundTime, MeshAgentGetChannelCount, MeshAgentGetChannelName, MeshAgentGetChannelScriptName, MeshAgentGetInputCount, MeshAgentGetInputCurValue, MeshAgentGetInputName, MeshAgentGetInputValueCount, MeshAgentGetInputValueName, MeshAgentImmediateAction, MeshAgentResetChannel, MeshAgentSetInputCurValue, MeshAgentSetInputLock, MeshGetAttachments, MeshGetNodeCount, MeshGetNodeIndexed, MeshGetNodeNamed, MeshGetNodeWeapon, MeshGetSatelliteActor, MeshGetSatelliteLocation, MeshGetStaticMeshAttachmentOffset, MeshNodeGetIndex, MeshNodeGetRotation, MeshNodeGetScale, MeshNodeGetTranslation, MeshNodeSetRotation, MeshNodeSetScale, MeshNodeSetTranslation, MeshSetSatellite, MeshSetStaticMeshAttachmentOffset, MeshSetStaticMeshAttachmentSkin, MeshSetStaticMeshAttachmentSkinsAll, ModifyDefaultProperties, MountSetParent, Move, MoveAttachment, MoveCacheEntry, MoveSmooth, NearSpot, NotifyGoreDetailChanged, NotifyLog, NotifyPlaySound, NotifyPlaySoundRadius, NotifyUnuse, OD, OnUnuse, OnUse, ParticleTrigger, ParticleUnTrigger, PauseAudio, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayMusic, PlayOwnedSound, PlaySound, PlayVoice, PlusDir, PostBeginPlay, PostTeleport, PostTouch, PreBeginPlay, PreparedForDialog, PreTeleport, RadiusActors, RedoBNetInitial, RefreshAllScriptProcesses, ReplaceText, Replication, Reset, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetClassStatic, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetTimer, ShouldDestroy, SingleLineCheck, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopMovement, StopMusic, StopSound, StopSoundSlot, StopVoice, StopVoiceFile, TakeDamage, Tick, Timer, TM, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceTexture, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnPauseAudio, UnTouch, UnTrigger, UntriggerEvent, UpdateMountPhysics, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange
Inherited Functions from Core.Object
!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, ?, @, @=, Ablend, AblendR, Abs, Acos, AddFlagSafe, AddTimer, AddTimerS, Asc, Asin, Atan, Atan2, BeginState, Blend, BlendR, CallFunction, CallFunctionS, CanGetProperty, CanSetProperty, Caps, Chr, Clamp, ClassIsChildOf, Constructed, Cos, Cross, DefinesFunction, DefinesFunctionS, Delete, Disable, Dot, DumpProbes, DynamicLoadObject, Enable, EndState, EnumStr, Exp, FClamp, FDecision, FileSize, FindObject, FMax, FMin, FRand, GetAxes, GetContext, GetEnum, GetLanguage, GetPropertyText, GetRand, GetStateName, GetUnAxes, GetWhiteColor, GotoLabel, GotoState, InStr, Invert, IsA, IsInState, IsProbing, Left, Len, Lerp, LineLineIntersection, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NotifyStateChange, ObjListMemStats, OrthoRotation, ProgressSeed, Quotes, Rand, RandomSpreadVector, RandRange, RemoveAllTimers, RemoveFlagSafe, RemoveTimer, RemoveTimerS, ResetConfig, ResetLoaders, Right, RMax, RMin, RotateAngleAxis, RotRand, Round, RSize, SaveConfig, SetProbing, SetPropertyText, SetPropertyTextDefault, Sin, Smerp, SMod, Split, Sqrt, Square, StaticCallFunction, StaticCallFunctionS, StaticDefinesFunction, StaticDefinesFunctionS, StaticSaveConfig, StrArray, StringToName, Tan, TimeRemaining, TimeRemainingS, TraceMessage, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, Warn, ^, ^^, |, ||, ~, ~=

States Summary
@DeadState Source code
state @DeadState
PawnDied, ServerReStartPlayer
@GameEndedState Source code
state @GameEndedState
BeginState


Constants Detail

DeadState Source code

const DeadState = 'Dead';

FearTimerName Source code

const FearTimerName = 'FearTimer';

GameEndedState Source code

const GameEndedState = 'GameEnded';


Variables Detail

ActorRangeCounter Source code

var float ActorRangeCounter;

AdjustLoc Source code

var vector AdjustLoc;

AimRotation Source code

var rotator AimRotation;

AudioRadiusModifier Source code

var float AudioRadiusModifier;

AudioVolumeModifier Source code

var float AudioVolumeModifier;

bAdjusting Source code

var const bool bAdjusting;

bAltFire Source code

var input byte bAltFire;

bControlAnimations Source code

var bool bControlAnimations;

bDuck Source code

var private input byte bDuck;

bEnemyAcquired Source code

var bool bEnemyAcquired;

bFire Source code

var input byte bFire;

bGodMode Source code

var bool bGodMode;

bIsBot Source code

var bool bIsBot;

bIsPlayer Source code

var bool bIsPlayer;

bJump Source code

var input byte bJump;

bLeanForward Source code

var input byte bLeanForward;

bLeanLeft Source code

var input byte bLeanLeft;

bLeanRight Source code

var input byte bLeanRight;

bLeanUp Source code

var input byte bLeanUp;

bLOSflag Source code

var const bool bLOSflag;

bNoTact Source code

var bool bNoTact;

bPlayerCanFire Source code

var bool bPlayerCanFire;

bPreparingMove Source code

var bool bPreparingMove;

bRun Source code

var private input byte bRun;

bShouldPossess Source code

var bool bShouldPossess;

bSlowAudioOcclusion Source code

var bool bSlowAudioOcclusion;

bSpecialJump Source code

var bool bSpecialJump;

bTacticalDir Source code

var bool bTacticalDir;

ControllerEnemy Source code

var const Pawn ControllerEnemy;

ControllerTarget Source code

var const Actor ControllerTarget;

CosMinFacingTargetAngle Source code

var float CosMinFacingTargetAngle;

CurrentCoverSpot Source code

var CoverSpot CurrentCoverSpot;

CurrentPath Source code

var ReachSpec CurrentPath;

CurrentPathDir Source code

var vector CurrentPathDir;

DefaultMoveSpeed Source code

var float DefaultMoveSpeed;

Destination Source code

var vector Destination;

FallWaitTime Source code

var float FallWaitTime;

FearLocations Source code

var array<TFearLocationInfo> FearLocations;

FinishRotationThreshold Source code

var const float FinishRotationThreshold;

FocalPoint Source code

var vector FocalPoint;

Focus Source code

var Actor Focus;

FovAngle Source code

var float FovAngle;

GoalList[4] Source code

var Actor GoalList[4];

GroundPitchTime Source code

var float GroundPitchTime;

Handedness Source code

var globalconfig float Handedness;

home Source code

var NavigationPoint home;

InRangeActor Source code

var actor InRangeActor;

InRangebSendInitialEvent Source code

var bool InRangebSendInitialEvent;

InRangeDistance Source code

var float InRangeDistance;

LastEnemyDetectedLocation Source code

var private vector LastEnemyDetectedLocation;

LastEnemyDetectedTime Source code

var private float LastEnemyDetectedTime;

LastEnemyDetectionLocation Source code

var private vector LastEnemyDetectionLocation;

LastEnemySeeingLocation Source code

var private vector LastEnemySeeingLocation;

LastEnemySeenLocation Source code

var private vector LastEnemySeenLocation;

LastEnemySeenTime Source code

var private float LastEnemySeenTime;

LastInRangeResult Source code

var int LastInRangeResult;

LastRange Source code

var int LastRange;

LastRangeEnemy Source code

var Pawn LastRangeEnemy;

LeapCounter Source code

var float LeapCounter;

MeleeCounter Source code

var float MeleeCounter;

MinHitWall Source code

var float MinHitWall;

MoveAtFinalDestinationDistance Source code

var const float MoveAtFinalDestinationDistance;

MoveFinalDestinationActor Source code

var const Actor MoveFinalDestinationActor;

MoveResult Source code

var const EMoveResult MoveResult;

MoveTarget Source code

var Actor MoveTarget;

MoveTimer Source code

var float MoveTimer;

nextController Source code

var const Controller nextController;

OldMessageTime Source code

var float OldMessageTime;

Pawn Source code

var Pawn Pawn;

PawnClass Source code

var class<Pawn> PawnClass;

PendingMover Source code

var Mover PendingMover;

PlayerReplicationInfo Source code

var PlayerReplicationInfo PlayerReplicationInfo;

RangeCounter Source code

var float RangeCounter;

Ranges Source code

var array<float> Ranges;

RouteCache[16] Source code

var Actor RouteCache[16];

RouteDist Source code

var float RouteDist;

RouteGoal Source code

var Actor RouteGoal;

SightCounter Source code

var float SightCounter;

StartSpot Source code

var NavigationPoint StartSpot;

StrafeTimer Source code

var float StrafeTimer;

TacticalMoveType Source code

var private const ETacticalMoveType TacticalMoveType;

ViewX Source code

var vector ViewX;

ViewY Source code

var vector ViewY;

ViewZ Source code

var vector ViewZ;

VoicePitch Source code

var byte VoicePitch;

VoiceType Source code

var string VoiceType;

Controller

PlayerReplicationInfoClass Source code

var(Controller) class<PlayerReplicationInfo> PlayerReplicationInfoClass;


Enumerations Detail

EAttitude Source code

enum EAttitude
{
ATTITUDE_Enemy, ATTITUDE_Neutral, ATTITUDE_Friend, ATTITUDE_None,
};

EMoveResult Source code

enum EMoveResult
{
MR_Continue, MR_TimeOut, MR_Error, MR_NoPawn, MR_DestinationInvalid, MR_DestinationLost, MR_DestinationReached, MR_DestinationReachedFinal, MR_DestinationReachedPending, MR_DestinationReachedFinalPending,
};

EPathResult Source code

enum EPathResult
{
PR_None, PR_Visible, PR_Reachable, PR_Direct,
};

EStopFiringInfo Source code

enum EStopFiringInfo
{
SFI_None, SFI_Behavior, SFI_NoLOS, SFI_NoShot, SFI_Orientation, SFI_OutOfRange, SFI_TargetInvalid, SFI_Timeout, SFI_WeaponRating, SFI_WeaponReload, SFI_WeaponSwitch,
};


Structures Detail

TFearLocationInfo Source code

struct TFearLocationInfo
{
var float ExpireTime;
var vector Location;
};



Functions Detail

ActorRangeTransition Source code

event ActorRangeTransition ( bool bInRange )

ActorReachable Source code

native(520) final function bool ActorReachable ( Actor TargetActor, optional float MaxDistSquared )

AddController Source code

native(529) final function AddController ( )

AddFearLocation Source code

function AddFearLocation ( vector FearLocation, float FearDuration ) )

AdjustAim Source code

function bool AdjustAim ( class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ) )

AdjustDesireFor Source code

function float AdjustDesireFor ( Pickup P )

AdjustView Source code

function AdjustView ( float DeltaTime ) )

AIHearSound Source code

event AIHearSound ( actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate )

AllowHitAnimations Source code

function bool AllowHitAnimations ( ) )

AllowHitSounds Source code

function bool AllowHitSounds ( ) )

AtDestinationActor Source code

native final function bool AtDestinationActor ( Actor DestinationActor, optional float AtDestinationDistance )

AtDestinationPoint Source code

native final function bool AtDestinationPoint ( vector Destination, optional float AtDestinationDistance )

BeginState @GameEndedState Source code

event BeginState ( ) )

BotVoiceMessage Source code

function BotVoiceMessage ( name messagetype, byte MessageID, Controller Sender )

CanHelp Source code

function bool CanHelp ( ) )

CanRespawn Source code

function bool CanRespawn ( ) )

CanSee Source code

native(533) final function bool CanSee ( Actor Other, optional bool bRobustLOSChecks, optional int TraceFlags )

ChangedWeapon Source code

function ChangedWeapon ( )

CheckActorInRange Source code

native final function bool CheckActorInRange ( Actor Target, float Range )

CheckMeleeAttackRange Source code

native final function bool CheckMeleeAttackRange ( Actor MeleeTarget, optional float Range )

ClearControllerTarget Source code

function ClearControllerTarget ( ) )

ClearLastSeenTimes Source code

function ClearLastSeenTimes ( ) )

ClearPaths Source code

native(522) final function ClearPaths ( )

ClearReferencesTo Source code

function ClearReferencesTo ( Pawn P ) )

ClientDying Source code

function ClientDying ( class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum) )

ClientGameEnded Source code

function ClientGameEnded ( ) )

ClientSetLocation Source code

function ClientSetLocation ( vector NewLocation, rotator NewRotation ) )

ClientSetRotation Source code

function ClientSetRotation ( rotator NewRotation ) )

ClientVoiceMessage Source code

function ClientVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID )

DamageAttitudeTo Source code

function DamageAttitudeTo ( Pawn Other, float Damage, class<DamageType> DamageType )

DeferTo Source code

function bool DeferTo ( Controller Other ) )

Desireability Source code

event float Desireability ( Pickup P) )

Destroyed Source code

simulated event Destroyed ( ) )

DisplayDebug Source code

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

EAdjustJump Source code

native(523) final function vector EAdjustJump ( vector TargetLocation, float BaseZ, float XYSpeed )

EnableRotation Source code

function EnableRotation ( bool bVal ) )

EndClimbLadder Source code

native function EndClimbLadder ( )

EnemyDetected Source code

function EnemyDetected ( vector DetectedLocation ) )

EnemyInLeapRange Source code

event EnemyInLeapRange ( float Distance )

EnemyInMeleeRange Source code

event EnemyInMeleeRange ( )

EnemyInvalid Source code

event EnemyInvalid ( )

EnemyNotInMeleeRange Source code

event EnemyNotInMeleeRange ( )

EnemyNotVisible Source code

event EnemyNotVisible ( )

EnemyRangeTransition Source code

event EnemyRangeTransition ( float Distance )

FearThisSpot Source code

function FearThisSpot ( Actor ASpot )

FearTimer Source code

function FearTimer ( ) )

FindBestInventoryPath Source code

native(540) final function float FindBestInventoryPath ( out Actor BestPath, float MinWeight, bool bPredictRespawns, optional bool bClearSpecialColliders )

FindCoverSpot Source code

native final function CoverSpot FindCoverSpot ( Pawn PawnToAvoid, float MinDistance, float MaxDistance, float MinDeltaZ, float MaxDeltaZ, float CosMinAngle, float CosMaxAngle, bool bIncludePathable )

FindPathToActor Source code

native(518) final function EPathResult FindPathToActor ( Actor TargetActor, optional out Actor ReturnedActor, optional bool bIncludeDirect, optional bool bClearPaths, optional bool bClearSpecialColliders )

FindPathToPoint Source code

native(517) final function EPathResult FindPathToPoint ( vector TargetVector, optional out vector ReturnedVector, optional bool bIncludeDirect, optional bool bClearPaths, optional bool bClearSpecialColliders )

FindPathTowardNearest Source code

native final function EPathResult FindPathTowardNearest ( class<NavigationPoint> GoalClass, optional out Actor ReturnedActor, optional bool bClearSpecialColliders )

FindRandomDest Source code

native(525) final function NavigationPoint FindRandomDest ( optional bool bClearPaths, optional bool bClearSpecialColliders )

FinishRotation Source code

native(508) final latent function FinishRotation ( optional int Threshold )

FireAt Source code

function FireAt ( Actor A )

GetAimingLocation Source code

function bool GetAimingLocation ( out vector TargetLocation ) )

GetAimRotation Source code

function rotator GetAimRotation ( ) )

GetAttackRating Source code

function float GetAttackRating ( Pawn Other )

GetAttackStyle Source code

function float GetAttackStyle ( Actor TargetActor )

GetAttitudeTo Source code

native final function EAttitude GetAttitudeTo ( Pawn Other )

GetbDuck Source code

function byte GetbDuck ( ) )

GetbRun Source code

function byte GetbRun ( ) )

GetDefenseStyle Source code

function float GetDefenseStyle ( Actor TargetActor )

GetDuckFlag Source code

function byte GetDuckFlag ( ) )

GetFacingDirection Source code

function int GetFacingDirection ( ) )

GetFireRating Source code

function float GetFireRating ( )

GetLastEnemyDetectedLocation Source code

function vector GetLastEnemyDetectedLocation ( ) )

GetLastEnemyDetectedTime Source code

function float GetLastEnemyDetectedTime ( ) )

GetLastEnemyDetectionLocation Source code

function vector GetLastEnemyDetectionLocation ( ) )

GetLastEnemySeeingLocation Source code

function vector GetLastEnemySeeingLocation ( ) )

GetLastEnemySeenLocation Source code

function vector GetLastEnemySeenLocation ( ) )

GetLastEnemySeenTime Source code

function float GetLastEnemySeenTime ( ) )

GetRunFlag Source code

function byte GetRunFlag ( ) )

GetSkill Source code

function float GetSkill ( ) )

GetStateInfoString Source code

function string GetStateInfoString ( ) )

GetTacticalMoveType Source code

if(ControllerEnemy!=Enemy) { bEnemyAcquired = false ; _SetControllerEnemy(Enemy) ; } } { if(ControllerTarget!=Target) { _SetControllerTarget(Target) ; } } function ETacticalMoveType GetTacticalMoveType ( ) )

GetTarget Source code

function Actor GetTarget ( ) )

GetTimeSinceEnemyLastDetected Source code

function float GetTimeSinceEnemyLastDetected ( ) )

GetTimeSinceEnemyLastSeen Source code

function float GetTimeSinceEnemyLastSeen ( ) )

GetViewRotation Source code

function rotator GetViewRotation ( ) )

HandleHelpMessageFrom Source code

function HandleHelpMessageFrom ( Controller Other )

HandleKnockDown Source code

function HandleKnockDown ( )

HandlePanic Source code

function HandlePanic ( )

HandlePickup Source code

function HandlePickup ( Pickup pick) )

HearNoise Source code

event HearNoise ( float Loudness, Actor NoiseMaker )

InitPlayerReplicationInfo Source code

function InitPlayerReplicationInfo ( ) )

IsFacingTarget Source code

function bool IsFacingTarget ( Actor Target, float CosMinFacingAngle ) )

IsFrozen Source code

function bool IsFrozen ( ) )

IsHandlingLatentMove Source code

native final function bool IsHandlingLatentMove ( )

IsMobile Source code

function bool IsMobile ( ) )

IsPreparedToAttack Source code

function bool IsPreparedToAttack ( bool bOwner ) )

IsPreparedToFire Source code

function bool IsPreparedToFire ( bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ) )

IsPreparedToMelee Source code

function bool IsPreparedToMelee ( bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ) )

IsRealPlayer Source code

function bool IsRealPlayer ( ) )

IsStationary Source code

function bool IsStationary ( ) )

LevelChange Source code

function LevelChange ( )

LineOfSightTo Source code

native(514) final function bool LineOfSightTo ( Actor Other, optional bool bRobustLOSChecks, optional int TraceFlags )

LongFall Source code

event LongFall ( )

MayFall Source code

event MayFall ( )

MoverFinished Source code

function MoverFinished ( )

MoveToActor Source code

native(502) final latent function MoveToActor ( Actor DestinationActor, ETacticalMoveType DesiredTacticalMoveType, optional Actor FinalDestinationActor, optional float AtFinalDestinationDistance2D, optional Actor ViewFocus, optional float Speed )

MoveToPoint Source code

native(500) final latent function MoveToPoint ( vector DestinationLocation, optional float AtFinalDestinationDistance2D, optional Actor ViewFocus, optional float Speed )

NotifyAddInventory Source code

function NotifyAddInventory ( inventory NewItem )

NotifyBump Source code

event bool NotifyBump ( Actor Other )

NotifyHeadVolumeChange Source code

event bool NotifyHeadVolumeChange ( PhysicsVolume NewVolume )

NotifyHitMover Source code

event NotifyHitMover ( vector HitNormal, mover Wall )

NotifyHitWall Source code

event bool NotifyHitWall ( vector HitNormal, actor Wall )

NotifyInvalidLanding Source code

function NotifyInvalidLanding ( CheckResult Hit )

NotifyKilled Source code

function NotifyKilled ( Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> DamageType ) )

NotifyLanded Source code

event bool NotifyLanded ( vector HitNormal )

NotifyPhysicsVolumeChange Source code

event bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume )

NotifyRemoveInventory Source code

function NotifyRemoveInventory ( inventory RemovedItem )

NotifyStanceChange Source code

function NotifyStanceChange ( byte NewStance, float HeightAdjust )

NotifyTakeHit Source code

function NotifyTakeHit ( Pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum )

NotifyValidLanding Source code

function NotifyValidLanding ( CheckResult Hit )

PawnDied Source code

function PawnDied ( ) )

PawnDied @DeadState Source code

function PawnDied ( ) )

PawnIsInPain Source code

function PawnIsInPain ( PhysicsVolume PainVolume )

PickAnyTarget Source code

native(534) final function actor PickAnyTarget ( out float bestAim, out float bestDist, vector FireDir, vector projStart )

PickTarget Source code

native(531) final function pawn PickTarget ( out float bestAim, out float bestDist, vector FireDir, vector projStart )

PickWallAdjust Source code

native(526) final function bool PickWallAdjust ( vector HitNormal )

PointReachable Source code

native(521) final function bool PointReachable ( vector point, optional float MaxDistSquared )

Possess Source code

function Possess ( Pawn aPawn) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PreBeginPlay Source code

simulated event PreBeginPlay ( ) )

PrepareForMove Source code

event PrepareForMove ( NavigationPoint Goal, ReachSpec Path )

PressingAltFire Source code

function bool PressingAltFire ( ) )

PressingFire Source code

function bool PressingFire ( ) )

RemoveController Source code

native(530) final function RemoveController ( )

RenderOverlays Source code

simulated event RenderOverlays ( canvas Canvas ) )

Replication Source code

event Replication ( ) )

Reset Source code

function Reset ( ) )

Restart Source code

function Restart ( ) )

RestartLevel Source code

exec function RestartLevel ( )

SeeAlertFriend Source code

event SeeAlertFriend ( Pawn Seen )

SeeEnemy Source code

event SeeEnemy ( Pawn Seen )

SeeFriend Source code

event SeeFriend ( Pawn Seen )

SeeOther Source code

event SeeOther ( Actor Seen )

SendMessage Source code

function SendMessage ( PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType) )

SendVoiceMessage Source code

function SendVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype) )

ServerReStartPlayer Source code

function ServerReStartPlayer ( ) )

ServerReStartPlayer @DeadState Source code

function ServerReStartPlayer ( ) )

SetActorRangeTest Source code

function SetActorRangeTest ( actor Target, float Range, bool bSendInitialEvent ) )

SetDuckFlag Source code

function SetDuckFlag ( byte Val ) )

SetFall Source code

function SetFall ( )

SetFrozen Source code

function SetFrozen ( bool bVal )

SetLastEnemyDetectedLocation Source code

function SetLastEnemyDetectedLocation ( vector DetectedLocation ) )

SetRunFlag Source code

function SetRunFlag ( byte Val ) )

SetStationary Source code

function SetStationary ( bool bVal, optional bool bStayStationaryVal )

ShakeView Source code

function ShakeView ( float Magnitude,optional float Duration )

ShotFiredNotification Source code

function ShotFiredNotification ( Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed )

SpecialPathing Source code

event bool SpecialPathing ( ReachSpec Path, out int ExtraCost ) )

StartFalling Source code

function StartFalling ( )

StopMovement Source code

function StopMovement ( bool bKillAcceleration, bool bKillVelocity ) )

StopWaiting Source code

native function StopWaiting ( )

SwitchToBestWeapon Source code

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

TimeSinceTargetLastSeen Source code

function float TimeSinceTargetLastSeen ( Actor TargetActor ) )

UnderLift Source code

function UnderLift ( Mover M )

Unuse Source code

exec function Unuse ( )

UpdateTactics Source code

event UpdateTactics ( )

Use Source code

exec function Use ( )

ValidCoverActor Source code

native final function bool ValidCoverActor ( Actor CoverActor, Pawn PawnToAvoid, bool bTestReach )

ValidEnemy Source code

function bool ValidEnemy ( Pawn P ) )

ValidPawn Source code

function bool ValidPawn ( Pawn P ) )

WaitForLanding Source code

native(527) final latent function WaitForLanding ( optional float MaxWaitTime )

WaitForMover Source code

function WaitForMover ( Mover M )

WantsSmoothedView Source code

function bool WantsSmoothedView ( ) )

WeaponBob Source code

function vector WeaponBob ( float BobDamping) )

WeaponPreference Source code

bFire = 0 ; bAltFire = 0 ; } function float WeaponPreference ( Weapon W ) )

WouldReactToNoise Source code

function bool WouldReactToNoise ( float Loudness, Actor NoiseMaker) )

WouldReactToSeeing Source code

function bool WouldReactToSeeing ( Pawn Seen) )

_SetControllerEnemy Source code

native final private function _SetControllerEnemy ( Pawn Enemy )

_SetControllerTarget Source code

native final private function _SetControllerTarget ( Actor Target )


Defaultproperties

defaultproperties
{
	FovAngle=90.000000
	DefaultMoveSpeed=1.000000
	CosMinFacingTargetAngle=0.984000
	MinHitWall=-1.000000
	PlayerReplicationInfoClass=Class'Engine.PlayerReplicationInfo'
	bSlowAudioOcclusion=true
	AudioRadiusModifier=0.500000
	AudioVolumeModifier=0.350000
	bPlayerCanFire=true
	bHidden=true
	RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
	bHiddenEd=true
     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 10:48:28.222 - Created with UnCodeX