- Extends
- Actor
- Modifiers
- native nativereplication abstract
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
Direct Known Subclasses:
LicenseeController
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 |
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 |
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 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 |
| | ActorRangeTransition (bool bInRange)
|
| bool | ActorReachable (Actor TargetActor, optional float MaxDistSquared)
|
| | AddController ()
|
| | AddFearLocation (vector FearLocation, float FearDuration ))
|
| bool | AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
|
| float | AdjustDesireFor (Pickup P)
|
| | AdjustView (float DeltaTime ))
|
| | AIHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate)
|
| bool | AllowHitAnimations ()))
|
| bool | AllowHitSounds ()))
|
| bool | AtDestinationActor (Actor DestinationActor, optional float AtDestinationDistance)
|
| bool | AtDestinationPoint (vector Destination, optional float AtDestinationDistance)
|
| | BeginState ())) @GameEndedState |
| | BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)
|
| bool | CanHelp ()))
|
| bool | CanRespawn ()))
|
| bool | CanSee (Actor Other, optional bool bRobustLOSChecks, optional int TraceFlags)
|
| | ChangedWeapon ()
|
| bool | CheckActorInRange (Actor Target, float Range)
|
| bool | CheckMeleeAttackRange (Actor MeleeTarget, optional float Range)
|
| | ClearControllerTarget ()))
|
| | ClearLastSeenTimes ()))
|
| | ClearPaths ()
|
| | ClearReferencesTo (Pawn P ))
|
| | ClientDying (class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum))
|
| | ClientGameEnded ()))
|
| | ClientSetLocation (vector NewLocation, rotator NewRotation ))
|
| | ClientSetRotation (rotator NewRotation ))
|
| | ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)
|
| | DamageAttitudeTo (Pawn Other, float Damage, class<DamageType> DamageType)
|
| bool | DeferTo (Controller Other ))
|
| float | Desireability (Pickup P))
|
| | Destroyed ()))
|
| | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
|
| vector | EAdjustJump (vector TargetLocation, float BaseZ, float XYSpeed)
|
| | EnableRotation (bool bVal ))
|
| | EndClimbLadder ()
|
| | EnemyDetected (vector DetectedLocation ))
|
| | EnemyInLeapRange (float Distance)
|
| | EnemyInMeleeRange ()
|
| | EnemyInvalid ()
|
| | EnemyNotInMeleeRange ()
|
| | EnemyNotVisible ()
|
| | EnemyRangeTransition (float Distance)
|
| | FearThisSpot (Actor ASpot)
|
| | FearTimer ()))
|
| float | FindBestInventoryPath (out Actor BestPath, float MinWeight, bool bPredictRespawns, optional bool bClearSpecialColliders)
|
| CoverSpot | FindCoverSpot (Pawn PawnToAvoid, float MinDistance, float MaxDistance, float MinDeltaZ, float MaxDeltaZ, float CosMinAngle, float CosMaxAngle, bool bIncludePathable)
|
| EPathResult | FindPathToActor (Actor TargetActor, optional out Actor ReturnedActor, optional bool bIncludeDirect, optional bool bClearPaths, optional bool bClearSpecialColliders)
|
| EPathResult | FindPathToPoint (vector TargetVector, optional out vector ReturnedVector, optional bool bIncludeDirect, optional bool bClearPaths, optional bool bClearSpecialColliders)
|
| EPathResult | FindPathTowardNearest (class<NavigationPoint> GoalClass, optional out Actor ReturnedActor, optional bool bClearSpecialColliders)
|
| NavigationPoint | FindRandomDest (optional bool bClearPaths, optional bool bClearSpecialColliders)
|
| | FinishRotation (optional int Threshold)
|
| | FireAt (Actor A)
|
| bool | GetAimingLocation (out vector TargetLocation ))
|
| rotator | GetAimRotation ()))
|
| float | GetAttackRating (Pawn Other)
|
| float | GetAttackStyle (Actor TargetActor)
|
| EAttitude | GetAttitudeTo (Pawn Other)
|
| byte | GetbDuck ()))
|
| byte | GetbRun ()))
|
| float | GetDefenseStyle (Actor TargetActor)
|
| byte | GetDuckFlag ()))
|
| int | GetFacingDirection ()))
|
| float | GetFireRating ()
|
| vector | GetLastEnemyDetectedLocation ()))
|
| float | GetLastEnemyDetectedTime ()))
|
| vector | GetLastEnemyDetectionLocation ()))
|
| vector | GetLastEnemySeeingLocation ()))
|
| vector | GetLastEnemySeenLocation ()))
|
| float | GetLastEnemySeenTime ()))
|
| byte | GetRunFlag ()))
|
| float | GetSkill ()))
|
| string | GetStateInfoString ()))
|
| ETacticalMoveType | GetTacticalMoveType ()))
|
| Actor | GetTarget ()))
|
| float | GetTimeSinceEnemyLastDetected ()))
|
| float | GetTimeSinceEnemyLastSeen ()))
|
| rotator | GetViewRotation ()))
|
| | HandleHelpMessageFrom (Controller Other)
|
| | HandleKnockDown ()
|
| | HandlePanic ()
|
| | HandlePickup (Pickup pick))
|
| | HearNoise (float Loudness, Actor NoiseMaker)
|
| | InitPlayerReplicationInfo ()))
|
| bool | IsFacingTarget (Actor Target, float CosMinFacingAngle ))
|
| bool | IsFrozen ()))
|
| bool | IsHandlingLatentMove ()
|
| bool | IsMobile ()))
|
| bool | IsPreparedToAttack (bool bOwner ))
|
| bool | IsPreparedToFire (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ))
|
| bool | IsPreparedToMelee (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ))
|
| bool | IsRealPlayer ()))
|
| bool | IsStationary ()))
|
| | LevelChange ()
|
| bool | LineOfSightTo (Actor Other, optional bool bRobustLOSChecks, optional int TraceFlags)
|
| | LongFall ()
|
| | MayFall ()
|
| | MoverFinished ()
|
| | MoveToActor (Actor DestinationActor, ETacticalMoveType DesiredTacticalMoveType, optional Actor FinalDestinationActor, optional float AtFinalDestinationDistance2D, optional Actor ViewFocus, optional float Speed)
|
| | MoveToPoint (vector DestinationLocation, optional float AtFinalDestinationDistance2D, optional Actor ViewFocus, optional float Speed)
|
| | NotifyAddInventory (inventory NewItem)
|
| bool | NotifyBump (Actor Other)
|
| bool | NotifyHeadVolumeChange (PhysicsVolume NewVolume)
|
| | NotifyHitMover (vector HitNormal, mover Wall)
|
| bool | NotifyHitWall (vector HitNormal, actor Wall)
|
| | NotifyInvalidLanding (CheckResult Hit)
|
| | NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class DamageType ))
|
| bool | NotifyLanded (vector HitNormal)
|
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)
|
| | NotifyRemoveInventory (inventory RemovedItem)
|
| | NotifyStanceChange (byte NewStance, float HeightAdjust)
|
| | NotifyTakeHit (Pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum)
|
| | NotifyValidLanding (CheckResult Hit)
|
| | PawnDied ()))
|
| | PawnDied ())) @DeadState |
| | PawnIsInPain (PhysicsVolume PainVolume)
|
| actor | PickAnyTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart)
|
| pawn | PickTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart)
|
| bool | PickWallAdjust (vector HitNormal)
|
| bool | PointReachable (vector point, optional float MaxDistSquared)
|
| | Possess (Pawn aPawn))
|
| | PostBeginPlay ()))
|
| | PreBeginPlay ()))
|
| | PrepareForMove (NavigationPoint Goal, ReachSpec Path)
|
| bool | PressingAltFire ()))
|
| bool | PressingFire ()))
|
| | RemoveController ()
|
| | RenderOverlays (canvas Canvas ))
|
| | Replication ()))
|
| | Reset ()))
|
| | Restart ()))
|
| | RestartLevel ()
|
| | SeeAlertFriend (Pawn Seen)
|
| | SeeEnemy (Pawn Seen)
|
| | SeeFriend (Pawn Seen)
|
| | SeeOther (Actor Seen)
|
| | SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType))
|
| | SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype))
|
| | ServerReStartPlayer ()))
|
| | ServerReStartPlayer ())) @DeadState |
| | SetActorRangeTest (actor Target, float Range, bool bSendInitialEvent ))
|
| | SetDuckFlag (byte Val ))
|
| | SetFall ()
|
| | SetFrozen (bool bVal)
|
| | SetLastEnemyDetectedLocation (vector DetectedLocation ))
|
| | SetRunFlag (byte Val ))
|
| | SetStationary (bool bVal, optional bool bStayStationaryVal)
|
| | ShakeView (float Magnitude, ptional float Duration)
|
| | ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed)
|
| bool | SpecialPathing (ReachSpec Path, out int ExtraCost ))
|
| | StartFalling ()
|
| | StopMovement (bool bKillAcceleration, bool bKillVelocity ))
|
| | StopWaiting ()
|
| bool | SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode ))
|
| float | TimeSinceTargetLastSeen (Actor TargetActor ))
|
| | UnderLift (Mover M)
|
| | Unuse ()
|
| | UpdateTactics ()
|
| | Use ()
|
| bool | ValidCoverActor (Actor CoverActor, Pawn PawnToAvoid, bool bTestReach)
|
| bool | ValidEnemy (Pawn P ))
|
| bool | ValidPawn (Pawn P ))
|
| | WaitForLanding (optional float MaxWaitTime)
|
| | WaitForMover (Mover M)
|
| bool | WantsSmoothedView ()))
|
| vector | WeaponBob (float BobDamping))
|
| float | WeaponPreference (Weapon W ))
|
| bool | WouldReactToNoise (float Loudness, Actor NoiseMaker))
|
| bool | WouldReactToSeeing (Pawn Seen))
|
| | _SetControllerEnemy (Pawn Enemy)
|
| | _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, ^, ^^, |, ||, ~, ~= |
const DeadState = 'Dead';
const FearTimerName = 'FearTimer';
const GameEndedState = 'GameEnded';
var float ActorRangeCounter;
var float AudioRadiusModifier;
var float AudioVolumeModifier;
var const bool bAdjusting;
var input byte bAltFire;
var bool bControlAnimations;
var private input byte bDuck;
var bool bEnemyAcquired;
var input byte bFire;
var bool bGodMode;
var bool bIsBot;
var bool bIsPlayer;
var input byte bJump;
var input byte bLeanForward;
var input byte bLeanLeft;
var input byte bLeanRight;
var input byte bLeanUp;
var const bool bLOSflag;
var bool bNoTact;
var bool bPlayerCanFire;
var bool bPreparingMove;
var private input byte bRun;
var bool bShouldPossess;
var bool bSlowAudioOcclusion;
var bool bSpecialJump;
var bool bTacticalDir;
var const
Pawn ControllerEnemy;
var const
Actor ControllerTarget;
CosMinFacingTargetAngle Source code
var float CosMinFacingTargetAngle;
var float DefaultMoveSpeed;
var float FallWaitTime;
FinishRotationThreshold Source code
var const float FinishRotationThreshold;
var float FovAngle;
var float GroundPitchTime;
var globalconfig float Handedness;
InRangebSendInitialEvent Source code
var bool InRangebSendInitialEvent;
var float InRangeDistance;
LastEnemyDetectedLocation Source code
var private
vector LastEnemyDetectedLocation;
var private float LastEnemyDetectedTime;
LastEnemyDetectionLocation Source code
var private
vector LastEnemyDetectionLocation;
LastEnemySeeingLocation Source code
var private
vector LastEnemySeeingLocation;
var private
vector LastEnemySeenLocation;
var private float LastEnemySeenTime;
var int LastInRangeResult;
var int LastRange;
var float LeapCounter;
var float MeleeCounter;
var float MinHitWall;
MoveAtFinalDestinationDistance Source code
var const float MoveAtFinalDestinationDistance;
MoveFinalDestinationActor Source code
var const
Actor MoveFinalDestinationActor;
var float MoveTimer;
var float OldMessageTime;
var
class<
Pawn> PawnClass;
var float RangeCounter;
var array<float> Ranges;
var
Actor RouteCache[
16];
var float RouteDist;
var float SightCounter;
var float StrafeTimer;
var byte VoicePitch;
var string VoiceType;
Controller
PlayerReplicationInfoClass Source code
enum
EAttitude
{
ATTITUDE_Enemy,
ATTITUDE_Neutral,
ATTITUDE_Friend,
ATTITUDE_None,
};
enum
EMoveResult
{
MR_Continue,
MR_TimeOut,
MR_Error,
MR_NoPawn,
MR_DestinationInvalid,
MR_DestinationLost,
MR_DestinationReached,
MR_DestinationReachedFinal,
MR_DestinationReachedPending,
MR_DestinationReachedFinalPending,
};
enum
EPathResult
{
PR_None,
PR_Visible,
PR_Reachable,
PR_Direct,
};
enum
EStopFiringInfo
{
SFI_None,
SFI_Behavior,
SFI_NoLOS,
SFI_NoShot,
SFI_Orientation,
SFI_OutOfRange,
SFI_TargetInvalid,
SFI_Timeout,
SFI_WeaponRating,
SFI_WeaponReload,
SFI_WeaponSwitch,
};
event ActorRangeTransition ( bool bInRange )
native(
520) final function
bool ActorReachable (
Actor TargetActor, optional
float MaxDistSquared )
native(529) final function AddController ( )
function AddFearLocation (
vector FearLocation,
float FearDuration ) )
function
bool AdjustAim (
class<
Projectile> ProjectileClass,
float ProjSpeed,
vector ProjStart,
float WeaponFireSpread,
bool bLeadTarget,
bool bWarnTarget,
bool bTossed,
bool bTrySplash ) )
function
float AdjustDesireFor (
Pickup P )
function AdjustView ( float DeltaTime ) )
function bool AllowHitAnimations ( ) )
function bool AllowHitSounds ( ) )
native final function
bool AtDestinationActor (
Actor DestinationActor, optional
float AtDestinationDistance )
native final function
bool AtDestinationPoint (
vector Destination, optional
float AtDestinationDistance )
BeginState @GameEndedState Source code
event BeginState ( ) )
function BotVoiceMessage (
name messagetype,
byte MessageID,
Controller Sender )
function bool CanHelp ( ) )
function bool CanRespawn ( ) )
native(
533) final function
bool CanSee (
Actor Other, optional
bool bRobustLOSChecks, optional
int TraceFlags )
function ChangedWeapon ( )
native final function
bool CheckActorInRange (
Actor Target,
float Range )
native final function
bool CheckMeleeAttackRange (
Actor MeleeTarget, optional
float Range )
function ClearControllerTarget ( ) )
function ClearLastSeenTimes ( ) )
native(522) final function ClearPaths ( )
function ClearReferencesTo (
Pawn P ) )
function ClientGameEnded ( ) )
function ClientSetLocation (
vector NewLocation,
rotator NewRotation ) )
function ClientSetRotation (
rotator NewRotation ) )
event float Desireability (
Pickup P) )
simulated event Destroyed ( ) )
function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
native(
523) final function
vector EAdjustJump (
vector TargetLocation,
float BaseZ,
float XYSpeed )
function EnableRotation ( bool bVal ) )
native 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 ( ) )
native(
540) final function
float FindBestInventoryPath ( out
Actor BestPath,
float MinWeight,
bool bPredictRespawns, optional
bool bClearSpecialColliders )
native final function
CoverSpot FindCoverSpot (
Pawn PawnToAvoid,
float MinDistance,
float MaxDistance,
float MinDeltaZ,
float MaxDeltaZ,
float CosMinAngle,
float CosMaxAngle,
bool bIncludePathable )
native(
518) final function
EPathResult FindPathToActor (
Actor TargetActor, optional out
Actor ReturnedActor, optional
bool bIncludeDirect, optional
bool bClearPaths, optional
bool bClearSpecialColliders )
native(
517) final function
EPathResult FindPathToPoint (
vector TargetVector, optional out
vector ReturnedVector, optional
bool bIncludeDirect, optional
bool bClearPaths, optional
bool bClearSpecialColliders )
native final function
EPathResult FindPathTowardNearest (
class<
NavigationPoint> GoalClass, optional out
Actor ReturnedActor, optional
bool bClearSpecialColliders )
native(
525) final function
NavigationPoint FindRandomDest ( optional
bool bClearPaths, optional
bool bClearSpecialColliders )
native(508) final latent function FinishRotation ( optional int Threshold )
function FireAt (
Actor A )
function
bool GetAimingLocation ( out
vector TargetLocation ) )
function
rotator GetAimRotation ( ) )
function
float GetAttackRating (
Pawn Other )
function
float GetAttackStyle (
Actor TargetActor )
function byte GetbDuck ( ) )
function byte GetbRun ( ) )
function
float GetDefenseStyle (
Actor TargetActor )
function byte GetDuckFlag ( ) )
function int GetFacingDirection ( ) )
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 ( ) )
function float GetLastEnemySeenTime ( ) )
function byte GetRunFlag ( ) )
function float GetSkill ( ) )
function string GetStateInfoString ( ) )
if(ControllerEnemy!=
Enemy) { bEnemyAcquired = false ; _SetControllerEnemy(
Enemy) ; } } { if(ControllerTarget!=Target) { _SetControllerTarget(Target) ; } } function
ETacticalMoveType GetTacticalMoveType ( ) )
function
Actor GetTarget ( ) )
GetTimeSinceEnemyLastDetected Source code
function float GetTimeSinceEnemyLastDetected ( ) )
GetTimeSinceEnemyLastSeen Source code
function float GetTimeSinceEnemyLastSeen ( ) )
function
rotator GetViewRotation ( ) )
function HandleHelpMessageFrom (
Controller Other )
function HandleKnockDown ( )
function HandlePanic ( )
function HandlePickup (
Pickup pick) )
event HearNoise (
float Loudness,
Actor NoiseMaker )
InitPlayerReplicationInfo Source code
function InitPlayerReplicationInfo ( ) )
function
bool IsFacingTarget (
Actor Target,
float CosMinFacingAngle ) )
function bool IsFrozen ( ) )
native final function bool IsHandlingLatentMove ( )
function bool IsMobile ( ) )
function bool IsPreparedToAttack ( bool bOwner ) )
function bool IsPreparedToFire ( bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ) )
function bool IsPreparedToMelee ( bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ) )
function bool IsRealPlayer ( ) )
function bool IsStationary ( ) )
native(
514) final function
bool LineOfSightTo (
Actor Other, optional
bool bRobustLOSChecks, optional
int TraceFlags )
event LongFall ( )
event MayFall ( )
function MoverFinished ( )
native(
502) final latent function MoveToActor (
Actor DestinationActor,
ETacticalMoveType DesiredTacticalMoveType,
optional
Actor FinalDestinationActor,
optional
float AtFinalDestinationDistance2D,
optional
Actor ViewFocus,
optional
float Speed )
native(
500) final latent function MoveToPoint (
vector DestinationLocation,
optional
float AtFinalDestinationDistance2D,
optional
Actor ViewFocus,
optional
float Speed )
function NotifyAddInventory (
inventory NewItem )
event bool NotifyBump (
Actor Other )
NotifyHeadVolumeChange Source code
event bool NotifyHitWall (
vector HitNormal,
actor Wall )
event bool NotifyLanded (
vector HitNormal )
NotifyPhysicsVolumeChange Source code
function NotifyRemoveInventory (
inventory RemovedItem )
function NotifyStanceChange ( byte NewStance, float HeightAdjust )
function PawnDied ( ) )
function PawnDied ( ) )
native(
534) final function
actor PickAnyTarget ( out
float bestAim, out
float bestDist,
vector FireDir,
vector projStart )
native(
531) final function
pawn PickTarget ( out
float bestAim, out
float bestDist,
vector FireDir,
vector projStart )
native(
526) final function
bool PickWallAdjust (
vector HitNormal )
native(
521) final function
bool PointReachable (
vector point, optional
float MaxDistSquared )
function Possess (
Pawn aPawn) )
event PostBeginPlay ( ) )
simulated event PreBeginPlay ( ) )
function bool PressingAltFire ( ) )
function bool PressingFire ( ) )
native(530) final function RemoveController ( )
event Replication ( ) )
function Reset ( ) )
function Restart ( ) )
exec 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 ServerReStartPlayer ( ) )
ServerReStartPlayer @DeadState Source code
function ServerReStartPlayer ( ) )
function SetActorRangeTest (
actor Target,
float Range,
bool bSendInitialEvent ) )
function SetDuckFlag ( byte Val ) )
function SetFall ( )
function SetFrozen ( bool bVal )
SetLastEnemyDetectedLocation Source code
function SetLastEnemyDetectedLocation (
vector DetectedLocation ) )
function SetRunFlag ( byte Val ) )
function SetStationary ( bool bVal, optional bool bStayStationaryVal )
function ShakeView ( float Magnitude,optional float Duration )
function ShotFiredNotification (
Pawn Shooter,
vector FireDir,
class<
Projectile> ProjectileClass,
float ProjSpeed )
event bool SpecialPathing (
ReachSpec Path, out
int ExtraCost ) )
function StartFalling ( )
function StopMovement ( bool bKillAcceleration, bool bKillVelocity ) )
native function StopWaiting ( )
exec function bool SwitchToBestWeapon ( optional out float Rating, optional out byte bUseAltMode ) )
TimeSinceTargetLastSeen Source code
function
float TimeSinceTargetLastSeen (
Actor TargetActor ) )
function UnderLift (
Mover M )
exec function Unuse ( )
event UpdateTactics ( )
exec function Use ( )
native final function
bool ValidCoverActor (
Actor CoverActor,
Pawn PawnToAvoid,
bool bTestReach )
function
bool ValidEnemy (
Pawn P ) )
function
bool ValidPawn (
Pawn P ) )
native(527) final latent function WaitForLanding ( optional float MaxWaitTime )
function WaitForMover (
Mover M )
function bool WantsSmoothedView ( ) )
function
vector WeaponBob (
float BobDamping) )
bFire =
0 ; bAltFire =
0 ; } function
float WeaponPreference (
Weapon W ) )
function
bool WouldReactToNoise (
float Loudness,
Actor NoiseMaker) )
function
bool WouldReactToSeeing (
Pawn Seen) )
native final private function _SetControllerEnemy (
Pawn Enemy )
native final private function _SetControllerTarget (
Actor Target )
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"
}
|
Creation time: sk 3-1-2016 10:48:28.222 - Created with
UnCodeX