Functions Summary |
| bool | ActorCanSeeActor (Actor TraceFromActor, Actor TraceToActor, float FOVCos, optional bool bTraceActors ))
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| bool | ActorLookingAt (Actor SeeingActor, Actor Target, float FOVCos ))
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| | AdjustDestinationForPhysics (Actor SourceActor, out vector DestinationLocation ))
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| bool | CanActorMoveTo (Actor A, vector MoveDir, float MoveDistance ))
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| bool | CheckFutureSight (Pawn SourcePawn, Actor TargetActor, float DeltaTime ))
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| | CopyDisplaySettings (Actor Source, Actor Destination ))
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| bool | CutsceneIsRunning (actor ContextActor ))
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| | DrawFace (Face F, Color Clr ))
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| | DumpInventory (Pawn P, optional string ContextString ))
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| bool | FindActorByName (Actor SearchingActor, Name ActorName, out Actor FoundActor ))
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| Weapon | ForceWeaponIntoInventory (Pawn P, class WeapClass ))
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| string | GetAIDebugMessage (Controller C, string Prefix, coerce string Msg, optional coerce string StateStr, optional bool bSpace ))
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| bool | GetAimingDestination (Actor AimingActor, float AimingSpeed, float DelayTime, Actor TargetActor, out vector AimingDestination ))
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| | GetBestPredictedLocation (Actor AimingActor, Actor TargetActor, float ClosingSpeed, float DelayTime, out vector PredictedLocation ))
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| | GetBestPredictedProjectileLocation (Actor AimingActor, Actor TargetActor, class<Actor> ProjectileClass, float ProjectileSpeed, float DelayTime, vector StartLocation, float TargetDistance, bool bUseHighTrajectory, out vector TargetLocation ))
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| Actor | GetClosestActor (Actor OriginActor, class<Actor> ClassToSearchFor, optional float MaxSearchRadius ))
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| Actor | GetClosestOfClass (Actor InstanceActor, name ClassName, bool bIsA ))
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| int | GetFilteredActors (Actor OriginActor, string TargetNameStr, out Actor MatchingActors[ MaxFilteredActors ], float MinRadius, float MaxRadius, EDistanceFilterType DistanceFilterType, EVisibilityFilterType VisibilityFilterType, int MaxMatches, optional bool bAllowUnSafe, optional bool b2DDistanceCheck ))
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| float | GetGravityConstant (Actor SourceActor, class ProjectileClass ))
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| int | GetInventoryCount (Pawn InventoryHolder, class InventoryType ))
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| Inventory | GetInventoryItem (Pawn InventoryHolder, class InventoryType ))
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| int | GetInverseTrajectory (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, vector StartLocation, vector TargetLocation, out float ThetaLow, out float ThetaHigh, out float InterceptTimeLow, out float InterceptTimeHigh ))
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| float | GetMaxRange (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed ))
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| vector | GetMissVector (Actor AimingActor, Actor TargetActor, float LastHitTime, float MaxAffectedByHitTime, float MaxHitMissMultiplier, float MinHitPitchError, float MaxHitPitchError, float LastAcquisitionTime, float MaxAffectedByAcquisitionTime, float MaxAcquireMissMultiplier, float MinAcquirePitchError, float MaxAcquirePitchError, bool bTargetObscured, out int PitchError ))
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| Actor | GetNamedActor (Actor InstanceActor, name N, optional bool bTryClassMatch, optional bool bAllowUnSafe ))
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| Actor | GetNamedOrHitActor (Controller C, optional name TargetName, optional bool bTraceVisibleNonColliding, optional bool bTryClassMatch ))
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| float | GetRange (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, float Theta ))
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| vector | GetRotatedFireStart (Pawn SourcePawn, vector SourceLocation, rotator TargetRotation, vector FireOffset ))
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| bool | GetVerifiedInverseTrajectory (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, vector StartLocation, vector TargetLocation, Actor TargetActor, ETrajectoryType TrajectoryType, out float Theta, out float InterceptTime, optional vector Extents, optional float MinTimeOutDistance ))
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| bool | GiveInventory (Pawn TargetPawn, Inventory Inv ))
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| Inventory | GiveInventoryClass (Pawn TargetPawn, class InvClass ))
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| Inventory | GiveInventoryString (Pawn TargetPawn, coerce string InventoryString ))
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| bool | IsInView (vector ViewVec, vector DirVec, float FOV ))
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| bool | IsInViewCos (vector ViewVec, vector DirVec, float FOVCos ))
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| | LogAIDebugMessage (Controller C, string Prefix, coerce string Msg, optional coerce string StateStr, optional bool bSkipLine ))
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| | MakeShake (Actor Context, vector ShakeLocation, float ShakeRadius, float ShakeMagnitude, optional float ShakeDuration ))
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| | MakeWeaponCurrent (Pawn P, Weapon Weap ))
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| | PlaceActorOnFloor (Actor A ))
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| bool | PlaceActorOnFloorUnderLocation (Actor TargetActor, vector TargetLocation ))
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| bool | RemoveInventoryString (Pawn TargetPawn, coerce string InventoryString ))
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| Weapon | SetCurrentWeaponClass (Pawn P, class WeapClass ))
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| Weapon | SetCurrentWeaponString (Pawn P, string WeaponClassString ))
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| bool | SLCActorCanSeeActor (Actor SourceActor, Actor TargetActor ))
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| bool | TryToHit (Actor AimingActor, Actor TargetActor, float TargetDistance, float SpreadDegrees, float LastHitTime, float MaxAffectedByHitTime, float LastAcquisitionTime, float MaxAffectedByAcquisitionTime, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance, optional float TryToHitBaseSpeed, optional float TryToHitBaseSpeedOdds ))
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| bool | UpdatePathsForBlockingFaces (Actor ContextActor, array<Face> Faces, float CostToAdd, int TeamNumber, array ModifiedReachSpecs ))
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| ELeapResult | VerifyLeapParameters (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, vector TargetLocation, vector StartLocation, Actor TargetActor, ETrajectoryType TrajectoryType, out float Theta, optional vector Extents ))
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| bool | VerifyNamedActor (Actor A, bool bAllowUnSafe ))
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| bool | VerifyTrajectory (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, vector StartLocation, vector TargetLocation, Actor TargetActor, float Theta, optional float InterceptTime, optional vector Extents, optional float MinTimeOutDistance ))
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| bool | VertexWithinDistance (Actor A, array<Face> Faces, float MaxDistance ))
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