Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.UtilGame

Extends
Actor
Modifiers
abstract

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

Constants Summary
MaxFilteredActors=10
MaxPathCheckRadius=1300
NameFieldSize=15
NonPawnGravityFactor=0.500
PawnGravityFactor=1.000
PrefixFieldSize=5
Radians45=0.785398
StateFieldSize=32
TimeFieldSize=8
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
nameLastDebugName
floatMaxPitchError
intMaxPredictProjectileAttempts
floatMaxTargetBlockedMissMultiplier
floatMaxTargetBlockedPitchError
floatMinModifyForSpreadDistance
floatMinPitchError
floatMinTargetBlockedMissMultiplier
floatMinTargetBlockedPitchError
floatPredictProjectileThreshold
floatVerifyTrajectoryHorizontalExtentPadding
intVerifyTrajectorySamples
floatVerifyTrajectoryVerticalExtentPadding
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
EDistanceFilterType
DFT_First, DFT_Closest, DFT_Furthest, DFT_Any,
ELeapResult
LR_None, LR_OutOfRange, LR_OutOfAngle, LR_Success,
ETrajectoryType
TRAJ_None, TRAJ_Low, TRAJ_High, TRAJ_PreferLow, TRAJ_PreferHigh,
EVisibilityFilterType
VFT_None, VFT_Visible, VFT_FOV,
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
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
functionbool ActorCanSeeActor (Actor TraceFromActor, Actor TraceToActor, float FOVCos, optional bool bTraceActors ))
functionbool ActorLookingAt (Actor SeeingActor, Actor Target, float FOVCos ))
function AdjustDestinationForPhysics (Actor SourceActor, out vector DestinationLocation ))
functionbool CanActorMoveTo (Actor A, vector MoveDir, float MoveDistance ))
functionbool CheckFutureSight (Pawn SourcePawn, Actor TargetActor, float DeltaTime ))
function CopyDisplaySettings (Actor Source, Actor Destination ))
functionbool CutsceneIsRunning (actor ContextActor ))
function DrawFace (Face F, Color Clr ))
function DumpInventory (Pawn P, optional string ContextString ))
functionbool FindActorByName (Actor SearchingActor, Name ActorName, out Actor FoundActor ))
functionWeapon ForceWeaponIntoInventory (Pawn P, class WeapClass ))
functionstring GetAIDebugMessage (Controller C, string Prefix, coerce string Msg, optional coerce string StateStr, optional bool bSpace ))
functionbool GetAimingDestination (Actor AimingActor, float AimingSpeed, float DelayTime, Actor TargetActor, out vector AimingDestination ))
function GetBestPredictedLocation (Actor AimingActor, Actor TargetActor, float ClosingSpeed, float DelayTime, out vector PredictedLocation ))
function GetBestPredictedProjectileLocation (Actor AimingActor, Actor TargetActor, class<Actor> ProjectileClass, float ProjectileSpeed, float DelayTime, vector StartLocation, float TargetDistance, bool bUseHighTrajectory, out vector TargetLocation ))
functionActor GetClosestActor (Actor OriginActor, class<Actor> ClassToSearchFor, optional float MaxSearchRadius ))
functionActor GetClosestOfClass (Actor InstanceActor, name ClassName, bool bIsA ))
functionint 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 ))
functionfloat GetGravityConstant (Actor SourceActor, class ProjectileClass ))
functionint GetInventoryCount (Pawn InventoryHolder, class InventoryType ))
functionInventory GetInventoryItem (Pawn InventoryHolder, class InventoryType ))
functionint GetInverseTrajectory (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, vector StartLocation, vector TargetLocation, out float ThetaLow, out float ThetaHigh, out float InterceptTimeLow, out float InterceptTimeHigh ))
functionfloat GetMaxRange (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed ))
functionvector 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 ))
functionActor GetNamedActor (Actor InstanceActor, name N, optional bool bTryClassMatch, optional bool bAllowUnSafe ))
functionActor GetNamedOrHitActor (Controller C, optional name TargetName, optional bool bTraceVisibleNonColliding, optional bool bTryClassMatch ))
functionfloat GetRange (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, float Theta ))
functionvector GetRotatedFireStart (Pawn SourcePawn, vector SourceLocation, rotator TargetRotation, vector FireOffset ))
functionbool 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 ))
functionbool GiveInventory (Pawn TargetPawn, Inventory Inv ))
functionInventory GiveInventoryClass (Pawn TargetPawn, class InvClass ))
functionInventory GiveInventoryString (Pawn TargetPawn, coerce string InventoryString ))
functionbool IsInView (vector ViewVec, vector DirVec, float FOV ))
functionbool IsInViewCos (vector ViewVec, vector DirVec, float FOVCos ))
function LogAIDebugMessage (Controller C, string Prefix, coerce string Msg, optional coerce string StateStr, optional bool bSkipLine ))
function MakeShake (Actor Context, vector ShakeLocation, float ShakeRadius, float ShakeMagnitude, optional float ShakeDuration ))
function MakeWeaponCurrent (Pawn P, Weapon Weap ))
function PlaceActorOnFloor (Actor A ))
functionbool PlaceActorOnFloorUnderLocation (Actor TargetActor, vector TargetLocation ))
functionbool RemoveInventoryString (Pawn TargetPawn, coerce string InventoryString ))
functionWeapon SetCurrentWeaponClass (Pawn P, class WeapClass ))
functionWeapon SetCurrentWeaponString (Pawn P, string WeaponClassString ))
functionbool SLCActorCanSeeActor (Actor SourceActor, Actor TargetActor ))
functionbool 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 ))
functionbool UpdatePathsForBlockingFaces (Actor ContextActor, array<Face> Faces, float CostToAdd, int TeamNumber, array ModifiedReachSpecs ))
functionELeapResult VerifyLeapParameters (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, vector TargetLocation, vector StartLocation, Actor TargetActor, ETrajectoryType TrajectoryType, out float Theta, optional vector Extents ))
functionbool VerifyNamedActor (Actor A, bool bAllowUnSafe ))
functionbool 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 ))
functionbool VertexWithinDistance (Actor A, array<Face> Faces, float MaxDistance ))
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, ^, ^^, |, ||, ~, ~=


Constants Detail

MaxFilteredActors Source code

const MaxFilteredActors = 10;

MaxPathCheckRadius Source code

const MaxPathCheckRadius = 1300;

NameFieldSize Source code

const NameFieldSize = 15;

NonPawnGravityFactor Source code

const NonPawnGravityFactor = 0.500;

PawnGravityFactor Source code

const PawnGravityFactor = 1.000;

PrefixFieldSize Source code

const PrefixFieldSize = 5;

Radians45 Source code

const Radians45 = 0.785398;

StateFieldSize Source code

const StateFieldSize = 32;

TimeFieldSize Source code

const TimeFieldSize = 8;


Variables Detail

LastDebugName Source code

var private name LastDebugName;

MaxPitchError Source code

var float MaxPitchError;

MaxPredictProjectileAttempts Source code

var int MaxPredictProjectileAttempts;

MaxTargetBlockedMissMultiplier Source code

var float MaxTargetBlockedMissMultiplier;

MaxTargetBlockedPitchError Source code

var float MaxTargetBlockedPitchError;

MinModifyForSpreadDistance Source code

var float MinModifyForSpreadDistance;

MinPitchError Source code

var float MinPitchError;

MinTargetBlockedMissMultiplier Source code

var float MinTargetBlockedMissMultiplier;

MinTargetBlockedPitchError Source code

var float MinTargetBlockedPitchError;

PredictProjectileThreshold Source code

var float PredictProjectileThreshold;

VerifyTrajectoryHorizontalExtentPadding Source code

var float VerifyTrajectoryHorizontalExtentPadding;

VerifyTrajectorySamples Source code

var int VerifyTrajectorySamples;

VerifyTrajectoryVerticalExtentPadding Source code

var float VerifyTrajectoryVerticalExtentPadding;


Enumerations Detail

EDistanceFilterType Source code

enum EDistanceFilterType
{
DFT_First, DFT_Closest, DFT_Furthest, DFT_Any,
};

ELeapResult Source code

enum ELeapResult
{
LR_None, LR_OutOfRange, LR_OutOfAngle, LR_Success,
};

ETrajectoryType Source code

enum ETrajectoryType
{
TRAJ_None, TRAJ_Low, TRAJ_High, TRAJ_PreferLow, TRAJ_PreferHigh,
};

EVisibilityFilterType Source code

enum EVisibilityFilterType
{
VFT_None, VFT_Visible, VFT_FOV,
};


Functions Detail

ActorCanSeeActor Source code

static final function bool ActorCanSeeActor ( Actor TraceFromActor, Actor TraceToActor, float FOVCos, optional bool bTraceActors ) )

ActorLookingAt Source code

static final function bool ActorLookingAt ( Actor SeeingActor, Actor Target, float FOVCos ) )

AdjustDestinationForPhysics Source code

static function AdjustDestinationForPhysics ( Actor SourceActor, out vector DestinationLocation ) )

CanActorMoveTo Source code

static final function bool CanActorMoveTo ( Actor A, vector MoveDir, float MoveDistance ) )

CheckFutureSight Source code

static final function bool CheckFutureSight ( Pawn SourcePawn, Actor TargetActor, float DeltaTime ) )

CopyDisplaySettings Source code

static final function CopyDisplaySettings ( Actor Source, Actor Destination ) )

CutsceneIsRunning Source code

static function bool CutsceneIsRunning ( actor ContextActor ) )

DrawFace Source code

static final function DrawFace ( Face F, Color Clr ) )

DumpInventory Source code

static final function DumpInventory ( Pawn P, optional string ContextString ) )

FindActorByName Source code

static final function bool FindActorByName ( Actor SearchingActor, Name ActorName, out Actor FoundActor ) )

ForceWeaponIntoInventory Source code

static final function Weapon ForceWeaponIntoInventory ( Pawn P, class<Weapon> WeapClass ) )

GetAIDebugMessage Source code

static final function string GetAIDebugMessage ( Controller C, string Prefix, coerce string Msg, optional coerce string StateStr, optional bool bSpace ) )

GetAimingDestination Source code

static final function bool GetAimingDestination ( Actor AimingActor, float AimingSpeed, float DelayTime, Actor TargetActor, out vector AimingDestination ) )

GetBestPredictedLocation Source code

static final function GetBestPredictedLocation ( Actor AimingActor, Actor TargetActor, float ClosingSpeed, float DelayTime, out vector PredictedLocation ) )
!mdf-tbd: current behavior good enough? if( TargetActor.Physics == PHYS_Falling ) { // special case: target is falling (down) // predict where NPC will land, then use that location + 2D part of // current velocity to predict where target will end up? }

GetBestPredictedProjectileLocation Source code

static final function GetBestPredictedProjectileLocation ( Actor AimingActor, Actor TargetActor, class<Actor> ProjectileClass, float ProjectileSpeed, float DelayTime, vector StartLocation, float TargetDistance, bool bUseHighTrajectory, out vector TargetLocation ) )

GetClosestActor Source code

static final function Actor GetClosestActor ( Actor OriginActor, class<Actor> ClassToSearchFor, optional float MaxSearchRadius ) )

GetClosestOfClass Source code

static final function Actor GetClosestOfClass ( Actor InstanceActor, name ClassName, bool bIsA ) )

GetFilteredActors Source code

static final function 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 ) )

GetGravityConstant Source code

static final function float GetGravityConstant ( Actor SourceActor, class<Actor> ProjectileClass ) )

GetInventoryCount Source code

static final function int GetInventoryCount ( Pawn InventoryHolder, class<Inventory> InventoryType ) )

GetInventoryItem Source code

static final function Inventory GetInventoryItem ( Pawn InventoryHolder, class<Inventory> InventoryType ) )

GetInverseTrajectory Source code

static final function 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 ) )

GetMaxRange Source code

static final function float GetMaxRange ( Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed ) )

GetMissVector Source code

static final function 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 ) )

GetNamedActor Source code

static final function Actor GetNamedActor ( Actor InstanceActor, name N, optional bool bTryClassMatch, optional bool bAllowUnSafe ) )

GetNamedOrHitActor Source code

static final function Actor GetNamedOrHitActor ( Controller C, optional name TargetName, optional bool bTraceVisibleNonColliding, optional bool bTryClassMatch ) )

GetRange Source code

static final function float GetRange ( Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, float Theta ) )

GetRotatedFireStart Source code

static final function vector GetRotatedFireStart ( Pawn SourcePawn, vector SourceLocation, rotator TargetRotation, vector FireOffset ) )

GetVerifiedInverseTrajectory Source code

static final function 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 ) )

GiveInventory Source code

static final function bool GiveInventory ( Pawn TargetPawn, Inventory Inv ) )

GiveInventoryClass Source code

static final function Inventory GiveInventoryClass ( Pawn TargetPawn, class<Inventory> InvClass ) )

GiveInventoryString Source code

static final function Inventory GiveInventoryString ( Pawn TargetPawn, coerce string InventoryString ) )

IsInView Source code

static final function bool IsInView ( vector ViewVec, vector DirVec, float FOV ) )

IsInViewCos Source code

static final function bool IsInViewCos ( vector ViewVec, vector DirVec, float FOVCos ) )

LogAIDebugMessage Source code

static final function LogAIDebugMessage ( Controller C, string Prefix, coerce string Msg, optional coerce string StateStr, optional bool bSkipLine ) )

MakeShake Source code

static final function MakeShake ( Actor Context, vector ShakeLocation, float ShakeRadius, float ShakeMagnitude, optional float ShakeDuration ) )

MakeWeaponCurrent Source code

static final function MakeWeaponCurrent ( Pawn P, Weapon Weap ) )

PlaceActorOnFloor Source code

static final function PlaceActorOnFloor ( Actor A ) )

PlaceActorOnFloorUnderLocation Source code

static final function bool PlaceActorOnFloorUnderLocation ( Actor TargetActor, vector TargetLocation ) )

RemoveInventoryString Source code

static final function bool RemoveInventoryString ( Pawn TargetPawn, coerce string InventoryString ) )

SetCurrentWeaponClass Source code

static final function Weapon SetCurrentWeaponClass ( Pawn P, class<Weapon> WeapClass ) )

SetCurrentWeaponString Source code

static final function Weapon SetCurrentWeaponString ( Pawn P, string WeaponClassString ) )

SLCActorCanSeeActor Source code

static final function bool SLCActorCanSeeActor ( Actor SourceActor, Actor TargetActor ) )

TryToHit Source code

static final function 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 ) )

UpdatePathsForBlockingFaces Source code

static final function bool UpdatePathsForBlockingFaces ( Actor ContextActor, array<Face> Faces, float CostToAdd, int TeamNumber, array<ReachSpec> ModifiedReachSpecs ) )

VerifyLeapParameters Source code

static final function ELeapResult VerifyLeapParameters ( Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, vector TargetLocation, vector StartLocation, Actor TargetActor, ETrajectoryType TrajectoryType, out float Theta, optional vector Extents ) )

VerifyNamedActor Source code

static final function bool VerifyNamedActor ( Actor A, bool bAllowUnSafe ) )

VerifyTrajectory Source code

static final function 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 ) )

VertexWithinDistance Source code

static final function bool VertexWithinDistance ( Actor A, array<Face> Faces, float MaxDistance ) )


Defaultproperties

defaultproperties
{
	VerifyTrajectorySamples=8
	VerifyTrajectoryVerticalExtentPadding=8.000000
	MaxPredictProjectileAttempts=16
	PredictProjectileThreshold=16.000000
	MaxTargetBlockedMissMultiplier=3.000000
	MinTargetBlockedPitchError=-1024.000000
	MaxTargetBlockedPitchError=4096.000000
	MinModifyForSpreadDistance=512.000000
	MinPitchError=-1024.000000
	MaxPitchError=4096.000000
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 3-1-2016 10:48:35.644 - Created with UnCodeX