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U2.PawnProxyPathing

Extends
PawnProxy

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- U2.PawnProxy
         |   
         +-- U2.PawnProxyPathing

Constants Summary
Inherited Contants from Engine.Pawn
DyingState, ObservedDeathEvent, SwimForwardThreshold, Team_Ambient, Team_Araknid, Team_ClassOutcast, Team_Drakk, Team_Invalid, Team_Izarian, Team_Kai, Team_Marine, Team_MaxValid, Team_MercFem, Team_MercJap, Team_MercMek, Team_MinValid, Team_None, Team_Player, Team_Shian, Team_Skaarj, Team_Spore, Team_Strider, Team_TeamOutcast, Team_Tosc

Variables Summary
Inherited Variables from Engine.Pawn
AccelRate, AirControl, AirSpeed, Alertness, Anchor, AnimAction, AnimStatus, AvgPhysicsTime, bAdjacentZoneHearing, bAlert, bAlwaysGib, bAmbientCreature, bAroundCornerHearing, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBlockAdjustJump, bCanAdjustJump, bCanClimbLadders, bCanCrawl, bCanCrouch, bCanDiscardInventory, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanPickupInventory, bCanStrafe, bCanSwim, bCanWalk, bCanWalkOffLedges, bCountJumps, bCrawler, bFallingHitWallNotifications, bForceBlobShadows, bForceDirectionalShadows, bForceDynamicShadow, bForceFullPolyShadows, bForceLightSourcedShadows, bForceShadowBlur, bForceShadowUnBlur, bForceStaticShadow, bFriendlyToPlayerTeam, bGibOnInvalidDeathLanding, bIgnoreExtraCosts, bInitializeAnimation, bInvulnerableBody, bIsFemale, bIsRealPlayer, bIsTurning, bIsWalking, bJustLanded, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNeverGib, bNoVelocityUpdate, BodyLandedSound, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedCylinder, bReducedSpeed, bResortToBasicTacticalMoves, bSameZoneHearing, bScaleRotationRates, bScaleRotationRatesEnemy, bSightRadiusLoseEnemy, bSilentCrouch, bSimulateGravity, bSmoothTurns, bSpecialNavigation, bSteadyFiring, bStopAtLedges, bThumped, bTurningLeft, bUpAndOut, bUpdateEyeheight, bUpdatingDisplay, bWarping, bWasCrouched, bWasFalling, bWasOnGround, bWasWalking, CarcassCollisionHeight, CarcassCollisionRadius, ControlledActor, Controller, ControllerClass, CrouchCostMultiplier, CrouchEyeHeight, CrouchHeight, CrouchRadius, DamageScaling, DeathObservers, DesiredSpeed, DesiredStance, DestinationOffset, Die, DoorCostMultiplier, EyeHeight, FlashCount, Floor, FlyCostMultiplier, GibForSureHealth, GibMaybeHealth, GibMaybeOdds, GroundSpeed, HeadVolume, Health, HearingThreshold, HitDamageType, HitSound[4], JumpCostMultiplier, JumpZ, LadderCostMultiplier, LadderSpeed, Land, LandMovementState, LastPainAnimTime, LastPainSound, LeapMaxRange, LeapMinRange, LeapOdds, LowDetailBlood, LowGoreBlood, MaxDesiredSpeed, MaxFallSpeed, MaxJumpDistance, MaxJumpDownDistance, MaxJumpUpDistance, MaxStepHeight, MeleeOdds, MeleeRange, MenuName, MinIsTurningRate, MovementAnimRate[4], MovementAnims[4], MovementBlendStartTime, NavigationStance, NextPathRadius, nextPawn, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldPhysics, OldRotYaw, OldZ, OnLadder, OwnerName, PendingWeapon, PeripheralVision, PlayerReplicationInfo, PreviousDesiredRotationYaw, ProneEyeHeight, ProneHeight, ProneRadius, ReducedDamageType, RotationRateYawEnemy, RotationRateYawEnemySeen, SeenRadius, SeenRadiusNoFOV, SeeOtherOdds, SelectedItem, SerpentineDir, SerpentineDist, SerpentineTime, ShadowA, ShadowB, ShadowBoundScale, ShadowCullDistance, ShadowInterpolateRate, ShadowLightDirection, ShadowLightDistance, ShadowResolution, ShadowTraceDistance, SightRadius, SightRadiusFriend, SightRadiusFriendAlert, SoundDampening, SpecialNavigationList, SplashTime, Stance, SwimCostMultiplier, TacticalMoveType, TakeHitLocation, TeamNumber, TearOffMomentum, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, Visibility, WalkingPct, WaterMovementState, WaterSpeed, Weapon, YawRateMultiplier

Structures Summary
Inherited Structures from Engine.Pawn
TSpecialNavigationEntry

Functions Summary
functionController.EPathResult FindPathToActor (Actor ContextActor, Actor TargetActor, out Actor ReturnedActor, bool bIncludeDirect, bool bClearPaths, bool bClearSpecialColliders ))
functionPawnProxyPathing GetInstance (Actor ContextActor ))
Inherited Functions from Engine.Pawn
AddDeathObserver, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustEyeHeight, AnimEnd, BaseChange, BecomeViewTarget, BeginFalling, BeginState, BreathTimer, CalcDrawOffset, CanCrouch, CanGrabLadder, CanJump, CanSplash, CanTrigger, ChangedWeapon, CheckStanceStatus, CheckWaterJump, ChunkUp, ClearReferencesTo, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, DeleteInventory, Destroyed, Died, DisplayDebug, DoJump, DropToGround, EnableRotation, EncroachingOn, EndClimbLadder, EyePosition, FaceRotation, FellOutOfWorld, FindInventoryType, ForceStance, Gasp, GetAimRotation, GetDesiredStance, GetHumanReadableName, GetInfiniteAmmo, GetMoveTarget, GetStance, GetTeam, GetViewRotation, GetWeaponBoneFor, gibbedBy, GiveWeapon, HandleFellOutOfWorld, HandleJumpSound, HandlePickup, HandleTakeHit, HasDeathObserver, HasGibs, HeadVolumeChange, HitWall, InGodMode, InitShadow, IsCrouching, IsFrozen, IsHumanControlled, IsInPain, IsLocallyControlled, IsMobile, IsNPC, IsPlayer, IsPlayerPawn, IsProne, IsRealPlayer, IsSentient, IsStanding, IsStationary, JumpInProgress, JumpOutOfWater, KilledBy, KillSelf, Landed, LandedEx, LandThump, LaunchOffPawnDamage, LaunchPawn, LieStill, LineOfSightTo, MaybeScaleSettings, NextItem, NotifyStanceChange, PlayDodge, PlayDying, PlayTakeHit, PlayTakeHitSound, PlayWeaponSwitch, PointOfView, PossessedBy, PostBeginPlay, PostRecvOwner, PostRecvPlayerReplicationInfo, PostRecvRole, PreBeginPlay, PreSetMovement, PressingAltFire, PressingFire, PreventDeath, ReceiveLocalizedMessage, ReduceCylinder, RemoveDeathObserver, RemovePawn, Replication, Reset, ResetShadows, RestartPlayer, RestoreEyeHeight, RestoreSightRadius, SameTeam, ServerChangedWeapon, SetBaseEyeHeight, SetDefaultDisplayProperties, SetDisplayProperties, SetEnemyRotationRates, SetEyeHeight, SetMesh, SetMovementPhysics, SetMoveTarget, SetSightRadius, SetStance, SetTeam, SetViewRotation, SetWalking, ShootSpecial, ShouldGib, TakeDamage, TakeDamageHandlePhysics, TakeDrowningDamage, TakeFallingDamage, Timer, TossWeapon, TouchingWaterVolume, Trigger, TriggerDeathEvent, TryToGib, UnPossessed, UpdateEyeHeight, ValidPawn


Functions Detail

FindPathToActor Source code

static final function Controller.EPathResult FindPathToActor ( Actor ContextActor, Actor TargetActor, out Actor ReturnedActor, bool bIncludeDirect, bool bClearPaths, bool bClearSpecialColliders ) )

GetInstance Source code

static function PawnProxyPathing GetInstance ( Actor ContextActor ) )


Defaultproperties

defaultproperties
{
	bHidden=true
	bCollideActors=false
	bCollideWorld=false
	bProjTarget=false
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleSideBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}

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Creation time: sk 3-1-2016 10:48:31.490 - Created with UnCodeX