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U2.StationaryPawnController

Extends
U2NPCController

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2.StationaryPawnController

Direct Known Subclasses:

StationaryPawnControllerDefensive, StationaryPawnControllerOffensive

Constants Summary
ActiveState='Active'
Inherited Contants from U2.U2NPCController
NotImplementedMessage, OrdersAttack, OrdersDefend, OrdersFollow, OrdersGoto, OrdersHold, OrdersNone, OrdersSquad, StyleBackOff, StyleCharge, StyleClose, StyleNeutral, StyleRetreat, StyleRunaway

Variables Summary
Inherited Variables from U2.U2NPCController
bVisibleAI
Inherited Variables from Engine.AIController
bAdjustFromWalls, bHunting, Skill

Enumerations Summary
Inherited Enumerations from Engine.AIController
EReaction

Functions Summary
function MaybeInheritEnemy (Pawn Other, Pawn NewEnemy, optional bool bCanSee)
InertController
Inherited Functions from U2.U2NPCController
AIMessage, BigJump, CanDoRagdollHit, CanFire, CanKnockdown, CanPanic, CheckTargetInAttackRange, DMAI, DMAIA, DMAIE, DMAIL, DMAIM, DMAssert, DumpAIEvents, DyingRestart, EnableProbeEvent, ForceNavigationError, GetAIEventInfo, GetBounceLifespan, GetExtendedInformation, GetExtendedStateInformation, GetFaceSpecialGoal, GetIsKamikaze, GetIsSniping, GetMetaStateName, GetMetaStateNameShort, GetNumWeapons, GetOrderGiver, GetOrders, GetOrdersObject, GetOrdersThreshold, GetQuickFire, GetSpecialGoal, GetSpecialGoalDistance, HandleIncoming, HasScript, HearPickup, HideActor, IsFiring, IsMeleeAttacking, MaybeInheritEnemy, MaybeSetEnemy, NavigationError, NILog, NotifyStateChange, NPCError, NPCErrorExternal, NPCErrorInternal, OKToHit, ReadyForAction, ReadyForOrders, ReflectNotify, RefreshWeapon, ReloadScriptController, SetDebugAI, SetDebugAIAttacks, SetDebugAIEvents, SetDebugAIFlags, SetDebugAIMovement, SetDormant, SetExecuteOrders, SetOrders, SetRandomSoundTimer, SetScript, SetSpecialGoal, SetTestMoveTarget, ShouldBounceProjectile, ShowActor, Shutdown, SupportsWeaponAltFire, SupportsWeaponFire, UnderScriptControl, VerifyStateChange, YellAt
Inherited Functions from Engine.AIController
AdjustDesireFor, AdjustView, AllowPickupWeaponSwitch, DisableSenses, DisplayDebug, EnableSenses, GetAimingLocation, GetSkill, GetTacticalMoveType, HearPickup, MoverFinished, PreBeginPlay, PrepareForMove, Reset, SetSkill, SwitchToBestWeapon, UnderLift, UpdateTactics, WaitForMover

States Summary
@ActiveState Source code
auto state @ActiveState


Constants Detail

ActiveState Source code

const ActiveState = 'Active';


Functions Detail

MaybeInheritEnemy InertController Source code

function MaybeInheritEnemy ( Pawn Other, Pawn NewEnemy, optional bool bCanSee )


Defaultproperties

defaultproperties
{
	bAdjustFromWalls=false
     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 10:48:32.902 - Created with UnCodeX