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U2AI.U2NPCControllerBasic

Extends
U2NPCControllerBase

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2AI.U2NPCControllerScriptable
                  |   
                  +-- U2AI.U2NPCControllerShared
                     |   
                     +-- U2AI.U2NPCControllerBase
                        |   
                        +-- U2AI.U2NPCControllerBasic

Direct Known Subclasses:

SkaarjController, U2AraknidController, U2DrakkBossController, U2NPCControllerAdvanced, U2RammerController, U2ToscController

Constants Summary
CrouchStanceChangeDuration=0.50
FakeNotifyLeapBeginTimerName='FakeNotifyLeapBeginTimer'
FreezeNPCHackTimerName='FreezeNPCHackTimer'
LeapBeginNotify='LeapBeginNotify'
MinImpaleCos=-0.93
ProneStanceChangeDuration=0.75
StayNotify='Stay'
Inherited Contants from U2AI.U2NPCControllerBase
AdjustAgainDelay, AvoidedBumpWaitTime, HoldReachedDistance2D, HoldReachedDistanceSquared2D, RandomSoundTimerName
Inherited Contants from U2AI.U2NPCControllerShared
AcquisitionState, AdjustFromWallLabel, AdjustPositionAgainLabel, AdjustPositionLabel, AdjustRotationLabel, AttackCloseChargeState, AttackCloseState, AttackDoneLabel, AttackFallbackState, AttackHideState, AttackHuntState, AttackLeapState, AttackMeleeState, AttackMoveToCoverBaseState, AttackMoveToCoverCombatState, AttackMoveToCoverFleeState, AttackOngoingLabel, AttackRecoverEnemyState, AttackRetreatState, AttackStakeOutCoverState, AttackStakeOutState, AttackStationaryState, AttackTacticalMoveMeleeState, AttackTacticalMoveState, AttackTacticalRetreatMeleeState, AttackTacticalRetreatState, AttackTauntState, AutoEndLabel, CampAgainLabel, CampLabel, CampLongLabel, CantReachLabel, ChallengeLabel, CloseLabel, CoweringState, DeadlockedState, DefaultIsCloseToDynamicGoalDistance, DelayLabel, DialogBeginLabel, DialogEndLabel, DialogFocusRestoreLabel, DialogFocusSetLabel, DialogPauseLabel, DialogUnPauseLabel, DodgeFinishedLabel, DodgingState, DodgingWithAttackState, DoneLabel, DontCloseLabel, DuckingLabel, EnemyKilledState, ErrorLabel, FaceTargetLabel, FindAirState, FireLabel, FrozenState, GiveUpLabel, GiveWayLabel, HandleInvalidLandingState, HoldingState, HoldState, HuntLabel, IdleLabel, ImpalingState, INCOMINGCOLLISIONFUDGE, KnockDownState, LandLabel, MaxDistanceActors, MaxNoLOSFollowDistance, MaxRadiusEnemiesDistance, MinFollowDistance, MinGoalDistance, MoveActiveLabel, MoveActiveStrafeLabel, MoveCheckLabel, MoveDoneLabel, MoveFailedLabel, MoveFallingLabel, MoveNoDestLabel, MovePickDestLabel, MovePickDestLoopLabel, MoveSpecialLabel, MoveTestLabel, MoveToGoalBaseState, MoveToGoalNoEnemyState, MoveToGoalWithEnemyState, NeedToTurnAngleCos, NeedToTurnDialogAngleCos, PauseLabel, PostBeginLabel, PreBeginLabel, ReachedDestinationLabel, ReadyToAttackLabel, RecoverEnemyLabel, ResumePatrolLabel, RoamingState, ShootDecorationLabel, StanceChangeDelayLabel, StartLeapLabel, StartupDelayLabel, TacticalTickLabel, TestMoveState, TrackFocusLabel, TryAgainLabel, TurnLabel, UnuseEvent, UsingState, VictoryDanceState, WaitingForStartLabel, WanderingPanicState, WanderingState, WavingLabel

Variables Summary
floatAggressiveness
floatAlertTime
AmbushpointAmbushSpot
boolbAcceptedState
boolbChangeDir
boolbDeviousHunting
boolbDodgeFinished
BehaviorControllerInterfBehaviorController
class<BehaviorControllerInterf>BehaviorControllerClass
boolbExecuteOrders
boolbFireFalling
boolbFrustrated
boolbInitiatingAttack
boolbKamikaze
boolbLeaping
boolbLeapNotifyTimeSet
NavigationPointBlockedPath
boolbMeleeDamagedTarget
boolbSmartAboutTurrets
boolbSniping
boolbStationary
boolbStrafeDir
boolbTriedLastDetectedLocation
nameDefaultAcquisitionState
nameDefaultDeadLockedState
nameDefaultImmobileAttackState
nameDefaultImmobileState
EDestinationResultDestinationResult
floatExecuteOrdersThreshold
vectorHidingSpot
PawnImpaleVictim
floatLastBumpDamageTime
floatLastInvFind
floatLastSpecialDestinationCheck
vectorLeapLastHitWallNormal
floatLeapLastHitWallTime
floatLeapMinHitWallDelay
floatMaxFallbackNoDetectTime
floatMaxHuntTime
floatMeleeEndTime
floatNextLeapTime
floatOldCheckBehaviorDelay
floatOldCheckMetaStateDelay
PawnOldControllerEnemy
ObjectOrderGiver
nameOrders
ActorOrdersObject
floatOrdersThreshold
rotatorPendingLeapRotation
floatPendingLeapSpeed
vectorRealLastDetectedLocation
floatRefireDelay
floatStartDodgeTime
floatStartTurnTime
vectorStateStartLocation
ActorStationarySpot
floatVerifyCoverRate
Controller
boolbShowOrdersObjects
Inherited Variables from U2AI.U2NPCControllerBase
BaseAcquisitionLabel, BaseAcquisitionState, bDistressedWanderingSaved, bIsPaused, bProbeActorRangeTransition, bProbeEnemyInLeapRange, bProbeEnemyInMeleeRange, bProbeEnemyInvalid, bProbeEnemyNotInMeleeRange, bProbeEnemyNotVisible, bProbeEnemyRangeTransition, bProbeHearNoise, bProbeNotifyBump, bProbeSeeAlertFriend, bProbeSeeEnemy, bProbeSeeFriend, bProbeSeeOther, bSavedWanderingParameters, bWanderFixed, LastPainAnim, LastRandomSoundTime, MaxWanderAttempts, MaxWanderFallbackTypes, NextAdjustPositionTime, NextScriptedMoveTime, PotentialFocalPoint, TimeSinceBeginState, WalkingPctSaved, WanderDirection, WanderMinAdjustedSizeSaved, WanderMoveSpeed, WanderPauseOddsSaved, WanderSpeedMaxSaved, WanderSpeedMinSaved, WanderSpreadAngleSaved, WanderTurnToDestinationOddsSaved
Inherited Variables from U2AI.U2NPCControllerShared
bDialogSetFocus, bFaceSpecialGoal, bLastAimLocationHitFriendly, BlockedByCoverHitOdds, bTargetObscured, CloseEnoughDistance, DefaultRotationThreshold, DefaultState, DialogFocus, DodgeEnableTime, GetCloserThreshold, GMoveType, Hits, LastAcquireTime, MaxAcquireMissMultiplier, MaxAcquirePitchError, MaxAffectedByAcquisitionTime, MaxAffectedByHitTime, MaxAlwaysLeadDistance, MaxHitMissMultiplier, MaxHitPitchError, MaxMoveRecoverAttempts, MaxMoveToActorAttempts, MaxMoveToPointAttempts, MaxTeleportRangeMinZError, MaxTeleportRangeMoveError, MaxTeleportRangeStuckError, MinAcquirePitchError, MinHitPitchError, MinLastRenderedTeleportDelay, MinTeleportRangeMinZError, MinTeleportRangeMoveError, MinTeleportRangeStuckError, Misses, NumMoveAttempts, NumMoveRecoverAttempts, OldFocalPoint, OldFocus, OldMoveLocation, ReduceStanceAgainTime, ScriptedRotationThreshold, SpecialGoal, SpecialGoalDistance, StopFiringAtEnemyTime, TemporaryGoalDistance, TestMoveSpeed, TestMoveTarget, TestTacticalMoveType, TryToHitBaseSpeed, TryToHitBaseSpeedOdds, TryToHitInstantBaseDistance, TryToHitInstantBaseOddsMax, TryToHitInstantBaseOddsMin, TryToHitInstantMaxHitDistance, TryToHitInstantMinMissDistance, TryToHitProjectileBaseDistance, TryToHitProjectileBaseOddsMax, TryToHitProjectileBaseOddsMin, TryToHitProjectileMaxHitDistance, TryToHitProjectileMinMissDistance, TryToHitTossedBaseDistance, TryToHitTossedBaseOddsMax, TryToHitTossedBaseOddsMin, TryToHitTossedMaxHitDistance, TryToHitTossedMinMissDistance, U2PAdvanced, U2PBase, U2PBasic, WanderDirectionExternal

Enumerations Summary
Inherited Enumerations from U2AI.U2NPCControllerShared
EDestinationResult, EMoveType

Structures Summary
Inherited Structures from U2AI.U2NPCControllerShared
TDistanceInfo

Functions Summary
function AbortedLeap ()))
@AttackLeapState
functionbool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
@ScriptedState
function AssignCoverSpot (CoverSpot NewCoverSpot ))
@KamikazeState
function BCBlockFiring (float SuggestedFireAgainDelay, bool bStopFiring ))
@KamikazeState
function BCStartFiring ()))
@KamikazeState
event BeginState ()))
@AttackCloseState
event BeginState ()))
@AttackHuntState
event BeginState ()))
@AttackLeapState
event BeginState ()))
@AttackMeleeState
event BeginState ()))
@AttackMoveToCoverBaseState
event BeginState ()))
@AttackRecoverEnemyState
event BeginState ()))
@AttackStakeOutState
event BeginState ()))
@AttackStationaryState
event BeginState ()))
@AttackTacticalMoveState
event BeginState ()))
@AttackTacticalRetreatState
event BeginState ()))
@AttackTauntState
event BeginState ()))
@CoweringState
event BeginState ()))
@DodgingState
event BeginState ()))
@EnemyKilledState
event BeginState ()))
@FrozenState
event BeginState ()))
@HandleInvalidLandingState
event BeginState ()))
@HoldingState
event BeginState ()))
@ImpalingState
event BeginState ()))
@KnockDownState
event BeginState ()))
@ScriptedState
event BeginState ()))
@TestMoveState
event BeginState ()))
@WanderingPanicState
function BlockFiring ()))
@AttackHuntState
function BlockFiring ()))
@AttackRecoverEnemyState
functionbool CanAttemptLeapAttack ()))
@KamikazeState
functionbool CanDodge (optional bool bIgnoreFalling ))
@AttackMeleeState
functionbool CanDodge (optional bool bIgnoreFalling ))
@DodgingState
functionbool CanDodge (optional bool bIgnoreFalling ))
@KnockDownState
functionbool CanDoRagdollHit ()))
@KnockDownState
functionbool CanFire (bool bTest ))
@AcquisitionState
functionbool CanFire (bool bTest ))
@AttackCloseState
functionbool CanFire (bool bTest ))
@AttackFallbackState
functionbool CanFire (bool bTest ))
@AttackHuntState
functionbool CanFire (bool bTest ))
@AttackLeapState
functionbool CanFire (bool bTest ))
@AttackMeleeState
functionbool CanFire (bool bTest ))
@AttackRetreatState
functionbool CanFire (bool bTest ))
@AttackTacticalMoveState
functionbool CanFire (bool bTest ))
@CoweringState
functionbool CanFire (bool bTest ))
@DodgingState
functionbool CanFire (bool bTest ))
@FrozenState
functionbool CanFire (bool bTest ))
@ImpalingState
functionbool CanFire (bool bTest ))
@KamikazeState
functionbool CanFire (bool bTest ))
@KnockDownState
functionbool CanFire (bool bTest ))
@ScriptedState
functionbool CanImpale (Pawn Victim ))
@KamikazeState
functionbool CanStakeOut ()))
@KamikazeState
functionbool CanUseStillAnimations ()))
@AttackStationaryState
functionbool CanUseStillAnimations ()))
@KamikazeState
function ChangeDestination ()))
@AttackRetreatState
function CheckBehaviorEnabled ()))
@KamikazeState
functionbool CheckHoldActor ()))
@HoldingState
function ClearCoverSpot ()))
@KamikazeState
function ClearHoldSpots ()))
@KamikazeState
function ClearOrders ()))
@KamikazeState
function ClearReferencesTo (Pawn P ))
@KamikazeState
functionbool CloseRequiresPathing ()))
@AttackCloseState
functionbool ContinueStakeOut ()))
@AttackStakeOutCoverState
functionbool ContinueStakeOut ()))
@AttackStakeOutState
function DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
@KamikazeState
functionbool DeferTo (Controller Other ))
@KamikazeState
event Destroyed ()))
@KamikazeState
functionbool DetermineOrdersTransition (out name DestinationState, out name DestinationLabel ))
@KamikazeState
function DoLeapAttack (rotator LeapRotation, float LeapSpeed ))
@AttackLeapState
function EndPanic ()))
@KamikazeState
function EndPanic ()))
@WanderingPanicState
event EndState ()))
@AcquisitionState
event EndState ()))
@AttackCloseState
event EndState ()))
@AttackHuntState
event EndState ()))
@AttackLeapState
event EndState ()))
@AttackMeleeState
event EndState ()))
@AttackStakeOutState
event EndState ()))
@AttackStationaryState
event EndState ()))
@AttackTacticalMoveState
event EndState ()))
@AttackTacticalRetreatState
event EndState ()))
@CoweringState
event EndState ()))
@DodgingState
event EndState ()))
@EnemyKilledState
event EndState ()))
@FrozenState
event EndState ()))
@HandleInvalidLandingState
event EndState ()))
@HoldingState
event EndState ()))
@ImpalingState
event EndState ()))
@KnockDownState
event EndState ()))
@WanderingPanicState
function EnemyAcquired ()
@AttackHuntState
function EnemyAcquired ()
@DodgingState
function EnemyAcquired ()
@HandleInvalidLandingState
function EnemyAcquired ()))
@KamikazeState
function EnemyAcquired ()
@KnockDownState
function EnemyAcquired ()
@MoveToGoalWithEnemyState
function EnemyAcquired ()))
@ScriptedState
event EnemyInLeapRange (float Distance ))
@KamikazeState
event EnemyInMeleeRange ()))
@KamikazeState
event EnemyInvalid ()))
@KamikazeState
event EnemyNotInMeleeRange ()))
@AttackMeleeState
event EnemyNotInMeleeRange ()))
@ImpalingState
event EnemyRangeTransition (float Distance ))
@AttackStationaryState
function eventAutoBegin (name DestinationState, name DestinationLabel ))
@ScriptedState
function eventBumpAll (Actor Other ))
@ScriptedState
function eventBumpEnemy (Pawn Other ))
@AttackCloseChargeState
function eventBumpEnemy (Pawn Other ))
@AttackFallbackState
function eventBumpEnemy (Pawn Other ))
@AttackHuntState
function eventBumpEnemy (Pawn Other ))
@AttackLeapState
function eventBumpEnemy (Pawn Other)
@AttackMoveToCoverBaseState
function eventBumpEnemy (Pawn Other ))
@AttackRetreatState
function eventBumpFriend (Pawn Other ))
@AttackCloseChargeState
function eventEnemyNotVisible ()))
@AttackCloseState
function eventEnemyNotVisible ()))
@AttackFallbackState
function eventEnemyNotVisible ()))
@AttackMeleeState
function eventEnemyNotVisible ()))
@AttackMoveToCoverCombatState
function eventEnemyNotVisible ()))
@AttackStationaryState
function eventEnemyNotVisible ()))
@AttackTacticalMoveState
function eventEnemyNotVisible ()))
@FindAirState
function eventHearNoiseThreat (float Loudness, Actor NoiseMaker ))
@AcquisitionState
function eventHearNoiseThreat (float Loudness, Actor NoiseMaker ))
@AttackFallbackState
function eventHearNoiseThreat (float Loudness, Actor NoiseMaker ))
@AttackHuntState
function eventHearNoiseThreat (float Loudness, Actor NoiseMaker ))
@AttackRetreatState
function eventHearNoiseThreat (float Loudness, Actor NoiseMaker ))
@AttackStakeOutState
function eventSeeEnemy (Pawn Seen ))
@AcquisitionState
function eventSeeEnemy (Pawn Seen ))
@AttackFallbackState
function eventSeeEnemy (Pawn Seen ))
@AttackRetreatState
function eventSeeEnemy (Pawn Seen ))
@AttackStationaryState
function eventSeeOther (Actor Seen ))
@KamikazeState
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@KamikazeState
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@AcquisitionState
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@AttackCloseState
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@AttackHuntState
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@AttackStakeOutCoverState
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@AttackStakeOutState
function ExecuteDodge (bool bLeft, vector DodgeDestination ))
@KamikazeState
functionbool FaceTarget (float F ))
@AttackCloseState
functionbool FaceTarget (float F ))
@AttackFallbackState
functionbool FaceTarget (float F ))
@AttackHuntState
functionbool FaceTarget (float F ))
@AttackMoveToCoverCombatState
functionbool FaceTarget (float F ))
@AttackMoveToCoverFleeState
functionbool FaceTarget (float F ))
@AttackRecoverEnemyState
functionbool FaceTarget (float F ))
@ImpalingState
function FakeNotifyLeapBeginTimer ()
@AttackHuntState
function FakeNotifyLeapBeginTimer ()))
@AttackLeapState
function FearThisSpot (Actor aSpot ))
@AttackCloseState
function FearThisSpot (Actor aSpot ))
@AttackHuntState
function FearThisSpot (Actor aSpot ))
@AttackTacticalMoveState
function FearThisSpot (Actor aSpot ))
@HoldState
function FearThisSpot (Actor aSpot ))
@WanderingState
functionbool FindAlternativeClosePath (Actor Focus ))
@AttackCloseState
functionCoverSpot FindCoverActor (float MaxDistance, float CosMinAngle, float CosMaxAngle, bool bIncludePathable ))
@AttackMoveToCoverBaseState
functionCoverSpot FindCoverActor (float MaxDistance, float CosMinAngle, float CosMaxAngle, bool bIncludePathable ))
@KamikazeState
functionbool FindRetreatDestination ()))
@AttackRetreatState
functionbool FindSpecialAttraction ()))
@KamikazeState
functionbool FindViewSpot ()))
@AttackHuntState
function FinishedLeap ()))
@AttackLeapState
function FireAt (Actor A ))
@KamikazeState
function FireShot (byte bUseAltMode ))
@KamikazeState
function FreezeNPCHackTimer ()))
functionbool FriendlyBumpSpecial ()))
@KamikazeState
functionfloat GetAttackStyle (Actor TargetActor ))
@KamikazeState
functionfloat GetCurrentFireRate ()))
@KamikazeState
functionfloat GetDefenseStyle (Actor TargetActor ))
@KamikazeState
functionfloat GetDodgeSpeed ()))
@DodgingState
functionstring GetExtendedStateInformation ()))
@KamikazeState
functionfloat GetExtraWanderDistance ()))
@WanderingState
functionActor GetFinalDestinationActor ()))
@AttackFallbackState
functionActor GetFinalDestinationActor ()))
@AttackMoveToCoverBaseState
functionActor GetHoldActor ()))
@KamikazeState
functionint GetLeapDamage (Pawn Other ))
@AttackLeapState
functionUtilGame.ELeapResult GetLeapHighParameters (float TargetDistance, vector Extents, out vector LeapDestination, out float Theta, out float LeapSpeed ))
@KamikazeState
functionUtilGame.ELeapResult GetLeapLowParameters (float TargetDistance, vector Extents, out vector LeapDestination, out float Theta, out float LeapSpeed ))
@KamikazeState
functionbool GetLeapMaxParameters (out vector LeapDestination, vector Extents, out float Theta, out float LeapSpeed ))
@KamikazeState
functionvector GetLeapMomentumTransfer (Pawn Other ))
@AttackLeapState
functionbool GetLeapParameters (out rotator LeapRotation, out float LeapSpeed ))
@KamikazeState
functionstring GetMetaStateName ()))
@KamikazeState
functionstring GetMetaStateNameShort ()))
@KamikazeState
functionObject GetOrderGiver ()))
@KamikazeState
functionname GetOrders ()))
@KamikazeState
functionActor GetOrdersObject ()))
@KamikazeState
functionfloat GetOrdersThreshold ()))
@KamikazeState
functionbool GetPossibleFiringLocation (out vector FiringLocation ))
@KamikazeState
functionbool GetPredictedCloseLocation (out vector PredictedLocation ))
@AttackCloseChargeState
functionbool GetPredictedCloseLocation (out vector PredictedLocation ))
@AttackCloseState
functionfloat GetReachedDestinationDistance ()))
@AttackFallbackState
functionfloat GetReachedDestinationDistance ()))
@AttackMoveToCoverBaseState
functionEReaction GetReactionToEnemy (Pawn EnemyPawn ))
@KamikazeState
functionbool GetShouldUseDeviousTactics (float BaseSkill, float BaseOdds ))
@KamikazeState
functionActor GetSpecialGoal ()))
@KamikazeState
functionfloat GetSpecifiedFireRate (bool bPrimary ))
@KamikazeState
functionETacticalMoveType GetTacticalMoveType ()))
@AttackCloseChargeState
functionETacticalMoveType GetTacticalMoveType ()))
@AttackCloseState
functionETacticalMoveType GetTacticalMoveType ()))
@AttackFallbackState
functionETacticalMoveType GetTacticalMoveType ()))
@AttackMoveToCoverCombatState
functionActor GetTarget ()))
@ScriptedState
function HandleBump (Pawn Other, bool bEnemy ))
@AttackCloseChargeState
function HandleBump (Pawn Other, bool bEnemy)
@KamikazeState
function HandleBumpedByEnemy ()))
@KamikazeState
function HandledInvalidLanding ()))
@HandleInvalidLandingState
function HandleEnemyInvalid ()))
@KamikazeState
function HandleEnemyKilledSafe (Controller Killer, Pawn KilledEnemy ))
@KamikazeState
function HandleEnemyKilledUnSafe (Controller Killer, Pawn KilledEnemy ))
@KamikazeState
function HandleFinishedRotation ()))
@ScriptedState
function HandleFriendDead (Pawn KilledFriend ))
@KamikazeState
function HandleHoldAtDestination ()
@HoldState
function HandleIncoming (Actor IncomingActor, vector IncomingDirection, float IncomingSpeed)
@DodgingState
function HandleKnockDown ()))
@ImpalingState
function HandleKnockDown ()))
@KamikazeState
function HandlePanic ()))
@DodgingState
function HandlePanic ()
@KnockDownState
function HandleReachedOrdersObject ()))
@AttackFallbackState
function HandleRecoveredEnemy ()
@AttackFallbackState
function HandleRecoveredEnemy ()))
@AttackHuntState
functionbool HasInstantHitAttack ()))
@KamikazeState
functionbool HasReachedOrdersObject ()))
@AttackFallbackState
functionbool HasSquadOrders ()))
@KamikazeState
functionbool IgnoreTargetRange ()))
@AttackStationaryState
function ImpaleAttack ()))
@KamikazeState
function ImpaleAttackAbort ()))
@ImpalingState
function ImpaleAttackAnimationAbort ()))
@KamikazeState
function ImpaleMountVictim (Pawn Victim ))
@ImpalingState
function ImpalePawn ()))
@ImpalingState
function ImpalePawn ()
@KamikazeState
function ImpaleSetLaunchVector (Pawn Victim ))
@ImpalingState
function ImpaleUnMountVictim (Pawn Victim ))
@ImpalingState
function InitializeState ()))
@AttackStationaryState
functionbool IsFacingTarget (Actor Target, float CosMinFacingAngle ))
@AttackHuntState
functionbool IsFiring ()))
@KamikazeState
functionbool IsImpaling ()))
@ImpalingState
functionbool IsImpaling ()))
@KamikazeState
functionbool IsMeleeAttacking ()))
@KamikazeState
functionbool IsMobile ()))
@KamikazeState
functionbool IsPreparedToFire (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ))
@KamikazeState
functionbool IsPreparedToMelee (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ))
@KamikazeState
functionbool IsRepeatFire (bool bPrimary ))
@ScriptedState
functionbool IsStationary ()))
@KamikazeState
function KeepAttacking ()))
@AttackStationaryState
functionfloat KnockDownAnim ()))
@KnockDownState
functionbool MaybeAcquireEnemy (Pawn NewEnemy ))
@KamikazeState
function MaybeAlertOthers (Pawn PotentialEnemy ))
@KamikazeState
function MaybeClearHuntingEnemy ()))
@AttackHuntState
function MaybeFire (byte bUseAltMode ))
@ScriptedState
functionbool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers ))
@AttackHuntState
functionbool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers ))
@AttackStakeOutState
event MayFall ()))
@AttackCloseState
event MayFall ()))
@AttackFallbackState
event MayFall ()))
@AttackHuntState
event MayFall ()))
@AttackRetreatState
function MeleeAttack (byte bUseAltMode ))
@KamikazeState
function MeleeAttackAbort ()))
@KamikazeState
function MeleeDamageTimer ()))
@KamikazeState
eventbool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume ))
@FindAirState
eventbool NotifyHitWall (vector HitNormal, Actor Wall ))
@AttackLeapState
eventbool NotifyHitWall (vector HitNormal, Actor Wall ))
@AttackTacticalMoveState
function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class DamageType ))
@KamikazeState
eventbool NotifyLanded (vector HitNormal ))
@HoldingState
function NotifyLeapBegin ()
@AttackHuntState
function NotifyLeapBegin ()))
@AttackLeapState
function NotifyMeleeDamagedEnemy (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@AttackMeleeState
function NotifyMetaStateChange ()))
@KamikazeState
function NotifyTakeHit (Pawn Instigator, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum ))
@KamikazeState
functionbool OKToHit (Actor HitActor, vector HitLocation, vector HitNormal ))
@KamikazeState
functionbool OverrideSpecialAttraction ()))
@AttackFallbackState
function PawnIsInPain (PhysicsVolume PainVolume ))
@AttackTacticalMoveState
function PickDestination ()))
@AttackFallbackState
function PickDestination ()))
@AttackHuntState
function PickDestination ()))
@AttackMoveToCoverBaseState
function PickDestination ()))
@AttackMoveToCoverCombatState
function PickDestination ()))
@AttackRetreatState
function PickDestination (bool bCanCharge ))
@AttackTacticalMoveState
function PickDestination (bool bCanCharge ))
@AttackTacticalRetreatState
function PickDestination ()))
@HoldState
functionbool PickDestination ()))
@WanderingState
function PickNextSpot ()))
@AttackRetreatState
function PlayFriendDeadSound ()))
@KamikazeState
function PlayRandomSound ()
@AcquisitionState
function PlayRandomSound ()
@AttackLeapState
function PlayRandomSound ()
@AttackMeleeState
function PlayRandomSound ()
@AttackTauntState
function PlayRandomSound ()
@CoweringState
function PlayRandomSound ()
@DodgingState
function PlayRandomSound ()
@GameEndedState
function PlayRandomSound ()
@ImpalingState
function PlayRandomSound ()
@KnockDownState
function Possess (Pawn P ))
@KamikazeState
function PossessStartup ()))
@KamikazeState
functionbyte PriorityObjective ()))
@KamikazeState
functionbool ProcessOrders (name NewOrders, out Actor NewOrdersObject, out float NewOrdersThreshold, out Object NewOrderGiver ))
@KamikazeState
functionbool ProcessOrdersFollow (out Actor NewOrdersObject, Object NewOrderGiver ))
@KamikazeState
functionbool ProcessOrdersGoto (out Actor NewOrdersObject ))
@KamikazeState
functionbool ProcessOrdersHold (out Actor NewOrdersObject, Object NewOrderGiver ))
@KamikazeState
functionbool ProcessOrdersNone ()))
@KamikazeState
functionbool ProcessOrdersSquad ()))
@KamikazeState
function RangedAttackAbort ()))
@KamikazeState
function ReachedHome ()))
@AttackRetreatState
functionbool ReduceThreat ()))
@AttackHuntState
function ReflectNotify (name NotifyName ))
@AttackLeapState
function ReflectNotify (name NotifyName ))
@DodgingState
function ResetGlobalAISettings ()
@KamikazeState
function Restart ()))
@KamikazeState
function RestoreCanStrafe ()))
@KamikazeState
functionEDestinationResult SetChargeDestination ()))
@AttackCloseState
function SetCurrentCoverSpot (CoverSpot NewCoverSpot ))
@AttackMoveToCoverBaseState
function SetExecuteOrders (bool bVal ))
@KamikazeState
function SetFall ()))
@AttackTacticalMoveState
function SetFocus ()))
@HoldingState
functionbool SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge)
@GameEndedState
functionbool SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge ))
@KamikazeState
function SetOrdersObject (Actor NewOrdersObject ))
@KamikazeState
function SetPeripheralVision ()))
@KamikazeState
functionfloat SetSpecialAnim (name AnimAction, bool bOverrideBehavior ))
@KamikazeState
function SetStationary (bool bVal, optional bool bStayStationaryVal ))
@KamikazeState
functionbool SetValidFiringLocation (bool bTryRight, float Distance, out byte bBlocked ))
@AttackStationaryState
function SetWanderMoveSpeed ()))
@WanderingState
function SharedTimerEvent ()))
@AttackStationaryState
function ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed)
@AcquisitionState
function ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed ))
@AttackRetreatState
function ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed ))
@AttackTacticalMoveState
functionbool ShouldAbortState ()))
@AttackStationaryState
functionbool ShouldClearSpecialColliders ()))
@AttackFallbackState
functionbool ShouldClearSpecialColliders ()))
@AttackMoveToCoverBaseState
functionbool ShouldDeferTo (Controller Other ))
@KamikazeState
functionbool ShouldGiveUpHunting ()))
@KamikazeState
functionbool ShouldTryToLead (Actor TargetActor, float TargetDistance, bool bTrySplash ))
@ScriptedState
functionbool ShouldWanderPause ()))
@WanderingState
function SpawnShotTimer ()))
@KamikazeState
function SpecialDeathHandling (Pawn KilledPawn ))
@KamikazeState
functionbool SpecialHuntDestination ()))
@AttackHuntState
functionbool SplashDamageAttack ()))
@KamikazeState
functionbool SplashJump ()))
@KamikazeState
function StartFalling ()))
@AttackTacticalMoveState
functionbool StopFearingEnemy ()))
@AttackRetreatState
function StopFiringBase ()))
@KamikazeState
function StopFiringUpdate (float SuggestedFireAgainDelay ))
@KamikazeState
function StopFiringUpdate (float SuggestedFireAgainDelay ))
@ScriptedState
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest ))
@AttackCloseState
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)
@KamikazeState
functionbool TestAimLocation (vector ProjStart, float ProjSpeed, Actor TargetActor, vector AimLocation, float MaxMissDistance, bool bCanHitOtherPawns ))
@ScriptedState
functionbool TestCanJump ()))
@KamikazeState
event Tick (float DeltaTime ))
@ImpalingState
functionfloat TimeSinceTargetLastSeen (Actor TargetActor ))
@ScriptedState
functionbool TrySplashDamageAttack ()))
@KamikazeState
functionbool TryStrafe (vector SideDir ))
@AttackCloseState
function TryToCloseDodge (bool bLeft ))
@AttackCloseState
function TryToDodge (vector DuckDir, bool bDuckLeft ))
@AttackCloseState
function TryToDodge (vector DuckDir, bool bDuckLeft)
@AttackLeapState
function TryToFindCover ()))
@AttackMoveToCoverBaseState
function TryToFindCover ()))
@AttackMoveToCoverCombatState
function TryToFindCover ()))
@AttackMoveToCoverFleeState
functionbool TryToHit (Actor TargetActor, float TargetDistance, float SpreadDegrees, bool bLOSToTarget, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance ))
@ScriptedState
function UnImpalePawn ()))
@ImpalingState
function UnImpalePawn ()
@KamikazeState
function UpdateEnemy (optional bool bTryRadiusCheck ))
@KamikazeState
function UpdateOrders (name NewOrders, Actor NewOrdersObject, float NewOrdersThreshold, Object NewOrderGiver ))
@KamikazeState
function UpdateRetreatBehavior ()))
@AttackTacticalRetreatMeleeState
function UpdateRetreatBehavior ()))
@AttackTacticalRetreatState
functionbool UpdateStance (byte TargetStance, optional float EnemyDistance ))
@KamikazeState
function UpdateTacticalMoveBehavior ()))
@AttackTacticalMoveMeleeState
function UpdateTacticalMoveBehavior ()))
@AttackTacticalMoveState
functionbool UseTacticalJumps ()))
@KamikazeState
functionbool VerifyCoverSpot ()))
@AttackMoveToCoverBaseState
function VerifyStateChange (name OldState, name NewState, name Label, bool bGoto, string ContextStr, int ContextLineNum ))
@KamikazeState
functionbool WanderAfterFriendlyBumpExtra ()))
@KamikazeState
Inherited Functions from U2AI.U2NPCControllerBase
ActorRangeTransition, AllowFriendlyBumpStateChanges, AllowHitSounds, AnimEnd, AvoidFriendlyBump, BeginState, CanDodge, CanFire, CanKillIfStuck, CanTeleportIfStuck, ClampVerticalComponent, DamageAttitudeTo, DeferTo, Desireability, Destroyed, DialogEnd, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogUnPause, DoPanicSounds, DumpAIEvents, EnableProbeEvent, EndPanic, EndPanicSound, EndState, EnemyAcquired, eventAutoBegin, eventBumpEnemy, eventTakeDamage, eventTookDamage, FellOutOfWorld, FinishedRotation, Freeze, GetDestinationVector, GetExtraWanderDistance, GetFlyingMoveSpeed, GetModifiedMoveSpeed, GetMoveSpeed, GetNextRandomSoundTime, GetReactionToEnemy, GetRecentAutoEndTime, GetStateInfoString, GetStepDownDestination, GetSwimmingMoveSpeed, GetTacticalMoveType, GetWalkingMoveSpeed, GetWanderDirection, GetWanderDirectionFlying, GetWanderDirectionSwimming, GetWanderDirectionWalking, GetWanderDistanceModifier, HandleDestinationReached, HandledInvalidLanding, HandleFinishedRotation, HandlePanic, HandleRandomSoundTimer, InitializeEvents, InitializeState, IsDialogPaused, IsFrozen, IsMobile, LandedHardDone, MaybeAvoidFriendlyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyInvalidLanding, NotifyLanded, NotifyPhysicsVolumeChange, NotifyUnuse, NotifyValidLanding, PickDestination, PlayRandomSound, Possess, PossessStartup, PreparedForDialog, RandomSoundTimer, RestoreCanStrafe, RestoreWanderingParameters, SaveWanderingParameters, SeeAlertFriend, SeeFriend, SetDestination, SetEvents, SetRandomSoundTimer, SetSpecialGoal, SetWanderingPanicParameters, SetWanderMoveSpeed, ShouldWanderPause, StartFalling, StartFriendlyPanicSound, StartPanicSound, Tick, TurnToActor, UnFreeze, UnuseActor, UpdateEnemy, UseActor, WanderDidMoveSpecialHandling, WanderPauseSpecialAnimation, WanderPauseSpecialHandling
Inherited Functions from U2AI.U2NPCControllerShared
AddedHumanThreat, AdjustAim, AllowFriendlyBumpStateChanges, AnnoyedAt, AssessThreat, CanDodge, CanRespawn, CheckEnemyDistance, CheckMaxAttackRanges, CheckNavigationFrom, CheckTargetInAttackRange, ClearHoldSpot, ClearHoldSpots, ClearMoveAttempts, CompareThreat, DialogAllowed, DialogBegin, DialogInitiate, DialogTerminate, EnemyAcquired, eventBumpAll, eventBumpEnemy, eventBumpFriend, eventBumpOther, eventHearNoiseFriendly, eventHearNoiseOther, eventHearNoiseThreat, eventInheritEnemy, eventSeeAlertFriend, eventSeeEnemy, eventSeeFriend, eventSeeOther, ExecuteDodge, FaceTarget, FearThisSpot, FindBestPathToward, FindLocalEnemy, FindNewStakeOutDir, ForceNavigationError, FriendlyBumpSpecial, GetAttackRating, GetBounceLifespan, GetDamageRadius, GetDirectionalPatrol, GetFaceSpecialGoal, GetFireOffset, GetFireRating, GetHoldSpot, GetInstantProjectileAim, GetLastSeenAimLocation, GetLookedAtCos, GetMissVector, GetMoveSpeed, GetMoveTargetFollow, GetNearbyPathNodes, GetNearbyPathNodesRelativeTo, GetPathTo, GetPathToActor, GetSlowProjectileAim, GetSpecialGoal, GetSpecialGoalDistance, GetSplashLocation, GetTargetLocation, GetTimeOutTolerance, GetTossedAim, HandleBumpedByEnemy, HandleDestinationReached, HandleEnemyNoise, HandleFriendlyBumps, HandleIncoming, HandleSetMoveTargetError, HearNoise, IgnoreTargetRange, ImpalePawn, IsCloseToDynamicGoal, IsUsable, LockAnimationController, MaybeAcquireEnemy, MaybeAlertOthers, MaybeAvoidFriendlyBump, MaybeInheritEnemy, MaybeSetEnemy, MoveAgain, NeedToTurn, NotifyBump, NotifyMeleeDamagedEnemy, NotifyPhysicsVolumeChange, NotifyUnuse, OnUnuse, OnUse, Possess, PreBeginPlay, RandomizeStakeOutDir, ReactToAlertFriend, ReactToFriend, RecoverFromMinZError, RecoverFromNavigationError, RecoverFromStuckError, ReduceThreat, RelativeStrength, RestoreAlertness, RestoreStance, SelectInventorySpotDestination, SelectStance, SetAlertness, SetDirectionalPatrol, SetFall, SetFrozen, SetMoveTarget, SetPeripheralVision, SetScriptedFocus, SetScriptedIdleAnims, SetSharedTimer, SetSpecialGoal, SetTestMoveTarget, SharedTimerEvent, ShotFiredNotification, ShouldBounceProjectile, ShouldClearSpecialColliders, ShouldTryToLead, Shutdown, SplashDamageAttack, StopFiringAtEnemy, StrafeFromDamage, TeleportedPawn, TeleportPawn, TestAimLocation, TestMissLocation, Timer, TryToDodge, TryToHit, UnderLift, UnImpalePawn, UnlockAnimationController, Unuse, UnuseActor, UpdateAcceleration, UpdateStance, UseActor, VerifyJumpDodgeVector, VerifyMobility, VerifyRollDodgeVector, ViewObstructed, WanderAfterFriendlyBumpExtra

States Summary
@AcquisitionState Source code
state @AcquisitionState
CanFire, EndState, eventHearNoiseThreat, eventSeeEnemy, eventTookDamage, PlayRandomSound, ShotFiredNotification
@AttackCloseChargeState Source code
state @AttackCloseChargeState extends @AttackCloseState
eventBumpEnemy, eventBumpFriend, GetPredictedCloseLocation, GetTacticalMoveType, HandleBump
@AttackCloseState Source code
state @AttackCloseState extends @MoveToGoalWithEnemyState
BeginState, CanFire, CloseRequiresPathing, EndState, eventEnemyNotVisible, eventTookDamage, FaceTarget, FearThisSpot, FindAlternativeClosePath, GetPredictedCloseLocation, GetTacticalMoveType, MayFall, SetChargeDestination, StrafeFromDamage, TryStrafe, TryToCloseDodge, TryToDodge
@AttackFallbackState Source code
state @AttackFallbackState extends @MoveToGoalWithEnemyState
CanFire, eventBumpEnemy, eventEnemyNotVisible, eventHearNoiseThreat, eventSeeEnemy, FaceTarget, GetFinalDestinationActor, GetReachedDestinationDistance, GetTacticalMoveType, HandleReachedOrdersObject, HandleRecoveredEnemy, HasReachedOrdersObject, MayFall, OverrideSpecialAttraction, PickDestination, ShouldClearSpecialColliders
@AttackHuntState Source code
state @AttackHuntState
BeginState, BlockFiring, CanFire, EndState, EnemyAcquired, eventBumpEnemy, eventHearNoiseThreat, eventTookDamage, FaceTarget, FakeNotifyLeapBeginTimer, FearThisSpot, FindViewSpot, HandleRecoveredEnemy, IsFacingTarget, MaybeClearHuntingEnemy, MaybeSetEnemy, MayFall, NotifyLeapBegin, PickDestination, ReduceThreat, SpecialHuntDestination
@AttackLeapState Source code
state @AttackLeapState
AbortedLeap, BeginState, CanFire, DoLeapAttack, EndState, eventBumpEnemy, FakeNotifyLeapBeginTimer, FinishedLeap, GetLeapDamage, GetLeapMomentumTransfer, NotifyHitWall, NotifyLeapBegin, PlayRandomSound, ReflectNotify, TryToDodge
@AttackMeleeState Source code
state @AttackMeleeState
BeginState, CanDodge, CanFire, EndState, EnemyNotInMeleeRange, eventEnemyNotVisible, NotifyMeleeDamagedEnemy, PlayRandomSound
@AttackMoveToCoverBaseState Source code
state @AttackMoveToCoverBaseState extends @AttackFallbackState
BeginState, eventBumpEnemy, FindCoverActor, GetFinalDestinationActor, GetReachedDestinationDistance, PickDestination, SetCurrentCoverSpot, ShouldClearSpecialColliders, TryToFindCover, VerifyCoverSpot
@AttackMoveToCoverCombatState Source code
state @AttackMoveToCoverCombatState extends @AttackMoveToCoverBaseState
eventEnemyNotVisible, FaceTarget, GetTacticalMoveType, PickDestination, TryToFindCover
@AttackMoveToCoverFleeState Source code
state @AttackMoveToCoverFleeState extends @AttackMoveToCoverBaseState
FaceTarget, TryToFindCover
@AttackRecoverEnemyState Source code
state @AttackRecoverEnemyState extends @AttackHuntState
BeginState, BlockFiring, FaceTarget
@AttackRetreatState Source code
state @AttackRetreatState extends @MoveToGoalWithEnemyState
CanFire, ChangeDestination, eventBumpEnemy, eventHearNoiseThreat, eventSeeEnemy, FindRetreatDestination, MayFall, PickDestination, PickNextSpot, ReachedHome, ShotFiredNotification, StopFearingEnemy
@AttackStakeOutCoverState Source code
state @AttackStakeOutCoverState extends @AttackStakeOutState
ContinueStakeOut, eventTookDamage
@AttackStakeOutState Source code
state @AttackStakeOutState
BeginState, ContinueStakeOut, EndState, eventHearNoiseThreat, eventTookDamage, MaybeSetEnemy
@AttackStationaryState Source code
state @AttackStationaryState
BeginState, CanUseStillAnimations, EndState, EnemyRangeTransition, eventEnemyNotVisible, eventSeeEnemy, IgnoreTargetRange, InitializeState, KeepAttacking, SetValidFiringLocation, SharedTimerEvent, ShouldAbortState
@AttackTacticalMoveMeleeState Source code
state @AttackTacticalMoveMeleeState extends @AttackTacticalMoveState
UpdateTacticalMoveBehavior
@AttackTacticalMoveState Source code
state @AttackTacticalMoveState
BeginState, CanFire, EndState, eventEnemyNotVisible, FearThisSpot, NotifyHitWall, PawnIsInPain, PickDestination, SetFall, ShotFiredNotification, StartFalling, UpdateTacticalMoveBehavior
@AttackTacticalRetreatMeleeState Source code
state @AttackTacticalRetreatMeleeState extends @AttackTacticalRetreatState
UpdateRetreatBehavior
@AttackTacticalRetreatState Source code
state @AttackTacticalRetreatState extends @AttackTacticalMoveState
BeginState, EndState, PickDestination, UpdateRetreatBehavior
@AttackTauntState Source code
state @AttackTauntState extends @AcquisitionState
BeginState, PlayRandomSound
@CantMoveState Source code
state @CantMoveState
@CoweringState Source code
state @CoweringState
BeginState, CanFire, EndState, PlayRandomSound
@DeadLockedState Source code
state @DeadLockedState
@DodgingState Source code
state @DodgingState
BeginState, CanDodge, CanFire, EndState, EnemyAcquired, GetDodgeSpeed, HandleIncoming, HandlePanic, PlayRandomSound, ReflectNotify
@EnemyKilledState Source code
state @EnemyKilledState
BeginState, EndState
@FindAirState Source code
state @FindAirState
eventEnemyNotVisible, NotifyHeadVolumeChange
@FrozenState Source code
state @FrozenState
BeginState, CanFire, EndState
@GameEndedState Source code
state @GameEndedState
PlayRandomSound, SetOrders
@HandleInvalidLandingState Source code
state @HandleInvalidLandingState
BeginState, EndState, EnemyAcquired, HandledInvalidLanding
@HoldingState Source code
state @HoldingState
BeginState, CheckHoldActor, EndState, NotifyLanded, SetFocus
@HoldState Source code
state @HoldState
FearThisSpot, HandleHoldAtDestination, PickDestination
@ImpalingState Source code
state @ImpalingState
BeginState, CanFire, EndState, EnemyNotInMeleeRange, FaceTarget, HandleKnockDown, ImpaleAttackAbort, ImpaleMountVictim, ImpalePawn, ImpaleSetLaunchVector, ImpaleUnMountVictim, IsImpaling, PlayRandomSound, Tick, UnImpalePawn
@KnockDownState Source code
state @KnockDownState
BeginState, CanDodge, CanDoRagdollHit, CanFire, EndState, EnemyAcquired, HandlePanic, KnockDownAnim, PlayRandomSound
@MoveToGoalWithEnemyState Source code
state @MoveToGoalWithEnemyState extends @MoveToGoalBaseState
EnemyAcquired
@ScriptedState Source code
state @ScriptedState
AdjustAim, BeginState, CanFire, EnemyAcquired, eventAutoBegin, eventBumpAll, GetTarget, HandleFinishedRotation, IsRepeatFire, MaybeFire, ShouldTryToLead, StopFiringUpdate, TestAimLocation, TimeSinceTargetLastSeen, TryToHit
@TestMoveState Source code
state @TestMoveState
BeginState
@WanderingPanicState Source code
state @WanderingPanicState
BeginState, EndPanic, EndState
@WanderingState Source code
state @WanderingState
FearThisSpot, GetExtraWanderDistance, PickDestination, SetWanderMoveSpeed, ShouldWanderPause


Constants Detail

CrouchStanceChangeDuration Source code

const CrouchStanceChangeDuration = 0.50;

FakeNotifyLeapBeginTimerName Source code

const FakeNotifyLeapBeginTimerName = 'FakeNotifyLeapBeginTimer';

FreezeNPCHackTimerName Source code

const FreezeNPCHackTimerName = 'FreezeNPCHackTimer';

LeapBeginNotify Source code

const LeapBeginNotify = 'LeapBeginNotify';

MinImpaleCos Source code

const MinImpaleCos = -0.93;

ProneStanceChangeDuration Source code

const ProneStanceChangeDuration = 0.75;

StayNotify Source code

const StayNotify = 'Stay';


Variables Detail

Aggressiveness Source code

var float Aggressiveness;

AlertTime Source code

var float AlertTime;

AmbushSpot Source code

var Ambushpoint AmbushSpot;

bAcceptedState Source code

var bool bAcceptedState;

bChangeDir Source code

var bool bChangeDir;

bDeviousHunting Source code

var bool bDeviousHunting;

bDodgeFinished Source code

var bool bDodgeFinished;

BehaviorController Source code

var BehaviorControllerInterf BehaviorController;

BehaviorControllerClass Source code

var class<BehaviorControllerInterf> BehaviorControllerClass;

bExecuteOrders Source code

var bool bExecuteOrders;

bFireFalling Source code

var bool bFireFalling;

bFrustrated Source code

var bool bFrustrated;

bInitiatingAttack Source code

var bool bInitiatingAttack;

bKamikaze Source code

var bool bKamikaze;

bLeaping Source code

var bool bLeaping;

bLeapNotifyTimeSet Source code

var bool bLeapNotifyTimeSet;

BlockedPath Source code

var NavigationPoint BlockedPath;

bMeleeDamagedTarget Source code

var bool bMeleeDamagedTarget;

bSmartAboutTurrets Source code

var bool bSmartAboutTurrets;

bSniping Source code

var bool bSniping;

bStationary Source code

var bool bStationary;

bStrafeDir Source code

var bool bStrafeDir;

bTriedLastDetectedLocation Source code

var bool bTriedLastDetectedLocation;

DefaultAcquisitionState Source code

var name DefaultAcquisitionState;

DefaultDeadLockedState Source code

var name DefaultDeadLockedState;

DefaultImmobileAttackState Source code

var name DefaultImmobileAttackState;

DefaultImmobileState Source code

var name DefaultImmobileState;

DestinationResult Source code

var EDestinationResult DestinationResult;

ExecuteOrdersThreshold Source code

var float ExecuteOrdersThreshold;

HidingSpot Source code

var vector HidingSpot;

ImpaleVictim Source code

var Pawn ImpaleVictim;

LastBumpDamageTime Source code

var float LastBumpDamageTime;

LastInvFind Source code

var float LastInvFind;

LastSpecialDestinationCheck Source code

var float LastSpecialDestinationCheck;

LeapLastHitWallNormal Source code

var vector LeapLastHitWallNormal;

LeapLastHitWallTime Source code

var float LeapLastHitWallTime;

LeapMinHitWallDelay Source code

var float LeapMinHitWallDelay;

MaxFallbackNoDetectTime Source code

var float MaxFallbackNoDetectTime;

MaxHuntTime Source code

var float MaxHuntTime;

MeleeEndTime Source code

var float MeleeEndTime;

NextLeapTime Source code

var float NextLeapTime;

OldCheckBehaviorDelay Source code

var float OldCheckBehaviorDelay;

OldCheckMetaStateDelay Source code

var float OldCheckMetaStateDelay;

OldControllerEnemy Source code

var Pawn OldControllerEnemy;

OrderGiver Source code

var Object OrderGiver;

Orders Source code

var name Orders;

OrdersObject Source code

var Actor OrdersObject;

OrdersThreshold Source code

var float OrdersThreshold;

PendingLeapRotation Source code

var rotator PendingLeapRotation;

PendingLeapSpeed Source code

var float PendingLeapSpeed;

RealLastDetectedLocation Source code

var vector RealLastDetectedLocation;

RefireDelay Source code

var float RefireDelay;

StartDodgeTime Source code

var float StartDodgeTime;

StartTurnTime Source code

var float StartTurnTime;

StateStartLocation Source code

var vector StateStartLocation;

StationarySpot Source code

var Actor StationarySpot;

VerifyCoverRate Source code

var float VerifyCoverRate;

Controller

bShowOrdersObjects Source code

var(Controller) globalconfig private bool bShowOrdersObjects;


Functions Detail

AbortedLeap @AttackLeapState Source code

function AbortedLeap ( ) )

AdjustAim @ScriptedState Source code

function bool AdjustAim ( class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ) )

AssignCoverSpot @KamikazeState Source code

function AssignCoverSpot ( CoverSpot NewCoverSpot ) )

BCBlockFiring @KamikazeState Source code

function BCBlockFiring ( float SuggestedFireAgainDelay, bool bStopFiring ) )

BCStartFiring @KamikazeState Source code

StopFiringBase() ; StopFiringUpdate(SuggestedFireAgainDelay) ; } function BCStartFiring ( ) )

BeginState @AttackCloseState Source code

event BeginState ( ) )

BeginState @AttackHuntState Source code

event BeginState ( ) )

BeginState @AttackLeapState Source code

event BeginState ( ) )

BeginState @AttackMeleeState Source code

event BeginState ( ) )

BeginState @AttackMoveToCoverBaseState Source code

event BeginState ( ) )

BeginState @AttackRecoverEnemyState Source code

event BeginState ( ) )

BeginState @AttackStakeOutState Source code

event BeginState ( ) )

BeginState @AttackStationaryState Source code

event BeginState ( ) )

BeginState @AttackTacticalMoveState Source code

event BeginState ( ) )
!mdf && PriorityObjective() == 0

BeginState @AttackTacticalRetreatState Source code

event BeginState ( ) )

BeginState @AttackTauntState Source code

event BeginState ( ) )

BeginState @CoweringState Source code

event BeginState ( ) )

BeginState @DodgingState Source code

event BeginState ( ) )

BeginState @EnemyKilledState Source code

event BeginState ( ) )

BeginState @FrozenState Source code

event BeginState ( ) )

BeginState @HandleInvalidLandingState Source code

event BeginState ( ) )

BeginState @HoldingState Source code

event BeginState ( ) )

BeginState @ImpalingState Source code

event BeginState ( ) )

BeginState @KnockDownState Source code

event BeginState ( ) )

BeginState @ScriptedState Source code

event BeginState ( ) )

BeginState @TestMoveState Source code

event BeginState ( ) )

BeginState @WanderingPanicState Source code

event BeginState ( ) )

BlockFiring @AttackHuntState Source code

function BlockFiring ( ) )

BlockFiring @AttackRecoverEnemyState Source code

function BlockFiring ( ) )

CanAttemptLeapAttack @KamikazeState Source code

function bool CanAttemptLeapAttack ( ) )

CanDodge @AttackMeleeState Source code

function bool CanDodge ( optional bool bIgnoreFalling ) )

CanDodge @DodgingState Source code

function bool CanDodge ( optional bool bIgnoreFalling ) )

CanDodge @KnockDownState Source code

function bool CanDodge ( optional bool bIgnoreFalling ) )

CanDoRagdollHit @KnockDownState Source code

function bool CanDoRagdollHit ( ) )

CanFire @AcquisitionState Source code

function bool CanFire ( bool bTest ) )

CanFire @AttackCloseState Source code

function bool CanFire ( bool bTest ) )

CanFire @AttackFallbackState Source code

function bool CanFire ( bool bTest ) )

CanFire @AttackHuntState Source code

function bool CanFire ( bool bTest ) )

CanFire @AttackLeapState Source code

function bool CanFire ( bool bTest ) )

CanFire @AttackMeleeState Source code

function bool CanFire ( bool bTest ) )

CanFire @AttackRetreatState Source code

function bool CanFire ( bool bTest ) )

CanFire @AttackTacticalMoveState Source code

function bool CanFire ( bool bTest ) )

CanFire @CoweringState Source code

function bool CanFire ( bool bTest ) )

CanFire @DodgingState Source code

function bool CanFire ( bool bTest ) )

CanFire @FrozenState Source code

function bool CanFire ( bool bTest ) )

CanFire @ImpalingState Source code

function bool CanFire ( bool bTest ) )

CanFire @KamikazeState Source code

function bool CanFire ( bool bTest ) )

CanFire @KnockDownState Source code

function bool CanFire ( bool bTest ) )

CanFire @ScriptedState Source code

function bool CanFire ( bool bTest ) )

CanImpale @KamikazeState Source code

function bool CanImpale ( Pawn Victim ) )

CanStakeOut @KamikazeState Source code

function bool CanStakeOut ( ) )

CanUseStillAnimations @AttackStationaryState Source code

function bool CanUseStillAnimations ( ) )

CanUseStillAnimations @KamikazeState Source code

function bool CanUseStillAnimations ( ) )

ChangeDestination @AttackRetreatState Source code

function ChangeDestination ( ) )

CheckBehaviorEnabled @KamikazeState Source code

if(bEnableBC) BehaviorController.SetBCEnabled(true) ; if(ValidEnemy(ControllerEnemy)) { } else { } } function CheckBehaviorEnabled ( ) )

CheckHoldActor @HoldingState Source code

function bool CheckHoldActor ( ) )

ClearCoverSpot @KamikazeState Source code

function ClearCoverSpot ( ) )

ClearHoldSpots @KamikazeState Source code

function ClearHoldSpots ( ) )

ClearOrders @KamikazeState Source code

function ClearOrders ( ) )

ClearReferencesTo @KamikazeState Source code

function ClearReferencesTo ( Pawn P ) )

CloseRequiresPathing @AttackCloseState Source code

function bool CloseRequiresPathing ( ) )

ContinueStakeOut @AttackStakeOutCoverState Source code

function bool ContinueStakeOut ( ) )

ContinueStakeOut @AttackStakeOutState Source code

function bool ContinueStakeOut ( ) )

DamageAttitudeTo @KamikazeState Source code

function DamageAttitudeTo ( Pawn Other, float Damage, class<DamageType> DamageType ) )

DeferTo @KamikazeState Source code

function bool DeferTo ( Controller Other ) )

Destroyed @KamikazeState Source code

event Destroyed ( ) )

DetermineOrdersTransition @KamikazeState Source code

function bool DetermineOrdersTransition ( out name DestinationState, out name DestinationLabel ) )

DoLeapAttack @AttackLeapState Source code

function DoLeapAttack ( rotator LeapRotation, float LeapSpeed ) )

EndPanic @KamikazeState Source code

function EndPanic ( ) )

EndPanic @WanderingPanicState Source code

function EndPanic ( ) )

EndState @AcquisitionState Source code

event EndState ( ) )
!mdf-tbd: //------------------------------------------------------------------------- event BeginState() { //DMTNS( "BeginState" ); // turn more slowly during acquisition? Pawn.RotationRate.Yaw = Min( 32000, Pawn.default.RotationRate.Yaw ); }

EndState @AttackCloseState Source code

event EndState ( ) )

EndState @AttackHuntState Source code

event EndState ( ) )

EndState @AttackLeapState Source code

event EndState ( ) )

EndState @AttackMeleeState Source code

event EndState ( ) )

EndState @AttackStakeOutState Source code

event EndState ( ) )

EndState @AttackStationaryState Source code

event EndState ( ) )

EndState @AttackTacticalMoveState Source code

event EndState ( ) )

EndState @AttackTacticalRetreatState Source code

event EndState ( ) )

EndState @CoweringState Source code

event EndState ( ) )

EndState @DodgingState Source code

event EndState ( ) )

EndState @EnemyKilledState Source code

event EndState ( ) )

EndState @FrozenState Source code

event EndState ( ) )

EndState @HandleInvalidLandingState Source code

event EndState ( ) )

EndState @HoldingState Source code

event EndState ( ) )

EndState @ImpalingState Source code

event EndState ( ) )

EndState @KnockDownState Source code

event EndState ( ) )

EndState @WanderingPanicState Source code

event EndState ( ) )

EnemyAcquired @AttackHuntState Source code

function EnemyAcquired ( )

EnemyAcquired @DodgingState Source code

function EnemyAcquired ( )

EnemyAcquired @HandleInvalidLandingState Source code

function EnemyAcquired ( )

EnemyAcquired @KamikazeState Source code

function EnemyAcquired ( ) )

EnemyAcquired @KnockDownState Source code

function EnemyAcquired ( )

EnemyAcquired @MoveToGoalWithEnemyState Source code

function EnemyAcquired ( )

EnemyAcquired @ScriptedState Source code

function EnemyAcquired ( ) )

EnemyInLeapRange @KamikazeState Source code

event EnemyInLeapRange ( float Distance ) )

EnemyInMeleeRange @KamikazeState Source code

event EnemyInMeleeRange ( ) )

EnemyInvalid @KamikazeState Source code

event EnemyInvalid ( ) )

EnemyNotInMeleeRange @AttackMeleeState Source code

event EnemyNotInMeleeRange ( ) )

EnemyNotInMeleeRange @ImpalingState Source code

event EnemyNotInMeleeRange ( ) )

EnemyRangeTransition @AttackStationaryState Source code

event EnemyRangeTransition ( float Distance ) )

eventAutoBegin @ScriptedState Source code

function eventAutoBegin ( name DestinationState, name DestinationLabel ) )

eventBumpAll @ScriptedState Source code

function eventBumpAll ( Actor Other ) )

eventBumpEnemy @AttackCloseChargeState Source code

function eventBumpEnemy ( Pawn Other ) )

eventBumpEnemy @AttackFallbackState Source code

function eventBumpEnemy ( Pawn Other ) )

eventBumpEnemy @AttackHuntState Source code

function eventBumpEnemy ( Pawn Other ) )

eventBumpEnemy @AttackLeapState Source code

function eventBumpEnemy ( Pawn Other ) )

eventBumpEnemy @AttackMoveToCoverBaseState Source code

function eventBumpEnemy ( Pawn Other )

eventBumpEnemy @AttackRetreatState Source code

function eventBumpEnemy ( Pawn Other ) )

eventBumpFriend @AttackCloseChargeState Source code

function eventBumpFriend ( Pawn Other ) )

eventEnemyNotVisible @AttackCloseState Source code

function eventEnemyNotVisible ( ) )

eventEnemyNotVisible @AttackFallbackState Source code

function eventEnemyNotVisible ( ) )

eventEnemyNotVisible @AttackMeleeState Source code

function eventEnemyNotVisible ( ) )

eventEnemyNotVisible @AttackMoveToCoverCombatState Source code

function eventEnemyNotVisible ( ) )

eventEnemyNotVisible @AttackStationaryState Source code

function eventEnemyNotVisible ( ) )

eventEnemyNotVisible @AttackTacticalMoveState Source code

function eventEnemyNotVisible ( ) )

eventEnemyNotVisible @FindAirState Source code

function eventEnemyNotVisible ( ) )

eventHearNoiseThreat @AcquisitionState Source code

singular function eventHearNoiseThreat ( float Loudness, Actor NoiseMaker ) )

eventHearNoiseThreat @AttackFallbackState Source code

singular function eventHearNoiseThreat ( float Loudness, Actor NoiseMaker ) )

eventHearNoiseThreat @AttackHuntState Source code

singular function eventHearNoiseThreat ( float Loudness, Actor NoiseMaker ) )

eventHearNoiseThreat @AttackRetreatState Source code

singular function eventHearNoiseThreat ( float Loudness, Actor NoiseMaker ) )

eventHearNoiseThreat @AttackStakeOutState Source code

singular function eventHearNoiseThreat ( float Loudness, Actor NoiseMaker ) )
!-mdf-tbd: I'm not sure when/if we want to do this -- currently an NPC that is in AttackStakeOut (or a derived state) will immediately go out of that state if, e.g. the enemy fires his weapon (which calls MakeNoise). For now it seems that we should only set the enemy if there is nothing

eventSeeEnemy @AcquisitionState Source code

function eventSeeEnemy ( Pawn Seen ) )

eventSeeEnemy @AttackFallbackState Source code

function eventSeeEnemy ( Pawn Seen ) )

eventSeeEnemy @AttackRetreatState Source code

function eventSeeEnemy ( Pawn Seen ) )

eventSeeEnemy @AttackStationaryState Source code

function eventSeeEnemy ( Pawn Seen ) )

eventSeeOther @KamikazeState Source code

if(OldControllerEnemy==ControllerEnemy) OldControllerEnemy = None ; } function eventSeeOther ( Actor Seen ) )

eventTakeDamage @KamikazeState Source code

function eventTakeDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

eventTookDamage @AcquisitionState Source code

function eventTookDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

eventTookDamage @AttackCloseState Source code

function eventTookDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

eventTookDamage @AttackHuntState Source code

function eventTookDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

eventTookDamage @AttackStakeOutCoverState Source code

function eventTookDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

eventTookDamage @AttackStakeOutState Source code

function eventTookDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

ExecuteDodge @KamikazeState Source code

function ExecuteDodge ( bool bLeft, vector DodgeDestination ) )

FaceTarget @AttackCloseState Source code

function bool FaceTarget ( float F ) )

FaceTarget @AttackFallbackState Source code

function bool FaceTarget ( float F ) )

FaceTarget @AttackHuntState Source code

function bool FaceTarget ( float F ) )

FaceTarget @AttackMoveToCoverCombatState Source code

function bool FaceTarget ( float F ) )

FaceTarget @AttackMoveToCoverFleeState Source code

function bool FaceTarget ( float F ) )

FaceTarget @AttackRecoverEnemyState Source code

function bool FaceTarget ( float F ) )

FaceTarget @ImpalingState Source code

function bool FaceTarget ( float F ) )

FakeNotifyLeapBeginTimer @AttackHuntState Source code

function FakeNotifyLeapBeginTimer ( )

FakeNotifyLeapBeginTimer @AttackLeapState Source code

function FakeNotifyLeapBeginTimer ( ) )

FearThisSpot @AttackCloseState Source code

function FearThisSpot ( Actor aSpot ) )

FearThisSpot @AttackHuntState Source code

function FearThisSpot ( Actor aSpot ) )

FearThisSpot @AttackTacticalMoveState Source code

function FearThisSpot ( Actor aSpot ) )

FearThisSpot @HoldState Source code

function FearThisSpot ( Actor aSpot ) )

FearThisSpot @WanderingState Source code

function FearThisSpot ( Actor aSpot ) )

FindAlternativeClosePath @AttackCloseState Source code

function bool FindAlternativeClosePath ( Actor Focus ) )

FindCoverActor @AttackMoveToCoverBaseState Source code

function CoverSpot FindCoverActor ( float MaxDistance, float CosMinAngle, float CosMaxAngle, bool bIncludePathable ) )

FindCoverActor @KamikazeState Source code

function CoverSpot FindCoverActor ( float MaxDistance, float CosMinAngle, float CosMaxAngle, bool bIncludePathable ) )

FindRetreatDestination @AttackRetreatState Source code

function bool FindRetreatDestination ( ) )

FindSpecialAttraction @KamikazeState Source code

function bool FindSpecialAttraction ( ) )

FindViewSpot @AttackHuntState Source code

function bool FindViewSpot ( ) )

FinishedLeap @AttackLeapState Source code

function FinishedLeap ( ) )

FireAt @KamikazeState Source code

function FireAt ( Actor A ) )

FireShot @KamikazeState Source code

function FireShot ( byte bUseAltMode ) )

FreezeNPCHackTimer Source code

function FreezeNPCHackTimer ( ) )

FriendlyBumpSpecial @KamikazeState Source code

local name DestinationState , DestinationLabel ; local bool bMaintainCurrentState ; ResetGlobalAISettings() ; if(ControllerEnemy!=None) { return ; } if(HasScript()) { if(GetStateName()==ScriptedState) { bMaintainCurrentState = true ; } else { DestinationState = ScriptedState ; if(IsInState(ScriptedDialogState)) DestinationLabel = BeginLabel ; else DestinationLabel = AutoEndLabel ; } } else if(bStationary) { DestinationState = DefaultImmobileState ; } else if(Orders==OrdersNone||!ReadyForOrders()||!DetermineOrdersTransition(DestinationState,DestinationLabel)) { DestinationState = DefaultState ; } if(bMaintainCurrentState) { } else { GotoState(DestinationState,DestinationLabel) ; } } function bool FriendlyBumpSpecial ( ) )

GetAttackStyle @KamikazeState Source code

function float GetAttackStyle ( Actor TargetActor ) )

GetCurrentFireRate @KamikazeState Source code

function float GetCurrentFireRate ( ) )

GetDefenseStyle @KamikazeState Source code

function float GetDefenseStyle ( Actor TargetActor ) )

GetDodgeSpeed @DodgingState Source code

function float GetDodgeSpeed ( ) )

GetExtendedStateInformation @KamikazeState Source code

function string GetExtendedStateInformation ( ) )

GetExtraWanderDistance @WanderingState Source code

function float GetExtraWanderDistance ( ) )

GetFinalDestinationActor @AttackFallbackState Source code

function Actor GetFinalDestinationActor ( ) )

GetFinalDestinationActor @AttackMoveToCoverBaseState Source code

function Actor GetFinalDestinationActor ( ) )
!mdf-tbd: // shook off enemy? if( GetTimeSinceEnemyLastSeen() > 3 ) //9 #debug SetControllerEnemy( None, GetContext() ); #release SetControllerEnemy( None );

GetHoldActor @KamikazeState Source code

function Actor GetHoldActor ( ) )

GetLeapDamage @AttackLeapState Source code

function int GetLeapDamage ( Pawn Other ) )

GetLeapHighParameters @KamikazeState Source code

function UtilGame.ELeapResult GetLeapHighParameters ( float TargetDistance, vector Extents, out vector LeapDestination, out float Theta, out float LeapSpeed ) )

GetLeapLowParameters @KamikazeState Source code

function UtilGame.ELeapResult GetLeapLowParameters ( float TargetDistance, vector Extents, out vector LeapDestination, out float Theta, out float LeapSpeed ) )

GetLeapMaxParameters @KamikazeState Source code

function bool GetLeapMaxParameters ( out vector LeapDestination, vector Extents, out float Theta, out float LeapSpeed ) )

GetLeapMomentumTransfer @AttackLeapState Source code

function vector GetLeapMomentumTransfer ( Pawn Other ) )

GetLeapParameters @KamikazeState Source code

function bool GetLeapParameters ( out rotator LeapRotation, out float LeapSpeed ) )

GetMetaStateName @KamikazeState Source code

function string GetMetaStateName ( ) )

GetMetaStateNameShort @KamikazeState Source code

function string GetMetaStateNameShort ( ) )

GetOrderGiver @KamikazeState Source code

function Object GetOrderGiver ( ) )

GetOrders @KamikazeState Source code

function name GetOrders ( ) )

GetOrdersObject @KamikazeState Source code

function Actor GetOrdersObject ( ) )

GetOrdersThreshold @KamikazeState Source code

function float GetOrdersThreshold ( ) )

GetPossibleFiringLocation @KamikazeState Source code

function bool GetPossibleFiringLocation ( out vector FiringLocation ) )

GetPredictedCloseLocation @AttackCloseChargeState Source code

function bool GetPredictedCloseLocation ( out vector PredictedLocation ) )

GetPredictedCloseLocation @AttackCloseState Source code

function bool GetPredictedCloseLocation ( out vector PredictedLocation ) )

GetReachedDestinationDistance @AttackFallbackState Source code

function float GetReachedDestinationDistance ( ) )

GetReachedDestinationDistance @AttackMoveToCoverBaseState Source code

function float GetReachedDestinationDistance ( ) )

GetReactionToEnemy @KamikazeState Source code

function EReaction GetReactionToEnemy ( Pawn EnemyPawn ) )

GetShouldUseDeviousTactics @KamikazeState Source code

function bool GetShouldUseDeviousTactics ( float BaseSkill, float BaseOdds ) )

GetSpecialGoal @KamikazeState Source code

function Actor GetSpecialGoal ( ) )

GetSpecifiedFireRate @KamikazeState Source code

function float GetSpecifiedFireRate ( bool bPrimary ) )

GetTacticalMoveType @AttackCloseChargeState Source code

function ETacticalMoveType GetTacticalMoveType ( ) )

GetTacticalMoveType @AttackCloseState Source code

function ETacticalMoveType GetTacticalMoveType ( ) )

GetTacticalMoveType @AttackFallbackState Source code

function ETacticalMoveType GetTacticalMoveType ( ) )

GetTacticalMoveType @AttackMoveToCoverCombatState Source code

function ETacticalMoveType GetTacticalMoveType ( ) )

GetTarget @ScriptedState Source code

function Actor GetTarget ( ) )

HandleBump @AttackCloseChargeState Source code

function HandleBump ( Pawn Other, bool bEnemy ) )

HandleBump @KamikazeState Source code

function HandleBump ( Pawn Other, bool bEnemy )

HandleBumpedByEnemy @KamikazeState Source code

function HandleBumpedByEnemy ( ) )

HandledInvalidLanding @HandleInvalidLandingState Source code

function HandledInvalidLanding ( ) )

HandleEnemyInvalid @KamikazeState Source code

function HandleEnemyInvalid ( ) )

HandleEnemyKilledSafe @KamikazeState Source code

function HandleEnemyKilledSafe ( Controller Killer, Pawn KilledEnemy ) )

HandleEnemyKilledUnSafe @KamikazeState Source code

function HandleEnemyKilledUnSafe ( Controller Killer, Pawn KilledEnemy ) )

HandleFinishedRotation @ScriptedState Source code

function HandleFinishedRotation ( ) )

HandleFriendDead @KamikazeState Source code

function HandleFriendDead ( Pawn KilledFriend ) )

HandleHoldAtDestination @HoldState Source code

function HandleHoldAtDestination ( )

HandleIncoming @DodgingState Source code

function HandleIncoming ( Actor IncomingActor, vector IncomingDirection, float IncomingSpeed )

HandleKnockDown @ImpalingState Source code

function HandleKnockDown ( ) )

HandleKnockDown @KamikazeState Source code

function HandleKnockDown ( ) )

HandlePanic @DodgingState Source code

function HandlePanic ( ) )

HandlePanic @KnockDownState Source code

function HandlePanic ( )

HandleReachedOrdersObject @AttackFallbackState Source code

function HandleReachedOrdersObject ( ) )
!mdf-tbd: used to be -- we don't currently have any cases afaik where we want an NPC to stop short of the order object if its within sight if we do add cases like this then we should have a way of determining when to use it. return( VSize( Pawn.Location - OrdersObject.Location ) < 20 || (VSize( Pawn.Location - OrdersObject.Location ) < 600 && LineOfSightTo( OrdersObject )) );

HandleRecoveredEnemy @AttackFallbackState Source code

function HandleRecoveredEnemy ( )

HandleRecoveredEnemy @AttackHuntState Source code

function HandleRecoveredEnemy ( ) )

HasInstantHitAttack @KamikazeState Source code

function bool HasInstantHitAttack ( ) )

HasReachedOrdersObject @AttackFallbackState Source code

function bool HasReachedOrdersObject ( ) )

HasSquadOrders @KamikazeState Source code

function bool HasSquadOrders ( ) )

IgnoreTargetRange @AttackStationaryState Source code

function bool IgnoreTargetRange ( ) )

ImpaleAttack @KamikazeState Source code

function ImpaleAttack ( ) )

ImpaleAttackAbort @ImpalingState Source code

function ImpaleAttackAbort ( ) )

ImpaleAttackAnimationAbort @KamikazeState Source code

function ImpaleAttackAnimationAbort ( ) )

ImpaleMountVictim @ImpalingState Source code

function ImpaleMountVictim ( Pawn Victim ) )

ImpalePawn @ImpalingState Source code

function ImpalePawn ( ) )

ImpalePawn @KamikazeState Source code

function ImpalePawn ( )

ImpaleSetLaunchVector @ImpalingState Source code

function ImpaleSetLaunchVector ( Pawn Victim ) )

ImpaleUnMountVictim @ImpalingState Source code

function ImpaleUnMountVictim ( Pawn Victim ) )

InitializeState @AttackStationaryState Source code

function InitializeState ( ) )

IsFacingTarget @AttackHuntState Source code

function bool IsFacingTarget ( Actor Target, float CosMinFacingAngle ) )

IsFiring @KamikazeState Source code

function bool IsFiring ( ) )

IsImpaling @ImpalingState Source code

function bool IsImpaling ( ) )

IsImpaling @KamikazeState Source code

function bool IsImpaling ( ) )

IsMeleeAttacking @KamikazeState Source code

function bool IsMeleeAttacking ( ) )

IsMobile @KamikazeState Source code

function bool IsMobile ( ) )

IsPreparedToFire @KamikazeState Source code

function bool IsPreparedToFire ( bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ) )

IsPreparedToMelee @KamikazeState Source code

function bool IsPreparedToMelee ( bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ) )

IsRepeatFire @ScriptedState Source code

function bool IsRepeatFire ( bool bPrimary ) )

IsStationary @KamikazeState Source code

function bool IsStationary ( ) )

KeepAttacking @AttackStationaryState Source code

function KeepAttacking ( ) )

KnockDownAnim @KnockDownState Source code

function float KnockDownAnim ( ) )

MaybeAcquireEnemy @KamikazeState Source code

function bool MaybeAcquireEnemy ( Pawn NewEnemy ) )

MaybeAlertOthers @KamikazeState Source code

function MaybeAlertOthers ( Pawn PotentialEnemy ) )

MaybeClearHuntingEnemy @AttackHuntState Source code

function MaybeClearHuntingEnemy ( ) )

MaybeFire @ScriptedState Source code

function MaybeFire ( byte bUseAltMode ) )

MaybeSetEnemy @AttackHuntState Source code

function bool MaybeSetEnemy ( Pawn NewEnemy, optional bool bAlertingOthers ) )

MaybeSetEnemy @AttackStakeOutState Source code

function bool MaybeSetEnemy ( Pawn NewEnemy, optional bool bAlertingOthers ) )

MayFall @AttackCloseState Source code

event MayFall ( ) )

MayFall @AttackFallbackState Source code

event MayFall ( ) )

MayFall @AttackHuntState Source code

event MayFall ( ) )

MayFall @AttackRetreatState Source code

event MayFall ( ) )

MeleeAttack @KamikazeState Source code

function MeleeAttack ( byte bUseAltMode ) )

MeleeAttackAbort @KamikazeState Source code

function MeleeAttackAbort ( ) )

MeleeDamageTimer @KamikazeState Source code

function MeleeDamageTimer ( ) )

NotifyHeadVolumeChange @FindAirState Source code

event bool NotifyHeadVolumeChange ( PhysicsVolume NewHeadVolume ) )

NotifyHitWall @AttackLeapState Source code

event bool NotifyHitWall ( vector HitNormal, Actor Wall ) )

NotifyHitWall @AttackTacticalMoveState Source code

event bool NotifyHitWall ( vector HitNormal, Actor Wall ) )

NotifyKilled @KamikazeState Source code

function NotifyKilled ( Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> DamageType ) )

NotifyLanded @HoldingState Source code

event bool NotifyLanded ( vector HitNormal ) )

NotifyLeapBegin @AttackHuntState Source code

function NotifyLeapBegin ( )
!mdf-tbd: if( bSniping ) { #debug BehaviorController.Update( BC_AttackUpdate, GetContext() ); //!!tbd: BC_StakeOut? } #release BehaviorController.Update( BC_AttackUpdate ); //!!tbd: BC_StakeOut? if( Orders == OrdersFollow ) { if( !LineOfSightTo( Controller(OrdersObject).Pawn ) ) GS( AttackFallbackState ); //GS-tbd } else if( Orders == OrdersHold ) { if( !LineOfSightTo( OrdersObject ) ) GS( AttackFallbackState ); //GS-tbd } else if( Orders == OrdersDefend ) { if( AmbushSpot != None ) { if( !LineOfSightTo( AmbushSpot ) ) GS( AttackFallbackState ); //GS-tbd } else if( !LineOfSightTo( OrdersObject ) ) GS( AttackFallbackState ); //GS-tbd }

NotifyLeapBegin @AttackLeapState Source code

function NotifyLeapBegin ( ) )

NotifyMeleeDamagedEnemy @AttackMeleeState Source code

function NotifyMeleeDamagedEnemy ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

NotifyMetaStateChange @KamikazeState Source code

function NotifyMetaStateChange ( ) )

NotifyTakeHit @KamikazeState Source code

function NotifyTakeHit ( Pawn Instigator, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum ) )
!mdf function NotTakingHit() { if( Pawn.PhysicsVolume.Gravity.Z > Pawn.PhysicsVolume.default.Gravity.Z && (Momentum.Z/Pawn.PhysicsVolume.Gravity.Z < -0.5) ) bFireFalling = true; else Super.NotTakingHit(); }

OKToHit @KamikazeState Source code

function bool OKToHit ( Actor HitActor, vector HitLocation, vector HitNormal ) )

OverrideSpecialAttraction @AttackFallbackState Source code

function bool OverrideSpecialAttraction ( ) )

PawnIsInPain @AttackTacticalMoveState Source code

function PawnIsInPain ( PhysicsVolume PainVolume ) )

PickDestination @AttackFallbackState Source code

function PickDestination ( ) )

PickDestination @AttackHuntState Source code

function PickDestination ( ) )

PickDestination @AttackMoveToCoverBaseState Source code

function PickDestination ( ) )

PickDestination @AttackMoveToCoverCombatState Source code

function PickDestination ( ) )

PickDestination @AttackRetreatState Source code

function PickDestination ( ) )

PickDestination @AttackTacticalMoveState Source code

function PickDestination ( bool bCanCharge ) )

PickDestination @AttackTacticalRetreatState Source code

function PickDestination ( bool bCanCharge ) )

PickDestination @HoldState Source code

function PickDestination ( ) )

PickDestination @WanderingState Source code

function bool PickDestination ( ) )

PickNextSpot @AttackRetreatState Source code

function PickNextSpot ( ) )

PlayFriendDeadSound @KamikazeState Source code

function PlayFriendDeadSound ( ) )

PlayRandomSound @AcquisitionState Source code

function PlayRandomSound ( )

PlayRandomSound @AttackLeapState Source code

function PlayRandomSound ( )

PlayRandomSound @AttackMeleeState Source code

function PlayRandomSound ( )

PlayRandomSound @AttackTauntState Source code

function PlayRandomSound ( )

PlayRandomSound @CoweringState Source code

function PlayRandomSound ( )

PlayRandomSound @DodgingState Source code

function PlayRandomSound ( )

PlayRandomSound @GameEndedState Source code

function PlayRandomSound ( )

PlayRandomSound @ImpalingState Source code

function PlayRandomSound ( )

PlayRandomSound @KnockDownState Source code

function PlayRandomSound ( )

Possess @KamikazeState Source code

function Possess ( Pawn P ) )

PossessStartup @KamikazeState Source code

function PossessStartup ( ) )

PriorityObjective @KamikazeState Source code

function byte PriorityObjective ( ) )

ProcessOrders @KamikazeState Source code

function bool ProcessOrders ( name NewOrders, out Actor NewOrdersObject, out float NewOrdersThreshold, out Object NewOrderGiver ) )

ProcessOrdersFollow @KamikazeState Source code

function bool ProcessOrdersFollow ( out Actor NewOrdersObject, Object NewOrderGiver ) )

ProcessOrdersGoto @KamikazeState Source code

function bool ProcessOrdersGoto ( out Actor NewOrdersObject ) )

ProcessOrdersHold @KamikazeState Source code

function bool ProcessOrdersHold ( out Actor NewOrdersObject, Object NewOrderGiver ) )

ProcessOrdersNone @KamikazeState Source code

function bool ProcessOrdersNone ( ) )

ProcessOrdersSquad @KamikazeState Source code

function bool ProcessOrdersSquad ( ) )

RangedAttackAbort @KamikazeState Source code

function RangedAttackAbort ( ) )

ReachedHome @AttackRetreatState Source code

function ReachedHome ( ) )

ReduceThreat @AttackHuntState Source code

function bool ReduceThreat ( ) )

ReflectNotify @AttackLeapState Source code

function ReflectNotify ( name NotifyName ) )

ReflectNotify @DodgingState Source code

function ReflectNotify ( name NotifyName ) )

ResetGlobalAISettings @KamikazeState Source code

function ResetGlobalAISettings ( )

Restart @KamikazeState Source code

function Restart ( ) )

RestoreCanStrafe @KamikazeState Source code

function RestoreCanStrafe ( ) )

SetChargeDestination @AttackCloseState Source code

function EDestinationResult SetChargeDestination ( ) )

SetCurrentCoverSpot @AttackMoveToCoverBaseState Source code

function SetCurrentCoverSpot ( CoverSpot NewCoverSpot ) )

SetExecuteOrders @KamikazeState Source code

function SetExecuteOrders ( bool bVal ) )

SetFall @AttackTacticalMoveState Source code

function SetFall ( ) )

SetFocus @HoldingState Source code

function SetFocus ( ) )

SetOrders @GameEndedState Source code

function bool SetOrders ( optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge )

SetOrders @KamikazeState Source code

function bool SetOrders ( optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge ) )

SetOrdersObject @KamikazeState Source code

function SetOrdersObject ( Actor NewOrdersObject ) )

SetPeripheralVision @KamikazeState Source code

function SetPeripheralVision ( ) )

SetSpecialAnim @KamikazeState Source code

function float SetSpecialAnim ( name AnimAction, bool bOverrideBehavior ) )

SetStationary @KamikazeState Source code

function SetStationary ( bool bVal, optional bool bStayStationaryVal ) )

SetValidFiringLocation @AttackStationaryState Source code

function bool SetValidFiringLocation ( bool bTryRight, float Distance, out byte bBlocked ) )

SetWanderMoveSpeed @WanderingState Source code

function SetWanderMoveSpeed ( ) )

SharedTimerEvent @AttackStationaryState Source code

function SharedTimerEvent ( ) )

ShotFiredNotification @AcquisitionState Source code

function ShotFiredNotification ( Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed )

ShotFiredNotification @AttackRetreatState Source code

function ShotFiredNotification ( Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed ) )

ShotFiredNotification @AttackTacticalMoveState Source code

function ShotFiredNotification ( Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed ) )

ShouldAbortState @AttackStationaryState Source code

local bool bFoundAdjustedLocation ; local byte bRightBlocked , bLeftBlocked ; if(Level.TimeSeconds>=NextAdjustPositionTime) { if((SFInfo==SFI_NoLOS||SFInfo==SFI_NoShot||SFInfo==SFI_OutOfRange)&&U2PBasic.bCanAdjustStationaryPosition&&BehaviorController.GetCheckBehaviorDelay()>=AdjustAgainDelay&&IsMobile()&&ValidEnemy(ControllerEnemy)) { if(Pawn.GetStance()!=ST_Prone||Pawn.GetDesiredStance()!=ST_Prone) { bFoundAdjustedLocation = SetValidFiringLocation(true,Pawn.CollisionRadius,bRightBlocked) ; if(!bFoundAdjustedLocation) bFoundAdjustedLocation = SetValidFiringLocation(false,Pawn.CollisionRadius,bLeftBlocked) ; if(!bFoundAdjustedLocation&&bRightBlocked==0) bFoundAdjustedLocation = SetValidFiringLocation(true,2*Pawn.CollisionRadius,bRightBlocked) ; if(!bFoundAdjustedLocation&&bLeftBlocked==0) bFoundAdjustedLocation = SetValidFiringLocation(false,2*Pawn.CollisionRadius,bLeftBlocked) ; if(!bFoundAdjustedLocation&&bRightBlocked==0) bFoundAdjustedLocation = SetValidFiringLocation(true,4*Pawn.CollisionRadius,bRightBlocked) ; if(!bFoundAdjustedLocation&&bLeftBlocked==0) bFoundAdjustedLocation = SetValidFiringLocation(false,4*Pawn.CollisionRadius,bLeftBlocked) ; } if(bFoundAdjustedLocation) { NextAdjustPositionTime = Level.TimeSeconds + AdjustAgainDelay ; GotoLabel(AdjustPositionLabel) ; } else { } } } else { } } function bool ShouldAbortState ( ) )

ShouldClearSpecialColliders @AttackFallbackState Source code

function bool ShouldClearSpecialColliders ( ) )

ShouldClearSpecialColliders @AttackMoveToCoverBaseState Source code

function bool ShouldClearSpecialColliders ( ) )

ShouldDeferTo @KamikazeState Source code

function bool ShouldDeferTo ( Controller Other ) )

ShouldGiveUpHunting @KamikazeState Source code

function bool ShouldGiveUpHunting ( ) )

ShouldTryToLead @ScriptedState Source code

function bool ShouldTryToLead ( Actor TargetActor, float TargetDistance, bool bTrySplash ) )

ShouldWanderPause @WanderingState Source code

function bool ShouldWanderPause ( ) )

SpawnShotTimer @KamikazeState Source code

function SpawnShotTimer ( ) )

SpecialDeathHandling @KamikazeState Source code

function SpecialDeathHandling ( Pawn KilledPawn ) )

SpecialHuntDestination @AttackHuntState Source code

function bool SpecialHuntDestination ( ) )

SplashDamageAttack @KamikazeState Source code

function bool SplashDamageAttack ( ) )

SplashJump @KamikazeState Source code

function bool SplashJump ( ) )

StartFalling @AttackTacticalMoveState Source code

function StartFalling ( ) )

StopFearingEnemy @AttackRetreatState Source code

function bool StopFearingEnemy ( ) )

StopFiringBase @KamikazeState Source code

function StopFiringBase ( ) )

StopFiringUpdate @KamikazeState Source code

function StopFiringUpdate ( float SuggestedFireAgainDelay ) )

StopFiringUpdate @ScriptedState Source code

function StopFiringUpdate ( float SuggestedFireAgainDelay ) )

StrafeFromDamage @AttackCloseState Source code

function bool StrafeFromDamage ( float Damage, class<DamageType> DamageType, bool bFindDest ) )

StrafeFromDamage @KamikazeState Source code

function bool StrafeFromDamage ( float Damage, class<DamageType> DamageType, bool bFindDest )

TestAimLocation @ScriptedState Source code

function bool TestAimLocation ( vector ProjStart, float ProjSpeed, Actor TargetActor, vector AimLocation, float MaxMissDistance, bool bCanHitOtherPawns ) )

TestCanJump @KamikazeState Source code

function bool TestCanJump ( ) )

Tick @ImpalingState Source code

event Tick ( float DeltaTime ) )

TimeSinceTargetLastSeen @ScriptedState Source code

function float TimeSinceTargetLastSeen ( Actor TargetActor ) )

TrySplashDamageAttack @KamikazeState Source code

function bool TrySplashDamageAttack ( ) )

TryStrafe @AttackCloseState Source code

function bool TryStrafe ( vector SideDir ) )

TryToCloseDodge @AttackCloseState Source code

function TryToCloseDodge ( bool bLeft ) )

TryToDodge @AttackCloseState Source code

function TryToDodge ( vector DuckDir, bool bDuckLeft ) )

TryToDodge @AttackLeapState Source code

function TryToDodge ( vector DuckDir, bool bDuckLeft )

TryToFindCover @AttackMoveToCoverBaseState Source code

function TryToFindCover ( ) )

TryToFindCover @AttackMoveToCoverCombatState Source code

function TryToFindCover ( ) )

TryToFindCover @AttackMoveToCoverFleeState Source code

function TryToFindCover ( ) )

TryToHit @ScriptedState Source code

function bool TryToHit ( Actor TargetActor, float TargetDistance, float SpreadDegrees, bool bLOSToTarget, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance ) )

UnImpalePawn @ImpalingState Source code

function UnImpalePawn ( ) )

UnImpalePawn @KamikazeState Source code

function UnImpalePawn ( )

UpdateEnemy @KamikazeState Source code

function UpdateEnemy ( optional bool bTryRadiusCheck ) )

UpdateOrders @KamikazeState Source code

function UpdateOrders ( name NewOrders, Actor NewOrdersObject, float NewOrdersThreshold, Object NewOrderGiver ) )

UpdateRetreatBehavior @AttackTacticalRetreatMeleeState Source code

function UpdateRetreatBehavior ( ) )

UpdateRetreatBehavior @AttackTacticalRetreatState Source code

function UpdateRetreatBehavior ( ) )

UpdateStance @KamikazeState Source code

function bool UpdateStance ( byte TargetStance, optional float EnemyDistance ) )

UpdateTacticalMoveBehavior @AttackTacticalMoveMeleeState Source code

function UpdateTacticalMoveBehavior ( ) )

UpdateTacticalMoveBehavior @AttackTacticalMoveState Source code

function UpdateTacticalMoveBehavior ( ) )

UseTacticalJumps @KamikazeState Source code

function bool UseTacticalJumps ( ) )

VerifyCoverSpot @AttackMoveToCoverBaseState Source code

function bool VerifyCoverSpot ( ) )

VerifyStateChange @KamikazeState Source code

function VerifyStateChange ( name OldState, name NewState, name Label, bool bGoto, string ContextStr, int ContextLineNum ) )

WanderAfterFriendlyBumpExtra @KamikazeState Source code

function bool WanderAfterFriendlyBumpExtra ( ) )


Defaultproperties

defaultproperties
{
	Aggressiveness=0.300000
	VerifyCoverRate=0.500000
	ExecuteOrdersThreshold=0.500000
	BehaviorControllerClass=Class'U2AI.BehaviorControllerBasic'
	DefaultAcquisitionState='Acquisition'
	DefaultDeadLockedState='DeadLocked'
	DefaultImmobileState='hold'
	DefaultImmobileAttackState='AttackStationary'
	MaxFallbackNoDetectTime=5.000000
	MaxHuntTime=30.000000
	LeapMinHitWallDelay=0.200000
	bProbeHearNoise=true
	bProbeNotifyBump=true
	bProbeEnemyInMeleeRange=true
	bProbeSeeEnemy=true
	CosMinFacingTargetAngle=0.866000
     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 10:48:34.889 - Created with UnCodeX