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U2AI.U2NPCControllerShared

Extends
U2NPCControllerScriptable
Modifiers
config ( User ) abstract

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

Direct Known Subclasses:

U2NPCControllerBase, U2NPCControllerBaseOld

Constants Summary
AcquisitionState='Acquisition'
AdjustFromWallLabel='AdjustFromWall'
AdjustPositionAgainLabel='AdjustPositionAgain'
AdjustPositionLabel='AdjustPosition'
AdjustRotationLabel='AdjustRotation'
AttackCloseChargeState='AttackCloseCharge'
AttackCloseState='AttackClose'
AttackDoneLabel='AttackDone'
AttackFallbackState='AttackFallback'
AttackHideState='AttackHide'
AttackHuntState='AttackHunt'
AttackLeapState='AttackLeap'
AttackMeleeState='AttackMelee'
AttackMoveToCoverBaseState='AttackMoveToCoverBase'
AttackMoveToCoverCombatState='AttackMoveToCoverCombat'
AttackMoveToCoverFleeState='AttackMoveToCoverFlee'
AttackOngoingLabel='AttackOngoing'
AttackRecoverEnemyState='AttackRecoverEnemy'
AttackRetreatState='AttackRetreat'
AttackStakeOutCoverState='AttackStakeOutCover'
AttackStakeOutState='AttackStakeOut'
AttackStationaryState='AttackStationary'
AttackTacticalMoveMeleeState='AttackTacticalMoveMelee'
AttackTacticalMoveState='AttackTacticalMove'
AttackTacticalRetreatMeleeState='AttackTacticalRetreatMelee'
AttackTacticalRetreatState='AttackTacticalRetreat'
AttackTauntState='AttackTaunt'
AutoEndLabel='AutoEnd'
CampAgainLabel='CampAgain'
CampLabel='Camp'
CampLongLabel='CampLong'
CantReachLabel='CantReach'
ChallengeLabel='Challenge'
CloseLabel='Close'
CoweringState='Cowering'
DeadlockedState='DeadLocked'
DefaultIsCloseToDynamicGoalDistance=128.0
DelayLabel='Delay'
DialogBeginLabel='DialogBegin'
DialogEndLabel='DialogEnd'
DialogFocusRestoreLabel='DialogFocusRestore'
DialogFocusSetLabel='DialogFocusSet'
DialogPauseLabel='DialogPause'
DialogUnPauseLabel='DialogUnPause'
DodgeFinishedLabel='DodgeFinished'
DodgingState='Dodging'
DodgingWithAttackState='DodgingWithAttack'
DoneLabel='Done'
DontCloseLabel='DontClose'
DuckingLabel='Ducking'
EnemyKilledState='EnemyKilled'
ErrorLabel='Error'
FaceTargetLabel='FaceTarget'
FindAirState='FindAir'
FireLabel='FireFalling'
FrozenState='Frozen'
GiveUpLabel='GiveUp'
GiveWayLabel='GiveWay'
HandleInvalidLandingState='HandleInvalidLanding'
HoldingState='Holding'
HoldState='Hold'
HuntLabel='Hunt'
IdleLabel='Idle'
ImpalingState='Impaling'
INCOMINGCOLLISIONFUDGE=2.0
KnockDownState='KnockDown'
LandLabel='Land'
MaxDistanceActors=32
MaxNoLOSFollowDistance=16.0
MaxRadiusEnemiesDistance=1600.0
MinFollowDistance=1
MinGoalDistance=1
MoveActiveLabel='MoveActive'
MoveActiveStrafeLabel='MoveActiveStrafe'
MoveCheckLabel='MoveCheck'
MoveDoneLabel='MoveDone'
MoveFailedLabel='MoveFailed'
MoveFallingLabel='MoveFalling'
MoveNoDestLabel='MoveNoDest'
MovePickDestLabel='MovePickDest'
MovePickDestLoopLabel='MovePickDestLoop'
MoveSpecialLabel='MoveSpecial'
MoveTestLabel='MoveTest'
MoveToGoalBaseState='MoveToGoalBase'
MoveToGoalNoEnemyState='MoveToNoEnemyGoal'
MoveToGoalWithEnemyState='MoveToGoalWithEnemy'
NeedToTurnAngleCos=0.990
NeedToTurnDialogAngleCos=0.350
PauseLabel='Pause'
PostBeginLabel='PostBegin'
PreBeginLabel='PreBegin'
ReachedDestinationLabel='ReachedDestination'
ReadyToAttackLabel='ReadyToAttack'
RecoverEnemyLabel='RecoverEnemy'
ResumePatrolLabel='ResumePatrol'
RoamingState='Roaming'
ShootDecorationLabel='ShootDecoration'
StanceChangeDelayLabel='StanceChangeDelay'
StartLeapLabel='StartLeap'
StartupDelayLabel='StartupDelay'
TacticalTickLabel='TacticalTick'
TestMoveState='TestMove'
TrackFocusLabel='TrackFocus'
TryAgainLabel='TryAgain'
TurnLabel='Turn'
UnuseEvent='unuse'
UsingState='Using'
VictoryDanceState='VictoryDance'
WaitingForStartLabel='WaitingForStart'
WanderingPanicState='WanderingPanic'
WanderingState='Wandering'
WavingLabel='Waving'
Inherited Contants from U2AI.U2NPCControllerScriptable
MinMoveSpeedMultiplier, ScriptedDialogFarState, ScriptedDialogState, ScriptedState
Inherited Contants from U2.U2NPCController
NotImplementedMessage, OrdersAttack, OrdersDefend, OrdersFollow, OrdersGoto, OrdersHold, OrdersNone, OrdersSquad, StyleBackOff, StyleCharge, StyleClose, StyleNeutral, StyleRetreat, StyleRunaway

Variables Summary
boolbDialogSetFocus
boolbFaceSpecialGoal
boolbLastAimLocationHitFriendly
floatBlockedByCoverHitOdds
boolbTargetObscured
floatCloseEnoughDistance
intDefaultRotationThreshold
nameDefaultState
ActorDialogFocus
floatDodgeEnableTime
floatGetCloserThreshold
EMoveTypeGMoveType
intHits
floatLastAcquireTime
floatMaxAcquireMissMultiplier
intMaxAcquirePitchError
floatMaxAffectedByAcquisitionTime
floatMaxAffectedByHitTime
floatMaxAlwaysLeadDistance
floatMaxHitMissMultiplier
intMaxHitPitchError
intMaxMoveRecoverAttempts
intMaxMoveToActorAttempts
intMaxMoveToPointAttempts
floatMaxTeleportRangeMinZError
floatMaxTeleportRangeMoveError
floatMaxTeleportRangeStuckError
intMinAcquirePitchError
intMinHitPitchError
floatMinLastRenderedTeleportDelay
floatMinTeleportRangeMinZError
floatMinTeleportRangeMoveError
floatMinTeleportRangeStuckError
intMisses
intNumMoveAttempts
intNumMoveRecoverAttempts
vectorOldFocalPoint
ActorOldFocus
vectorOldMoveLocation
floatReduceStanceAgainTime
intScriptedRotationThreshold
ActorSpecialGoal
floatSpecialGoalDistance
floatStopFiringAtEnemyTime
floatTemporaryGoalDistance
floatTestMoveSpeed
ActorTestMoveTarget
ETacticalMoveTypeTestTacticalMoveType
floatTryToHitBaseSpeed
floatTryToHitBaseSpeedOdds
floatTryToHitInstantBaseDistance
floatTryToHitInstantBaseOddsMax
floatTryToHitInstantBaseOddsMin
floatTryToHitInstantMaxHitDistance
floatTryToHitInstantMinMissDistance
floatTryToHitProjectileBaseDistance
floatTryToHitProjectileBaseOddsMax
floatTryToHitProjectileBaseOddsMin
floatTryToHitProjectileMaxHitDistance
floatTryToHitProjectileMinMissDistance
floatTryToHitTossedBaseDistance
floatTryToHitTossedBaseOddsMax
floatTryToHitTossedBaseOddsMin
floatTryToHitTossedMaxHitDistance
floatTryToHitTossedMinMissDistance
U2PawnAdvancedU2PAdvanced
U2PawnBaseU2PBase
U2PawnBasicU2PBasic
vectorWanderDirectionExternal
Inherited Variables from U2AI.U2NPCControllerScriptable
bDidStartup, bDirectionalPatrol, bInitializedForScripting, bScriptedHeadTrackingEnabled, bScriptedIdleAnims, bScriptLockedTarget, bScriptPendingFire, bScriptPendingFireUseAltMode, bStayDormant, bStayStationary, bXMPHandlingEnabled, CrouchingMoveSpeedMultiplier, DefaultScriptControllerClass, LastAutoEndTime, MaxScriptedAutoEndDelay, ProneMoveSpeedMultiplier, ScriptController, ScriptedAimOdds, ScriptedFocus, ScriptedScriptControllerClass, ScriptedTacticalMoveType, StandingMoveSpeedMultiplier, StationaryStance, U2P
Inherited Variables from U2.U2NPCController
bVisibleAI

Enumerations Summary
EDestinationResult
DR_Predicted, DR_Raw, DR_Wait,
EMoveType
MT_Error, MT_None, MT_Wait, MT_Near, MT_Success,

Structures Summary
TDistanceInfo
Distance, TargetActor

Functions Summary
functionfloat AddedHumanThreat ()))
functionbool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
functionbool AllowFriendlyBumpStateChanges ()))
functionbool AnnoyedAt (Pawn Other ))
functionfloat AssessThreat (Pawn Other ))
functionbool CanDodge (optional bool bIgnoreFalling ))
functionbool CanRespawn ()))
function CheckEnemyDistance (float EnemyDistance ))
functionbool CheckMaxAttackRanges (float EnemyDistance, Actor TargetActor ))
functionEMoveType CheckNavigationFrom (Actor TargetActor, Actor GoalActor, float GoalDistance ))
functionbool CheckTargetInAttackRange (bool bTest ))
function ClearHoldSpot (out Actor HS ))
function ClearHoldSpots ()))
function ClearMoveAttempts ()))
functionfloat CompareThreat (Pawn P1, Pawn P2 ))
functionbool DialogAllowed (Actor Other ))
event DialogBegin (Actor Other ))
function DialogInitiate (Actor Other, optional name Topic, optional Actor WaitingActor ))
function DialogTerminate ()))
function EnemyAcquired ()))
function eventBumpAll (Actor Other ))
function eventBumpEnemy (Pawn Other ))
function eventBumpFriend (Pawn Other ))
function eventBumpOther (Actor Other ))
function eventHearNoiseFriendly (float Loudness, Actor NoiseMaker ))
function eventHearNoiseOther (float Loudness, Actor NoiseMaker ))
function eventHearNoiseThreat (float Loudness, Actor NoiseMaker ))
function eventInheritEnemy (Pawn NewEnemy ))
function eventSeeAlertFriend (Pawn Seen ))
function eventSeeEnemy (Pawn Seen ))
function eventSeeFriend (Pawn Seen ))
function eventSeeOther (Actor Seen ))
function ExecuteDodge (bool bLeft, vector DodgeDestination ))
functionbool FaceTarget (float F ))
function FearThisSpot (Actor aSpot ))
functionbool FindBestPathToward (Actor TargetActor, bool bClearPaths ))
functionPawn FindLocalEnemy (float MaxDistance ))
function FindNewStakeOutDir (Actor TargetActor ))
function ForceNavigationError (bool bScriptedStateMoves, bool bMoveTarget, bool bMinZ ))
functionbool FriendlyBumpSpecial ()))
functionfloat GetAttackRating (Pawn Other ))
functionfloat GetBounceLifespan ()))
functionfloat GetDamageRadius (class ProjectileClass ))
functionbool GetDirectionalPatrol ()))
functionbool GetFaceSpecialGoal ()))
functionvector GetFireOffset (vector SourceLocation, vector TargetLocation ))
functionfloat GetFireRating ()))
functionHoldSpot GetHoldSpot (Actor LocationActor ))
functionbool GetInstantProjectileAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, Actor TargetActor, out vector TargetLocation, float TargetDistance, bool bLOSToTarget, out rotator ReturnedRotation ))
functionbool GetLastSeenAimLocation (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, Actor TargetActor, float TargetDistance, out vector TargetLocation ))
functionfloat GetLookedAtCos (Actor SeeingActor ))
functionvector GetMissVector (Actor TargetActor, int PitchError ))
functionfloat GetMoveSpeed (optional vector TargetLocation ))
functionEMoveType GetMoveTargetFollow (Actor GoalActor, out Actor Path, float GoalDistance ))
function GetNearbyPathNodes (Actor SourceActor, out TDistanceInfo DistanceList[ MaxDistanceActors ], float MinDistance, float MaxDistance, bool bIgnoreZ ))
function GetNearbyPathNodesRelativeTo (Actor SourceActor, Actor RelativeActor, out TDistanceInfo DistanceList[ MaxDistanceActors ], float MinDistance, float MaxDistance, bool bIgnoreZ ))
functionEMoveType GetPathTo (Actor TargetActor, out Actor Path, optional float GoalDistance ))
functionEPathResult GetPathToActor (Actor TargetActor, optional out Actor ReturnedActor, optional bool bIncludeDirect ))
functionbool GetSlowProjectileAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, Actor TargetActor, out vector TargetLocation, float TargetDistance, bool bTrySplash, bool bLOSToTarget, out rotator ReturnedRotation ))
functionActor GetSpecialGoal ()))
functionfloat GetSpecialGoalDistance ()))
functionbool GetSplashLocation (class<Projectile> ProjectileClass, vector ProjStart, Actor TargetActor, float TargetDistance, out vector TargetLocation ))
functionvector GetTargetLocation (Actor TargetActor, bool bLOSToTarget, bool bTossed, vector LastEnemySeenLocation, float TimeSinceLastSeen ))
functionfloat GetTimeOutTolerance (class ProjectileClass ))
functionbool GetTossedAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, Actor TargetActor, out vector TargetLocation, float TargetDistance, bool bLOSToTarget, out rotator ReturnedRotation ))
function HandleBumpedByEnemy ()
function HandleDestinationReached ()))
function HandleEnemyNoise (Actor NoiseMaker ))
functionbool HandleFriendlyBumps ()))
function HandleIncoming (Actor IncomingActor, vector IncomingDirection, float IncomingSpeed ))
functionEMoveType HandleSetMoveTargetError (Actor GoalActor, float GoalDistance ))
event HearNoise (float Loudness, Actor NoiseMaker ))
functionbool IgnoreTargetRange ()))
function ImpalePawn ()
functionbool IsCloseToDynamicGoal (Actor Other, optional float DesiredDistance, optional bool bHasLineOfSightTo ))
functionbool IsUsable (Actor Other ))
function LockAnimationController (int LockLevel ))
functionbool MaybeAcquireEnemy (Pawn NewEnemy ))
function MaybeAlertOthers (Pawn PotentialEnemy)
function MaybeAvoidFriendlyBump (Pawn Other)
function MaybeInheritEnemy (Pawn Other, Pawn NewEnemy, optional bool bCanSee ))
functionbool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers ))
functionbool MoveAgain ()))
functionbool NeedToTurn (vector TargetLocation, float CosAngle ))
eventbool NotifyBump (Actor Other ))
function NotifyMeleeDamagedEnemy (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
eventbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
function NotifyUnuse (Actor A ))
function OnUnuse (Actor Other ))
function OnUse (Actor Other ))
function Possess (Pawn P ))
event PreBeginPlay ()))
functionbool RandomizeStakeOutDir ()))
function ReactToAlertFriend (Pawn P ))
function ReactToFriend (Pawn P ))
functionbool RecoverFromMinZError ()))
functionEMoveType RecoverFromNavigationError (Actor GoalActor, float GoalDistance, bool bConsiderMoveTarget ))
functionbool RecoverFromStuckError ()))
functionbool ReduceThreat ()))
functionfloat RelativeStrength (Pawn Other ))
function RestoreAlertness ()))
functionbool RestoreStance ()))
functionNavigationPoint SelectInventorySpotDestination ()))
functionbool SelectStance (bool bAvoidProne ))
function SetAlertness (float NewAlertness ))
function SetDirectionalPatrol (bool bNewVal ))
function SetFall ()))
function SetFrozen (bool bVal ))
functionEMoveType SetMoveTarget (Actor GoalActor, optional float GoalDistance, optional bool bWaitForLanding ))
function SetPeripheralVision ()))
function SetScriptedFocus (Actor A ))
function SetScriptedIdleAnims (bool bNewVal ))
function SetSharedTimer (float DelaySeconds, bool bLoop ))
function SetSpecialGoal (Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew ))
functionbool SetTestMoveTarget (Actor TargetActor, optional float MoveSpeed, optional ETacticalMoveType TMT ))
function SharedTimerEvent ()))
function ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed ))
functionbool ShouldBounceProjectile ()))
functionbool ShouldClearSpecialColliders ()))
functionbool ShouldTryToLead (Actor TargetActor, float TargetDistance, bool bTrySplash ))
function Shutdown (bool bVal ))
functionbool SplashDamageAttack ()))
functionbool StopFiringAtEnemy (Actor TargetActor, bool bTossed ))
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)
function TeleportedPawn (vector OldLocation, Actor TargetActor ))
functionbool TeleportPawn (Actor TargetActor ))
functionbool TestAimLocation (vector ProjStart, float ProjSpeed, Actor TargetActor, vector AimLocation, float MaxMissTargetDistance, bool bCanHitOtherActors ))
functionbool TestMissLocation (vector ProjStart, float ProjSpeed, Actor TargetActor, vector AimLocation, float MinAvoidSelfDistance ))
event Timer ()))
function TryToDodge (vector DuckDir, bool bDuckLeft ))
functionbool TryToHit (Actor TargetActor, float TargetDistance, float SpreadDegrees, bool bLOSToTarget, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance ))
function UnderLift (Mover M ))
function UnImpalePawn ()
function UnlockAnimationController (optional bool bClear ))
function Unuse ()))
function UnuseActor (optional Actor A ))
function UpdateAcceleration (Actor TargetActor, float AccelerationChangeLimit, float MeleeAccelRate, float MeleeSpeed ))
functionbool UpdateStance (byte TargetStance, optional float EnemyDistance ))
function UseActor (Actor A ))
functionbool VerifyJumpDodgeVector (vector DuckDir, out vector DodgeDestination ))
function VerifyMobility (float EnemyDistance ))
functionbool VerifyRollDodgeVector (vector DuckDir, out vector DodgeDestination ))
functionbool ViewObstructed (float CheckWallDistance ))
functionbool WanderAfterFriendlyBumpExtra ()))
Inherited Functions from U2AI.U2NPCControllerScriptable
ActorInRange, ActorOutOfRange, AgentSpecialStateBegin, AgentSpecialStateEnd, AssignScriptController, AutoBegin, AutoEnd, BumpEnemy, BumpFriend, BumpOther, CleanupScriptController, ClearScriptTarget, DestinationReached, Destroyed, DetachScriptController, DialogUnPause, Died, EnemyNotVisible, eventAutoBegin, eventBumpEnemy, eventBumpFriend, eventBumpOther, eventDialogUnPaused, eventEnemyNotVisible, eventHearNoiseFriendly, eventHearNoiseOther, eventHearNoiseThreat, eventInheritEnemy, eventSeeAlertFriend, eventSeeEnemy, eventSeeFriend, eventSeeOther, eventTakeDamage, eventTookDamage, GetExtendedInformation, GetScriptedMoveSpeed, HasScript, HearNoiseFriendly, HearNoiseOther, HearNoiseThreat, InheritEnemy, IsDialogPaused, IsRepeatFire, MaybeFire, PawnDied, Possess, ReloadScriptController, ResetScriptController, ScriptedLanding, ScriptReset, SeeEnemy, SetAimOdds, SetAlert, SetAmmoTypeStr, SetAutoMoveSpeed, SetDirectionalPatrol, SetDormant, SetHeadTrackingEnabled, SetHealth, SetScript, SetScriptedFocus, SetScriptedIdleAnims, SetScriptedMoveSpeedMultiplier, SetScriptedTacticalMoveType, SetXMPHandlingEnabled, Shutdown, TakeDamage, TookDamage, Trigger, TurnToActor, UnderScriptControl, UnuseActor, Use, UseActor
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


Constants Detail

AcquisitionState Source code

const AcquisitionState = 'Acquisition';

AdjustFromWallLabel Source code

const AdjustFromWallLabel = 'AdjustFromWall';

AdjustPositionAgainLabel Source code

const AdjustPositionAgainLabel = 'AdjustPositionAgain';

AdjustPositionLabel Source code

const AdjustPositionLabel = 'AdjustPosition';

AdjustRotationLabel Source code

const AdjustRotationLabel = 'AdjustRotation';

AttackCloseChargeState Source code

const AttackCloseChargeState = 'AttackCloseCharge';

AttackCloseState Source code

const AttackCloseState = 'AttackClose';

AttackDoneLabel Source code

const AttackDoneLabel = 'AttackDone';

AttackFallbackState Source code

const AttackFallbackState = 'AttackFallback';

AttackHideState Source code

const AttackHideState = 'AttackHide';

AttackHuntState Source code

const AttackHuntState = 'AttackHunt';

AttackLeapState Source code

const AttackLeapState = 'AttackLeap';

AttackMeleeState Source code

const AttackMeleeState = 'AttackMelee';

AttackMoveToCoverBaseState Source code

const AttackMoveToCoverBaseState = 'AttackMoveToCoverBase';

AttackMoveToCoverCombatState Source code

const AttackMoveToCoverCombatState = 'AttackMoveToCoverCombat';

AttackMoveToCoverFleeState Source code

const AttackMoveToCoverFleeState = 'AttackMoveToCoverFlee';

AttackOngoingLabel Source code

const AttackOngoingLabel = 'AttackOngoing';

AttackRecoverEnemyState Source code

const AttackRecoverEnemyState = 'AttackRecoverEnemy';

AttackRetreatState Source code

const AttackRetreatState = 'AttackRetreat';

AttackStakeOutCoverState Source code

const AttackStakeOutCoverState = 'AttackStakeOutCover';

AttackStakeOutState Source code

const AttackStakeOutState = 'AttackStakeOut';

AttackStationaryState Source code

const AttackStationaryState = 'AttackStationary';

AttackTacticalMoveMeleeState Source code

const AttackTacticalMoveMeleeState = 'AttackTacticalMoveMelee';

AttackTacticalMoveState Source code

const AttackTacticalMoveState = 'AttackTacticalMove';

AttackTacticalRetreatMeleeState Source code

const AttackTacticalRetreatMeleeState = 'AttackTacticalRetreatMelee';

AttackTacticalRetreatState Source code

const AttackTacticalRetreatState = 'AttackTacticalRetreat';

AttackTauntState Source code

const AttackTauntState = 'AttackTaunt';

AutoEndLabel Source code

const AutoEndLabel = 'AutoEnd';

CampAgainLabel Source code

const CampAgainLabel = 'CampAgain';

CampLabel Source code

const CampLabel = 'Camp';

CampLongLabel Source code

const CampLongLabel = 'CampLong';

CantReachLabel Source code

const CantReachLabel = 'CantReach';

ChallengeLabel Source code

const ChallengeLabel = 'Challenge';

CloseLabel Source code

const CloseLabel = 'Close';

CoweringState Source code

const CoweringState = 'Cowering';

DeadlockedState Source code

const DeadlockedState = 'DeadLocked';

DefaultIsCloseToDynamicGoalDistance Source code

const DefaultIsCloseToDynamicGoalDistance = 128.0;

DelayLabel Source code

const DelayLabel = 'Delay';

DialogBeginLabel Source code

const DialogBeginLabel = 'DialogBegin';

DialogEndLabel Source code

const DialogEndLabel = 'DialogEnd';

DialogFocusRestoreLabel Source code

const DialogFocusRestoreLabel = 'DialogFocusRestore';

DialogFocusSetLabel Source code

const DialogFocusSetLabel = 'DialogFocusSet';

DialogPauseLabel Source code

const DialogPauseLabel = 'DialogPause';

DialogUnPauseLabel Source code

const DialogUnPauseLabel = 'DialogUnPause';

DodgeFinishedLabel Source code

const DodgeFinishedLabel = 'DodgeFinished';

DodgingState Source code

const DodgingState = 'Dodging';

DodgingWithAttackState Source code

const DodgingWithAttackState = 'DodgingWithAttack';

DoneLabel Source code

const DoneLabel = 'Done';

DontCloseLabel Source code

const DontCloseLabel = 'DontClose';

DuckingLabel Source code

const DuckingLabel = 'Ducking';

EnemyKilledState Source code

const EnemyKilledState = 'EnemyKilled';

ErrorLabel Source code

const ErrorLabel = 'Error';

FaceTargetLabel Source code

const FaceTargetLabel = 'FaceTarget';

FindAirState Source code

const FindAirState = 'FindAir';

FireLabel Source code

const FireLabel = 'FireFalling';

FrozenState Source code

const FrozenState = 'Frozen';

GiveUpLabel Source code

const GiveUpLabel = 'GiveUp';

GiveWayLabel Source code

const GiveWayLabel = 'GiveWay';

HandleInvalidLandingState Source code

const HandleInvalidLandingState = 'HandleInvalidLanding';

HoldingState Source code

const HoldingState = 'Holding';

HoldState Source code

const HoldState = 'Hold';

HuntLabel Source code

const HuntLabel = 'Hunt';

IdleLabel Source code

const IdleLabel = 'Idle';

ImpalingState Source code

const ImpalingState = 'Impaling';

INCOMINGCOLLISIONFUDGE Source code

const INCOMINGCOLLISIONFUDGE = 2.0;

KnockDownState Source code

const KnockDownState = 'KnockDown';

LandLabel Source code

const LandLabel = 'Land';

MaxDistanceActors Source code

const MaxDistanceActors = 32;

MaxNoLOSFollowDistance Source code

const MaxNoLOSFollowDistance = 16.0;

MaxRadiusEnemiesDistance Source code

const MaxRadiusEnemiesDistance = 1600.0;

MinFollowDistance Source code

const MinFollowDistance = 1;

MinGoalDistance Source code

const MinGoalDistance = 1;

MoveActiveLabel Source code

const MoveActiveLabel = 'MoveActive';

MoveActiveStrafeLabel Source code

const MoveActiveStrafeLabel = 'MoveActiveStrafe';

MoveCheckLabel Source code

const MoveCheckLabel = 'MoveCheck';

MoveDoneLabel Source code

const MoveDoneLabel = 'MoveDone';

MoveFailedLabel Source code

const MoveFailedLabel = 'MoveFailed';

MoveFallingLabel Source code

const MoveFallingLabel = 'MoveFalling';

MoveNoDestLabel Source code

const MoveNoDestLabel = 'MoveNoDest';

MovePickDestLabel Source code

const MovePickDestLabel = 'MovePickDest';

MovePickDestLoopLabel Source code

const MovePickDestLoopLabel = 'MovePickDestLoop';

MoveSpecialLabel Source code

const MoveSpecialLabel = 'MoveSpecial';

MoveTestLabel Source code

const MoveTestLabel = 'MoveTest';

MoveToGoalBaseState Source code

const MoveToGoalBaseState = 'MoveToGoalBase';

MoveToGoalNoEnemyState Source code

const MoveToGoalNoEnemyState = 'MoveToNoEnemyGoal';

MoveToGoalWithEnemyState Source code

const MoveToGoalWithEnemyState = 'MoveToGoalWithEnemy';

NeedToTurnAngleCos Source code

const NeedToTurnAngleCos = 0.990;

NeedToTurnDialogAngleCos Source code

const NeedToTurnDialogAngleCos = 0.350;

PauseLabel Source code

const PauseLabel = 'Pause';

PostBeginLabel Source code

const PostBeginLabel = 'PostBegin';

PreBeginLabel Source code

const PreBeginLabel = 'PreBegin';

ReachedDestinationLabel Source code

const ReachedDestinationLabel = 'ReachedDestination';

ReadyToAttackLabel Source code

const ReadyToAttackLabel = 'ReadyToAttack';

RecoverEnemyLabel Source code

const RecoverEnemyLabel = 'RecoverEnemy';

ResumePatrolLabel Source code

const ResumePatrolLabel = 'ResumePatrol';

RoamingState Source code

const RoamingState = 'Roaming';

ShootDecorationLabel Source code

const ShootDecorationLabel = 'ShootDecoration';

StanceChangeDelayLabel Source code

const StanceChangeDelayLabel = 'StanceChangeDelay';

StartLeapLabel Source code

const StartLeapLabel = 'StartLeap';

StartupDelayLabel Source code

const StartupDelayLabel = 'StartupDelay';

TacticalTickLabel Source code

const TacticalTickLabel = 'TacticalTick';

TestMoveState Source code

const TestMoveState = 'TestMove';

TrackFocusLabel Source code

const TrackFocusLabel = 'TrackFocus';

TryAgainLabel Source code

const TryAgainLabel = 'TryAgain';

TurnLabel Source code

const TurnLabel = 'Turn';

UnuseEvent Source code

const UnuseEvent = 'unuse';

UsingState Source code

const UsingState = 'Using';

VictoryDanceState Source code

const VictoryDanceState = 'VictoryDance';

WaitingForStartLabel Source code

const WaitingForStartLabel = 'WaitingForStart';

WanderingPanicState Source code

const WanderingPanicState = 'WanderingPanic';

WanderingState Source code

const WanderingState = 'Wandering';

WavingLabel Source code

const WavingLabel = 'Waving';


Variables Detail

bDialogSetFocus Source code

var protected bool bDialogSetFocus;

bFaceSpecialGoal Source code

var bool bFaceSpecialGoal;

bLastAimLocationHitFriendly Source code

var bool bLastAimLocationHitFriendly;

BlockedByCoverHitOdds Source code

var float BlockedByCoverHitOdds;

bTargetObscured Source code

var bool bTargetObscured;

CloseEnoughDistance Source code

var float CloseEnoughDistance;

DefaultRotationThreshold Source code

var int DefaultRotationThreshold;

DefaultState Source code

var name DefaultState;

DialogFocus Source code

var protected Actor DialogFocus;

DodgeEnableTime Source code

var float DodgeEnableTime;

GetCloserThreshold Source code

var float GetCloserThreshold;

GMoveType Source code

var EMoveType GMoveType;

Hits Source code

var int Hits;

LastAcquireTime Source code

var float LastAcquireTime;

MaxAcquireMissMultiplier Source code

var float MaxAcquireMissMultiplier;

MaxAcquirePitchError Source code

var int MaxAcquirePitchError;

MaxAffectedByAcquisitionTime Source code

var float MaxAffectedByAcquisitionTime;

MaxAffectedByHitTime Source code

var float MaxAffectedByHitTime;

MaxAlwaysLeadDistance Source code

var float MaxAlwaysLeadDistance;

MaxHitMissMultiplier Source code

var float MaxHitMissMultiplier;

MaxHitPitchError Source code

var int MaxHitPitchError;

MaxMoveRecoverAttempts Source code

var int MaxMoveRecoverAttempts;

MaxMoveToActorAttempts Source code

var int MaxMoveToActorAttempts;

MaxMoveToPointAttempts Source code

var int MaxMoveToPointAttempts;

MaxTeleportRangeMinZError Source code

var float MaxTeleportRangeMinZError;

MaxTeleportRangeMoveError Source code

var float MaxTeleportRangeMoveError;

MaxTeleportRangeStuckError Source code

var float MaxTeleportRangeStuckError;

MinAcquirePitchError Source code

var int MinAcquirePitchError;

MinHitPitchError Source code

var int MinHitPitchError;

MinLastRenderedTeleportDelay Source code

var float MinLastRenderedTeleportDelay;

MinTeleportRangeMinZError Source code

var float MinTeleportRangeMinZError;

MinTeleportRangeMoveError Source code

var float MinTeleportRangeMoveError;

MinTeleportRangeStuckError Source code

var float MinTeleportRangeStuckError;

Misses Source code

var int Misses;

NumMoveAttempts Source code

var int NumMoveAttempts;

NumMoveRecoverAttempts Source code

var int NumMoveRecoverAttempts;

OldFocalPoint Source code

var protected vector OldFocalPoint;

OldFocus Source code

var protected Actor OldFocus;

OldMoveLocation Source code

var vector OldMoveLocation;

ReduceStanceAgainTime Source code

var float ReduceStanceAgainTime;

ScriptedRotationThreshold Source code

var int ScriptedRotationThreshold;

SpecialGoal Source code

var Actor SpecialGoal;

SpecialGoalDistance Source code

var float SpecialGoalDistance;

StopFiringAtEnemyTime Source code

var float StopFiringAtEnemyTime;

TemporaryGoalDistance Source code

var float TemporaryGoalDistance;

TestMoveSpeed Source code

var float TestMoveSpeed;

TestMoveTarget Source code

var Actor TestMoveTarget;

TestTacticalMoveType Source code

var ETacticalMoveType TestTacticalMoveType;

TryToHitBaseSpeed Source code

var float TryToHitBaseSpeed;

TryToHitBaseSpeedOdds Source code

var float TryToHitBaseSpeedOdds;

TryToHitInstantBaseDistance Source code

var float TryToHitInstantBaseDistance;

TryToHitInstantBaseOddsMax Source code

var float TryToHitInstantBaseOddsMax;

TryToHitInstantBaseOddsMin Source code

var float TryToHitInstantBaseOddsMin;

TryToHitInstantMaxHitDistance Source code

var float TryToHitInstantMaxHitDistance;

TryToHitInstantMinMissDistance Source code

var float TryToHitInstantMinMissDistance;

TryToHitProjectileBaseDistance Source code

var float TryToHitProjectileBaseDistance;

TryToHitProjectileBaseOddsMax Source code

var float TryToHitProjectileBaseOddsMax;

TryToHitProjectileBaseOddsMin Source code

var float TryToHitProjectileBaseOddsMin;

TryToHitProjectileMaxHitDistance Source code

var float TryToHitProjectileMaxHitDistance;

TryToHitProjectileMinMissDistance Source code

var float TryToHitProjectileMinMissDistance;

TryToHitTossedBaseDistance Source code

var float TryToHitTossedBaseDistance;

TryToHitTossedBaseOddsMax Source code

var float TryToHitTossedBaseOddsMax;

TryToHitTossedBaseOddsMin Source code

var float TryToHitTossedBaseOddsMin;

TryToHitTossedMaxHitDistance Source code

var float TryToHitTossedMaxHitDistance;

TryToHitTossedMinMissDistance Source code

var float TryToHitTossedMinMissDistance;

U2PAdvanced Source code

var U2PawnAdvanced U2PAdvanced;

U2PBase Source code

var U2PawnBase U2PBase;

U2PBasic Source code

var U2PawnBasic U2PBasic;

WanderDirectionExternal Source code

var vector WanderDirectionExternal;


Enumerations Detail

EDestinationResult Source code

enum EDestinationResult
{
DR_Predicted, DR_Raw, DR_Wait,
};

EMoveType Source code

enum EMoveType
{
MT_Error, MT_None, MT_Wait, MT_Near, MT_Success,
};


Structures Detail

TDistanceInfo Source code

struct TDistanceInfo
{
var(U2NPCControllerShared) float Distance;
var(U2NPCControllerShared) Actor TargetActor;
};



Functions Detail

AddedHumanThreat Source code

function float AddedHumanThreat ( ) )

AdjustAim Source code

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

AllowFriendlyBumpStateChanges Source code

function bool AllowFriendlyBumpStateChanges ( ) )

AnnoyedAt Source code

function bool AnnoyedAt ( Pawn Other ) )

AssessThreat Source code

function float AssessThreat ( Pawn Other ) )

CanDodge Source code

function bool CanDodge ( optional bool bIgnoreFalling ) )

CanRespawn Source code

function bool CanRespawn ( ) )

CheckEnemyDistance Source code

function CheckEnemyDistance ( float EnemyDistance ) )

CheckMaxAttackRanges Source code

function bool CheckMaxAttackRanges ( float EnemyDistance, Actor TargetActor ) )

CheckNavigationFrom Source code

function EMoveType CheckNavigationFrom ( Actor TargetActor, Actor GoalActor, float GoalDistance ) )

CheckTargetInAttackRange Source code

function bool CheckTargetInAttackRange ( bool bTest ) )

ClearHoldSpot Source code

function ClearHoldSpot ( out Actor HS ) )

ClearHoldSpots Source code

function ClearHoldSpots ( ) )

ClearMoveAttempts Source code

function ClearMoveAttempts ( ) )

CompareThreat Source code

function float CompareThreat ( Pawn P1, Pawn P2 ) )

DialogAllowed Source code

function bool DialogAllowed ( Actor Other ) )

DialogBegin Source code

event DialogBegin ( Actor Other ) )

DialogInitiate Source code

function DialogInitiate ( Actor Other, optional name Topic, optional Actor WaitingActor ) )

DialogTerminate Source code

function DialogTerminate ( ) )

EnemyAcquired Source code

function EnemyAcquired ( ) )

eventBumpAll Source code

function eventBumpAll ( Actor Other ) )

eventBumpEnemy Source code

function eventBumpEnemy ( Pawn Other ) )

eventBumpFriend Source code

function eventBumpFriend ( Pawn Other ) )

eventBumpOther Source code

function eventBumpOther ( Actor Other ) )

eventHearNoiseFriendly Source code

function eventHearNoiseFriendly ( float Loudness, Actor NoiseMaker ) )

eventHearNoiseOther Source code

function eventHearNoiseOther ( float Loudness, Actor NoiseMaker ) )

eventHearNoiseThreat Source code

function eventHearNoiseThreat ( float Loudness, Actor NoiseMaker ) )

eventInheritEnemy Source code

function eventInheritEnemy ( Pawn NewEnemy ) )

eventSeeAlertFriend Source code

function eventSeeAlertFriend ( Pawn Seen ) )

eventSeeEnemy Source code

function eventSeeEnemy ( Pawn Seen ) )

eventSeeFriend Source code

function eventSeeFriend ( Pawn Seen ) )

eventSeeOther Source code

function eventSeeOther ( Actor Seen ) )

ExecuteDodge Source code

function ExecuteDodge ( bool bLeft, vector DodgeDestination ) )

FaceTarget Source code

function bool FaceTarget ( float F ) )

FearThisSpot Source code

function FearThisSpot ( Actor aSpot ) )

FindBestPathToward Source code

function bool FindBestPathToward ( Actor TargetActor, bool bClearPaths ) )

FindLocalEnemy Source code

function Pawn FindLocalEnemy ( float MaxDistance ) )
!mdf-tbr: isn't this the same as checking whether the noisemaker is the enemy? else if( Pawn(NoiseMaker) != None && Pawn(NoiseMaker).Controller != None && Pawn(NoiseMaker).Controller.ControllerEnemy == enemy )

FindNewStakeOutDir Source code

function FindNewStakeOutDir ( Actor TargetActor ) )

ForceNavigationError Source code

function ForceNavigationError ( bool bScriptedStateMoves, bool bMoveTarget, bool bMinZ ) )

FriendlyBumpSpecial Source code

function bool FriendlyBumpSpecial ( ) )

GetAttackRating Source code

function float GetAttackRating ( Pawn Other ) )

GetBounceLifespan Source code

function float GetBounceLifespan ( ) )

GetDamageRadius Source code

function float GetDamageRadius ( class<Projectile> ProjectileClass ) )

GetDirectionalPatrol Source code

function bool GetDirectionalPatrol ( ) )

GetFaceSpecialGoal Source code

function bool GetFaceSpecialGoal ( ) )

GetFireOffset Source code

function vector GetFireOffset ( vector SourceLocation, vector TargetLocation ) )

GetFireRating Source code

function float GetFireRating ( ) )

GetHoldSpot Source code

function HoldSpot GetHoldSpot ( Actor LocationActor ) )

GetInstantProjectileAim Source code

function bool GetInstantProjectileAim ( class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, Actor TargetActor, out vector TargetLocation, float TargetDistance, bool bLOSToTarget, out rotator ReturnedRotation ) )

GetLastSeenAimLocation Source code

function bool GetLastSeenAimLocation ( class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, Actor TargetActor, float TargetDistance, out vector TargetLocation ) )

GetLookedAtCos Source code

function float GetLookedAtCos ( Actor SeeingActor ) )

GetMissVector Source code

function vector GetMissVector ( Actor TargetActor, int PitchError ) )

GetMoveSpeed Source code

function float GetMoveSpeed ( optional vector TargetLocation ) )

GetMoveTargetFollow Source code

function EMoveType GetMoveTargetFollow ( Actor GoalActor, out Actor Path, float GoalDistance ) )

GetNearbyPathNodes Source code

static function GetNearbyPathNodes ( Actor SourceActor, out TDistanceInfo DistanceList[ MaxDistanceActors ], float MinDistance, float MaxDistance, bool bIgnoreZ ) )

GetNearbyPathNodesRelativeTo Source code

static function GetNearbyPathNodesRelativeTo ( Actor SourceActor, Actor RelativeActor, out TDistanceInfo DistanceList[ MaxDistanceActors ], float MinDistance, float MaxDistance, bool bIgnoreZ ) )

GetPathTo Source code

function EMoveType GetPathTo ( Actor TargetActor, out Actor Path, optional float GoalDistance ) )

GetPathToActor Source code

function EPathResult GetPathToActor ( Actor TargetActor, optional out Actor ReturnedActor, optional bool bIncludeDirect ) )

GetSlowProjectileAim Source code

function bool GetSlowProjectileAim ( class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, Actor TargetActor, out vector TargetLocation, float TargetDistance, bool bTrySplash, bool bLOSToTarget, out rotator ReturnedRotation ) )

GetSpecialGoal Source code

function Actor GetSpecialGoal ( ) )

GetSpecialGoalDistance Source code

function float GetSpecialGoalDistance ( ) )

GetSplashLocation Source code

function bool GetSplashLocation ( class<Projectile> ProjectileClass, vector ProjStart, Actor TargetActor, float TargetDistance, out vector TargetLocation ) )

GetTargetLocation Source code

function vector GetTargetLocation ( Actor TargetActor, bool bLOSToTarget, bool bTossed, vector LastEnemySeenLocation, float TimeSinceLastSeen ) )

GetTimeOutTolerance Source code

function float GetTimeOutTolerance ( class<Projectile> ProjectileClass ) )

GetTossedAim Source code

function bool GetTossedAim ( class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, Actor TargetActor, out vector TargetLocation, float TargetDistance, bool bLOSToTarget, out rotator ReturnedRotation ) )

HandleBumpedByEnemy Source code

function HandleBumpedByEnemy ( )

HandleDestinationReached Source code

function HandleDestinationReached ( ) )

HandleEnemyNoise Source code

function HandleEnemyNoise ( Actor NoiseMaker ) )

HandleFriendlyBumps Source code

function bool HandleFriendlyBumps ( ) )

HandleIncoming Source code

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

HandleSetMoveTargetError Source code

function EMoveType HandleSetMoveTargetError ( Actor GoalActor, float GoalDistance ) )

HearNoise Source code

final event HearNoise ( float Loudness, Actor NoiseMaker ) )

IgnoreTargetRange Source code

function bool IgnoreTargetRange ( ) )

ImpalePawn Source code

function ImpalePawn ( )

IsCloseToDynamicGoal Source code

function bool IsCloseToDynamicGoal ( Actor Other, optional float DesiredDistance, optional bool bHasLineOfSightTo ) )

IsUsable Source code

function bool IsUsable ( Actor Other ) )

LockAnimationController Source code

function LockAnimationController ( int LockLevel ) )

MaybeAcquireEnemy Source code

function bool MaybeAcquireEnemy ( Pawn NewEnemy ) )

MaybeAlertOthers Source code

function MaybeAlertOthers ( Pawn PotentialEnemy )

MaybeAvoidFriendlyBump Source code

function MaybeAvoidFriendlyBump ( Pawn Other )

MaybeInheritEnemy Source code

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

MaybeSetEnemy Source code

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

MoveAgain Source code

function bool MoveAgain ( ) )

NeedToTurn Source code

function bool NeedToTurn ( vector TargetLocation, float CosAngle ) )

NotifyBump Source code

final event bool NotifyBump ( Actor Other ) )

NotifyMeleeDamagedEnemy Source code

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

NotifyPhysicsVolumeChange Source code

event bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifyUnuse Source code

function NotifyUnuse ( Actor A ) )

OnUnuse Source code

function OnUnuse ( Actor Other ) )

OnUse Source code

function OnUse ( Actor Other ) )

Possess Source code

function Possess ( Pawn P ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

RandomizeStakeOutDir Source code

function bool RandomizeStakeOutDir ( ) )

ReactToAlertFriend Source code

function ReactToAlertFriend ( Pawn P ) )

ReactToFriend Source code

function ReactToFriend ( Pawn P ) )

RecoverFromMinZError Source code

function bool RecoverFromMinZError ( ) )
!tbd: not needed? if( PC!=None && Pawn.PlayerCanSeeMe() ) return MT_Wait;

RecoverFromNavigationError Source code

function EMoveType RecoverFromNavigationError ( Actor GoalActor, float GoalDistance, bool bConsiderMoveTarget ) )

RecoverFromStuckError Source code

function bool RecoverFromStuckError ( ) )

ReduceThreat Source code

function bool ReduceThreat ( ) )

RelativeStrength Source code

function float RelativeStrength ( Pawn Other ) )

RestoreAlertness Source code

function RestoreAlertness ( ) )

RestoreStance Source code

function bool RestoreStance ( ) )

SelectInventorySpotDestination Source code

function NavigationPoint SelectInventorySpotDestination ( ) )

SelectStance Source code

function bool SelectStance ( bool bAvoidProne ) )

SetAlertness Source code

function SetAlertness ( float NewAlertness ) )

SetDirectionalPatrol Source code

function SetDirectionalPatrol ( bool bNewVal ) )

SetFall Source code

function SetFall ( ) )

SetFrozen Source code

function SetFrozen ( bool bVal ) )

SetMoveTarget Source code

function EMoveType SetMoveTarget ( Actor GoalActor, optional float GoalDistance, optional bool bWaitForLanding ) )

SetPeripheralVision Source code

function SetPeripheralVision ( ) )

SetScriptedFocus Source code

simulated function SetScriptedFocus ( Actor A ) )

SetScriptedIdleAnims Source code

function SetScriptedIdleAnims ( bool bNewVal ) )

SetSharedTimer Source code

final function SetSharedTimer ( float DelaySeconds, bool bLoop ) )

SetSpecialGoal Source code

function SetSpecialGoal ( Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew ) )

SetTestMoveTarget Source code

function bool SetTestMoveTarget ( Actor TargetActor, optional float MoveSpeed, optional ETacticalMoveType TMT ) )

SharedTimerEvent Source code

function SharedTimerEvent ( ) )

ShotFiredNotification Source code

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

ShouldBounceProjectile Source code

function bool ShouldBounceProjectile ( ) )

ShouldClearSpecialColliders Source code

function bool ShouldClearSpecialColliders ( ) )

ShouldTryToLead Source code

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

Shutdown Source code

function Shutdown ( bool bVal ) )

SplashDamageAttack Source code

function bool SplashDamageAttack ( ) )

StopFiringAtEnemy Source code

function bool StopFiringAtEnemy ( Actor TargetActor, bool bTossed ) )

StrafeFromDamage Source code

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

TeleportedPawn Source code

function TeleportedPawn ( vector OldLocation, Actor TargetActor ) )

TeleportPawn Source code

function bool TeleportPawn ( Actor TargetActor ) )

TestAimLocation Source code

function bool TestAimLocation ( vector ProjStart, float ProjSpeed, Actor TargetActor, vector AimLocation, float MaxMissTargetDistance, bool bCanHitOtherActors ) )

TestMissLocation Source code

function bool TestMissLocation ( vector ProjStart, float ProjSpeed, Actor TargetActor, vector AimLocation, float MinAvoidSelfDistance ) )

Timer Source code

final event Timer ( ) )

TryToDodge Source code

function TryToDodge ( vector DuckDir, bool bDuckLeft ) )

TryToHit Source code

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

UnderLift Source code

function UnderLift ( Mover M ) )

UnImpalePawn Source code

function UnImpalePawn ( )

UnlockAnimationController Source code

function UnlockAnimationController ( optional bool bClear ) )

Unuse Source code

exec function Unuse ( ) )

UnuseActor Source code

function UnuseActor ( optional Actor A ) )

UpdateAcceleration Source code

function UpdateAcceleration ( Actor TargetActor, float AccelerationChangeLimit, float MeleeAccelRate, float MeleeSpeed ) )

UpdateStance Source code

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

UseActor Source code

function UseActor ( Actor A ) )

VerifyJumpDodgeVector Source code

function bool VerifyJumpDodgeVector ( vector DuckDir, out vector DodgeDestination ) )

VerifyMobility Source code

function VerifyMobility ( float EnemyDistance ) )

VerifyRollDodgeVector Source code

function bool VerifyRollDodgeVector ( vector DuckDir, out vector DodgeDestination ) )

ViewObstructed Source code

function bool ViewObstructed ( float CheckWallDistance ) )

WanderAfterFriendlyBumpExtra Source code

function bool WanderAfterFriendlyBumpExtra ( ) )


Defaultproperties

defaultproperties
{
	MaxMoveToPointAttempts=2
	MaxMoveToActorAttempts=10
	MaxMoveRecoverAttempts=5
	CloseEnoughDistance=512.000000
	GetCloserThreshold=256.000000
	MaxAffectedByHitTime=0.500000
	MaxAffectedByAcquisitionTime=1.000000
	TryToHitInstantBaseOddsMin=0.125000
	TryToHitInstantBaseOddsMax=0.625000
	TryToHitProjectileBaseOddsMin=0.250000
	TryToHitProjectileBaseOddsMax=1.000000
	TryToHitTossedBaseOddsMin=0.250000
	TryToHitTossedBaseOddsMax=1.000000
	TryToHitInstantBaseDistance=1024.000000
	TryToHitProjectileBaseDistance=1024.000000
	TryToHitTossedBaseDistance=1024.000000
	TryToHitInstantMinMissDistance=256.000000
	TryToHitProjectileMinMissDistance=256.000000
	TryToHitTossedMinMissDistance=256.000000
	TryToHitProjectileMaxHitDistance=4096.000000
	TryToHitInstantMaxHitDistance=9999999.000000
	TryToHitTossedMaxHitDistance=3000.000000
	TryToHitBaseSpeed=300.000000
	TryToHitBaseSpeedOdds=0.500000
	BlockedByCoverHitOdds=0.020000
	MaxHitMissMultiplier=1.000000
	MaxAcquireMissMultiplier=1.000000
	MaxHitPitchError=2048
	MinHitPitchError=512
	MaxAcquirePitchError=2048
	MinAcquirePitchError=512
	MinTeleportRangeMoveError=256.000000
	MaxTeleportRangeMoveError=4096.000000
	MinTeleportRangeMinZError=64.000000
	MaxTeleportRangeMinZError=4096.000000
	MinTeleportRangeStuckError=128.000000
	MaxTeleportRangeStuckError=1280.000000
	MinLastRenderedTeleportDelay=2.000000
	DefaultRotationThreshold=910
	ScriptedRotationThreshold=182
     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 10:48:35.001 - Created with UnCodeX