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U2AIOld.U2NPCControllerBaseOld

Extends
U2NPCControllerShared
Modifiers
config ( User )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2AI.U2NPCControllerScriptable
                  |   
                  +-- U2AI.U2NPCControllerShared
                     |   
                     +-- U2AIOld.U2NPCControllerBaseOld

Direct Known Subclasses:

AtlantisControllerOld, U2NPCControllerAdvancedOld

Constants Summary
AttackingState='Attacking'
ContinueWanderLabel='ContinueWander'
FallingState='Falling'
FallLongLabel='FallLong'
FallSpecialLabel='FallSpecial'
FireWhileFallingLabel='FallWhileFiring'
HoldReachedDistance2D=16.0
HoldReachedDistanceSquared2D=256.0
LandedLabel='Landed'
MinMoveSpeedMultiplier=0.05
NonRangedFireTimerName='NonRangedFireTimer'
PausingLabel='Pausing'
PlayOutLabel='PlayOut'
SplashLabel='Splash'
TakeHitLabel='TakeHit'
TakeHitState='TakeHit'
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
Inherited Contants from U2AI.U2NPCControllerScriptable
MinMoveSpeedMultiplier, ScriptedDialogFarState, ScriptedDialogState, ScriptedState

Variables Summary
floatAggressiveness
AmbushpointAmbushSpot
floatAttackNonRangedCheckRate
floatAttackNonRangedFailedRate
floatAttackReadyToAttackOdds
floatAttackStationaryStopTime
boolbBigJump
boolbCamping
boolbCampOnlyOnce
boolbChangeDir
boolbClearShot
boolbDeviousHunting
boolbFireFalling
boolbFiringPaused
boolbFrustrated
boolbGathering
boolbGoosedTimer
boolbInitLifeMessage
boolbIsPaused
boolbKamikaze
boolbLeading
NavigationPointBlockedPath
boolbMustHunt
boolbNoShootDecor
boolbReadyToAttack
boolbSniping
boolbStationary
boolbStayFreelance
boolbStrafeDir
boolbTriedLastDetectedLocation
boolbWantsToCamp
floatCampTime
nameDefaultMeleeAttackState
vectorHidingSpot
floatLastAttractCheck
floatLastCampCheck
floatLastInvFind
nameLastPainAnim
floatMaxHuntTime
intMaxMoveToActorAttemptsRoaming
nameNextLabel
nameNextState
PawnOldControllerEnemy
ActorOldMoveTarget
ObjectOrderGiver
nameOrders
ActorOrdersObject
vectorRealLastDetectedLocation
floatRefireDelay
ActorRoamTarget
floatTimeBetweenAttacks
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
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

Enumerations Summary
Inherited Enumerations from U2AI.U2NPCControllerShared
EDestinationResult, EMoveType

Structures Summary
Inherited Structures from U2AI.U2NPCControllerShared
TDistanceInfo

Functions Summary
functionbool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
@AttackStakeOutState
functionbool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
@ScriptedState
function AdjustJump ()))
@FallingState
functionbool AllowFriendlyBumpStateChanges ()))
@ScriptedState
function AmbushClearOtherSpots ()))
functionbool AmbushFindSpot ()))
function AmbushPickSpot ()))
event AnimEnd (int Channel ))
@ScriptedState
functionbool AssignHoldSpot (Actor LocationActor ))
event BeginState ()))
@AcquisitionState
event BeginState ()))
@AttackHuntState
event BeginState ()))
@AttackingState
event BeginState ()))
@AttackStakeOutState
event BeginState ()))
@AttackStationaryState
event BeginState ()))
@AttackTacticalMoveState
event BeginState ()))
@DeadState
event BeginState ()))
@EnemyKilledState
event BeginState ()))
@FallingState
event BeginState ()))
@FindAirState
event BeginState ()))
@FrozenState
event BeginState ()))
@HoldingState
event BeginState ()))
@LandedHardState
event BeginState ()))
@RoamingState
event BeginState ()))
@ScriptedDialogState
event BeginState ()))
@ScriptedState
event BeginState ()))
@TakeHitState
event BeginState ()))
@WanderingState
function BigJump (Actor JumpDest ))
functionbool CanFire (bool bTest ))
functionbool CanFire (bool bTest ))
@FrozenState
functionbool CanMeleeAttack ()))
functionbool CanPredict (Actor TargetActor ))
@AttackCloseState
functionbool CanStakeOut ()))
function ChangeDestination ()))
@AttackRetreatState
function ChangedWeapon ()))
function CheckAttackStatus ()))
@AttackStationaryState
function ChooseAttackMode ()))
@AttackingState
function ClearAttack ()))
function ClearHoldSpots ()))
function ClearReferencesTo (Pawn P ))
functionbool ClearShot ()))
@AttackStakeOutState
function CombatMove ()))
functionbool ContinueAttackStationary ()))
@AttackStationaryState
functionbool ContinueStakeOut ()))
@AttackStakeOutState
function DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
function DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
@AttackCloseState
function DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
@AttackHuntState
function DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
@AttackStakeOutState
function DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
@AttackStationaryState
function DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
@AttackTacticalMoveState
function DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
@FallingState
function DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
@FrozenState
function DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
@MoveToGoalWithEnemyState
functionbool DeferTo (Controller Other ))
functionbool DeferTo (Controller Other ))
@WanderingState
event Destroyed ()))
functionbool DetermineOrdersTransition (out name DestinationState, out name DestinationLabel ))
event DialogEnd ()))
@ScriptedDialogState
function DialogPause ()))
@ScriptedDialogState
function DialogSetFocus (Actor FocusActor ))
@ScriptedDialogState
function DialogUnPause ()))
@ScriptedDialogState
function DoRangedAttack ()))
function DoRangedAttack ()))
@AttackStationaryState
function EnableProbeEvent (name EventName, bool bVal ))
@ScriptedState
event EndState ()))
@AcquisitionState
event EndState ()))
@AttackCloseState
event EndState ()))
@AttackHuntState
event EndState ()))
@AttackStakeOutState
event EndState ()))
@AttackStationaryState
event EndState ()))
@AttackTacticalMoveState
event EndState ()))
@EnemyKilledState
event EndState ()))
@FallingState
event EndState ()))
@FindAirState
event EndState ()))
@HoldingState
event EndState ()))
@RoamingState
event EndState ()))
@ScriptedDialogState
event EndState ()))
@ScriptedState
event EndState ()))
@UsingState
event EndState ()))
@VictoryDanceState
event EndState ()))
@WanderingState
function EnemyAcquired ()))
function EnemyAcquired ()))
@FallingState
function EnemyAcquired ()))
@HoldingState
function EnemyAcquired ()))
@ScriptedDialogState
function EnemyAcquired ()))
@ScriptedState
function eventAutoBegin (name DestinationState, name DestinationLabel ))
@ScriptedState
function eventBumpAll (Actor Other ))
@ScriptedState
function eventBumpEnemy (Pawn Other ))
@AcquisitionState
function eventBumpEnemy (Pawn Other ))
@AttackFallbackState
function eventBumpEnemy (Pawn Other ))
@AttackHuntState
function eventBumpEnemy (Pawn Other ))
@AttackRetreatState
function eventBumpEnemy (Pawn Other ))
@FrozenState
function eventBumpFriend (Pawn Other ))
function eventEnemyNotVisible ()))
@AttackCloseState
function eventEnemyNotVisible ()))
@AttackFallbackState
function eventEnemyNotVisible ()))
@AttackingState
function eventEnemyNotVisible ()))
@AttackStationaryState
function eventEnemyNotVisible ()))
@AttackTacticalMoveState
function eventEnemyNotVisible ()))
@FallingState
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 ))
@FallingState
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@FrozenState
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@FrozenState
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@ScriptedDialogState
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@ScriptedState
function ExecuteDodge (bool bLeft, vector DodgeDestination ))
function FearThisSpot (Actor aSpot ))
@AttackCloseState
function FearThisSpot (Actor aSpot ))
@AttackHuntState
function FearThisSpot (Actor aSpot ))
@AttackTacticalMoveState
function FearThisSpot (Actor aSpot ))
@HoldState
function FearThisSpot (Actor aSpot ))
@RoamingState
function FearThisSpot (Actor aSpot ))
@WanderingState
function FindNewJumpDest ()))
@FallingState
functionbool FindSpecialAttraction ()))
functionbool FindViewSpot ()))
@AttackHuntState
event FinishedRotation ()))
@ScriptedState
function FireAt (Actor A ))
function FireShot (byte bUseAltMode)
functionbool FriendlyBumpSpecial ()))
function GameRelatedKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> DamageType)
functionfloat GetAttackStyle (Actor TargetActor ))
functionfloat GetCurrentFireRate ()))
functionfloat GetMoveSpeed (optional vector TargetLocation ))
@ScriptedState
functionEMoveType GetMoveTargetFollow (Actor GoalActor, out Actor Path, optional float GoalDistance ))
functionObject GetOrderGiver ()))
functionname GetOrders ()))
functionActor GetOrdersObject ()))
functionvector GetPredictedChargeLocation (Pawn TargetPawn ))
@AttackCloseState
functionEReaction GetReactionToEnemy (Pawn EnemyPawn ))
functionname GetRealOrders ()))
functionbool GetShouldUseDeviousTactics (float BaseSkill, float BaseOdds ))
functionfloat GetSpecifiedFireRate (bool bPrimary ))
functionETacticalMoveType GetTacticalMoveType ()))
@AttackCloseState
functionETacticalMoveType GetTacticalMoveType ()))
@AttackFallbackState
functionActor GetTarget ()))
@ScriptedState
function GiveUpTactical (bool bCanCharge)
function GiveUpTactical (bool bCanCharge ))
@AttackTacticalMoveState
function HandleBumpedByEnemy ()))
functionbool HandleDecorationStuff ()))
@RoamingState
function HandleDestinationReached ()))
@ScriptedState
function HandleEnemyKilledSafe (Controller Killer, Pawn KilledEnemy ))
function HandleEnemyKilledUnSafe (Controller Killer, Pawn KilledEnemy ))
function HandleOrdersAttack ()))
function HandleOrdersDefend ()))
function HandleOrdersFollow ()))
function HandleOrdersHold ()))
function HandleOrdersNone ()))
function HandleTakeHit (vector HitLocation, int Damage, class DamageType ))
functionbool IsDialogPaused ()))
@ScriptedDialogState
functionbool IsFiring ()))
functionbool IsFrozen ()))
@FrozenState
functionbool IsMeleeAttacking ()))
functionbool IsMobile ()))
functionbool IsMobile ()))
@FrozenState
functionbool IsPreparedToFire (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ))
functionbool IsPreparedToMelee (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ))
functionbool IsRepeatFire (bool bPrimary ))
@ScriptedState
functionbool IsStationary ()))
function KeepAttacking ()))
@AttackStationaryState
function LandedHardDone ()))
@LandedHardState
event LongFall ()))
function MaybeClearHuntingEnemy ()))
@AttackHuntState
function MaybeFire (byte bUseAltMode ))
@ScriptedState
functionbool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers ))
@AttackHuntState
functionbool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers ))
@AttackStakeOutState
functionbool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers ))
@FallingState
function MaybeStopFiring (optional float SuggestedFireAgainDelay ))
event MayFall ()))
@AttackCloseState
event MayFall ()))
@AttackFallbackState
event MayFall ()))
@AttackHuntState
event MayFall ()))
@AttackRetreatState
event MayFall ()))
@RoamingState
function ModifyMoveTarget ()
@RoamingState
functionbool NonRangedFireCheck ()))
functionbool NonRangedFireCheck ()))
@AttackHuntState
functionbool NonRangedFireCheck ()))
@AttackStationaryState
function NonRangedFireTimer ()))
eventbool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume))
@FindAirState
eventbool NotifyHitWall (vector HitNormal, Actor Wall ))
@AttackTacticalMoveState
eventbool NotifyHitWall (vector HitNormal, actor Wall ))
@FindAirState
function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class DamageType ))
eventbool NotifyLanded (vector HitNormal ))
@FallingState
eventbool NotifyLanded (vector HitNormal ))
@HoldingState
eventbool NotifyLanded (vector HitNormal ))
@ScriptedState
eventbool NotifyLanded (vector HitNormal ))
@TakeHitState
eventbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
@FallingState
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum ))
function NotifyUnuse (Actor A ))
@ScriptedState
function NotifyUnuse (Actor A ))
@UsingState
functionbool OKToHit (Actor HitActor, vector HitLocation, vector HitNormal ))
function PawnIsInPain (PhysicsVolume PainVolume ))
@AttackTacticalMoveState
function PickDestination ()))
@AttackFallbackState
function PickDestination ()))
@AttackHuntState
function PickDestination ()))
@AttackRetreatState
function PickDestination (bool bCanCharge ))
@AttackTacticalMoveState
function PickDestination ()))
@FindAirState
function PickDestination ()))
@HoldState
function PickDestination ()))
@RoamingState
function PickDestination ()))
@WanderingState
functionbool PickFarInventoryDestination ()))
@RoamingState
functionbool PickHuntDestination ()))
@RoamingState
functionbool PickLocalInventoryDestination (float MaxDist, float MinDistraction ))
function PickNextSpot ()))
@AttackRetreatState
functionbool PickOrdersDestination ()))
@RoamingState
function PickRegDestination (bool bCanCharge ))
@AttackTacticalMoveState
functionbool PickSpecialDestination ()))
@RoamingState
function Possess (Pawn P ))
functionbool PreparedToHunt ()))
functionbyte PriorityObjective ()))
functionbool RandomizeStakeOutDir ()))
@AttackStakeOutState
function ReachedHome ()))
@AttackRetreatState
functionbool ReadyForAction ()))
functionbool ReadyForOrders ()))
functionbool ReduceThreat ()))
@AttackHuntState
function ResetAttackTimer (float SuggestedFireAgainDelay ))
function ResetGlobalAISettings ()))
function Restart ()))
function RestoreRealOrders ()
function SendMessageAcknowledgeOrders (Controller OrderGiver, float Wait)
function SendMessageInPosition (float Wait)
function SendMessageNearPoint (Pawn Point, float Wait)
functionActor SetDefense ()))
function SetFall ()))
function SetFall ()))
@AttackStakeOutState
function SetFall ()))
@AttackTacticalMoveState
function SetFall ()))
@FallingState
function SetFall ()))
@MoveToGoalBaseState
function SetFall ()))
@ScriptedState
function SetFall ()))
@WanderingState
functionEMoveType SetMoveTarget (Actor GoalActor, optional float GoalDistance, optional bool bWaitForLanding ))
functionbool SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge ))
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 ))
@RoamingState
function SetOrdersObject (Actor NewOrdersObject ))
function SetRealOrders (name NewOrders, Actor NewOrdersObject, Object NewOrderGiver)
function SetRoamTarget (Actor NewRoamTarget ))
function SetRoamTarget (Actor NewRoamTarget ))
@RoamingState
function SetSpecialGoal (Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew ))
@ScriptedState
function SetStationary (bool bVal, optional bool bStayStationaryVal ))
function SharedTimerEvent ()))
function SharedTimerEvent ()))
@AttackCloseState
function SharedTimerEvent ()))
@AttackingState
function SharedTimerEvent ()))
@AttackStakeOutState
function SharedTimerEvent ()))
@AttackStationaryState
function SharedTimerEvent ()))
@AttackTacticalMoveState
function SharedTimerEvent ()))
@FallingState
function SharedTimerEvent ()))
@FindAirState
function SharedTimerEvent ()))
@HoldingState
function SharedTimerEvent ()))
@MoveToGoalBaseState
function SharedTimerEvent ()))
@TakeHitState
function SharedTimerEvent ()))
@WanderingState
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 ShouldDeferTo (Controller Other ))
functionbool ShouldDestroyNPC ()))
functionbool ShouldGiveUpHunting ()))
functionbool ShouldRecamp ()))
@RoamingState
functionbool ShouldTransitionToMeleeAttack ()))
functionbool SpecialAttackTransition ()))
function SpecialFire ()))
function SpecialFire ()))
@AttackStationaryState
function StateTransition (name DestinationState, optional name DestinationLabel ))
function StateTransition (name DestinationState, optional name DestinationLabel ))
@ScriptedState
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest ))
@AttackCloseState
functionbool TestCanJump ()))
functionbool TestDirection (vector Dir, out vector Pick ))
@WanderingState
function TookDamageBase (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
functionbool TryStrafe (vector SideDir ))
@AttackCloseState
function TryToDodge (vector DuckDir, bool bDuckLeft ))
@AttackCloseState
functionbool TryToHit (Actor TargetActor, float TargetDistance, float SpreadDegrees, bool bLOSToTarget, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance ))
@ScriptedState
function TurnToActor (Actor A, optional bool bLock ))
@ScriptedState
function UnuseActor (optional Actor A ))
@ScriptedState
function UnuseActor (optional Actor A ))
@UsingState
function UpdateEnemy (optional bool bTryRadiusCheck ))
function UpdateOrders (name NewOrders, Object NewOrderGiver, Actor NewOrdersObject ))
function UseActor (Actor A ))
@ScriptedState
function UseActor (Actor A ))
@UsingState
functionbool UseTacticalJumps ()))
function VerifyStateChange (name OldState, name NewState, name Label, bool bGoto, string ContextNameStr, int ContextLineNum ))
functionbool WanderAfterFriendlyBumpExtra ()))
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
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

States Summary
@AcquisitionState Source code
state @AcquisitionState
BeginState, EndState, eventBumpEnemy, eventHearNoiseThreat, eventSeeEnemy, ShotFiredNotification
@AttackCloseState Source code
state @AttackCloseState extends @MoveToGoalWithEnemyState
CanPredict, DamageAttitudeTo, EndState, eventEnemyNotVisible, FearThisSpot, GetPredictedChargeLocation, GetTacticalMoveType, MayFall, SharedTimerEvent, StrafeFromDamage, TryStrafe, TryToDodge
@AttackFallbackState Source code
state @AttackFallbackState extends @MoveToGoalWithEnemyState
eventBumpEnemy, eventEnemyNotVisible, eventHearNoiseThreat, eventSeeEnemy, GetTacticalMoveType, MayFall, PickDestination
@AttackHuntState Source code
state @AttackHuntState
BeginState, DamageAttitudeTo, EndState, eventBumpEnemy, eventHearNoiseThreat, FearThisSpot, FindViewSpot, MaybeClearHuntingEnemy, MaybeSetEnemy, MayFall, NonRangedFireCheck, PickDestination, ReduceThreat
@AttackingState Source code
state @AttackingState
BeginState, ChooseAttackMode, eventEnemyNotVisible, SharedTimerEvent
@AttackRetreatState Source code
state @AttackRetreatState extends @MoveToGoalWithEnemyState
ChangeDestination, eventBumpEnemy, eventHearNoiseThreat, eventSeeEnemy, MayFall, PickDestination, PickNextSpot, ReachedHome, ShotFiredNotification
@AttackStakeOutState Source code
state @AttackStakeOutState
AdjustAim, BeginState, ClearShot, ContinueStakeOut, DamageAttitudeTo, EndState, eventHearNoiseThreat, MaybeSetEnemy, RandomizeStakeOutDir, SetFall, SharedTimerEvent
@AttackStationaryState Source code
state @AttackStationaryState
BeginState, CheckAttackStatus, ContinueAttackStationary, DamageAttitudeTo, DoRangedAttack, EndState, eventEnemyNotVisible, KeepAttacking, NonRangedFireCheck, SharedTimerEvent, SpecialFire
@AttackTacticalMoveState Source code
state @AttackTacticalMoveState
BeginState, DamageAttitudeTo, EndState, eventEnemyNotVisible, FearThisSpot, GiveUpTactical, NotifyHitWall, PawnIsInPain, PickDestination, PickRegDestination, SetFall, SharedTimerEvent, ShotFiredNotification
@DeadState Source code
state @DeadState
BeginState
@EnemyKilledState Source code
state @EnemyKilledState
BeginState, EndState
@FallingState Source code
state @FallingState
AdjustJump, BeginState, DamageAttitudeTo, EndState, EnemyAcquired, eventEnemyNotVisible, eventSeeEnemy, FindNewJumpDest, MaybeSetEnemy, NotifyLanded, NotifyPhysicsVolumeChange, SetFall, SharedTimerEvent
@FindAirState Source code
state @FindAirState
BeginState, EndState, eventEnemyNotVisible, NotifyHeadVolumeChange, NotifyHitWall, PickDestination, SharedTimerEvent
@FrozenState Source code
state @FrozenState
BeginState, CanFire, DamageAttitudeTo, eventBumpEnemy, eventTakeDamage, eventTookDamage, IsFrozen, IsMobile
@GameEndedState Source code
state @GameEndedState
SetOrders
@HoldingState Source code
state @HoldingState
BeginState, EndState, EnemyAcquired, NotifyLanded, SharedTimerEvent
@HoldState Source code
state @HoldState
FearThisSpot, PickDestination
@LandedHardState Source code
state @LandedHardState
BeginState, LandedHardDone
@MoveToGoalBaseState Source code
state @MoveToGoalBaseState
SetFall, SharedTimerEvent
@MoveToGoalWithEnemyState Source code
state @MoveToGoalWithEnemyState extends @MoveToGoalBaseState
DamageAttitudeTo
@RoamingState Source code
state @RoamingState
BeginState, EndState, FearThisSpot, HandleDecorationStuff, MayFall, ModifyMoveTarget, PickDestination, PickFarInventoryDestination, PickHuntDestination, PickOrdersDestination, PickSpecialDestination, SetOrders, SetRoamTarget, ShouldRecamp
@ScriptedDialogState Source code
state @ScriptedDialogState extends @ScriptedState
BeginState, DialogEnd, DialogPause, DialogSetFocus, DialogUnPause, EndState, EnemyAcquired, eventTookDamage, IsDialogPaused
@ScriptedState Source code
state @ScriptedState extends @MoveToGoalBaseState
/*!!mdf-tbd: -- maybe just wait for new code -- ideally should use wandering to move away from friendly pawn SleepABit: StopMovement( true, true ); Sleep( 2.0 ); Goto( MovePickDestLabel ); */
AdjustAim, AllowFriendlyBumpStateChanges, AnimEnd, BeginState, EnableProbeEvent, EndState, EnemyAcquired, eventAutoBegin, eventBumpAll, eventTookDamage, FinishedRotation, GetMoveSpeed, GetTarget, HandleDestinationReached, IsRepeatFire, MaybeFire, NotifyLanded, NotifyUnuse, SetFall, SetSpecialGoal, StateTransition, TryToHit, TurnToActor, UnuseActor, UseActor
@TakeHitState Source code
state @TakeHitState
BeginState, NotifyLanded, SharedTimerEvent
@TestMoveState Source code
state @TestMoveState extends @MoveToGoalBaseState
@UsingState Source code
state @UsingState
EndState, NotifyUnuse, UnuseActor, UseActor
@VictoryDanceState Source code
state @VictoryDanceState extends @EnemyKilledState
EndState
@WanderingState Source code
state @WanderingState
AddWeaponTimers, AllowPickupWeaponSwitch, AmmoReadyForAction, BeginState, CanFire, CanRespawn, CheckCurrentAmmo, CheckCurrentWeapon, CheckCurrentWeaponTimer, DeferTo, Destroyed, EndState, FearThisSpot, FireAt, FireShot, GetAttackStyle, GetCurrentFireRate, GetSpecifiedFireRate, PickDestination, PostBeginPlay, ReadyForAction, RefreshWeapon, SelectBestWeapon, SelectBestWeaponTimer, SetFall, SetPeripheralVision, SharedTimerEvent, ShouldFireWeapon, ShouldSwitchToBestWeapon, SupportsWeapon, SupportsWeaponAltFire, SupportsWeaponFire, SwitchToBestWeapon, TestDirection, UseTacticalJumps


Constants Detail

AttackingState Source code

const AttackingState = 'Attacking';

ContinueWanderLabel Source code

const ContinueWanderLabel = 'ContinueWander';

FallingState Source code

const FallingState = 'Falling';

FallLongLabel Source code

const FallLongLabel = 'FallLong';

FallSpecialLabel Source code

const FallSpecialLabel = 'FallSpecial';

FireWhileFallingLabel Source code

const FireWhileFallingLabel = 'FallWhileFiring';

HoldReachedDistance2D Source code

const HoldReachedDistance2D = 16.0;

HoldReachedDistanceSquared2D Source code

const HoldReachedDistanceSquared2D = 256.0;

LandedLabel Source code

const LandedLabel = 'Landed';

MinMoveSpeedMultiplier Source code

const MinMoveSpeedMultiplier = 0.05;

NonRangedFireTimerName Source code

const NonRangedFireTimerName = 'NonRangedFireTimer';

PausingLabel Source code

const PausingLabel = 'Pausing';

PlayOutLabel Source code

const PlayOutLabel = 'PlayOut';

SplashLabel Source code

const SplashLabel = 'Splash';

TakeHitLabel Source code

const TakeHitLabel = 'TakeHit';

TakeHitState Source code

const TakeHitState = 'TakeHit';


Variables Detail

Aggressiveness Source code

var float Aggressiveness;

AmbushSpot Source code

var Ambushpoint AmbushSpot;

AttackNonRangedCheckRate Source code

var float AttackNonRangedCheckRate;

AttackNonRangedFailedRate Source code

var float AttackNonRangedFailedRate;

AttackReadyToAttackOdds Source code

var float AttackReadyToAttackOdds;

AttackStationaryStopTime Source code

var float AttackStationaryStopTime;

bBigJump Source code

var bool bBigJump;

bCamping Source code

var bool bCamping;

bCampOnlyOnce Source code

var bool bCampOnlyOnce;

bChangeDir Source code

var bool bChangeDir;

bClearShot Source code

var bool bClearShot;

bDeviousHunting Source code

var bool bDeviousHunting;

bFireFalling Source code

var bool bFireFalling;

bFiringPaused Source code

var bool bFiringPaused;

bFrustrated Source code

var bool bFrustrated;

bGathering Source code

var bool bGathering;

bGoosedTimer Source code

var bool bGoosedTimer;

bInitLifeMessage Source code

var bool bInitLifeMessage;

bIsPaused Source code

var bool bIsPaused;

bKamikaze Source code

var bool bKamikaze;

bLeading Source code

var bool bLeading;

BlockedPath Source code

var NavigationPoint BlockedPath;

bMustHunt Source code

var bool bMustHunt;

bNoShootDecor Source code

var bool bNoShootDecor;

bReadyToAttack Source code

var bool bReadyToAttack;

bSniping Source code

var bool bSniping;

bStationary Source code

var bool bStationary;

bStayFreelance Source code

var bool bStayFreelance;

bStrafeDir Source code

var bool bStrafeDir;

bTriedLastDetectedLocation Source code

var bool bTriedLastDetectedLocation;

bWantsToCamp Source code

var bool bWantsToCamp;

CampTime Source code

var float CampTime;

DefaultMeleeAttackState Source code

var name DefaultMeleeAttackState;

HidingSpot Source code

var vector HidingSpot;

LastAttractCheck Source code

var float LastAttractCheck;

LastCampCheck Source code

var float LastCampCheck;

LastInvFind Source code

var float LastInvFind;

LastPainAnim Source code

var name LastPainAnim;

MaxHuntTime Source code

var float MaxHuntTime;

MaxMoveToActorAttemptsRoaming Source code

var int MaxMoveToActorAttemptsRoaming;

NextLabel Source code

var name NextLabel;

NextState Source code

var name NextState;

OldControllerEnemy Source code

var Pawn OldControllerEnemy;

OldMoveTarget Source code

var Actor OldMoveTarget;

OrderGiver Source code

var Object OrderGiver;

Orders Source code

var name Orders;

OrdersObject Source code

var Actor OrdersObject;

RealLastDetectedLocation Source code

var vector RealLastDetectedLocation;

RefireDelay Source code

var float RefireDelay;

RoamTarget Source code

var Actor RoamTarget;

TimeBetweenAttacks Source code

var float TimeBetweenAttacks;


Functions Detail

AdjustAim @AttackStakeOutState Source code

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

AdjustAim @ScriptedState Source code

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

AdjustJump @FallingState Source code

function AdjustJump ( ) )

AllowFriendlyBumpStateChanges @ScriptedState Source code

function bool AllowFriendlyBumpStateChanges ( ) )

AmbushClearOtherSpots Source code

function AmbushClearOtherSpots ( ) )

AmbushFindSpot Source code

function bool AmbushFindSpot ( ) )

AmbushPickSpot Source code

function AmbushPickSpot ( ) )

AnimEnd @ScriptedState Source code

final event AnimEnd ( int Channel ) )

AssignHoldSpot Source code

function bool AssignHoldSpot ( Actor LocationActor ) )

BeginState @AcquisitionState Source code

event BeginState ( ) )

BeginState @AttackHuntState Source code

event BeginState ( ) )

BeginState @AttackingState Source code

event BeginState ( ) )

BeginState @AttackStakeOutState Source code

event BeginState ( ) )

BeginState @AttackStationaryState Source code

event BeginState ( ) )

BeginState @AttackTacticalMoveState Source code

event BeginState ( ) )

BeginState @DeadState Source code

event BeginState ( ) )

BeginState @EnemyKilledState Source code

event BeginState ( ) )

BeginState @FallingState Source code

event BeginState ( ) )

BeginState @FindAirState Source code

event BeginState ( ) )

BeginState @FrozenState Source code

event BeginState ( ) )

BeginState @HoldingState Source code

event BeginState ( ) )

BeginState @LandedHardState Source code

event BeginState ( ) )

BeginState @RoamingState Source code

event BeginState ( ) )

BeginState @ScriptedDialogState Source code

event BeginState ( ) )

BeginState @ScriptedState Source code

event BeginState ( ) )

BeginState @TakeHitState Source code

event BeginState ( ) )

BeginState @WanderingState Source code

event BeginState ( ) )

BigJump Source code

function BigJump ( Actor JumpDest ) )

CanFire Source code

function bool CanFire ( bool bTest ) )

CanFire @FrozenState Source code

function bool CanFire ( bool bTest ) )

CanMeleeAttack Source code

function bool CanMeleeAttack ( ) )

CanPredict @AttackCloseState Source code

function bool CanPredict ( Actor TargetActor ) )

CanStakeOut Source code

function bool CanStakeOut ( ) )

ChangeDestination @AttackRetreatState Source code

function ChangeDestination ( ) )

ChangedWeapon Source code

U2P.AnimationController.SpecialAnimationClear() ; ResetAttackTimer(SuggestedFireAgainDelay) ; } function ChangedWeapon ( ) )

CheckAttackStatus @AttackStationaryState Source code

function CheckAttackStatus ( ) )

ChooseAttackMode @AttackingState Source code

function ChooseAttackMode ( ) )

ClearAttack Source code

protected function ClearAttack ( ) )

ClearHoldSpots Source code

function ClearHoldSpots ( ) )

ClearReferencesTo Source code

function ClearReferencesTo ( Pawn P ) )

ClearShot @AttackStakeOutState Source code

function bool ClearShot ( ) )

CombatMove Source code

function CombatMove ( ) )

ContinueAttackStationary @AttackStationaryState Source code

function bool ContinueAttackStationary ( ) )

ContinueStakeOut @AttackStakeOutState Source code

function bool ContinueStakeOut ( ) )

DamageAttitudeTo Source code

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

DamageAttitudeTo @AttackCloseState Source code

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

DamageAttitudeTo @AttackHuntState Source code

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

DamageAttitudeTo @AttackStakeOutState Source code

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

DamageAttitudeTo @AttackStationaryState Source code

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

DamageAttitudeTo @AttackTacticalMoveState Source code

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

DamageAttitudeTo @FallingState Source code

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

DamageAttitudeTo @FrozenState Source code

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

DamageAttitudeTo @MoveToGoalWithEnemyState Source code

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

DeferTo Source code

function bool DeferTo ( Controller Other ) )

DeferTo @WanderingState Source code

function bool DeferTo ( Controller Other ) )
!mdf-tbd: -- maybe just wait for new code -- ideally should use wandering to move away from friendly pawn function eventBumpFriend( Pawn Other ) { GotoLabel( 'SleepABit' ); }

Destroyed Source code

event Destroyed ( ) )

DetermineOrdersTransition Source code

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

DialogEnd @ScriptedDialogState Source code

event DialogEnd ( ) )

DialogPause @ScriptedDialogState Source code

function DialogPause ( ) )

DialogSetFocus @ScriptedDialogState Source code

function DialogSetFocus ( Actor FocusActor ) )

DialogUnPause @ScriptedDialogState Source code

function DialogUnPause ( ) )

DoRangedAttack Source code

function DoRangedAttack ( ) )

DoRangedAttack @AttackStationaryState Source code

function DoRangedAttack ( ) )

EnableProbeEvent @ScriptedState Source code

function EnableProbeEvent ( name EventName, bool bVal ) )

EndState @AcquisitionState Source code

event EndState ( ) )

EndState @AttackCloseState Source code

event EndState ( ) )

EndState @AttackHuntState Source code

event EndState ( ) )

EndState @AttackStakeOutState Source code

event EndState ( ) )

EndState @AttackStationaryState Source code

event EndState ( ) )

EndState @AttackTacticalMoveState Source code

event EndState ( ) )

EndState @EnemyKilledState Source code

event EndState ( ) )

EndState @FallingState Source code

event EndState ( ) )

EndState @FindAirState Source code

event EndState ( ) )

EndState @HoldingState Source code

event EndState ( ) )

EndState @RoamingState Source code

event EndState ( ) )

EndState @ScriptedDialogState Source code

event EndState ( ) )

EndState @ScriptedState Source code

event EndState ( ) )

EndState @UsingState Source code

event EndState ( ) )

EndState @VictoryDanceState Source code

event EndState ( ) )

EndState @WanderingState Source code

event EndState ( ) )

EnemyAcquired Source code

function EnemyAcquired ( ) )

EnemyAcquired @FallingState Source code

function EnemyAcquired ( ) )

EnemyAcquired @HoldingState Source code

function EnemyAcquired ( ) )

EnemyAcquired @ScriptedDialogState Source code

function EnemyAcquired ( ) )

EnemyAcquired @ScriptedState Source code

function EnemyAcquired ( ) )

eventAutoBegin @ScriptedState Source code

function eventAutoBegin ( name DestinationState, name DestinationLabel ) )

eventBumpAll @ScriptedState Source code

function eventBumpAll ( Actor Other ) )

eventBumpEnemy @AcquisitionState Source code

function eventBumpEnemy ( Pawn Other ) )

eventBumpEnemy @AttackFallbackState Source code

function eventBumpEnemy ( Pawn Other ) )

eventBumpEnemy @AttackHuntState Source code

function eventBumpEnemy ( Pawn Other ) )

eventBumpEnemy @AttackRetreatState Source code

function eventBumpEnemy ( Pawn Other ) )

eventBumpEnemy @FrozenState Source code

function eventBumpEnemy ( Pawn Other ) )

eventBumpFriend Source code

function eventBumpFriend ( Pawn Other ) )

eventEnemyNotVisible @AttackCloseState Source code

function eventEnemyNotVisible ( ) )

eventEnemyNotVisible @AttackFallbackState Source code

function eventEnemyNotVisible ( ) )

eventEnemyNotVisible @AttackingState Source code

function eventEnemyNotVisible ( ) )

eventEnemyNotVisible @AttackStationaryState Source code

GotoState(AttackingState) ; } function eventEnemyNotVisible ( ) )

eventEnemyNotVisible @AttackTacticalMoveState Source code

function eventEnemyNotVisible ( ) )

eventEnemyNotVisible @FallingState 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 ) )

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 @FallingState Source code

function eventSeeEnemy ( Pawn Seen ) )

eventTakeDamage Source code

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

eventTakeDamage @FrozenState Source code

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

eventTookDamage Source code

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

eventTookDamage @FrozenState Source code

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

eventTookDamage @ScriptedDialogState Source code

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

eventTookDamage @ScriptedState Source code

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

ExecuteDodge Source code

function ExecuteDodge ( bool bLeft, vector DodgeDestination ) )

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 @RoamingState Source code

function FearThisSpot ( Actor aSpot ) )

FearThisSpot @WanderingState Source code

function FearThisSpot ( Actor aSpot ) )

FindNewJumpDest @FallingState Source code

function FindNewJumpDest ( ) )

FindSpecialAttraction Source code

function bool FindSpecialAttraction ( ) )

FindViewSpot @AttackHuntState Source code

function bool FindViewSpot ( ) )

FinishedRotation @ScriptedState Source code

final event FinishedRotation ( ) )

FireAt Source code

function FireAt ( Actor A ) )

FireShot Source code

function FireShot ( byte bUseAltMode )

FriendlyBumpSpecial Source code

if(OldControllerEnemy==ControllerEnemy) OldControllerEnemy = None ; } function bool FriendlyBumpSpecial ( ) )

GameRelatedKilled Source code

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

GetAttackStyle Source code

function float GetAttackStyle ( Actor TargetActor ) )

GetCurrentFireRate Source code

function float GetCurrentFireRate ( ) )

GetMoveSpeed @ScriptedState Source code

function float GetMoveSpeed ( optional vector TargetLocation ) )

GetMoveTargetFollow Source code

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

GetOrderGiver Source code

function Object GetOrderGiver ( ) )

GetOrders Source code

function name GetOrders ( ) )

GetOrdersObject Source code

function Actor GetOrdersObject ( ) )

GetPredictedChargeLocation @AttackCloseState Source code

function vector GetPredictedChargeLocation ( Pawn TargetPawn ) )

GetReactionToEnemy Source code

function EReaction GetReactionToEnemy ( Pawn EnemyPawn ) )

GetRealOrders Source code

function name GetRealOrders ( ) )

GetShouldUseDeviousTactics Source code

function bool GetShouldUseDeviousTactics ( float BaseSkill, float BaseOdds ) )

GetSpecifiedFireRate Source code

function float GetSpecifiedFireRate ( bool bPrimary ) )

GetTacticalMoveType @AttackCloseState Source code

function ETacticalMoveType GetTacticalMoveType ( ) )

GetTacticalMoveType @AttackFallbackState Source code

function ETacticalMoveType GetTacticalMoveType ( ) )

GetTarget @ScriptedState Source code

function Actor GetTarget ( ) )

GiveUpTactical Source code

function GiveUpTactical ( bool bCanCharge )

GiveUpTactical @AttackTacticalMoveState Source code

function GiveUpTactical ( bool bCanCharge ) )

HandleBumpedByEnemy Source code

function HandleBumpedByEnemy ( ) )

HandleDecorationStuff @RoamingState Source code

function bool HandleDecorationStuff ( ) )

HandleDestinationReached @ScriptedState Source code

function HandleDestinationReached ( ) )

HandleEnemyKilledSafe Source code

function HandleEnemyKilledSafe ( Controller Killer, Pawn KilledEnemy ) )

HandleEnemyKilledUnSafe Source code

function HandleEnemyKilledUnSafe ( Controller Killer, Pawn KilledEnemy ) )

HandleOrdersAttack Source code

function HandleOrdersAttack ( ) )

HandleOrdersDefend Source code

function HandleOrdersDefend ( ) )

HandleOrdersFollow Source code

function HandleOrdersFollow ( ) )

HandleOrdersHold Source code

function HandleOrdersHold ( ) )

HandleOrdersNone Source code

function HandleOrdersNone ( ) )

HandleTakeHit Source code

local name DestinationState , DestinationLabel ; local bool bMaintainCurrentState ; DestinationState = NoState ; DestinationLabel = NoLabel ; if(!ShouldDestroyNPC()) { ResetGlobalAISettings() ; RestoreRealOrders() ; UpdateEnemy() ; bReadyToAttack = false ; if(ControllerEnemy!=None) { bReadyToAttack =(GetSkill()>=0.5) ; DestinationState = AttackingState ; } else if(HasScript()) { if(GetStateName()==ScriptedState) { bMaintainCurrentState = true ; } else { DestinationState = ScriptedState ; DestinationLabel = BeginLabel ; } } else if(bStationary) { DestinationState = HoldState ; } else if(Orders==OrdersNone||!ReadyForOrders()||!DetermineOrdersTransition(DestinationState,DestinationLabel)) { DestinationState = DefaultState ; if(GetSkill()>0.625) bReadyToAttack = true ; } if(bMaintainCurrentState) { } else { GotoState(DestinationState,DestinationLabel) ; } } else { } } function HandleTakeHit ( vector HitLocation, int Damage, class<DamageType> DamageType ) )

IsDialogPaused @ScriptedDialogState Source code

function bool IsDialogPaused ( ) )

IsFiring Source code

function bool IsFiring ( ) )

IsFrozen @FrozenState Source code

function bool IsFrozen ( ) )

IsMeleeAttacking Source code

function bool IsMeleeAttacking ( ) )

IsMobile Source code

function bool IsMobile ( ) )

IsMobile @FrozenState Source code

function bool IsMobile ( ) )

IsPreparedToFire Source code

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

IsPreparedToMelee Source code

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

IsRepeatFire @ScriptedState Source code

function bool IsRepeatFire ( bool bPrimary ) )

IsStationary Source code

function bool IsStationary ( ) )

KeepAttacking @AttackStationaryState Source code

function KeepAttacking ( ) )

LandedHardDone @LandedHardState Source code

function LandedHardDone ( ) )

LongFall Source code

event LongFall ( ) )

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 ) )

MaybeSetEnemy @FallingState Source code

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

MaybeStopFiring Source code

function MaybeStopFiring ( optional float SuggestedFireAgainDelay ) )

MayFall @AttackCloseState Source code

event MayFall ( ) )

MayFall @AttackFallbackState Source code

event MayFall ( ) )

MayFall @AttackHuntState Source code

event MayFall ( ) )

MayFall @AttackRetreatState Source code

event MayFall ( ) )

MayFall @RoamingState Source code

event MayFall ( ) )

ModifyMoveTarget @RoamingState Source code

function ModifyMoveTarget ( )

NonRangedFireCheck Source code

function bool NonRangedFireCheck ( ) )

NonRangedFireCheck @AttackHuntState Source code

function bool NonRangedFireCheck ( ) )

NonRangedFireCheck @AttackStationaryState Source code

function bool NonRangedFireCheck ( ) )

NonRangedFireTimer Source code

final function NonRangedFireTimer ( ) )

NotifyHeadVolumeChange @FindAirState Source code

event bool NotifyHeadVolumeChange ( PhysicsVolume NewHeadVolume) )

NotifyHitWall @AttackTacticalMoveState Source code

event bool NotifyHitWall ( vector HitNormal, Actor Wall ) )

NotifyHitWall @FindAirState Source code

event bool NotifyHitWall ( vector HitNormal, actor Wall ) )

NotifyKilled Source code

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

NotifyLanded @FallingState Source code

event bool NotifyLanded ( vector HitNormal ) )

NotifyLanded @HoldingState Source code

event bool NotifyLanded ( vector HitNormal ) )

NotifyLanded @ScriptedState Source code

event bool NotifyLanded ( vector HitNormal ) )

NotifyLanded @TakeHitState Source code

event bool NotifyLanded ( vector HitNormal ) )

NotifyPhysicsVolumeChange @FallingState Source code

event bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifyTakeHit Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum ) )

NotifyUnuse @ScriptedState Source code

function NotifyUnuse ( Actor A ) )

NotifyUnuse @UsingState Source code

function NotifyUnuse ( Actor A ) )

OKToHit Source code

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

PawnIsInPain @AttackTacticalMoveState Source code

function PawnIsInPain ( PhysicsVolume PainVolume ) )

PickDestination @AttackFallbackState Source code

function PickDestination ( ) )

PickDestination @AttackHuntState Source code

function PickDestination ( ) )

PickDestination @AttackRetreatState Source code

function PickDestination ( ) )

PickDestination @AttackTacticalMoveState Source code

function PickDestination ( bool bCanCharge ) )

PickDestination @FindAirState Source code

function PickDestination ( ) )

PickDestination @HoldState Source code

function PickDestination ( ) )

PickDestination @RoamingState Source code

function PickDestination ( ) )

PickDestination @WanderingState Source code

function PickDestination ( ) )

PickFarInventoryDestination @RoamingState Source code

function bool PickFarInventoryDestination ( ) )

PickHuntDestination @RoamingState Source code

function bool PickHuntDestination ( ) )

PickLocalInventoryDestination Source code

function bool PickLocalInventoryDestination ( float MaxDist, float MinDistraction ) )

PickNextSpot @AttackRetreatState Source code

function PickNextSpot ( ) )

PickOrdersDestination @RoamingState Source code

function bool PickOrdersDestination ( ) )

PickRegDestination @AttackTacticalMoveState Source code

function PickRegDestination ( bool bCanCharge ) )

PickSpecialDestination @RoamingState Source code

function bool PickSpecialDestination ( ) )

Possess Source code

function Possess ( Pawn P ) )

PreparedToHunt Source code

function bool PreparedToHunt ( ) )

PriorityObjective Source code

function byte PriorityObjective ( ) )

RandomizeStakeOutDir @AttackStakeOutState Source code

function bool RandomizeStakeOutDir ( ) )

ReachedHome @AttackRetreatState Source code

function ReachedHome ( ) )

ReadyForAction Source code

function bool ReadyForAction ( ) )

ReadyForOrders Source code

function bool ReadyForOrders ( ) )

ReduceThreat @AttackHuntState Source code

function bool ReduceThreat ( ) )

ResetAttackTimer Source code

function ResetAttackTimer ( float SuggestedFireAgainDelay ) )

ResetGlobalAISettings Source code

function ResetGlobalAISettings ( ) )

Restart Source code

function Restart ( ) )

RestoreRealOrders Source code

function RestoreRealOrders ( )

SendMessageAcknowledgeOrders Source code

function SendMessageAcknowledgeOrders ( Controller OrderGiver, float Wait )

SendMessageInPosition Source code

function SendMessageInPosition ( float Wait )

SendMessageNearPoint Source code

function SendMessageNearPoint ( Pawn Point, float Wait )

SetDefense Source code

function Actor SetDefense ( ) )

SetFall Source code

function SetFall ( ) )

SetFall @AttackStakeOutState Source code

function SetFall ( ) )

SetFall @AttackTacticalMoveState Source code

function SetFall ( ) )

SetFall @FallingState Source code

function SetFall ( ) )

SetFall @MoveToGoalBaseState Source code

function SetFall ( ) )

SetFall @ScriptedState Source code

function SetFall ( ) )

SetFall @WanderingState Source code

function SetFall ( ) )

SetMoveTarget Source code

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

SetOrders Source code

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

SetOrders @GameEndedState Source code

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

SetOrders @RoamingState Source code

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

SetOrdersObject Source code

function SetOrdersObject ( Actor NewOrdersObject ) )

SetRealOrders Source code

function SetRealOrders ( name NewOrders, Actor NewOrdersObject, Object NewOrderGiver )

SetRoamTarget Source code

function SetRoamTarget ( Actor NewRoamTarget ) )

SetRoamTarget @RoamingState Source code

function SetRoamTarget ( Actor NewRoamTarget ) )
!mdf-tbd: -- maybe just wait for new code -- ideally should use wandering to move away from friendly pawn function eventBumpFriend( Pawn Other ) { GS( GetStateName(), 'SleepABit' ); }

SetSpecialGoal @ScriptedState Source code

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

SetStationary Source code

function SetStationary ( bool bVal, optional bool bStayStationaryVal ) )

SharedTimerEvent Source code

function SharedTimerEvent ( ) )

SharedTimerEvent @AttackCloseState Source code

function SharedTimerEvent ( ) )

SharedTimerEvent @AttackingState Source code

function SharedTimerEvent ( ) )

SharedTimerEvent @AttackStakeOutState Source code

function SharedTimerEvent ( ) )

SharedTimerEvent @AttackStationaryState Source code

function SharedTimerEvent ( ) )

SharedTimerEvent @AttackTacticalMoveState Source code

function SharedTimerEvent ( ) )

SharedTimerEvent @FallingState Source code

function SharedTimerEvent ( ) )

SharedTimerEvent @FindAirState Source code

function SharedTimerEvent ( ) )

SharedTimerEvent @HoldingState Source code

function SharedTimerEvent ( ) )

SharedTimerEvent @MoveToGoalBaseState Source code

function SharedTimerEvent ( ) )

SharedTimerEvent @TakeHitState Source code

function SharedTimerEvent ( ) )

SharedTimerEvent @WanderingState 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 ) )

ShouldDeferTo Source code

function bool ShouldDeferTo ( Controller Other ) )

ShouldDestroyNPC Source code

function bool ShouldDestroyNPC ( ) )

ShouldGiveUpHunting Source code

function bool ShouldGiveUpHunting ( ) )

ShouldRecamp @RoamingState Source code

function bool ShouldRecamp ( ) )

ShouldTransitionToMeleeAttack Source code

function bool ShouldTransitionToMeleeAttack ( ) )

SpecialAttackTransition Source code

function bool SpecialAttackTransition ( ) )

SpecialFire Source code

function SpecialFire ( ) )

SpecialFire @AttackStationaryState Source code

function SpecialFire ( ) )

StateTransition Source code

function StateTransition ( name DestinationState, optional name DestinationLabel ) )

StateTransition @ScriptedState Source code

function StateTransition ( name DestinationState, optional name DestinationLabel ) )

StrafeFromDamage @AttackCloseState Source code

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

TestCanJump Source code

function bool TestCanJump ( ) )

TestDirection @WanderingState Source code

function bool TestDirection ( vector Dir, out vector Pick ) )

TookDamageBase Source code

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

TryStrafe @AttackCloseState Source code

function bool TryStrafe ( vector SideDir ) )

TryToDodge @AttackCloseState Source code

function TryToDodge ( vector DuckDir, bool bDuckLeft ) )

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 ) )

TurnToActor @ScriptedState Source code

function TurnToActor ( Actor A, optional bool bLock ) )

UnuseActor @ScriptedState Source code

function UnuseActor ( optional Actor A ) )

UnuseActor @UsingState Source code

function UnuseActor ( optional Actor A ) )

UpdateEnemy Source code

function UpdateEnemy ( optional bool bTryRadiusCheck ) )

UpdateOrders Source code

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

UseActor @ScriptedState Source code

function UseActor ( Actor A ) )

UseActor @UsingState Source code

function UseActor ( Actor A ) )

UseTacticalJumps Source code

function bool UseTacticalJumps ( ) )

VerifyStateChange Source code

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

WanderAfterFriendlyBumpExtra Source code

function bool WanderAfterFriendlyBumpExtra ( ) )


Defaultproperties

defaultproperties
{
	DefaultMeleeAttackState='AttackMelee'
	MaxHuntTime=30.000000
	MaxMoveToActorAttemptsRoaming=2
	Aggressiveness=0.300000
	AttackNonRangedCheckRate=1.000000
	AttackNonRangedFailedRate=1.000000
	AttackReadyToAttackOdds=0.150000
	TimeBetweenAttacks=0.600000
	DefaultState='Roaming'
	DefaultScriptControllerClass=Class'U2AI.ScriptControllerInterf'
	ScriptedScriptControllerClass=Class'U2AI.ScriptControllerBase'
	CrouchingMoveSpeedMultiplier=1.000000
	ProneMoveSpeedMultiplier=1.000000
	StandingMoveSpeedMultiplier=1.000000
	FovAngle=85.000000
	PlayerReplicationInfoClass=None
	RemoteRole=ROLE_None
     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 10:48:34.832 - Created with UnCodeX