U2XMP.ProximitySensorController
- Extends
- StationaryPawnControllerOffensive
Core.Object
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+-- Engine.Actor
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+-- Engine.Controller
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+-- Engine.LicenseeController
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+-- Engine.AIController
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+-- U2.U2NPCController
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+-- U2.StationaryPawnController
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+-- U2XMP.StationaryPawnControllerOffensive
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+-- U2XMP.ProximitySensorController
Direct Known Subclasses:
AutoTurretController
@ActionState Source code |
state @ActionState extends @TrackingTargetState
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BeginState, CanPerformAction, EndState, GetFireOffset, GetStraightAheadLocation, OKToHit, PerformAction, Possess, SetDesiredAimingLocation, SetTargetingEffect, StopAction, UpdateAiming, ValidEnemy |
const ActionLabel = 'Action';
const ActionState = 'Action';
const BeginLabel = 'Begin';
const DeactivatedState = 'Deactivated';
const ScanningState = 'Scanning';
const TL_LockedOn = 3;
const TL_Off = 0;
const TL_Scanning = 1;
const TL_Tracking = 2;
const TrackingTargetState = 'TrackingTarget';
var float CheckFOVRate;
var float NextCheckFOVTime;
function Activate ( ) )
BeginState @ActionState Source code
event BeginState ( ) )
BeginState @DeactivatedState Source code
event BeginState ( ) )
BeginState @ScanningState Source code
event BeginState ( ) )
BeginState @TrackingTargetState Source code
event BeginState ( ) )
function bool CanPerformAction ( ) )
function DeActivate ( ) )
event EndState ( ) )
EndState @ScanningState Source code
event EndState ( ) )
EndState @TrackingTargetState Source code
event EndState ( ) )
EnemyInvalid @TrackingTargetState Source code
event EnemyInvalid ( ) )
EnemyNotVisible @TrackingTargetState Source code
event EnemyNotVisible ( ) )
EnemyRangeTransition @TrackingTargetState Source code
event EnemyRangeTransition ( float Distance ) )
function float GetTrackingRange ( ) )
function HandleEnemyLost ( ) )
function bool InVisibilityCone (
Pawn Instigator ) )
function NotifyDeployed ( ) )
PerformAction @ActionState Source code
function PerformAction ( ) )
function Possess (
Pawn P ) )
event SeeEnemy (
Pawn Seen ) )
SeeEnemy @ScanningState Source code
event SeeEnemy (
Pawn Seen ) )
function SetTargetingEffect ( int TrackLevel )
StopAction @ActionState Source code
function StopAction ( )
Tick @TrackingTargetState Source code
simulated event Tick ( float DeltaTime ) )
defaultproperties
{
CheckFOVRate=0.500000
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}
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Creation time: sk 3-1-2016 10:48:32.214 - Created with
UnCodeX