- Extends
- ScriptedPawn
- Modifiers
- abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- UnrealI.ScriptedPawn
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+-- UnrealI.Bots
Direct Known Subclasses:
HumanBot, SkaarjPlayerBot
Inherited Variables from UnrealI.ScriptedPawn |
Acquire, Aggressiveness, bCanBePissed, bCanDuck, bCanFire, bCanSpeak, bChangeDir, bClearShot, bCrouching, bDelayedPatrol, bFiringPaused, bFirstHatePlayer, bFirstShot, bFrustrated, bGreenBlood, bHasRangedAttack, bHateWhenTriggered, bIgnoreFriends, bInitialFear, bIsBoss, bIsSpeaking, bIsWuss, bLeadTarget, bMoraleBoosted, bMovingRangedAttack, bNoWait, bQuiet, bReadyToAttack, bSpecialGoal, bSpecialPausing, bStrafeDir, bTeamLeader, bTeamSpeaking, bWarnTarget, CarcassType, Fear, FirstHatePlayerEvent, Hated, HidingSpot, HuntStartTime, LastPainAnim, LastPainTime, NextAnim, numHuntPaths, OldEnemy, OrderObject, Orders, OrderTag, ProjectileSpeed, RangedProjectile, ReFireRate, Roam, RoamStartTime, TeamID, TeamLeader, TeamTag, Threaten, TimeBetweenAttacks, WalkingSpeed |
Inherited Variables from Engine.Pawn |
AccelRate, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFromWall, bHitSlopedWall, bHunting, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStrafe, bUpAndOut, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MinHitWall, MoveTarget, MoveTimer, NextLabel, nextPawn, NextState, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OrthoZoom, PainTime, PendingWeapon, PeripheralVision, PlayerName, ReducedDamagePct, ReducedDamageType, score, SecretCount, SelectedItem, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialPause, SpeechTime, SplashTime, Stimulus, Team, TeamName, UnderWaterTime, ViewRotation, Visibility, WalkBob, WaterSpeed, WaterStep, Weapon |
Functions Summary |
| bool | AdjustHitLocation (out vector HitLocation, vector TraceDir)
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| | AdjustSkill (bool bWinner)
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| | AnimEnd () FindAir |
| | AnimEnd () Hunting |
| | AnimEnd () RangedAttack |
| | AnimEnd () Retreating |
| | AnimEnd () Roaming |
| | AnnoyedBy (Pawn Other)
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| eAttitude | AttitudeTo (Pawn Other)
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| | BeginState () Dying |
| | BeginState () FallingState |
| | BeginState () MeleeAttack |
| | BeginState () RangedAttack |
| | BeginState () Retreating |
| | BeginState () Roaming |
| | Bump (actor Other) Hunting |
| | Bump (actor Other) Retreating |
| | Bump (actor Other) Roaming |
| | CallForHelp ()
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| bool | CanFireAtEnemy ()
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| | ChangedWeapon ()
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| | EndState () MeleeAttack |
| | EndState () Roaming |
| | EnemyNotVisible () FindAir |
| | EnemyNotVisible () TacticalMove |
| | FireWeapon ()
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| | Gasp ()
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| bool | Gibbed ()
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| | HandleHelpMessageFrom (Pawn Other)
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| | HandleHelpMessageFrom (Pawn Other) Roaming |
| | HeadZoneChange (ZoneInfo newHeadZone) FindAir |
| | HearNoise (float Loudness, Actor NoiseMaker) Retreating |
| | HitWall (vector HitNormal, actor Wall) FindAir |
| | HitWall (vector HitNormal, actor Wall) Retreating |
| | HitWall (vector HitNormal, actor Wall) Roaming |
| | KeepAttacking () MeleeAttack |
| | KeepAttacking () RangedAttack |
| | Killed (pawn Killer, pawn Other, name damageType)
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| | Landed (vector HitNormal) FallingState |
| | PainTimer ()
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| | PainTimer () TacticalMove |
| | PickDestination (bool bNoCharge) FindAir |
| | PickDestination () Retreating |
| | PickDestination () Roaming |
| | PickDestination (bool bNoCharge) TacticalMove |
| | PlayAcquisitionSound ()
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| | PlayCombatMove ()
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| | PlayDodge (bool bDuckLeft)
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| | PlayDyingSound ()
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| | PlayFearSound ()
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| | PlayFootStep ()
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| | PlayMeleeAttack ()
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| | PlayMovingAttack ()
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| | PlayOutOfWater ()
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| | PlayRangedAttack ()
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| | PlayRoamingSound ()
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| | PlayTakeHitSound (int damage, name damageType, int Mult)
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| | PlayThreateningSound ()
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| | PreBeginPlay ()
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| | PreSetMovement ()
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| | ReSetSkill ()
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| | ReStartPlayer () Dying |
| | SeePlayer (Actor SeenPlayer) Retreating |
| | SetFall ()
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| | SetFall () Retreating |
| | SetFall () Roaming |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Dying |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) FindAir |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Retreating |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Roaming |
| | Timer () FallingState |
| | Timer () FindAir |
| | Timer () Retreating |
| | Timer () Roaming |
| | TryToDuck (vector duckDir, bool bReversed)
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| bool | TryToward (inventory Inv, float Weight) TacticalMove |
| | UpdateEyeHeight (float DeltaTime)
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| | WhatToDoNext (name LikelyState, name LikelyLabel)
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| string | [ (] KillMessage(name damageType, pawn Other)
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Inherited Functions from UnrealI.ScriptedPawn |
AdjustAim, adjustJump, AdjustToss, AlarmDone, AnimEnd, AnnoyedBy, AttitudeTo, AttitudeToCreature, AttitudeWithFear, BeginState, Bump, CanFireAtEnemy, CanStakeOut, ChangeDestination, ChooseAttackMode, ChooseLeaderAttack, ChooseTeamAttackFor, damageAttitudeTo, EndState, EnemyAcquired, EnemyNotVisible, Falling, FearThisSpot, FindAlarm, FindAmbush, FindBestPathToward, FindNextPatrol, FindShootTarget, FindViewSpot, FireProjectile, FireWeapon, Gibbed, GiveUpTactical, HearNoise, HitWall, InitAmbushLoc, InitPatrolLoc, JumpOffPawn, JumpOutOfWater, KeepAttacking, Killed, Landed, LongFall, MayFall, MeleeDamageTarget, NearWall, NeedToTurn, PickDestination, PickGuardDestination, PickNextSpot, PickThreatenDestination, PlayAcquisitionSound, PlayChallenge, PlayCombatMove, PlayDeathHit, PlayFearSound, PlayFiring, PlayGutHit, PlayHeadHit, PlayHit, PlayHitAnim, PlayLeftHit, PlayMeleeAttack, PlayRangedAttack, PlayRightHit, PlayRoamingSound, PlayThreateningSound, PlayWaitAround, PreBeginPlay, ReachedHome, RelativeStrength, SeePlayer, SetAlarm, SetAlertness, SetEnemy, SetFall, SetHome, SetMovementPhysics, SetTeam, SpawnCarcass, SpawnGibbedCarcass, Speak, SpeakOrderTo, SpeakTo, StartRoaming, StopFiring, StopWaiting, StrafeAdjust, StrafeFromDamage, TakeDamage, TestDirection, Timer, Touch, Trigger, TriggerFirstHate, TryToCrouch, TryToDuck, ValidRecovery, WarnTarget, WhatToDoNext, ZoneChange |
Inherited Functions from Engine.Pawn |
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustHitLocation, AdjustToss, BaseChange, BeginState, CanSee, ChangedWeapon, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientReStart, ClientSetRotation, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, Gibbed, gibbedBy, GrabDecoration, HeadZoneChange, HearNoise, HidePlayer, JumpOffPawn, Killed, Landed, LineOfSightTo, LongFall, MayFall, MoveTo, MoveToward, NextItem, PainTimer, PickAnyTarget, PickTarget, PickWallAdjust, PlayBigDeath, PlayCrawling, PlayDeathHit, PlayDive, PlayDuck, PlayDying, PlayerTimeOut, PlayFiring, PlayGutDeath, PlayGutHit, PlayHeadDeath, PlayHeadHit, PlayHit, PlayInAir, PlayLanded, PlayLeftDeath, PlayLeftHit, PlayMovingAttack, PlayOutOfWater, PlayPatrolStop, PlayRightDeath, PlayRightHit, PlayRunning, PlayTakeHit, PlayTakeHitSound, PlayThreatening, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PreBeginPlay, PreSetMovement, RemovePawn, SeePlayer, SetMovementPhysics, SpawnCarcass, SpawnGibbedCarcass, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UpdateEyeHeight, WaitForLanding, WarnTarget, [ |
var bool bCamping;
var bool bGathering;
var bool bNoShootDecor;
var float LastInvFind;
var float PlayerDeaths;
var float PlayerKills;
Sounds
var(Sounds) sound breathagain;
var(Sounds) sound Die2;
var(Sounds) sound Die3;
var(Sounds) sound Die4;
var(Sounds) sound drown;
var(Sounds) sound Footstep1;
var(Sounds) sound Footstep2;
var(Sounds) sound Footstep3;
var(Sounds) sound GaspSound;
var(Sounds) sound HitSound3;
var(Sounds) sound HitSound4;
var(Sounds) sound LandGrunt;
var(Sounds) sound UWHit1;
var(Sounds) sound UWHit2;
function bool AdjustHitLocation (
out vector HitLocation,
vector TraceDir )
function AdjustSkill ( bool bWinner )
function AnimEnd ( )
function AnimEnd ( )
function AnimEnd ( )
function AnimEnd ( )
function AnimEnd ( )
function AnnoyedBy (
Pawn Other )
function BeginState ( )
BeginState FallingState Source code
function BeginState ( )
BeginState MeleeAttack Source code
function BeginState ( )
BeginState RangedAttack Source code
function BeginState ( )
function BeginState ( )
function BeginState ( )
function Bump (
actor Other )
function Bump (
actor Other )
function Bump (
actor Other )
function CallForHelp ( )
function bool CanFireAtEnemy ( )
function ChangedWeapon ( )
function EndState ( )
function EndState ( )
EnemyNotVisible FindAir Source code
function EnemyNotVisible ( )
EnemyNotVisible TacticalMove Source code
function EnemyNotVisible ( )
function FireWeapon ( )
function Gasp ( )
function bool Gibbed ( )
function HandleHelpMessageFrom (
Pawn Other )
HandleHelpMessageFrom Roaming Source code
function HandleHelpMessageFrom (
Pawn Other )
HeadZoneChange FindAir Source code
function HeadZoneChange (
ZoneInfo newHeadZone )
function HearNoise (
float Loudness,
Actor NoiseMaker )
KeepAttacking MeleeAttack Source code
function KeepAttacking ( )
KeepAttacking RangedAttack Source code
function KeepAttacking ( )
function Landed (
vector HitNormal )
function PainTimer ( )
PainTimer TacticalMove Source code
function PainTimer ( )
PickDestination FindAir Source code
function PickDestination ( bool bNoCharge )
PickDestination Retreating Source code
function PickDestination ( )
PickDestination Roaming Source code
function PickDestination ( )
PickDestination TacticalMove Source code
function PickDestination ( bool bNoCharge )
function PlayAcquisitionSound ( )
function PlayCombatMove ( )
function PlayDodge ( bool bDuckLeft )
function PlayDyingSound ( )
function PlayFearSound ( )
simulated function PlayFootStep ( )
function PlayMeleeAttack ( )
function PlayMovingAttack ( )
function PlayOutOfWater ( )
function PlayRangedAttack ( )
function PlayRoamingSound ( )
function PlayTakeHitSound (
int damage,
name damageType,
int Mult )
function PlayThreateningSound ( )
function PreBeginPlay ( )
function PreSetMovement ( )
function ReSetSkill ( )
function ReStartPlayer ( )
function SeePlayer (
Actor SeenPlayer )
function SetFall ( )
function SetFall ( )
function SetFall ( )
function Timer ( )
function Timer ( )
function Timer ( )
function Timer ( )
function TryToDuck (
vector duckDir,
bool bReversed )
TryToward TacticalMove Source code
function bool TryToward (
inventory Inv,
float Weight )
event UpdateEyeHeight ( float DeltaTime )
function WhatToDoNext ( name LikelyState, name LikelyLabel )
Creation time: za 22-4-2006 12:53:38.843 - Created with
UnCodeX