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UnrealI.Bots

Extends
ScriptedPawn
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealI.ScriptedPawn
         |   
         +-- UnrealI.Bots

Direct Known Subclasses:

HumanBot, SkaarjPlayerBot

Variables Summary
boolbCamping
boolbGathering
boolbNoShootDecor
WeaponEnemyDropped
floatLastInvFind
floatPlayerDeaths
floatPlayerKills
Sounds
soundbreathagain
soundDie2
soundDie3
soundDie4
sounddrown
soundFootstep1
soundFootstep2
soundFootstep3
soundGaspSound
soundHitSound3
soundHitSound4
soundLandGrunt
soundUWHit1
soundUWHit2
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

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence

Functions Summary
functionbool AdjustHitLocation (out vector HitLocation, vector TraceDir)
function AdjustSkill (bool bWinner)
function AnimEnd ()
FindAir
function AnimEnd ()
Hunting
function AnimEnd ()
RangedAttack
function AnimEnd ()
Retreating
function AnimEnd ()
Roaming
function AnnoyedBy (Pawn Other)
functioneAttitude AttitudeTo (Pawn Other)
function BeginState ()
Dying
function BeginState ()
FallingState
function BeginState ()
MeleeAttack
function BeginState ()
RangedAttack
function BeginState ()
Retreating
function BeginState ()
Roaming
function Bump (actor Other)
Hunting
function Bump (actor Other)
Retreating
function Bump (actor Other)
Roaming
function CallForHelp ()
functionbool CanFireAtEnemy ()
function ChangedWeapon ()
function EndState ()
MeleeAttack
function EndState ()
Roaming
function EnemyNotVisible ()
FindAir
function EnemyNotVisible ()
TacticalMove
function FireWeapon ()
function Gasp ()
functionbool Gibbed ()
function HandleHelpMessageFrom (Pawn Other)
function HandleHelpMessageFrom (Pawn Other)
Roaming
function HeadZoneChange (ZoneInfo newHeadZone)
FindAir
function HearNoise (float Loudness, Actor NoiseMaker)
Retreating
function HitWall (vector HitNormal, actor Wall)
FindAir
function HitWall (vector HitNormal, actor Wall)
Retreating
function HitWall (vector HitNormal, actor Wall)
Roaming
function KeepAttacking ()
MeleeAttack
function KeepAttacking ()
RangedAttack
function Killed (pawn Killer, pawn Other, name damageType)
function Landed (vector HitNormal)
FallingState
function PainTimer ()
function PainTimer ()
TacticalMove
function PickDestination (bool bNoCharge)
FindAir
function PickDestination ()
Retreating
function PickDestination ()
Roaming
function PickDestination (bool bNoCharge)
TacticalMove
function PlayAcquisitionSound ()
function PlayCombatMove ()
function PlayDodge (bool bDuckLeft)
function PlayDyingSound ()
function PlayFearSound ()
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 ()
Dying
function SeePlayer (Actor SeenPlayer)
Retreating
function SetFall ()
function SetFall ()
Retreating
function SetFall ()
Roaming
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Dying
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
FindAir
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Retreating
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Roaming
function Timer ()
FallingState
function Timer ()
FindAir
function Timer ()
Retreating
function Timer ()
Roaming
function TryToDuck (vector duckDir, bool bReversed)
functionbool TryToward (inventory Inv, float Weight)
TacticalMove
event UpdateEyeHeight (float DeltaTime)
function WhatToDoNext (name LikelyState, name LikelyLabel)
functionstring [ (] KillMessage(name damageType, pawn Other)
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, [

States Summary
Dying Source code
state Dying
BeginState, ReStartPlayer, TakeDamage
FallingState Source code
state FallingState
BeginState, Landed, Timer
FindAir Source code
state FindAir
AnimEnd, EnemyNotVisible, HeadZoneChange, HitWall, PickDestination, TakeDamage, Timer
GameEnded Source code
state GameEnded
Hunting Source code
state Hunting
AnimEnd, Bump
MeleeAttack Source code
state MeleeAttack
BeginState, EndState, KeepAttacking
RangedAttack Source code
state RangedAttack
AnimEnd, BeginState, KeepAttacking
Retreating Source code
state Retreating
AnimEnd, BeginState, Bump, HearNoise, HitWall, PickDestination, SeePlayer, SetFall, TakeDamage, Timer
Roaming Source code
state Roaming
AnimEnd, BeginState, Bump, EndState, HandleHelpMessageFrom, HitWall, PickDestination, SetFall, TakeDamage, Timer
TacticalMove Source code
state TacticalMove
EnemyNotVisible, PainTimer, PickDestination, TryToward
Wandering Source code
state Wandering


Variables Detail

bCamping Source code

var bool bCamping;

bGathering Source code

var bool bGathering;

bNoShootDecor Source code

var bool bNoShootDecor;

EnemyDropped Source code

var Weapon EnemyDropped;

LastInvFind Source code

var float LastInvFind;

PlayerDeaths Source code

var float PlayerDeaths;

PlayerKills Source code

var float PlayerKills;

Sounds

breathagain Source code

var(Sounds) sound breathagain;

Die2 Source code

var(Sounds) sound Die2;

Die3 Source code

var(Sounds) sound Die3;

Die4 Source code

var(Sounds) sound Die4;

drown Source code

var(Sounds) sound drown;

Footstep1 Source code

var(Sounds) sound Footstep1;

Footstep2 Source code

var(Sounds) sound Footstep2;

Footstep3 Source code

var(Sounds) sound Footstep3;

GaspSound Source code

var(Sounds) sound GaspSound;

HitSound3 Source code

var(Sounds) sound HitSound3;

HitSound4 Source code

var(Sounds) sound HitSound4;

LandGrunt Source code

var(Sounds) sound LandGrunt;

UWHit1 Source code

var(Sounds) sound UWHit1;

UWHit2 Source code

var(Sounds) sound UWHit2;


Functions Detail

AdjustHitLocation Source code

function bool AdjustHitLocation ( out vector HitLocation, vector TraceDir )

AdjustSkill Source code

function AdjustSkill ( bool bWinner )

AnimEnd FindAir Source code

function AnimEnd ( )

AnimEnd Hunting Source code

function AnimEnd ( )

AnimEnd RangedAttack Source code

function AnimEnd ( )

AnimEnd Retreating Source code

function AnimEnd ( )

AnimEnd Roaming Source code

function AnimEnd ( )

AnnoyedBy Source code

function AnnoyedBy ( Pawn Other )

AttitudeTo Source code

function eAttitude AttitudeTo ( Pawn Other )

BeginState Dying Source code

function BeginState ( )

BeginState FallingState Source code

function BeginState ( )

BeginState MeleeAttack Source code

function BeginState ( )

BeginState RangedAttack Source code

function BeginState ( )

BeginState Retreating Source code

function BeginState ( )

BeginState Roaming Source code

function BeginState ( )

Bump Hunting Source code

function Bump ( actor Other )

Bump Retreating Source code

function Bump ( actor Other )

Bump Roaming Source code

function Bump ( actor Other )

CallForHelp Source code

function CallForHelp ( )

CanFireAtEnemy Source code

function bool CanFireAtEnemy ( )

ChangedWeapon Source code

function ChangedWeapon ( )

EndState MeleeAttack Source code

function EndState ( )

EndState Roaming Source code

function EndState ( )

EnemyNotVisible FindAir Source code

function EnemyNotVisible ( )

EnemyNotVisible TacticalMove Source code

function EnemyNotVisible ( )

FireWeapon Source code

function FireWeapon ( )

Gasp Source code

function Gasp ( )

Gibbed Source code

function bool Gibbed ( )

HandleHelpMessageFrom Source code

function HandleHelpMessageFrom ( Pawn Other )

HandleHelpMessageFrom Roaming Source code

function HandleHelpMessageFrom ( Pawn Other )

HeadZoneChange FindAir Source code

function HeadZoneChange ( ZoneInfo newHeadZone )

HearNoise Retreating Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

HitWall FindAir Source code

function HitWall ( vector HitNormal, actor Wall )

HitWall Retreating Source code

function HitWall ( vector HitNormal, actor Wall )

HitWall Roaming Source code

function HitWall ( vector HitNormal, actor Wall )

KeepAttacking MeleeAttack Source code

function KeepAttacking ( )

KeepAttacking RangedAttack Source code

function KeepAttacking ( )

Killed Source code

function Killed ( pawn Killer, pawn Other, name damageType )

Landed FallingState Source code

function Landed ( vector HitNormal )

PainTimer Source code

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 )

PlayAcquisitionSound Source code

function PlayAcquisitionSound ( )

PlayCombatMove Source code

function PlayCombatMove ( )

PlayDodge Source code

function PlayDodge ( bool bDuckLeft )

PlayDyingSound Source code

function PlayDyingSound ( )

PlayFearSound Source code

function PlayFearSound ( )

PlayFootStep Source code

simulated function PlayFootStep ( )

PlayMeleeAttack Source code

function PlayMeleeAttack ( )

PlayMovingAttack Source code

function PlayMovingAttack ( )

PlayOutOfWater Source code

function PlayOutOfWater ( )

PlayRangedAttack Source code

function PlayRangedAttack ( )

PlayRoamingSound Source code

function PlayRoamingSound ( )

PlayTakeHitSound Source code

function PlayTakeHitSound ( int damage, name damageType, int Mult )

PlayThreateningSound Source code

function PlayThreateningSound ( )

PreBeginPlay Source code

function PreBeginPlay ( )

PreSetMovement Source code

function PreSetMovement ( )

ReSetSkill Source code

function ReSetSkill ( )

ReStartPlayer Dying Source code

function ReStartPlayer ( )

SeePlayer Retreating Source code

function SeePlayer ( Actor SeenPlayer )

SetFall Source code

function SetFall ( )

SetFall Retreating Source code

function SetFall ( )

SetFall Roaming Source code

function SetFall ( )

TakeDamage Dying Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )

TakeDamage FindAir Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )

TakeDamage Retreating Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )

TakeDamage Roaming Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )

Timer FallingState Source code

function Timer ( )

Timer FindAir Source code

function Timer ( )

Timer Retreating Source code

function Timer ( )

Timer Roaming Source code

function Timer ( )

TryToDuck Source code

function TryToDuck ( vector duckDir, bool bReversed )

TryToward TacticalMove Source code

function bool TryToward ( inventory Inv, float Weight )

UpdateEyeHeight Source code

event UpdateEyeHeight ( float DeltaTime )

WhatToDoNext Source code

function WhatToDoNext ( name LikelyState, name LikelyLabel )

[ Source code

function string [ ( ] KillMessage(name damageType, pawn Other )



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Creation time: za 22-4-2006 12:53:38.843 - Created with UnCodeX