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Core.Object | +-- Engine.Actor | +-- Engine.Pawn | +-- UnrealI.ScriptedPawn
Bots, Brute, Cow, DevilFish, Fly, Gasbag, Krall, Manta, Mercenary, Nali, Pupae, Queen, Skaarj, Slith, Squid, Tentacle, Titan, Warlord
Enumerations Summary |
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Inherited Enumerations from Engine.Pawn |
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EAttitude, EIntelligence |
Inherited Enumerations from Engine.Actor |
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EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Structures Summary |
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Inherited Structures from Engine.Actor |
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PointRegion |
Functions Summary | ||
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rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget) | |
rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget) StakeOut | |
adjustJump () FallingState | ||
rotator | AdjustToss (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget) | |
AlarmDone () TriggerAlarm | ||
AnimEnd () Ambushing | ||
AnimEnd () Charging | ||
AnimEnd () Greeting | ||
AnimEnd () Guarding | ||
AnimEnd () Hunting | ||
AnimEnd () MeleeAttack | ||
AnimEnd () Patroling | ||
AnimEnd () RangedAttack | ||
AnimEnd () Retreating | ||
AnimEnd () TacticalMove | ||
AnimEnd () TriggerAlarm | ||
AnimEnd () Waiting | ||
AnimEnd () Wandering | ||
AnnoyedBy (Pawn Other) | ||
eAttitude | AttitudeTo (Pawn Other) | |
eAttitude | AttitudeToCreature (Pawn Other) | |
eAttitude | AttitudeWithFear () | |
BeginState () Acquisition | ||
BeginState () AlarmPaused | ||
BeginState () Ambushing | ||
BeginState () Attacking | ||
BeginState () Charging | ||
BeginState () FallingState | ||
BeginState () Guarding | ||
BeginState () Hunting | ||
BeginState () MeleeAttack | ||
BeginState () Patroling | ||
BeginState () RangedAttack | ||
BeginState () Retreating | ||
BeginState () Roaming | ||
BeginState () StakeOut | ||
BeginState () StartUp | ||
BeginState () TacticalMove | ||
BeginState () TakeHit | ||
BeginState () Threatening | ||
BeginState () TriggerAlarm | ||
BeginState () VictoryDance | ||
BeginState () Waiting | ||
BeginState () Wandering | ||
Bump (actor Other) | ||
Bump (actor Other) AlarmPaused | ||
Bump (actor Other) Greeting | ||
Bump (actor Other) Retreating | ||
Bump (Actor Other) Roaming | ||
Bump (actor Other) TriggerAlarm | ||
Bump (actor Other) Waiting | ||
bool | CanFireAtEnemy () | |
bool | CanStakeOut () | |
ChangeDestination () Retreating | ||
ChooseAttackMode () Attacking | ||
ChooseLeaderAttack () | ||
bool | ChooseTeamAttackFor (ScriptedPawn TeamMember) | |
damageAttitudeTo (pawn Other) | ||
EndState () Charging | ||
EndState () FallingState | ||
EndState () Hunting | ||
EndState () RangedAttack | ||
EndState () StakeOut | ||
EndState () TacticalMove | ||
EndState () Threatening | ||
EndState () Wandering | ||
EnemyAcquired () | ||
EnemyAcquired () Ambushing | ||
EnemyAcquired () FallingState | ||
EnemyAcquired () Greeting | ||
EnemyAcquired () Guarding | ||
EnemyAcquired () Patroling | ||
EnemyAcquired () Roaming | ||
EnemyAcquired () Threatening | ||
EnemyAcquired () VictoryDance | ||
EnemyAcquired () Waiting | ||
EnemyAcquired () Wandering | ||
EnemyNotVisible () AlarmPaused | ||
EnemyNotVisible () Attacking | ||
EnemyNotVisible () Charging | ||
EnemyNotVisible () FallingState | ||
EnemyNotVisible () MeleeAttack | ||
EnemyNotVisible () RangedAttack | ||
EnemyNotVisible () TacticalMove | ||
EnemyNotVisible () Threatening | ||
EnemyNotVisible () TriggerAlarm | ||
Falling () | ||
FearThisSpot (FearSpot aSpot) | ||
FearThisSpot (FearSpot aSpot) Charging | ||
FearThisSpot (FearSpot aSpot) Hunting | ||
FearThisSpot (FearSpot aSpot) Roaming | ||
FearThisSpot (FearSpot aSpot) TacticalMove | ||
FearThisSpot (FearSpot aSpot) Wandering | ||
FindAlarm () TriggerAlarm | ||
FindAmbush () Ambushing | ||
bool | FindBestPathToward (actor desired) | |
FindNextPatrol () Patroling | ||
FindShootTarget () AlarmPaused | ||
bool | FindViewSpot () Hunting | |
FireProjectile (vector StartOffset, float Accuracy) | ||
FireWeapon () | ||
bool | Gibbed () | |
GiveUpTactical (bool bNoCharge) TacticalMove | ||
HearNoise (float Loudness, Actor NoiseMaker) | ||
HearNoise (float Loudness, Actor NoiseMaker) Acquisition | ||
HearNoise (float Loudness, Actor NoiseMaker) Hunting | ||
HearNoise (float Loudness, Actor NoiseMaker) StakeOut | ||
HitWall (vector HitNormal, actor Wall) Charging | ||
HitWall (vector HitNormal, actor Wall) Guarding | ||
HitWall (vector HitNormal, actor Wall) Hunting | ||
HitWall (vector HitNormal, actor Wall) Patroling | ||
HitWall (vector HitNormal, actor Wall) Retreating | ||
HitWall (vector HitNormal, actor Wall) Roaming | ||
HitWall (vector HitNormal, actor Wall) TacticalMove | ||
HitWall (vector HitNormal, actor Wall) Wandering | ||
InitAmbushLoc () StartUp | ||
InitPatrolLoc () StartUp | ||
JumpOffPawn () | ||
JumpOutOfWater (vector jumpDir) | ||
KeepAttacking () MeleeAttack | ||
KeepAttacking () RangedAttack | ||
Killed (pawn Killer, pawn Other, name damageType) | ||
Landed (vector HitNormal) Ambushing | ||
Landed (vector HitNormal) FallingState | ||
Landed (vector HitNormal) Greeting | ||
Landed (vector HitNormal) TakeHit | ||
Landed (vector HitNormal) Waiting | ||
LongFall () | ||
MayFall () Charging | ||
MayFall () Hunting | ||
bool | MeleeDamageTarget (int hitdamage, vector pushdir) | |
bool | NearWall (float walldist) | |
bool | NeedToTurn (vector targ) | |
PickDestination () Guarding | ||
PickDestination () Hunting | ||
PickDestination () Patroling | ||
PickDestination () Retreating | ||
PickDestination () Roaming | ||
PickDestination (bool bNoCharge) TacticalMove | ||
PickDestination () VictoryDance | ||
PickDestination () Wandering | ||
PickGuardDestination () Threatening | ||
PickNextSpot () Retreating | ||
PickThreatenDestination () Threatening | ||
PlayAcquisitionSound () | ||
PlayChallenge () | ||
PlayCombatMove () | ||
PlayDeathHit (float Damage, vector HitLocation, name damageType) | ||
PlayFearSound () | ||
PlayFiring () | ||
PlayGutHit (float tweentime) | ||
PlayHeadHit (float tweentime) | ||
PlayHit (float Damage, vector HitLocation, name damageType, float MomentumZ) | ||
PlayHitAnim (vector HitLocation, float Damage) | ||
PlayHitAnim (vector HitLocation, float Damage) TakeHit | ||
PlayLeftHit (float tweentime) | ||
PlayMeleeAttack () | ||
PlayRangedAttack () | ||
PlayRightHit (float tweentime) | ||
PlayRoamingSound () | ||
PlayThreateningSound () | ||
PlayWaitAround () AlarmPaused | ||
PreBeginPlay () | ||
ReachedHome () Retreating | ||
float | RelativeStrength (Pawn Other) | |
SeePlayer (Actor SeenPlayer) | ||
SeePlayer (Actor SeenPlayer) Acquisition | ||
SeePlayer (Actor SeenPlayer) AlarmPaused | ||
SeePlayer (Actor SeenPlayer) FallingState | ||
SetAlarm () StartUp | ||
SetAlertness (float NewAlertness) | ||
bool | SetEnemy (Pawn NewEnemy) | |
bool | SetEnemy (Pawn NewEnemy) FallingState | |
bool | SetEnemy (Pawn NewEnemy) Hunting | |
bool | SetEnemy (Pawn NewEnemy) StakeOut | |
SetFall () | ||
SetFall () AlarmPaused | ||
SetFall () Ambushing | ||
SetFall () Charging | ||
SetFall () FallingState | ||
SetFall () Guarding | ||
SetFall () Hunting | ||
SetFall () Patroling | ||
SetFall () Retreating | ||
SetFall () Roaming | ||
SetFall () StakeOut | ||
SetFall () TacticalMove | ||
SetFall () TriggerAlarm | ||
SetFall () Wandering | ||
SetHome () StartUp | ||
SetMovementPhysics () | ||
SetTeam () StartUp | ||
Carcass | SpawnCarcass () | |
SpawnGibbedCarcass () | ||
Speak () | ||
SpeakOrderTo (ScriptedPawn TeamMember) | ||
SpeakTo (ScriptedPawn Other) | ||
StartRoaming () | ||
StopFiring () | ||
StopWaiting () RangedAttack | ||
float | StrafeAdjust () | |
bool | StrafeFromDamage (vector momentum, float Damage, ame DamageType, bool bFindDest) | |
bool | StrafeFromDamage (vector momentum, float Damage, name DamageType, bool bFindDest) Charging | |
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Acquisition | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) AlarmPaused | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Ambushing | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Charging | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) FallingState | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Greeting | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Guarding | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Hunting | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) MeleeAttack | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Patroling | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) RangedAttack | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Retreating | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Roaming | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) StakeOut | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) TacticalMove | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) TakeHit | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Threatening | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) TriggerAlarm | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) VictoryDance | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Waiting | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Wandering | ||
bool | TestDirection (vector dir, out vector pick) Wandering | |
Timer () AlarmPaused | ||
Timer () Ambushing | ||
Timer () Attacking | ||
Timer () Charging | ||
Timer () FallingState | ||
Timer () Greeting | ||
Timer () Guarding | ||
Timer () Hunting | ||
Timer () Patroling | ||
Timer () RangedAttack | ||
Timer () Retreating | ||
Timer () Roaming | ||
Timer () StakeOut | ||
Timer () TacticalMove | ||
Timer () TakeHit | ||
Timer () Waiting | ||
Timer () Wandering | ||
Touch (actor Other) TriggerAlarm | ||
Trigger (actor Other, pawn EventInstigator) | ||
Trigger (actor Other, pawn EventInstigator) Patroling | ||
Trigger (actor Other, pawn EventInstigator) Threatening | ||
TriggerFirstHate () | ||
bool | TryToCrouch () | |
TryToDuck (vector DuckDir, bool bReversed) | ||
bool | ValidRecovery () TacticalMove | |
WarnTarget (Pawn shooter, float projSpeed, vector FireDir) | ||
WarnTarget (Pawn shooter, float projSpeed, vector FireDir) Acquisition | ||
WhatToDoNext (name LikelyState, name LikelyLabel) | ||
ZoneChange (ZoneInfo newZone) | ||
ZoneChange (ZoneInfo newZone) FallingState |
States Summary |
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Acquisition Source code |
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state Acquisition |
BeginState, HearNoise, SeePlayer, TakeDamage, WarnTarget |
AlarmPaused Source code |
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state AlarmPaused |
BeginState, Bump, EnemyNotVisible, FindShootTarget, PlayWaitAround, SeePlayer, SetFall, TakeDamage, Timer |
Ambushing Source code |
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state Ambushing |
AnimEnd, BeginState, EnemyAcquired, FindAmbush, Landed, SetFall, TakeDamage, Timer |
Attacking Source code |
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state Attacking |
BeginState, ChooseAttackMode, EnemyNotVisible, Timer |
Charging Source code |
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state Charging |
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, HitWall, MayFall, SetFall, StrafeFromDamage, TakeDamage, Timer |
FallingState Source code |
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state FallingState |
adjustJump, BeginState, EndState, EnemyAcquired, EnemyNotVisible, Landed, SeePlayer, SetEnemy, SetFall, TakeDamage, Timer, ZoneChange |
Greeting Source code |
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state Greeting |
AnimEnd, Bump, EnemyAcquired, Landed, TakeDamage, Timer |
Guarding Source code |
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state Guarding |
AnimEnd, BeginState, EnemyAcquired, HitWall, PickDestination, SetFall, TakeDamage, Timer |
Hunting Source code |
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state Hunting |
AnimEnd, BeginState, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer |
MeleeAttack Source code |
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state MeleeAttack |
AnimEnd, BeginState, EnemyNotVisible, KeepAttacking, TakeDamage |
Patroling Source code |
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state Patroling |
AnimEnd, BeginState, EnemyAcquired, FindNextPatrol, HitWall, PickDestination, SetFall, TakeDamage, Timer, Trigger |
RangedAttack Source code |
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state RangedAttack |
AnimEnd, BeginState, EndState, EnemyNotVisible, KeepAttacking, StopWaiting, TakeDamage, Timer |
Retreating Source code |
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state Retreating |
AnimEnd, BeginState, Bump, ChangeDestination, HitWall, PickDestination, PickNextSpot, ReachedHome, SetFall, TakeDamage, Timer |
Roaming Source code |
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state Roaming |
BeginState, Bump, EnemyAcquired, FearThisSpot, HitWall, PickDestination, SetFall, TakeDamage, Timer |
StakeOut Source code |
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state StakeOut |
AdjustAim, BeginState, EndState, HearNoise, SetEnemy, SetFall, TakeDamage, Timer |
StartUp Source code |
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auto state StartUp |
BeginState, InitAmbushLoc, InitPatrolLoc, SetAlarm, SetHome, SetTeam |
TacticalMove Source code |
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state TacticalMove |
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, GiveUpTactical, HitWall, PickDestination, SetFall, TakeDamage, Timer, ValidRecovery |
TakeHit Source code |
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state TakeHit |
BeginState, Landed, PlayHitAnim, TakeDamage, Timer |
Threatening Source code |
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state Threatening |
BeginState, EndState, EnemyAcquired, EnemyNotVisible, PickGuardDestination, PickThreatenDestination, TakeDamage, Trigger |
TriggerAlarm Source code |
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state TriggerAlarm |
AlarmDone, AnimEnd, BeginState, Bump, EnemyNotVisible, FindAlarm, SetFall, TakeDamage, Touch |
VictoryDance Source code |
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state VictoryDance |
BeginState, EnemyAcquired, PickDestination, TakeDamage |
Waiting Source code |
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state Waiting |
AnimEnd, BeginState, Bump, EnemyAcquired, Landed, TakeDamage, Timer |
Wandering Source code |
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state Wandering |
AnimEnd, BeginState, EndState, EnemyAcquired, FearThisSpot, HitWall, PickDestination, SetFall, TakeDamage, TestDirection, Timer |
Variables Detail |
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Functions Detail |
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