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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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Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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