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Engine.Controller

Extends
Actor
Modifiers
native nativereplication abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller

Direct Known Subclasses:

AIController, function

Constants Summary
LATENT_MOVETOWARD=503
Inherited Contants from Engine.Actor
CCFloatHeight, DF_Collision, DF_None, MAXSTEPHEIGHT, MINFLOORZ, TRACE_AcceptProjectors, TRACE_Actors, TRACE_AllBlocking, TRACE_AllColliding, TRACE_Blocking, TRACE_Corona, TRACE_Debug, TRACE_Hash, TRACE_Level, TRACE_LevelGeometry, TRACE_Material, TRACE_Movers, TRACE_OnlyProjActor, TRACE_Others, TRACE_Pawns, TRACE_Projectors, TRACE_ProjTargets, TRACE_ShadowCast, TRACE_SingleResult, TRACE_StopAtFirstHit, TRACE_VisibleNonColliding, TRACE_Volumes, TRACE_World
Inherited Contants from Core.Object
DegreesToRadians, DegreesToRotationUnits, MaxFlt, MaxInt, MAXSEED, NoLabel, NoState, Pi, RadiansToDegrees, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RotationUnitsToDegrees

Variables Summary
intAcquisitionYawRate
vectorAdjustLoc
rotatorAimRotation
boolbAdjusting
boolbAdvancedTactics
boolbAllowedToImpactJump
boolbAllowedToTranslocate
bytebAltFire
boolbCanDoSpecial
boolbCanOpenDoors
boolbControlAnimations
bytebDuck
boolbEnemyAcquired
boolbEnemyInfoValid
bytebFire
boolbGodMode
boolbHuntPlayer
boolbIsPlayer
bytebJump
boolbJumpOverWall
boolbLOSflag
boolbNotifyApex
boolbPreparingMove
bytebRun
boolbShouldPossess
boolbShowSelf
boolbSoaking
bytebSprint
boolbUsePlayerHearing
ReachSpecCurrentPath
vectorCurrentPathDir
vectorDestination
PawnEnemy
vectorFailedReachLocation
floatFailedReachTime
AvoidMarkerFearSpots[2]
vectorFocalPoint
ActorFocus
floatFovAngle
ActorGoalList[4]
floatGroundPitchTime
NavigationPointhome
ActorLastFailedReach
class<Weapon>LastPawnWeapon
intLastRange
PawnLastRangeEnemy
floatLastRouteFind
vectorLastSeeingPos
vectorLastSeenPos
floatLastSeenTime
floatMinHitWall
PawnMonitoredPawn
floatMonitorMaxDistSq
vectorMonitorStartLoc
ActorMoveTarget
floatMoveTimer
ControllernextController
floatOldMessageTime
PawnPawn
class<Pawn>PawnClass
MoverPendingMover
intPlayerNum
PlayerReplicationInfoPlayerReplicationInfo
class<Pawn>PreviousPawnClass
floatRangeCounter
array<float>Ranges
floatRespawnPredictionTime
ActorRouteCache[16]
floatRouteDist
ActorRouteGoal
floatSightCounter
NavigationPointStartSpot
floatStimulus
ActorTarget
vectorViewX
vectorViewY
vectorViewZ
Controller
class<PlayerReplicationInfo>PlayerReplicationInfoClass
Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AlternateSkins, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlwaysRelevant, bAlwaysRelevantToInstigator, bAlwaysRelevantToOwner, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeBaseForPawns, bCanBeDamaged, bCanMantle, bCanTeleport, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableSorting, bDisturbFluidSurface, bDontBatch, bDynamicLight, bDynamicWorldGeometry, bEdShouldSnap, bEdSnap, bFixedRotationDir, bFullVolume, bGameRelevant, bHardAttach, bHasBlood, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bShowUseReticle, bSkipActorPropertyReplication, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUsable, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, ConglomerateID, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetDependents, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, RepSkinIndex, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, SpecialDisplayFlags, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, Velocity, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
EAttitude
ATTITUDE_Enemy, ATTITUDE_Neutral, ATTITUDE_Friend, ATTITUDE_None,
Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ETravelType
Inherited Enumerations from Core.Object
EAlignment, EAxis, ECamOrientation, ESheerAxis

Structures Summary
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, Face, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr
Inherited Structures from Core.Object
Alignment, BoundingVolume, Box, Color, ComponentHandle, CompressedPosition, Coords, Dimension, Guid, InterpCurve, InterpCurvePoint, Matrix, ParticleHandle, Plane, Point, Quat, Range, RangeVector, Rectangle, Rotator, Scale, Vector

Functions Summary
functionbool actorReachable (actor anActor)
function AddController ()
functionbool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)
functionfloat AdjustDesireFor (Pickup P)
functionvector AdjustToss (float TSpeed, vector Start, vector End, bool bNormalize)
function AdjustView (float DeltaTime)
event AIHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate)
eventbool AllowDetourTo (NavigationPoint N)
functionbool AllowVoiceMessage (name MessageType)
functionbool AutoTaunt ()
functionbool AvoidCertainDeath ()
function BeginState ()
GameEnded
function BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)
functionbool CanSee (Pawn Other)
function ChangedWeapon ()
functionbool CheckFutureSight (float DeltaTime)
function ClientDying (class<DamageType> DamageType, vector HitLocation)
function ClientGameEnded ()
function ClientRevived ()
function ClientSetLocation (vector NewLocation, rotator NewRotation)
function ClientSetRotation (rotator NewRotation)
function ClientSetWeapon (class<Weapon> WeaponClass)
function ClientSwitchToBestWeapon ()
function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, optional Object OptionalObject)
function damageAttitudeTo (pawn Other, float Damage)
eventfloat Desireability (Pickup P)
event Destroyed ()
function DisplayDebug (Canvas Canvas, out float YL, out float YPos)
functionbool DontReuseTaunt (int T)
functionvector EAdjustJump (float BaseZ, float XYSpeed)
function EndClimbLadder ()
event EnemyInvalid ()
event EnemyNotVisible ()
event EnemyRangeTransition (float Distance)
function FearThisSpot (AvoidMarker aSpot)
functionactor FindBestInventoryPath (out float MinWeight)
functionActor FindPathTo (vector aPoint)
functionActor FindPathToIntercept (Pawn P, Actor RouteGoal, optional bool bWeightDetours)
functionActor FindPathToward (actor anActor, optional bool bWeightDetours)
functionActor FindPathTowardNearest (class<NavigationPoint> GoalClass, optional bool bWeightDetours)
functionNavigationPoint FindRandomDest ()
function FinishRotation ()
functionbool FireWeaponAt (Actor A)
function GameHasEnded ()
functionrotator GetAimRotation ()
functionint GetFacingDirection ()
functionString GetHumanReadableName ()
functionclass<Weapon> GetLastWeapon ()
functionbyte GetMessageIndex (name PhraseName)
functionstring GetPawnClassName (class<Pawn> PawnClass, int Team)
functionint GetTeam ()
functionrotator GetViewRotation ()
function HandleDying ()
function HandleMercyKilled ()
function HandlePickup (Pickup pick)
function HandleRevived ()
event HearNoise (float Loudness, Actor NoiseMaker)
function HideHackEffects ()
function InitPlayerReplicationInfo ()
functionbool InLatentExecution (int LatentActionNumber)
functionbool IsRealPlayer ()
functionbool LineOfSightTo (actor Other)
event LongFall ()
event MayFall ()
event MonitoredPawnAlert ()
function MoverFinished ()
function MoveTo (vector NewDestination, optional Actor ViewFocus, optional bool bShouldWalk)
function MoveToward (actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk)
function NotifyAddInventory (inventory NewItem)
function NotifyAmmoChanged ()
eventbool NotifyBump (Actor Other)
function NotifyDeleteInventory (inventory NewItem)
function NotifyGutBlowed ()
eventbool NotifyHeadVolumeChange (PhysicsVolume NewVolume)
event NotifyHitMover (vector HitNormal, mover Wall)
eventbool NotifyHitWall (vector HitNormal, actor Wall)
event NotifyJumpApex ()
function NotifyKilled (Controller Killer, Controller Killed, pawn Other)
eventbool NotifyLanded (vector HitNormal)
event NotifyMissedJump ()
eventbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
function PawnDied (Pawn P)
function PawnDied (Pawn P)
Dead
function PawnIsInPain (PhysicsVolume PainVolume)
function PendingStasis ()
functionactor PickAnyTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart)
functionpawn PickTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart, float MaxRange)
functionbool PickWallAdjust (vector HitNormal)
functionbool pointReachable (vector aPoint)
function Possess (Pawn aPawn)
event PostBeginPlay ()
event PreBeginPlay ()
event PrepareForMove (NavigationPoint Goal, ReachSpec Path)
functionfloat RateWeapon (Weapon w)
function ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir)
function RemoveController ()
event RenderOverlays (canvas Canvas)
function Reset ()
function Restart ()
functionbool SameTeamAs (Controller C)
event SeeEnemy (Pawn Seen)
function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)
function SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype)
function ServerGivePawn ()
function ServerReStartPlayer ()
function ServerReStartPlayer ()
Dead
function SetFall ()
function SetPawnClass (string inClass, string inCharacter)
function SetTeam (int NewTeam)
event SetupSpecialPathAbilities ()
function ShakeView (float Magnitude, ptional float Duration)
function ShowHackEffects (Actor HackObject)
event SoakStop (string problem)
function StartMonitoring (Pawn P, float MaxDist)
function StopFiring ()
function StopWaiting ()
function SwitchToBestWeapon ()
function UnderLift (Mover M)
function UnPossess ()
functionbool ValidPawn (Pawn P)
function WaitForLanding ()
function WaitForMover (Mover M)
functionbool WantsSmoothedView ()
function WasKilledBy (Controller Other)
functionfloat WeaponPreference (Weapon W)
functionbool WouldReactToNoise (float Loudness, Actor NoiseMaker)
functionbool WouldReactToSeeing (Pawn Seen)
Inherited Functions from Engine.Actor
*, +, -, AddActor, AddActorAt, AddArrow, AddBox, AddCylinder, AddLine, AllActors, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BM, BoneRefresh, bool, BroadcastLocalizedMessage, Bump, CanHit, CanSplash, ChildActors, Clock, CollidingActors, ColorBlack, ColorBlue, ColorBrown, ColorCyan, ColorDkblue, ColorDkcyan, ColorDkgreen, ColorDkgrey, ColorDkmagenta, ColorDkred, ColorDkyellow, ColorGreen, ColorGrey, ColorLtgrey, ColorMagenta, ColorOrange, ColorPink, ColorRed, ColorWhite, ColorYellow, ConsoleCommand, ConvertRelativeLocation, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DM, DMN, DMT, DMTN, DMTNS, DrawDebugLine, DrawFace, DrawFaces, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, float, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClient, GetCollisionBoundingBox, GetCollisionExtent, GetCommandLine, GetConsumerClassIndex, GetDebugName, GetHumanReadableName, GetItemName, GetKillerController, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetTeam, GetURLMap, HasAnim, HitWall, HurtRadius, IgnoreEncroachingMovement, int, IsAnimating, IsInPain, IsInVolume, IsRealPlayer, IsTweening, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KSleep, KUpdateState, KVelDropBelow, KWake, Landed, LaunchPawn, LaunchPawnDamage, LinkMesh, LinkSkelAnim, LockRootMotion, LoopAnim, LostChild, MakeColor, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyTeamEnergyStatus, OnlyAffectPawns, OnUnuse, OnUse, PauseAudio, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayMusic, PlayOwnedSound, PlaySound, PlayTeleportEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RadarAddActor, RadarRemoveActor, RadiusActors, RenderOverlays, RenderTexture, ReplaceText, Reset, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetClassStatic, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetKillerController, SetLocation, SetNetDirty, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTeam, SetTimer, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopMusic, string, SuggestFallVelocity, TakeDamage, TestLocation, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnPauseAudio, UnTouch, UnTrigger, UntriggerEvent, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UsedBy, VisibleActors, VisibleCollidingActors, ZapActor, ZoneChange
Inherited Functions from Core.Object
!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, ?, @, @=, Ablend, AblendR, Abs, Acos, AddTimer, AddTimerS, Asc, Asin, Atan, BeginState, Blend, BlendR, Caps, Chr, Clamp, ClassIsChildOf, ClockwiseFrom, ColorCode, Constructed, Cos, Cross, Delete, Disable, Dot, DynamicLoadObject, Enable, EndState, EnumStr, Exp, FClamp, FDecision, FileSize, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetPackageContents, GetPropertyText, GetRand, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, Left, Len, Lerp, LineLineIntersection, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, ProgressSeed, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandomSpreadVector, RandRange, RemoveAllTimers, RemoveTimer, RemoveTimerS, ResetConfig, Right, RMax, RMin, RotateAngleAxis, RotRand, Round, RSize, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrArray, StringToName, Tan, TimeRemaining, TimeRemainingS, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, Warn, ^, ^^, |, ||, ~, ~=

States Summary
Dead Source code
state Dead
PawnDied, ServerReStartPlayer
GameEnded Source code
state GameEnded
BeginState


Constants Detail

LATENT_MOVETOWARD Source code

const LATENT_MOVETOWARD = 503;


Variables Detail

AcquisitionYawRate Source code

var int AcquisitionYawRate;

AdjustLoc Source code

var vector AdjustLoc;

AimRotation Source code

var rotator AimRotation;

bAdjusting Source code

var bool bAdjusting;

bAdvancedTactics Source code

var bool bAdvancedTactics;

bAllowedToImpactJump Source code

var bool bAllowedToImpactJump;

bAllowedToTranslocate Source code

var bool bAllowedToTranslocate;

bAltFire Source code

var input byte bAltFire;

bCanDoSpecial Source code

var bool bCanDoSpecial;

bCanOpenDoors Source code

var bool bCanOpenDoors;

bControlAnimations Source code

var bool bControlAnimations;

bDuck Source code

var input byte bDuck;

bEnemyAcquired Source code

var bool bEnemyAcquired;

bEnemyInfoValid Source code

var bool bEnemyInfoValid;

bFire Source code

var input byte bFire;

bGodMode Source code

var bool bGodMode;

bHuntPlayer Source code

var bool bHuntPlayer;

bIsPlayer Source code

var bool bIsPlayer;

bJump Source code

var input byte bJump;

bJumpOverWall Source code

var bool bJumpOverWall;

bLOSflag Source code

var const bool bLOSflag;

bNotifyApex Source code

var bool bNotifyApex;

bPreparingMove Source code

var bool bPreparingMove;

bRun Source code

var input byte bRun;

bShouldPossess Source code

var bool bShouldPossess;

bShowSelf Source code

var bool bShowSelf;

bSoaking Source code

var bool bSoaking;

bSprint Source code

var input byte bSprint;

bUsePlayerHearing Source code

var bool bUsePlayerHearing;

CurrentPath Source code

var ReachSpec CurrentPath;

CurrentPathDir Source code

var vector CurrentPathDir;

Destination Source code

var vector Destination;

Enemy Source code

var Pawn Enemy;

FailedReachLocation Source code

var const vector FailedReachLocation;

FailedReachTime Source code

var const float FailedReachTime;

FearSpots[2] Source code

var AvoidMarker FearSpots[2];

FocalPoint Source code

var vector FocalPoint;

Focus Source code

var Actor Focus;

FovAngle Source code

var float FovAngle;

GoalList[4] Source code

var Actor GoalList[4];

GroundPitchTime Source code

var float GroundPitchTime;

home Source code

var NavigationPoint home;

LastFailedReach Source code

var const Actor LastFailedReach;

LastPawnWeapon Source code

var class<Weapon> LastPawnWeapon;

LastRange Source code

var int LastRange;

LastRangeEnemy Source code

var Pawn LastRangeEnemy;

LastRouteFind Source code

var float LastRouteFind;

LastSeeingPos Source code

var vector LastSeeingPos;

LastSeenPos Source code

var vector LastSeenPos;

LastSeenTime Source code

var float LastSeenTime;

MinHitWall Source code

var float MinHitWall;

MonitoredPawn Source code

var Pawn MonitoredPawn;

MonitorMaxDistSq Source code

var float MonitorMaxDistSq;

MonitorStartLoc Source code

var vector MonitorStartLoc;

MoveTarget Source code

var Actor MoveTarget;

MoveTimer Source code

var float MoveTimer;

nextController Source code

var const Controller nextController;

OldMessageTime Source code

var float OldMessageTime;

Pawn Source code

var Pawn Pawn;

PawnClass Source code

var class<Pawn> PawnClass;

PendingMover Source code

var Mover PendingMover;

PlayerNum Source code

var const int PlayerNum;

PlayerReplicationInfo Source code

var PlayerReplicationInfo PlayerReplicationInfo;

PreviousPawnClass Source code

var class<Pawn> PreviousPawnClass;

RangeCounter Source code

var float RangeCounter;

Ranges Source code

var array<float> Ranges;

RespawnPredictionTime Source code

var float RespawnPredictionTime;

RouteCache[16] Source code

var Actor RouteCache[16];

RouteDist Source code

var float RouteDist;

RouteGoal Source code

var Actor RouteGoal;

SightCounter Source code

var float SightCounter;

StartSpot Source code

var NavigationPoint StartSpot;

Stimulus Source code

var float Stimulus;

Target Source code

var Actor Target;

ViewX Source code

var vector ViewX;

ViewY Source code

var vector ViewY;

ViewZ Source code

var vector ViewZ;

Controller

PlayerReplicationInfoClass Source code

var(Controller) class<PlayerReplicationInfo> PlayerReplicationInfoClass;


Enumerations Detail

EAttitude Source code

enum EAttitude
{
ATTITUDE_Enemy, ATTITUDE_Neutral, ATTITUDE_Friend, ATTITUDE_None,
};


Functions Detail

actorReachable Source code

native(520) final function bool actorReachable ( actor anActor )

AddController Source code

native(529) final function AddController ( )

AdjustAim Source code

function bool AdjustAim ( class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )

AdjustDesireFor Source code

function float AdjustDesireFor ( Pickup P )

AdjustToss Source code

function vector AdjustToss ( float TSpeed, vector Start, vector End, bool bNormalize )

AdjustView Source code

function AdjustView ( float DeltaTime )

AIHearSound Source code

event AIHearSound ( actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate )

AllowDetourTo Source code

event bool AllowDetourTo ( NavigationPoint N )

AllowVoiceMessage Source code

function bool AllowVoiceMessage ( name MessageType )

AutoTaunt Source code

function bool AutoTaunt ( )

AvoidCertainDeath Source code

function bool AvoidCertainDeath ( )

BeginState GameEnded Source code

function BeginState ( )

BotVoiceMessage Source code

function BotVoiceMessage ( name messagetype, byte MessageID, Controller Sender )

CanSee Source code

native(533) final function bool CanSee ( Pawn Other )

ChangedWeapon Source code

function ChangedWeapon ( )

CheckFutureSight Source code

function bool CheckFutureSight ( float DeltaTime )

ClientDying Source code

function ClientDying ( class<DamageType> DamageType, vector HitLocation )

ClientGameEnded Source code

function ClientGameEnded ( )

ClientRevived Source code

function ClientRevived ( )

ClientSetLocation Source code

function ClientSetLocation ( vector NewLocation, rotator NewRotation )

ClientSetRotation Source code

function ClientSetRotation ( rotator NewRotation )

ClientSetWeapon Source code

function ClientSetWeapon ( class<Weapon> WeaponClass )

ClientSwitchToBestWeapon Source code

function ClientSwitchToBestWeapon ( )

ClientVoiceMessage Source code

function ClientVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, optional Object OptionalObject )

damageAttitudeTo Source code

function damageAttitudeTo ( pawn Other, float Damage )

Desireability Source code

event float Desireability ( Pickup P )

Destroyed Source code

simulated event Destroyed ( )

DisplayDebug Source code

function DisplayDebug ( Canvas Canvas, out float YL, out float YPos )

DontReuseTaunt Source code

function bool DontReuseTaunt ( int T )

EAdjustJump Source code

native(523) final function vector EAdjustJump ( float BaseZ, float XYSpeed )

EndClimbLadder Source code

native function EndClimbLadder ( )

EnemyInvalid Source code

event EnemyInvalid ( )

EnemyNotVisible Source code

event EnemyNotVisible ( )

EnemyRangeTransition Source code

event EnemyRangeTransition ( float Distance )

FearThisSpot Source code

function FearThisSpot ( AvoidMarker aSpot )

FindBestInventoryPath Source code

native(540) final function actor FindBestInventoryPath ( out float MinWeight )

FindPathTo Source code

native(518) final function Actor FindPathTo ( vector aPoint )

FindPathToIntercept Source code

native final function Actor FindPathToIntercept ( Pawn P, Actor RouteGoal, optional bool bWeightDetours )

FindPathToward Source code

native(517) final function Actor FindPathToward ( actor anActor, optional bool bWeightDetours )

FindPathTowardNearest Source code

native final function Actor FindPathTowardNearest ( class<NavigationPoint> GoalClass, optional bool bWeightDetours )

FindRandomDest Source code

native(525) final function NavigationPoint FindRandomDest ( )

FinishRotation Source code

native(508) final latent function FinishRotation ( )

FireWeaponAt Source code

function bool FireWeaponAt ( Actor A )

GameHasEnded Source code

function GameHasEnded ( )

GetAimRotation Source code

function rotator GetAimRotation ( )

GetFacingDirection Source code

function int GetFacingDirection ( )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( )

GetLastWeapon Source code

function class<Weapon> GetLastWeapon ( )

GetMessageIndex Source code

function byte GetMessageIndex ( name PhraseName )

GetPawnClassName Source code

function string GetPawnClassName ( class<Pawn> PawnClass, int Team )

GetTeam Source code

simulated function int GetTeam ( )

GetViewRotation Source code

function rotator GetViewRotation ( )

HandleDying Source code

function HandleDying ( )

HandleMercyKilled Source code

function HandleMercyKilled ( )

HandlePickup Source code

function HandlePickup ( Pickup pick )

HandleRevived Source code

function HandleRevived ( )

HearNoise Source code

event HearNoise ( float Loudness, Actor NoiseMaker )

HideHackEffects Source code

function HideHackEffects ( )

InitPlayerReplicationInfo Source code

function InitPlayerReplicationInfo ( )

InLatentExecution Source code

native final function bool InLatentExecution ( int LatentActionNumber )

IsRealPlayer Source code

function bool IsRealPlayer ( )

LineOfSightTo Source code

native(514) final function bool LineOfSightTo ( actor Other )

LongFall Source code

event LongFall ( )

MayFall Source code

event MayFall ( )

MonitoredPawnAlert Source code

event MonitoredPawnAlert ( )

MoverFinished Source code

function MoverFinished ( )

MoveTo Source code

native(500) final latent function MoveTo ( vector NewDestination, optional Actor ViewFocus, optional bool bShouldWalk )

MoveToward Source code

native(502) final latent function MoveToward ( actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk )

NotifyAddInventory Source code

function NotifyAddInventory ( inventory NewItem )

NotifyAmmoChanged Source code

function NotifyAmmoChanged ( )

NotifyBump Source code

event bool NotifyBump ( Actor Other )

NotifyDeleteInventory Source code

function NotifyDeleteInventory ( inventory NewItem )

NotifyGutBlowed Source code

function NotifyGutBlowed ( )

NotifyHeadVolumeChange Source code

event bool NotifyHeadVolumeChange ( PhysicsVolume NewVolume )

NotifyHitMover Source code

event NotifyHitMover ( vector HitNormal, mover Wall )

NotifyHitWall Source code

event bool NotifyHitWall ( vector HitNormal, actor Wall )

NotifyJumpApex Source code

event NotifyJumpApex ( )

NotifyKilled Source code

function NotifyKilled ( Controller Killer, Controller Killed, pawn Other )

NotifyLanded Source code

event bool NotifyLanded ( vector HitNormal )

NotifyMissedJump Source code

event NotifyMissedJump ( )

NotifyPhysicsVolumeChange Source code

event bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume )

NotifyTakeHit Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum )

PawnDied Source code

function PawnDied ( Pawn P )

PawnDied Dead Source code

function PawnDied ( Pawn P )

PawnIsInPain Source code

function PawnIsInPain ( PhysicsVolume PainVolume )

PendingStasis Source code

function PendingStasis ( )

PickAnyTarget Source code

native(534) final function actor PickAnyTarget ( out float bestAim, out float bestDist, vector FireDir, vector projStart )

PickTarget Source code

native(531) final function pawn PickTarget ( out float bestAim, out float bestDist, vector FireDir, vector projStart, float MaxRange )

PickWallAdjust Source code

native(526) final function bool PickWallAdjust ( vector HitNormal )

pointReachable Source code

native(521) final function bool pointReachable ( vector aPoint )

Possess Source code

function Possess ( Pawn aPawn )

PostBeginPlay Source code

event PostBeginPlay ( )

PreBeginPlay Source code

simulated event PreBeginPlay ( )

PrepareForMove Source code

event PrepareForMove ( NavigationPoint Goal, ReachSpec Path )

RateWeapon Source code

simulated function float RateWeapon ( Weapon w )

ReceiveWarning Source code

function ReceiveWarning ( Pawn shooter, float projSpeed, vector FireDir )

RemoveController Source code

native(530) final function RemoveController ( )

RenderOverlays Source code

simulated event RenderOverlays ( canvas Canvas )

Reset Source code

function Reset ( )

Restart Source code

function Restart ( )

SameTeamAs Source code

function bool SameTeamAs ( Controller C )

SeeEnemy Source code

event SeeEnemy ( Pawn Seen )

SendMessage Source code

function SendMessage ( PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType )

SendVoiceMessage Source code

function SendVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype )

ServerGivePawn Source code

function ServerGivePawn ( )

ServerReStartPlayer Source code

function ServerReStartPlayer ( )

ServerReStartPlayer Dead Source code

function ServerReStartPlayer ( )

SetFall Source code

function SetFall ( )

SetPawnClass Source code

function SetPawnClass ( string inClass, string inCharacter )

SetTeam Source code

simulated function SetTeam ( int NewTeam )

SetupSpecialPathAbilities Source code

event SetupSpecialPathAbilities ( )

ShakeView Source code

function ShakeView ( float Magnitude,optional float Duration )

ShowHackEffects Source code

function ShowHackEffects ( Actor HackObject )

SoakStop Source code

event SoakStop ( string problem )

StartMonitoring Source code

function StartMonitoring ( Pawn P, float MaxDist )

StopFiring Source code

function StopFiring ( )

StopWaiting Source code

native function StopWaiting ( )

SwitchToBestWeapon Source code

exec function SwitchToBestWeapon ( )

UnderLift Source code

function UnderLift ( Mover M )

UnPossess Source code

function UnPossess ( )

ValidPawn Source code

native final function bool ValidPawn ( Pawn P )

WaitForLanding Source code

native(527) final latent function WaitForLanding ( )

WaitForMover Source code

function WaitForMover ( Mover M )

WantsSmoothedView Source code

function bool WantsSmoothedView ( )

WasKilledBy Source code

function WasKilledBy ( Controller Other )

WeaponPreference Source code

function float WeaponPreference ( Weapon W )

WouldReactToNoise Source code

function bool WouldReactToNoise ( float Loudness, Actor NoiseMaker )

WouldReactToSeeing Source code

function bool WouldReactToSeeing ( Pawn Seen )


Defaultproperties

defaultproperties
{
    FovAngle=90.000000
    MinHitWall=-1.000000
    AcquisitionYawRate=20000
    PlayerReplicationInfoClass=Class'Engine.PlayerReplicationInfo'
    bHidden=True
    RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
    bHiddenEd=True
}

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Creation time: Tue 27/4/2010 03:12:33.900 - Created with UnCodeX