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U2.StationaryPawnController

Extends
AIController

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.AIController
         |   
         +-- U2.StationaryPawnController

Direct Known Subclasses:

StationaryPawnControllerDefensive, StationaryPawnControllerOffensive

Constants Summary
Inherited Contants from Engine.Controller
LATENT_MOVETOWARD

Variables Summary
Inherited Variables from Engine.AIController
bAdjustFromWalls, bHunting, MyScript, Skill
Inherited Variables from Engine.Controller
AcquisitionYawRate, AdjustLoc, AimRotation, bAdjusting, bAdvancedTactics, bAllowedToImpactJump, bAllowedToTranslocate, bAltFire, bCanDoSpecial, bCanOpenDoors, bControlAnimations, bDuck, bEnemyAcquired, bEnemyInfoValid, bFire, bGodMode, bHuntPlayer, bIsPlayer, bJump, bJumpOverWall, bLOSflag, bNotifyApex, bPreparingMove, bRun, bShouldPossess, bShowSelf, bSoaking, bSprint, bUsePlayerHearing, CurrentPath, CurrentPathDir, Destination, Enemy, FailedReachLocation, FailedReachTime, FearSpots[2], FocalPoint, Focus, FovAngle, GoalList[4], GroundPitchTime, home, LastFailedReach, LastPawnWeapon, LastRange, LastRangeEnemy, LastRouteFind, LastSeeingPos, LastSeenPos, LastSeenTime, MinHitWall, MonitoredPawn, MonitorMaxDistSq, MonitorStartLoc, MoveTarget, MoveTimer, nextController, OldMessageTime, Pawn, PawnClass, PendingMover, PlayerNum, PlayerReplicationInfo, PlayerReplicationInfoClass, PreviousPawnClass, RangeCounter, Ranges, RespawnPredictionTime, RouteCache[16], RouteDist, RouteGoal, SightCounter, StartSpot, Stimulus, Target, ViewX, ViewY, ViewZ

Enumerations Summary
Inherited Enumerations from Engine.Controller
EAttitude

Functions Summary
function MaybeInheritEnemy (Pawn Other, Pawn NewEnemy, optional bool bCanSee)
Inherited Functions from Engine.AIController
AdjustDesireFor, AdjustView, DisplayDebug, GetFacingDirection, GetOrderObject, GetOrders, MoverFinished, PreBeginPlay, PrepareForMove, PriorityObjective, Reset, SetOrders, Startle, Trigger, TriggerScript, UnderLift, WaitForMover, WaitToSeeEnemy, WeaponFireAgain
Inherited Functions from Engine.Controller
actorReachable, AddController, AdjustAim, AdjustDesireFor, AdjustToss, AdjustView, AIHearSound, AllowDetourTo, AllowVoiceMessage, AutoTaunt, AvoidCertainDeath, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, ClientDying, ClientGameEnded, ClientRevived, ClientSetLocation, ClientSetRotation, ClientSetWeapon, ClientSwitchToBestWeapon, ClientVoiceMessage, damageAttitudeTo, Desireability, Destroyed, DisplayDebug, DontReuseTaunt, EAdjustJump, EndClimbLadder, EnemyInvalid, EnemyNotVisible, EnemyRangeTransition, FearThisSpot, FindBestInventoryPath, FindPathTo, FindPathToIntercept, FindPathToward, FindPathTowardNearest, FindRandomDest, FinishRotation, FireWeaponAt, GameHasEnded, GetAimRotation, GetFacingDirection, GetHumanReadableName, GetLastWeapon, GetMessageIndex, GetPawnClassName, GetTeam, GetViewRotation, HandleDying, HandleMercyKilled, HandlePickup, HandleRevived, HearNoise, HideHackEffects, InitPlayerReplicationInfo, InLatentExecution, IsRealPlayer, LineOfSightTo, LongFall, MayFall, MonitoredPawnAlert, MoverFinished, MoveTo, MoveToward, NotifyAddInventory, NotifyAmmoChanged, NotifyBump, NotifyDeleteInventory, NotifyGutBlowed, NotifyHeadVolumeChange, NotifyHitMover, NotifyHitWall, NotifyJumpApex, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyTakeHit, PawnDied, PawnIsInPain, PendingStasis, PickAnyTarget, PickTarget, PickWallAdjust, pointReachable, Possess, PostBeginPlay, PreBeginPlay, PrepareForMove, RateWeapon, ReceiveWarning, RemoveController, RenderOverlays, Reset, Restart, SameTeamAs, SeeEnemy, SendMessage, SendVoiceMessage, ServerGivePawn, ServerReStartPlayer, SetFall, SetPawnClass, SetTeam, SetupSpecialPathAbilities, ShakeView, ShowHackEffects, SoakStop, StartMonitoring, StopFiring, StopWaiting, SwitchToBestWeapon, UnderLift, UnPossess, ValidPawn, WaitForLanding, WaitForMover, WantsSmoothedView, WasKilledBy, WeaponPreference, WouldReactToNoise, WouldReactToSeeing

States Summary
Active Source code
auto state Active


Functions Detail

MaybeInheritEnemy Source code

function MaybeInheritEnemy ( Pawn Other, Pawn NewEnemy, optional bool bCanSee )


Defaultproperties

defaultproperties
{
    bAdjustFromWalls=False
    bShowSelf=True
    bShouldPossess=True
}

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Creation time: Tue 27/4/2010 03:12:39.806 - Created with UnCodeX