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UnrealShare.Bots

Extends
Pawn
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.Bots

Direct Known Subclasses:

HumanBot, SkaarjPlayerBot

Variables Summary
floatAccuracy
AmbushpointAmbushSpot
boolbCamping
boolbCanDuck
boolbCanFire
boolbChangeDir
boolbClearShot
boolbCrouching
boolbFiringPaused
boolbFirstHatePlayer
boolbFrustrated
boolbGathering
boolbGreenBlood
boolbMoraleBoosted
boolbNoClearSpecial
boolbNoShootDecor
boolbReadyToAttack
boolbSpecialGoal
boolbSpecialPausing
boolbStrafeDir
boolbVerbose
boolbViewTarget
boolbWallAdjust
boolbWantsToCamp
floatCampingRate
floatCampTime
WeaponEnemyDropped
class<Weapon>FavoriteWeapon
vectorHidingSpot
floatHuntStartTime
floatLastCampCheck
floatLastInvFind
nameLastPainAnim
floatLastPainTime
nameNextAnim
intnumHuntPaths
PawnOldEnemy
ActorOrderObject
floatPlayerDeaths
floatPlayerKills
ActorPointer
PawnTeamLeader
floatWalkingSpeed
Combat
floatAggressiveness
boolbIsWuss
boolbLeadTarget
boolbWarnTarget
floatRefireRate
floatTimeBetweenAttacks
Pawn
class<carcass>CarcassType
Sounds
soundbreathagain
soundDie2
soundDie3
soundDie4
sounddrown
soundFootstep1
soundFootstep2
soundFootstep3
soundGaspSound
soundHitSound3
soundHitSound4
soundJumpSound
soundLandGrunt
soundUWHit1
soundUWHit2
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, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsHuman, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStrafe, bUpAndOut, bWarping, 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, MenuName, MinHitWall, MoveTarget, MoveTimer, NameArticle, NextLabel, nextPawn, NextState, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldMessageTime, OrthoZoom, PainTime, PendingWeapon, PeripheralVision, PlayerReplicationInfo, PlayerReplicationInfoClass, PlayerReStartState, ReducedDamagePct, ReducedDamageType, RouteCache[16], SecretCount, SelectedItem, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialPause, SpeechTime, SplashTime, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon
Inherited Variables from Engine.Actor
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bParticles, bProjTarget, bRotateToDesired, Brush, bSelected, bShadowCast, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, Mass, Mesh, MiscNumber, NetPriority, NetTag, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
PointRegion

Functions Summary
functionrotator AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)
functionrotator AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)
StakeOut
functionfloat AdjustDesireFor (Inventory Inv)
functionbool AdjustHitLocation (out vector HitLocation, vector TraceDir)
function adjustJump ()
FallingState
function AdjustSkill (bool bWinner)
functionrotator AdjustToss (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)
function AnimEnd ()
Charging
function AnimEnd ()
Fallback
function AnimEnd ()
FindAir
function AnimEnd ()
Hunting
function AnimEnd ()
RangedAttack
function AnimEnd ()
Retreating
function AnimEnd ()
Roaming
function AnimEnd ()
TacticalMove
function AnimEnd ()
Wandering
functionfloat AssessThreat (Pawn NewThreat)
functioneAttitude AttitudeTo (Pawn Other)
event BaseChange ()
event BaseChange ()
FallingState
function BecomeViewTarget ()
function BeginState ()
Acquisition
function BeginState ()
Attacking
function BeginState ()
Charging
function BeginState ()
Dying
function BeginState ()
Fallback
function BeginState ()
FallingState
function BeginState ()
Hunting
function BeginState ()
RangedAttack
function BeginState ()
Retreating
function BeginState ()
Roaming
function BeginState ()
StakeOut
function BeginState ()
StartUp
function BeginState ()
TacticalMove
function BeginState ()
TakeHit
function BeginState ()
VictoryDance
function BeginState ()
Wandering
function Bump (actor Other)
function Bump (actor Other)
Fallback
function Bump (actor Other)
Hunting
function Bump (actor Other)
Retreating
function Bump (actor Other)
Roaming
function CallForHelp ()
functionbool CanFireAtEnemy ()
functionbool CanStakeOut ()
function ChangeDestination ()
Retreating
function ChangedWeapon ()
functionbool CheckFutureSight (float deltatime)
function ChooseAttackMode ()
Attacking
function EndState ()
Charging
function EndState ()
Dying
function EndState ()
FallingState
function EndState ()
Hunting
function EndState ()
RangedAttack
function EndState ()
Roaming
function EndState ()
StakeOut
function EndState ()
TacticalMove
function EndState ()
Wandering
function EnemyAcquired ()
function EnemyAcquired ()
FallingState
function EnemyAcquired ()
Roaming
function EnemyAcquired ()
VictoryDance
function EnemyAcquired ()
Wandering
function EnemyNotVisible ()
Attacking
function EnemyNotVisible ()
Charging
function EnemyNotVisible ()
Fallback
function EnemyNotVisible ()
FallingState
function EnemyNotVisible ()
FindAir
function EnemyNotVisible ()
RangedAttack
function EnemyNotVisible ()
TacticalMove
function Falling ()
function FearThisSpot (FearSpot aSpot)
function FearThisSpot (FearSpot aSpot)
Charging
function FearThisSpot (FearSpot aSpot)
Hunting
function FearThisSpot (FearSpot aSpot)
Roaming
function FearThisSpot (FearSpot aSpot)
TacticalMove
function FearThisSpot (FearSpot aSpot)
Wandering
functionbool FindAmbushSpot ()
Roaming
functionbool FindBestPathToward (actor desired)
functionbool FindViewSpot ()
Hunting
function FireWeapon ()
function Gasp ()
functionbool Gibbed ()
function GiveUpTactical (bool bNoCharge)
TacticalMove
function HaltFiring ()
function HandleHelpMessageFrom (Pawn Other)
Roaming
function HeadZoneChange (ZoneInfo newHeadZone)
FindAir
function HearNoise (float Loudness, Actor NoiseMaker)
function HearNoise (float Loudness, Actor NoiseMaker)
Acquisition
function HearNoise (float Loudness, Actor NoiseMaker)
Fallback
function HearNoise (float Loudness, Actor NoiseMaker)
Hunting
function HearNoise (float Loudness, Actor NoiseMaker)
Retreating
function HearNoise (float Loudness, Actor NoiseMaker)
StakeOut
function HitWall (vector HitNormal, actor Wall)
Charging
function HitWall (vector HitNormal, actor Wall)
Fallback
function HitWall (vector HitNormal, actor Wall)
FindAir
function HitWall (vector HitNormal, actor Wall)
Hunting
function HitWall (vector HitNormal, actor Wall)
Retreating
function HitWall (vector HitNormal, actor Wall)
Roaming
function HitWall (vector HitNormal, actor Wall)
TacticalMove
function HitWall (vector HitNormal, actor Wall)
Wandering
function JumpOffPawn ()
function JumpOutOfWater (vector jumpDir)
function KeepAttacking ()
RangedAttack
function Killed (pawn Killer, pawn Other, name damageType)
function Landed (vector HitNormal)
FallingState
function Landed (vector HitNormal)
TakeHit
function LongFall ()
function MayFall ()
Charging
function MayFall ()
Hunting
functionbool NearWall (float walldist)
functionbool NeedToTurn (vector targ)
function PainTimer ()
function PainTimer ()
TacticalMove
function PickDestination ()
Fallback
function PickDestination (bool bNoCharge)
FindAir
function PickDestination ()
Hunting
function PickDestination ()
Retreating
function PickDestination ()
Roaming
function PickDestination (bool bNoCharge)
TacticalMove
function PickDestination ()
Wandering
function PickNextSpot ()
Retreating
function PickRegDestination (bool bNoCharge)
TacticalMove
function PlayChallenge ()
function PlayCombatMove ()
function PlayDeathHit (float Damage, vector HitLocation, name damageType)
function PlayDodge (bool bDuckLeft)
function PlayDyingSound ()
function PlayFiring ()
function PlayFootStep ()
function PlayGutHit (float tweentime)
function PlayHeadHit (float tweentime)
function PlayHit (float Damage, vector HitLocation, name damageType, float MomentumZ)
function PlayHitAnim (vector HitLocation, float Damage)
function PlayHitAnim (vector HitLocation, float Damage)
TakeHit
function PlayLeftHit (float tweentime)
function PlayMeleeAttack ()
function PlayMovingAttack ()
function PlayOutOfWater ()
function PlayRangedAttack ()
function PlayRightHit (float tweentime)
function PlayTakeHitSound (int damage, name damageType, int Mult)
function PreBeginPlay ()
function PreSetMovement ()
function ReachedHome ()
Retreating
functionfloat RelativeStrength (Pawn Other)
function ReSetSkill ()
function ReStartPlayer ()
Dying
function SeePlayer (Actor SeenPlayer)
function SeePlayer (Actor SeenPlayer)
Acquisition
function SeePlayer (Actor SeenPlayer)
Fallback
function SeePlayer (Actor SeenPlayer)
FallingState
function SeePlayer (Actor SeenPlayer)
Retreating
function SetAlertness (float NewAlertness)
functionbool SetEnemy (Pawn NewEnemy)
functionbool SetEnemy (Pawn NewEnemy)
FallingState
functionbool SetEnemy (Pawn NewEnemy)
Hunting
functionbool SetEnemy (Pawn NewEnemy)
StakeOut
function SetFall ()
function SetFall ()
Charging
function SetFall ()
Fallback
function SetFall ()
FallingState
function SetFall ()
Hunting
function SetFall ()
Retreating
function SetFall ()
Roaming
function SetFall ()
StakeOut
function SetFall ()
TacticalMove
function SetFall ()
Wandering
function SetMovementPhysics ()
function ShareWithTeam ()
Roaming
functionCarcass SpawnCarcass ()
function SpawnGibbedCarcass ()
function SpecialFire ()
function SpecialFire ()
RangedAttack
function StopWaiting ()
RangedAttack
functionfloat StrafeAdjust ()
functionbool StrafeFromDamage (vector momentum, float Damage, ame DamageType, bool bFindDest)
functionbool StrafeFromDamage (vector momentum, float Damage, name DamageType, bool bFindDest)
Charging
functionbool SwitchToBestWeapon ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Acquisition
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Charging
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)
Fallback
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
FallingState
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)
Hunting
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
RangedAttack
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 TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
StakeOut
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
TacticalMove
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
TakeHit
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
VictoryDance
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Wandering
functionbool TestDirection (vector dir, out vector pick)
Wandering
function Timer ()
Attacking
function Timer ()
Charging
function Timer ()
Fallback
function Timer ()
FallingState
function Timer ()
FindAir
function Timer ()
Hunting
function Timer ()
RangedAttack
function Timer ()
Retreating
function Timer ()
Roaming
function Timer ()
StakeOut
function Timer ()
TacticalMove
function Timer ()
TakeHit
function Timer ()
Wandering
function Trigger (actor Other, pawn EventInstigator)
functionbool TryStrafe (vector sideDir)
Charging
functionbool TryToCrouch ()
function TryToDuck (vector duckDir, bool bReversed)
function TryToDuck (vector duckDir, bool bReversed)
Charging
functionbool TryToward (inventory Inv, float Weight)
TacticalMove
event UpdateEyeHeight (float DeltaTime)
functionbool ValidRecovery ()
TacticalMove
function WarnTarget (Pawn shooter, float projSpeed, vector FireDir)
function WarnTarget (Pawn shooter, float projSpeed, vector FireDir)
Acquisition
function WarnTarget (Pawn shooter, float projSpeed, vector FireDir)
Retreating
function WarnTarget (Pawn shooter, float projSpeed, vector FireDir)
TacticalMove
function WhatToDoNext (name LikelyState, name LikelyLabel)
function ZoneChange (ZoneInfo newZone)
function ZoneChange (ZoneInfo newZone)
FallingState
functionstring [ (] KillMessage(name damageType, pawn Other)
Inherited Functions from Engine.Pawn
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustDesireFor, AdjustHitLocation, AdjustToss, BaseChange, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientReStart, ClientSetRotation, ClientVoiceMessage, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, 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, PostBeginPlay, PreBeginPlay, PreSetMovement, RemovePawn, RestartPlayer, SeePlayer, SendVoiceMessage, SetMovementPhysics, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UpdateEyeHeight, WaitForLanding, WarnTarget, [
Inherited Functions from Engine.Actor
!=, *, *=, +, +=, -, -=, / , /=, <<, ==, >>, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, ChildActors, Cross, Destroy, Destroyed, Detach, Dot, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetAxes, GetUnAxes, HitWall, HurtRadius, InterpolateEnd, Invert, IsA, IsAnimating, KillCredit, KilledBy, Landed, LoopAnim, LostChild, MakeNoise, MirrorVectorByNormal, Move, MoveSmooth, Normal, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RotRand, SetBase, SetCollision, SetCollisionSize, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, VRand, VSize, ZoneChange, [

States Summary
Acquisition Source code
state Acquisition
BeginState, HearNoise, SeePlayer, TakeDamage, WarnTarget
Attacking Source code
state Attacking
BeginState, ChooseAttackMode, EnemyNotVisible, Timer
Charging Source code
state Charging
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, HitWall, MayFall, SetFall, StrafeFromDamage, TakeDamage, Timer, TryStrafe, TryToDuck
Dying Source code
state Dying
BeginState, EndState, ReStartPlayer, TakeDamage
Fallback Source code
state Fallback
AnimEnd, BeginState, Bump, EnemyNotVisible, HearNoise, HitWall, PickDestination, SeePlayer, SetFall, TakeDamage, Timer
FallingState Source code
state FallingState
adjustJump, BaseChange, BeginState, EndState, EnemyAcquired, EnemyNotVisible, Landed, SeePlayer, SetEnemy, SetFall, TakeDamage, Timer, ZoneChange
FindAir Source code
state FindAir
AnimEnd, EnemyNotVisible, HeadZoneChange, HitWall, PickDestination, TakeDamage, Timer
GameEnded Source code
state GameEnded
Hunting Source code
state Hunting
AnimEnd, BeginState, Bump, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer
RangedAttack Source code
state RangedAttack
AnimEnd, BeginState, EndState, EnemyNotVisible, KeepAttacking, SpecialFire, StopWaiting, TakeDamage, Timer
Retreating Source code
state Retreating
AnimEnd, BeginState, Bump, ChangeDestination, HearNoise, HitWall, PickDestination, PickNextSpot, ReachedHome, SeePlayer, SetFall, TakeDamage, Timer, WarnTarget
Roaming Source code
state Roaming
AnimEnd, BeginState, Bump, EndState, EnemyAcquired, FearThisSpot, FindAmbushSpot, HandleHelpMessageFrom, HitWall, PickDestination, SetFall, ShareWithTeam, TakeDamage, Timer
StakeOut Source code
state StakeOut
AdjustAim, BeginState, EndState, HearNoise, SetEnemy, SetFall, TakeDamage, Timer
StartUp Source code
auto state StartUp
BeginState
TacticalMove Source code
state TacticalMove
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, GiveUpTactical, HitWall, PainTimer, PickDestination, PickRegDestination, SetFall, TakeDamage, Timer, TryToward, ValidRecovery, WarnTarget
TakeHit Source code
state TakeHit
BeginState, Landed, PlayHitAnim, TakeDamage, Timer
VictoryDance Source code
state VictoryDance
BeginState, EnemyAcquired, TakeDamage
Wandering Source code
state Wandering
AnimEnd, BeginState, EndState, EnemyAcquired, FearThisSpot, HitWall, PickDestination, SetFall, TakeDamage, TestDirection, Timer


Variables Detail

Accuracy Source code

var float Accuracy;

AmbushSpot Source code

var Ambushpoint AmbushSpot;

bCamping Source code

var bool bCamping;

bCanDuck Source code

var bool bCanDuck;

bCanFire Source code

var bool bCanFire;

bChangeDir Source code

var bool bChangeDir;

bClearShot Source code

var bool bClearShot;

bCrouching Source code

var bool bCrouching;

bFiringPaused Source code

var bool bFiringPaused;

bFirstHatePlayer Source code

var bool bFirstHatePlayer;

bFrustrated Source code

var bool bFrustrated;

bGathering Source code

var bool bGathering;

bGreenBlood Source code

var bool bGreenBlood;

bMoraleBoosted Source code

var bool bMoraleBoosted;

bNoClearSpecial Source code

var bool bNoClearSpecial;

bNoShootDecor Source code

var bool bNoShootDecor;

bReadyToAttack Source code

var bool bReadyToAttack;

bSpecialGoal Source code

var bool bSpecialGoal;

bSpecialPausing Source code

var bool bSpecialPausing;

bStrafeDir Source code

var bool bStrafeDir;

bVerbose Source code

var config bool bVerbose;

bViewTarget Source code

var bool bViewTarget;

bWallAdjust Source code

var bool bWallAdjust;

bWantsToCamp Source code

var bool bWantsToCamp;

CampingRate Source code

var float CampingRate;

CampTime Source code

var float CampTime;

EnemyDropped Source code

var Weapon EnemyDropped;

FavoriteWeapon Source code

var class<Weapon> FavoriteWeapon;

HidingSpot Source code

var vector HidingSpot;

HuntStartTime Source code

var float HuntStartTime;

LastCampCheck Source code

var float LastCampCheck;

LastInvFind Source code

var float LastInvFind;

LastPainAnim Source code

var name LastPainAnim;

LastPainTime Source code

var float LastPainTime;

NextAnim Source code

var name NextAnim;

numHuntPaths Source code

var int numHuntPaths;

OldEnemy Source code

var Pawn OldEnemy;

OrderObject Source code

var Actor OrderObject;

PlayerDeaths Source code

var float PlayerDeaths;

PlayerKills Source code

var float PlayerKills;

Pointer Source code

var Actor Pointer;

TeamLeader Source code

var Pawn TeamLeader;

WalkingSpeed Source code

var float WalkingSpeed;

Combat

Aggressiveness Source code

var(Combat) float Aggressiveness;

bIsWuss Source code

var(Combat) bool bIsWuss;

bLeadTarget Source code

var(Combat) bool bLeadTarget;

bWarnTarget Source code

var(Combat) bool bWarnTarget;

RefireRate Source code

var(Combat) float RefireRate;

TimeBetweenAttacks Source code

var(Combat) float TimeBetweenAttacks;

Pawn

CarcassType Source code

var(Pawn) class<carcass> CarcassType;

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;

JumpSound Source code

var(Sounds) sound JumpSound;

LandGrunt Source code

var(Sounds) sound LandGrunt;

UWHit1 Source code

var(Sounds) sound UWHit1;

UWHit2 Source code

var(Sounds) sound UWHit2;


Functions Detail

AdjustAim Source code

function rotator AdjustAim ( float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget )

AdjustAim StakeOut Source code

function rotator AdjustAim ( float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget )

AdjustDesireFor Source code

function float AdjustDesireFor ( Inventory Inv )

AdjustHitLocation Source code

function bool AdjustHitLocation ( out vector HitLocation, vector TraceDir )

adjustJump FallingState Source code

function adjustJump ( )

AdjustSkill Source code

function AdjustSkill ( bool bWinner )

AdjustToss Source code

function rotator AdjustToss ( float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget )

AnimEnd Charging Source code

function AnimEnd ( )

AnimEnd Fallback Source code

function AnimEnd ( )

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 ( )

AnimEnd TacticalMove Source code

function AnimEnd ( )

AnimEnd Wandering Source code

function AnimEnd ( )

AssessThreat Source code

function float AssessThreat ( Pawn NewThreat )

AttitudeTo Source code

function eAttitude AttitudeTo ( Pawn Other )

BaseChange Source code

singular event BaseChange ( )

BaseChange FallingState Source code

singular event BaseChange ( )

BecomeViewTarget Source code

function BecomeViewTarget ( )

BeginState Acquisition Source code

function BeginState ( )

BeginState Attacking Source code

function BeginState ( )

BeginState Charging Source code

function BeginState ( )

BeginState Dying Source code

function BeginState ( )

BeginState Fallback Source code

function BeginState ( )

BeginState FallingState Source code

function BeginState ( )

BeginState Hunting Source code

function BeginState ( )

BeginState RangedAttack Source code

function BeginState ( )

BeginState Retreating Source code

function BeginState ( )

BeginState Roaming Source code

function BeginState ( )

BeginState StakeOut Source code

function BeginState ( )

BeginState StartUp Source code

function BeginState ( )

BeginState TacticalMove Source code

function BeginState ( )

BeginState TakeHit Source code

function BeginState ( )

BeginState VictoryDance Source code

function BeginState ( )

BeginState Wandering Source code

function BeginState ( )

Bump Source code

function Bump ( actor Other )

Bump Fallback Source code

function Bump ( actor Other )

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 ( )

CanStakeOut Source code

function bool CanStakeOut ( )

ChangeDestination Retreating Source code

function ChangeDestination ( )

ChangedWeapon Source code

function ChangedWeapon ( )

CheckFutureSight Source code

function bool CheckFutureSight ( float deltatime )

ChooseAttackMode Attacking Source code

function ChooseAttackMode ( )

EndState Charging Source code

function EndState ( )

EndState Dying Source code

function EndState ( )

EndState FallingState Source code

function EndState ( )

EndState Hunting Source code

function EndState ( )

EndState RangedAttack Source code

function EndState ( )

EndState Roaming Source code

function EndState ( )

EndState StakeOut Source code

function EndState ( )

EndState TacticalMove Source code

function EndState ( )

EndState Wandering Source code

function EndState ( )

EnemyAcquired Source code

function EnemyAcquired ( )

EnemyAcquired FallingState Source code

function EnemyAcquired ( )

EnemyAcquired Roaming Source code

function EnemyAcquired ( )

EnemyAcquired VictoryDance Source code

function EnemyAcquired ( )

EnemyAcquired Wandering Source code

function EnemyAcquired ( )

EnemyNotVisible Attacking Source code

function EnemyNotVisible ( )

EnemyNotVisible Charging Source code

function EnemyNotVisible ( )

EnemyNotVisible Fallback Source code

function EnemyNotVisible ( )

EnemyNotVisible FallingState Source code

function EnemyNotVisible ( )

EnemyNotVisible FindAir Source code

function EnemyNotVisible ( )

EnemyNotVisible RangedAttack Source code

function EnemyNotVisible ( )

EnemyNotVisible TacticalMove Source code

function EnemyNotVisible ( )

Falling Source code

singular function Falling ( )

FearThisSpot Source code

function FearThisSpot ( FearSpot aSpot )

FearThisSpot Charging Source code

function FearThisSpot ( FearSpot aSpot )

FearThisSpot Hunting Source code

function FearThisSpot ( FearSpot aSpot )

FearThisSpot Roaming Source code

function FearThisSpot ( FearSpot aSpot )

FearThisSpot TacticalMove Source code

function FearThisSpot ( FearSpot aSpot )

FearThisSpot Wandering Source code

function FearThisSpot ( FearSpot aSpot )

FindAmbushSpot Roaming Source code

function bool FindAmbushSpot ( )

FindBestPathToward Source code

function bool FindBestPathToward ( actor desired )

FindViewSpot Hunting Source code

function bool FindViewSpot ( )

FireWeapon Source code

function FireWeapon ( )

Gasp Source code

function Gasp ( )

Gibbed Source code

function bool Gibbed ( )

GiveUpTactical TacticalMove Source code

function GiveUpTactical ( bool bNoCharge )

HaltFiring Source code

function HaltFiring ( )

HandleHelpMessageFrom Roaming Source code

function HandleHelpMessageFrom ( Pawn Other )

HeadZoneChange FindAir Source code

function HeadZoneChange ( ZoneInfo newHeadZone )

HearNoise Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

HearNoise Acquisition Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

HearNoise Fallback Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

HearNoise Hunting Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

HearNoise Retreating Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

HearNoise StakeOut Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

HitWall Charging Source code

function HitWall ( vector HitNormal, actor Wall )

HitWall Fallback Source code

function HitWall ( vector HitNormal, actor Wall )

HitWall FindAir Source code

function HitWall ( vector HitNormal, actor Wall )

HitWall Hunting 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 )

HitWall TacticalMove Source code

function HitWall ( vector HitNormal, actor Wall )

HitWall Wandering Source code

function HitWall ( vector HitNormal, actor Wall )

JumpOffPawn Source code

function JumpOffPawn ( )

JumpOutOfWater Source code

function JumpOutOfWater ( vector jumpDir )

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 )

Landed TakeHit Source code

function Landed ( vector HitNormal )

LongFall Source code

function LongFall ( )

MayFall Charging Source code

function MayFall ( )

MayFall Hunting Source code

function MayFall ( )

NearWall Source code

function bool NearWall ( float walldist )

NeedToTurn Source code

function bool NeedToTurn ( vector targ )

PainTimer Source code

function PainTimer ( )

PainTimer TacticalMove Source code

function PainTimer ( )

PickDestination Fallback Source code

function PickDestination ( )

PickDestination FindAir Source code

function PickDestination ( bool bNoCharge )

PickDestination Hunting Source code

function PickDestination ( )

PickDestination Retreating Source code

function PickDestination ( )

PickDestination Roaming Source code

function PickDestination ( )

PickDestination TacticalMove Source code

function PickDestination ( bool bNoCharge )

PickDestination Wandering Source code

function PickDestination ( )

PickNextSpot Retreating Source code

function PickNextSpot ( )

PickRegDestination TacticalMove Source code

function PickRegDestination ( bool bNoCharge )

PlayChallenge Source code

function PlayChallenge ( )

PlayCombatMove Source code

function PlayCombatMove ( )

PlayDeathHit Source code

function PlayDeathHit ( float Damage, vector HitLocation, name damageType )

PlayDodge Source code

function PlayDodge ( bool bDuckLeft )

PlayDyingSound Source code

function PlayDyingSound ( )

PlayFiring Source code

function PlayFiring ( )

PlayFootStep Source code

simulated function PlayFootStep ( )

PlayGutHit Source code

function PlayGutHit ( float tweentime )

PlayHeadHit Source code

function PlayHeadHit ( float tweentime )

PlayHit Source code

function PlayHit ( float Damage, vector HitLocation, name damageType, float MomentumZ )

PlayHitAnim Source code

function PlayHitAnim ( vector HitLocation, float Damage )

PlayHitAnim TakeHit Source code

function PlayHitAnim ( vector HitLocation, float Damage )

PlayLeftHit Source code

function PlayLeftHit ( float tweentime )

PlayMeleeAttack Source code

function PlayMeleeAttack ( )

PlayMovingAttack Source code

function PlayMovingAttack ( )

PlayOutOfWater Source code

function PlayOutOfWater ( )

PlayRangedAttack Source code

function PlayRangedAttack ( )

PlayRightHit Source code

function PlayRightHit ( float tweentime )

PlayTakeHitSound Source code

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

PreBeginPlay Source code

function PreBeginPlay ( )

PreSetMovement Source code

function PreSetMovement ( )

ReachedHome Retreating Source code

function ReachedHome ( )

RelativeStrength Source code

function float RelativeStrength ( Pawn Other )

ReSetSkill Source code

function ReSetSkill ( )

ReStartPlayer Dying Source code

function ReStartPlayer ( )

SeePlayer Source code

function SeePlayer ( Actor SeenPlayer )

SeePlayer Acquisition Source code

function SeePlayer ( Actor SeenPlayer )

SeePlayer Fallback Source code

function SeePlayer ( Actor SeenPlayer )

SeePlayer FallingState Source code

function SeePlayer ( Actor SeenPlayer )

SeePlayer Retreating Source code

function SeePlayer ( Actor SeenPlayer )

SetAlertness Source code

final function SetAlertness ( float NewAlertness )

SetEnemy Source code

function bool SetEnemy ( Pawn NewEnemy )

SetEnemy FallingState Source code

function bool SetEnemy ( Pawn NewEnemy )

SetEnemy Hunting Source code

function bool SetEnemy ( Pawn NewEnemy )

SetEnemy StakeOut Source code

function bool SetEnemy ( Pawn NewEnemy )

SetFall Source code

function SetFall ( )

SetFall Charging Source code

function SetFall ( )

SetFall Fallback Source code

function SetFall ( )

SetFall FallingState Source code

function SetFall ( )

SetFall Hunting Source code

function SetFall ( )

SetFall Retreating Source code

function SetFall ( )

SetFall Roaming Source code

function SetFall ( )

SetFall StakeOut Source code

function SetFall ( )

SetFall TacticalMove Source code

function SetFall ( )

SetFall Wandering Source code

function SetFall ( )

SetMovementPhysics Source code

function SetMovementPhysics ( )

ShareWithTeam Roaming Source code

function ShareWithTeam ( )

SpawnCarcass Source code

function Carcass SpawnCarcass ( )

SpawnGibbedCarcass Source code

function SpawnGibbedCarcass ( )

SpecialFire Source code

function SpecialFire ( )

SpecialFire RangedAttack Source code

function SpecialFire ( )

StopWaiting RangedAttack Source code

function StopWaiting ( )

StrafeAdjust Source code

function float StrafeAdjust ( )

StrafeFromDamage Source code

function bool StrafeFromDamage ( vector momentum, float Damage,name DamageType, bool bFindDest )

StrafeFromDamage Charging Source code

function bool StrafeFromDamage ( vector momentum, float Damage, name DamageType, bool bFindDest )

SwitchToBestWeapon Source code

function bool SwitchToBestWeapon ( )

TakeDamage Acquisition Source code

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

TakeDamage Charging Source code

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

TakeDamage Dying Source code

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

TakeDamage Fallback Source code

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

TakeDamage FallingState 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 Hunting Source code

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

TakeDamage RangedAttack 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 )

TakeDamage StakeOut Source code

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

TakeDamage TacticalMove Source code

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

TakeDamage TakeHit Source code

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

TakeDamage VictoryDance Source code

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

TakeDamage Wandering Source code

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

TestDirection Wandering Source code

function bool TestDirection ( vector dir, out vector pick )

Timer Attacking Source code

function Timer ( )

Timer Charging Source code

function Timer ( )

Timer Fallback Source code

function Timer ( )

Timer FallingState Source code

function Timer ( )

Timer FindAir Source code

function Timer ( )

Timer Hunting Source code

function Timer ( )

Timer RangedAttack Source code

function Timer ( )

Timer Retreating Source code

function Timer ( )

Timer Roaming Source code

function Timer ( )

Timer StakeOut Source code

function Timer ( )

Timer TacticalMove Source code

function Timer ( )

Timer TakeHit Source code

function Timer ( )

Timer Wandering Source code

function Timer ( )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator )

TryStrafe Charging Source code

function bool TryStrafe ( vector sideDir )

TryToCrouch Source code

function bool TryToCrouch ( )

TryToDuck Source code

function TryToDuck ( vector duckDir, bool bReversed )

TryToDuck Charging 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 )

ValidRecovery TacticalMove Source code

function bool ValidRecovery ( )

WarnTarget Source code

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

WarnTarget Acquisition Source code

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

WarnTarget Retreating Source code

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

WarnTarget TacticalMove Source code

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

WhatToDoNext Source code

function WhatToDoNext ( name LikelyState, name LikelyLabel )

ZoneChange Source code

function ZoneChange ( ZoneInfo newZone )

ZoneChange FallingState Source code

function ZoneChange ( ZoneInfo newZone )

[ Source code

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


Defaultproperties

defaultproperties
{
     CarcassType=Class'UnrealShare.CreatureCarcass'
     TimeBetweenAttacks=1.000000
     Aggressiveness=0.200000
     WalkingSpeed=0.400000
     RefireRate=0.900000
     bLeadTarget=True
     bWarnTarget=True
     bIsPlayer=True
     bCanStrafe=True
     bAutoActivate=True
     MeleeRange=50.000000
     GroundSpeed=400.000000
     AirSpeed=400.000000
     AccelRate=2048.000000
     SightRadius=3000.000000
     HearingThreshold=0.300000
     BaseEyeHeight=23.000000
     UnderWaterTime=20.000000
     Intelligence=BRAINS_HUMAN
     Land=Sound'UnrealShare.Generic.Land1'
     WaterStep=Sound'UnrealShare.Generic.LSplash'
     bStasis=False
     DrawType=DT_Mesh
     LightBrightness=70
     LightHue=40
     LightSaturation=128
     LightRadius=6
     Buoyancy=100.000000
     RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
     NetPriority=8.000000
}

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Creation time: Sun 21/2/2010 23:49:46.361 - Created with UnCodeX