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UnrealShare.ScriptedPawn

Extends
Pawn
Modifiers
abstract

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

Direct Known Subclasses:

Brute, Cow, DevilFish, Fly, Gasbag, Krall, Manta, Mercenary, Nali, Pupae, Queen, Skaarj, Slith, Squid, Tentacle, Titan, Warlord

Variables Summary
boolbCanBePissed
boolbCanDuck
boolbCanFire
boolbCanSpeak
boolbChangeDir
boolbClearShot
boolbCrouching
boolbFiringPaused
boolbFirstHatePlayer
boolbFirstShot
boolbFrustrated
boolbGreenBlood
boolbInitialFear
boolbIsSpeaking
boolbMoraleBoosted
boolbReadyToAttack
boolbSpecialGoal
boolbSpecialPausing
boolbStrafeDir
boolbTeamSpeaking
PawnHated
vectorHidingSpot
floatHuntStartTime
nameLastPainAnim
floatLastPainTime
nameNextAnim
intnumHuntPaths
PawnOldEnemy
actorOrderObject
floatRoamStartTime
intTeam
intTeamID
ScriptedPawnTeamLeader
floatWalkingSpeed
AI
boolbHateWhenTriggered
boolbIgnoreFriends
boolbIsBoss
boolbQuiet
boolbTeamLeader
nameFirstHatePlayerEvent
nameTeamTag
Combat
floatAggressiveness
boolbHasRangedAttack
boolbIsWuss
boolbLeadTarget
boolbMovingRangedAttack
boolbWarnTarget
floatProjectileSpeed
class<actor>RangedProjectile
floatReFireRate
floatTimeBetweenAttacks
Orders
boolbDelayedPatrol
boolbNoWait
nameOrders
nameOrderTag
Pawn
class<carcass>CarcassType
Sounds
soundAcquire
soundFear
soundRoam
soundThreaten
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
function adjustJump ()
FallingState
functionrotator AdjustToss (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)
function AlarmDone ()
TriggerAlarm
function AnimEnd ()
Ambushing
function AnimEnd ()
Charging
function AnimEnd ()
Greeting
function AnimEnd ()
Guarding
function AnimEnd ()
Hunting
function AnimEnd ()
MeleeAttack
function AnimEnd ()
Patroling
function AnimEnd ()
RangedAttack
function AnimEnd ()
Retreating
function AnimEnd ()
TacticalMove
function AnimEnd ()
TriggerAlarm
function AnimEnd ()
Waiting
function AnimEnd ()
Wandering
function AnnoyedBy (Pawn Other)
functioneAttitude AttitudeTo (Pawn Other)
functioneAttitude AttitudeToCreature (Pawn Other)
functioneAttitude AttitudeWithFear ()
function BeginState ()
Acquisition
function BeginState ()
AlarmPaused
function BeginState ()
Ambushing
function BeginState ()
Attacking
function BeginState ()
Charging
function BeginState ()
FallingState
function BeginState ()
Guarding
function BeginState ()
Hunting
function BeginState ()
MeleeAttack
function BeginState ()
Patroling
function BeginState ()
RangedAttack
function BeginState ()
Retreating
function BeginState ()
Roaming
function BeginState ()
StakeOut
function BeginState ()
StartUp
function BeginState ()
TacticalMove
function BeginState ()
TakeHit
function BeginState ()
Threatening
function BeginState ()
TriggerAlarm
function BeginState ()
VictoryDance
function BeginState ()
Waiting
function BeginState ()
Wandering
function Bump (actor Other)
function Bump (actor Other)
AlarmPaused
function Bump (actor Other)
Greeting
function Bump (actor Other)
Retreating
function Bump (Actor Other)
Roaming
function Bump (actor Other)
TriggerAlarm
function Bump (actor Other)
Waiting
functionbool CanFireAtEnemy ()
functionbool CanStakeOut ()
function ChangeDestination ()
Retreating
function ChooseAttackMode ()
Attacking
function ChooseLeaderAttack ()
functionbool ChooseTeamAttackFor (ScriptedPawn TeamMember)
function damageAttitudeTo (pawn Other)
function EndState ()
Charging
function EndState ()
FallingState
function EndState ()
Hunting
function EndState ()
RangedAttack
function EndState ()
StakeOut
function EndState ()
TacticalMove
function EndState ()
Threatening
function EndState ()
Wandering
function EnemyAcquired ()
function EnemyAcquired ()
Ambushing
function EnemyAcquired ()
FallingState
function EnemyAcquired ()
Greeting
function EnemyAcquired ()
Guarding
function EnemyAcquired ()
Patroling
function EnemyAcquired ()
Roaming
function EnemyAcquired ()
Threatening
function EnemyAcquired ()
VictoryDance
function EnemyAcquired ()
Waiting
function EnemyAcquired ()
Wandering
function EnemyNotVisible ()
AlarmPaused
function EnemyNotVisible ()
Attacking
function EnemyNotVisible ()
Charging
function EnemyNotVisible ()
FallingState
function EnemyNotVisible ()
MeleeAttack
function EnemyNotVisible ()
RangedAttack
function EnemyNotVisible ()
TacticalMove
function EnemyNotVisible ()
Threatening
function EnemyNotVisible ()
TriggerAlarm
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
function FindAlarm ()
TriggerAlarm
function FindAmbush ()
Ambushing
functionbool FindBestPathToward (actor desired)
function FindNextPatrol ()
Patroling
function FindShootTarget ()
AlarmPaused
functionbool FindViewSpot ()
Hunting
function FireProjectile (vector StartOffset, float Accuracy)
function FireWeapon ()
functionbool Gibbed ()
function GiveUpTactical (bool bNoCharge)
TacticalMove
function HearNoise (float Loudness, Actor NoiseMaker)
function HearNoise (float Loudness, Actor NoiseMaker)
Acquisition
function HearNoise (float Loudness, Actor NoiseMaker)
Hunting
function HearNoise (float Loudness, Actor NoiseMaker)
StakeOut
function HitWall (vector HitNormal, actor Wall)
Charging
function HitWall (vector HitNormal, actor Wall)
Guarding
function HitWall (vector HitNormal, actor Wall)
Hunting
function HitWall (vector HitNormal, actor Wall)
Patroling
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 InitAmbushLoc ()
StartUp
function InitPatrolLoc ()
StartUp
function JumpOffPawn ()
function JumpOutOfWater (vector jumpDir)
function KeepAttacking ()
MeleeAttack
function KeepAttacking ()
RangedAttack
function Killed (pawn Killer, pawn Other, name damageType)
function Landed (vector HitNormal)
Ambushing
function Landed (vector HitNormal)
FallingState
function Landed (vector HitNormal)
Greeting
function Landed (vector HitNormal)
TakeHit
function Landed (vector HitNormal)
Waiting
function LongFall ()
function MayFall ()
Charging
function MayFall ()
Hunting
functionbool MeleeDamageTarget (int hitdamage, vector pushdir)
functionbool NearWall (float walldist)
functionbool NeedToTurn (vector targ)
function PickDestination ()
Guarding
function PickDestination ()
Hunting
function PickDestination ()
Patroling
function PickDestination ()
Retreating
function PickDestination ()
Roaming
function PickDestination (bool bNoCharge)
TacticalMove
function PickDestination ()
VictoryDance
function PickDestination ()
Wandering
function PickGuardDestination ()
Threatening
function PickNextSpot ()
Retreating
function PickThreatenDestination ()
Threatening
function PlayAcquisitionSound ()
function PlayChallenge ()
function PlayCombatMove ()
function PlayDeathHit (float Damage, vector HitLocation, name damageType)
function PlayFearSound ()
function PlayFiring ()
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 PlayRangedAttack ()
function PlayRightHit (float tweentime)
function PlayRoamingSound ()
function PlayThreateningSound ()
function PlayWaitAround ()
AlarmPaused
function PreBeginPlay ()
function ReachedHome ()
Retreating
functionfloat RelativeStrength (Pawn Other)
function SeePlayer (Actor SeenPlayer)
function SeePlayer (Actor SeenPlayer)
Acquisition
function SeePlayer (Actor SeenPlayer)
AlarmPaused
function SeePlayer (Actor SeenPlayer)
FallingState
function SetAlarm ()
StartUp
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 ()
AlarmPaused
function SetFall ()
Ambushing
function SetFall ()
Charging
function SetFall ()
FallingState
function SetFall ()
Guarding
function SetFall ()
Hunting
function SetFall ()
Patroling
function SetFall ()
Retreating
function SetFall ()
Roaming
function SetFall ()
StakeOut
function SetFall ()
TacticalMove
function SetFall ()
TriggerAlarm
function SetFall ()
Wandering
function SetHome ()
StartUp
function SetMovementPhysics ()
function SetTeam ()
StartUp
functionCarcass SpawnCarcass ()
function SpawnGibbedCarcass ()
function Speak ()
function SpeakOrderTo (ScriptedPawn TeamMember)
function SpeakTo (ScriptedPawn Other)
function StartRoaming ()
function StopFiring ()
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
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)
AlarmPaused
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Ambushing
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)
FallingState
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Greeting
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Guarding
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)
MeleeAttack
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Patroling
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)
Threatening
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
TriggerAlarm
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)
Waiting
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Wandering
functionbool TestDirection (vector dir, out vector pick)
Wandering
function Timer ()
AlarmPaused
function Timer ()
Ambushing
function Timer ()
Attacking
function Timer ()
Charging
function Timer ()
FallingState
function Timer ()
Greeting
function Timer ()
Guarding
function Timer ()
Hunting
function Timer ()
Patroling
function Timer ()
RangedAttack
function Timer ()
Retreating
function Timer ()
Roaming
function Timer ()
StakeOut
function Timer ()
TacticalMove
function Timer ()
TakeHit
function Timer ()
Waiting
function Timer ()
Wandering
function Touch (actor Other)
TriggerAlarm
function Trigger (actor Other, pawn EventInstigator)
function Trigger (actor Other, pawn EventInstigator)
Patroling
function Trigger (actor Other, pawn EventInstigator)
Threatening
function TriggerFirstHate ()
functionbool TryToCrouch ()
function TryToDuck (vector DuckDir, bool bReversed)
functionbool ValidRecovery ()
TacticalMove
function WarnTarget (Pawn shooter, float projSpeed, vector FireDir)
function WarnTarget (Pawn shooter, float projSpeed, vector FireDir)
Acquisition
function WhatToDoNext (name LikelyState, name LikelyLabel)
function ZoneChange (ZoneInfo newZone)
function ZoneChange (ZoneInfo newZone)
FallingState
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
AlarmPaused Source code
state AlarmPaused
BeginState, Bump, EnemyNotVisible, FindShootTarget, PlayWaitAround, SeePlayer, SetFall, TakeDamage, Timer
Ambushing Source code
state Ambushing
AnimEnd, BeginState, EnemyAcquired, FindAmbush, Landed, SetFall, TakeDamage, Timer
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
FallingState Source code
state FallingState
adjustJump, BeginState, EndState, EnemyAcquired, EnemyNotVisible, Landed, SeePlayer, SetEnemy, SetFall, TakeDamage, Timer, ZoneChange
Greeting Source code
state Greeting
AnimEnd, Bump, EnemyAcquired, Landed, TakeDamage, Timer
Guarding Source code
state Guarding
AnimEnd, BeginState, EnemyAcquired, HitWall, PickDestination, SetFall, TakeDamage, Timer
Hunting Source code
state Hunting
AnimEnd, BeginState, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer
MeleeAttack Source code
state MeleeAttack
AnimEnd, BeginState, EnemyNotVisible, KeepAttacking, TakeDamage
Patroling Source code
state Patroling
AnimEnd, BeginState, EnemyAcquired, FindNextPatrol, HitWall, PickDestination, SetFall, TakeDamage, Timer, Trigger
RangedAttack Source code
state RangedAttack
AnimEnd, BeginState, EndState, EnemyNotVisible, KeepAttacking, StopWaiting, TakeDamage, Timer
Retreating Source code
state Retreating
AnimEnd, BeginState, Bump, ChangeDestination, HitWall, PickDestination, PickNextSpot, ReachedHome, SetFall, TakeDamage, Timer
Roaming Source code
state Roaming
BeginState, Bump, EnemyAcquired, FearThisSpot, HitWall, PickDestination, SetFall, TakeDamage, Timer
StakeOut Source code
state StakeOut
AdjustAim, BeginState, EndState, HearNoise, SetEnemy, SetFall, TakeDamage, Timer
StartUp Source code
auto state StartUp
BeginState, InitAmbushLoc, InitPatrolLoc, SetAlarm, SetHome, SetTeam
TacticalMove Source code
state TacticalMove
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, GiveUpTactical, HitWall, PickDestination, SetFall, TakeDamage, Timer, ValidRecovery
TakeHit Source code
state TakeHit
BeginState, Landed, PlayHitAnim, TakeDamage, Timer
Threatening Source code
state Threatening
BeginState, EndState, EnemyAcquired, EnemyNotVisible, PickGuardDestination, PickThreatenDestination, TakeDamage, Trigger
TriggerAlarm Source code
state TriggerAlarm
AlarmDone, AnimEnd, BeginState, Bump, EnemyNotVisible, FindAlarm, SetFall, TakeDamage, Touch
VictoryDance Source code
state VictoryDance
BeginState, EnemyAcquired, PickDestination, TakeDamage
Waiting Source code
state Waiting
AnimEnd, BeginState, Bump, EnemyAcquired, Landed, TakeDamage, Timer
Wandering Source code
state Wandering
AnimEnd, BeginState, EndState, EnemyAcquired, FearThisSpot, HitWall, PickDestination, SetFall, TakeDamage, TestDirection, Timer


Variables Detail

bCanBePissed Source code

var bool bCanBePissed;

bCanDuck Source code

var bool bCanDuck;

bCanFire Source code

var bool bCanFire;

bCanSpeak Source code

var bool bCanSpeak;

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;

bFirstShot Source code

var bool bFirstShot;

bFrustrated Source code

var bool bFrustrated;

bGreenBlood Source code

var bool bGreenBlood;

bInitialFear Source code

var bool bInitialFear;

bIsSpeaking Source code

var bool bIsSpeaking;

bMoraleBoosted Source code

var bool bMoraleBoosted;

bReadyToAttack Source code

var bool bReadyToAttack;

bSpecialGoal Source code

var bool bSpecialGoal;

bSpecialPausing Source code

var bool bSpecialPausing;

bStrafeDir Source code

var bool bStrafeDir;

bTeamSpeaking Source code

var bool bTeamSpeaking;

Hated Source code

var Pawn Hated;

HidingSpot Source code

var vector HidingSpot;

HuntStartTime Source code

var float HuntStartTime;

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;

RoamStartTime Source code

var float RoamStartTime;

Team Source code

var int Team;

TeamID Source code

var int TeamID;

TeamLeader Source code

var ScriptedPawn TeamLeader;

WalkingSpeed Source code

var float WalkingSpeed;

AI

bHateWhenTriggered Source code

var(AI) bool bHateWhenTriggered;

bIgnoreFriends Source code

var(AI) bool bIgnoreFriends;

bIsBoss Source code

var(AI) bool bIsBoss;

bQuiet Source code

var(AI) bool bQuiet;

bTeamLeader Source code

var(AI) bool bTeamLeader;

FirstHatePlayerEvent Source code

var(AI) name FirstHatePlayerEvent;

TeamTag Source code

var(AI) name TeamTag;

Combat

Aggressiveness Source code

var(Combat) float Aggressiveness;

bHasRangedAttack Source code

var(Combat) bool bHasRangedAttack;

bIsWuss Source code

var(Combat) bool bIsWuss;

bLeadTarget Source code

var(Combat) bool bLeadTarget;

bMovingRangedAttack Source code

var(Combat) bool bMovingRangedAttack;

bWarnTarget Source code

var(Combat) bool bWarnTarget;

ProjectileSpeed Source code

var(Combat) float ProjectileSpeed;

RangedProjectile Source code

var(Combat) class<actor> RangedProjectile;

ReFireRate Source code

var(Combat) float ReFireRate;

TimeBetweenAttacks Source code

var(Combat) float TimeBetweenAttacks;

Orders

bDelayedPatrol Source code

var(Orders) bool bDelayedPatrol;

bNoWait Source code

var(Orders) bool bNoWait;

Orders Source code

var(Orders) name Orders;

OrderTag Source code

var(Orders) name OrderTag;

Pawn

CarcassType Source code

var(Pawn) class<carcass> CarcassType;

Sounds

Acquire Source code

var(Sounds) sound Acquire;

Fear Source code

var(Sounds) sound Fear;

Roam Source code

var(Sounds) sound Roam;

Threaten Source code

var(Sounds) sound Threaten;


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 )

adjustJump FallingState Source code

function adjustJump ( )

AdjustToss Source code

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

AlarmDone TriggerAlarm Source code

function AlarmDone ( )

AnimEnd Ambushing Source code

function AnimEnd ( )

AnimEnd Charging Source code

function AnimEnd ( )

AnimEnd Greeting Source code

function AnimEnd ( )

AnimEnd Guarding Source code

function AnimEnd ( )

AnimEnd Hunting Source code

function AnimEnd ( )

AnimEnd MeleeAttack Source code

function AnimEnd ( )

AnimEnd Patroling Source code

function AnimEnd ( )

AnimEnd RangedAttack Source code

function AnimEnd ( )

AnimEnd Retreating Source code

function AnimEnd ( )

AnimEnd TacticalMove Source code

function AnimEnd ( )

AnimEnd TriggerAlarm Source code

function AnimEnd ( )

AnimEnd Waiting Source code

function AnimEnd ( )

AnimEnd Wandering Source code

function AnimEnd ( )

AnnoyedBy Source code

function AnnoyedBy ( Pawn Other )

AttitudeTo Source code

function eAttitude AttitudeTo ( Pawn Other )

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other )

AttitudeWithFear Source code

function eAttitude AttitudeWithFear ( )

BeginState Acquisition Source code

function BeginState ( )

BeginState AlarmPaused Source code

function BeginState ( )

BeginState Ambushing Source code

function BeginState ( )

BeginState Attacking Source code

function BeginState ( )

BeginState Charging Source code

function BeginState ( )

BeginState FallingState Source code

function BeginState ( )

BeginState Guarding Source code

function BeginState ( )

BeginState Hunting Source code

function BeginState ( )

BeginState MeleeAttack Source code

function BeginState ( )

BeginState Patroling 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 Threatening Source code

function BeginState ( )

BeginState TriggerAlarm Source code

function BeginState ( )

BeginState VictoryDance Source code

function BeginState ( )

BeginState Waiting Source code

function BeginState ( )

BeginState Wandering Source code

function BeginState ( )

Bump Source code

function Bump ( actor Other )

Bump AlarmPaused Source code

function Bump ( actor Other )

Bump Greeting Source code

function Bump ( actor Other )

Bump Retreating Source code

function Bump ( actor Other )

Bump Roaming Source code

function Bump ( Actor Other )

Bump TriggerAlarm Source code

function Bump ( actor Other )

Bump Waiting Source code

function Bump ( actor Other )

CanFireAtEnemy Source code

function bool CanFireAtEnemy ( )

CanStakeOut Source code

function bool CanStakeOut ( )

ChangeDestination Retreating Source code

function ChangeDestination ( )

ChooseAttackMode Attacking Source code

function ChooseAttackMode ( )

ChooseLeaderAttack Source code

function ChooseLeaderAttack ( )

ChooseTeamAttackFor Source code

function bool ChooseTeamAttackFor ( ScriptedPawn TeamMember )

damageAttitudeTo Source code

function damageAttitudeTo ( pawn Other )

EndState Charging Source code

function EndState ( )

EndState FallingState Source code

function EndState ( )

EndState Hunting Source code

function EndState ( )

EndState RangedAttack Source code

function EndState ( )

EndState StakeOut Source code

function EndState ( )

EndState TacticalMove Source code

function EndState ( )

EndState Threatening Source code

function EndState ( )

EndState Wandering Source code

function EndState ( )

EnemyAcquired Source code

function EnemyAcquired ( )

EnemyAcquired Ambushing Source code

function EnemyAcquired ( )

EnemyAcquired FallingState Source code

function EnemyAcquired ( )

EnemyAcquired Greeting Source code

function EnemyAcquired ( )

EnemyAcquired Guarding Source code

function EnemyAcquired ( )

EnemyAcquired Patroling Source code

function EnemyAcquired ( )

EnemyAcquired Roaming Source code

function EnemyAcquired ( )

EnemyAcquired Threatening Source code

function EnemyAcquired ( )

EnemyAcquired VictoryDance Source code

function EnemyAcquired ( )

EnemyAcquired Waiting Source code

function EnemyAcquired ( )

EnemyAcquired Wandering Source code

function EnemyAcquired ( )

EnemyNotVisible AlarmPaused Source code

function EnemyNotVisible ( )

EnemyNotVisible Attacking Source code

function EnemyNotVisible ( )

EnemyNotVisible Charging Source code

function EnemyNotVisible ( )

EnemyNotVisible FallingState Source code

function EnemyNotVisible ( )

EnemyNotVisible MeleeAttack Source code

function EnemyNotVisible ( )

EnemyNotVisible RangedAttack Source code

function EnemyNotVisible ( )

EnemyNotVisible TacticalMove Source code

function EnemyNotVisible ( )

EnemyNotVisible Threatening Source code

function EnemyNotVisible ( )

EnemyNotVisible TriggerAlarm 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 )

FindAlarm TriggerAlarm Source code

function FindAlarm ( )

FindAmbush Ambushing Source code

function FindAmbush ( )

FindBestPathToward Source code

function bool FindBestPathToward ( actor desired )

FindNextPatrol Patroling Source code

function FindNextPatrol ( )

FindShootTarget AlarmPaused Source code

function FindShootTarget ( )

FindViewSpot Hunting Source code

function bool FindViewSpot ( )

FireProjectile Source code

final function FireProjectile ( vector StartOffset, float Accuracy )

FireWeapon Source code

function FireWeapon ( )

Gibbed Source code

function bool Gibbed ( )

GiveUpTactical TacticalMove Source code

function GiveUpTactical ( bool bNoCharge )

HearNoise Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

HearNoise Acquisition Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

HearNoise Hunting 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 Guarding Source code

function HitWall ( vector HitNormal, actor Wall )

HitWall Hunting Source code

function HitWall ( vector HitNormal, actor Wall )

HitWall Patroling 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 )

InitAmbushLoc StartUp Source code

function InitAmbushLoc ( )

InitPatrolLoc StartUp Source code

function InitPatrolLoc ( )

JumpOffPawn Source code

function JumpOffPawn ( )

JumpOutOfWater Source code

function JumpOutOfWater ( vector jumpDir )

KeepAttacking MeleeAttack Source code

function KeepAttacking ( )

KeepAttacking RangedAttack Source code

function KeepAttacking ( )

Killed Source code

function Killed ( pawn Killer, pawn Other, name damageType )

Landed Ambushing Source code

function Landed ( vector HitNormal )

Landed FallingState Source code

function Landed ( vector HitNormal )

Landed Greeting Source code

function Landed ( vector HitNormal )

Landed TakeHit Source code

function Landed ( vector HitNormal )

Landed Waiting Source code

function Landed ( vector HitNormal )

LongFall Source code

function LongFall ( )

MayFall Charging Source code

function MayFall ( )

MayFall Hunting Source code

function MayFall ( )

MeleeDamageTarget Source code

function bool MeleeDamageTarget ( int hitdamage, vector pushdir )

NearWall Source code

function bool NearWall ( float walldist )

NeedToTurn Source code

function bool NeedToTurn ( vector targ )

PickDestination Guarding Source code

function PickDestination ( )

PickDestination Hunting Source code

function PickDestination ( )

PickDestination Patroling 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 VictoryDance Source code

function PickDestination ( )

PickDestination Wandering Source code

function PickDestination ( )

PickGuardDestination Threatening Source code

function PickGuardDestination ( )

PickNextSpot Retreating Source code

function PickNextSpot ( )

PickThreatenDestination Threatening Source code

function PickThreatenDestination ( )

PlayAcquisitionSound Source code

function PlayAcquisitionSound ( )

PlayChallenge Source code

function PlayChallenge ( )

PlayCombatMove Source code

function PlayCombatMove ( )

PlayDeathHit Source code

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

PlayFearSound Source code

function PlayFearSound ( )

PlayFiring Source code

function PlayFiring ( )

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 ( )

PlayRangedAttack Source code

function PlayRangedAttack ( )

PlayRightHit Source code

function PlayRightHit ( float tweentime )

PlayRoamingSound Source code

function PlayRoamingSound ( )

PlayThreateningSound Source code

function PlayThreateningSound ( )

PlayWaitAround AlarmPaused Source code

function PlayWaitAround ( )

PreBeginPlay Source code

function PreBeginPlay ( )

ReachedHome Retreating Source code

function ReachedHome ( )

RelativeStrength Source code

function float RelativeStrength ( Pawn Other )

SeePlayer Source code

function SeePlayer ( Actor SeenPlayer )

SeePlayer Acquisition Source code

function SeePlayer ( Actor SeenPlayer )

SeePlayer AlarmPaused Source code

function SeePlayer ( Actor SeenPlayer )

SeePlayer FallingState Source code

function SeePlayer ( Actor SeenPlayer )

SetAlarm StartUp Source code

function SetAlarm ( )

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 AlarmPaused Source code

function SetFall ( )

SetFall Ambushing Source code

function SetFall ( )

SetFall Charging Source code

function SetFall ( )

SetFall FallingState Source code

function SetFall ( )

SetFall Guarding Source code

function SetFall ( )

SetFall Hunting Source code

function SetFall ( )

SetFall Patroling 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 TriggerAlarm Source code

function SetFall ( )

SetFall Wandering Source code

function SetFall ( )

SetHome StartUp Source code

function SetHome ( )

SetMovementPhysics Source code

function SetMovementPhysics ( )

SetTeam StartUp Source code

function SetTeam ( )

SpawnCarcass Source code

function Carcass SpawnCarcass ( )

SpawnGibbedCarcass Source code

function SpawnGibbedCarcass ( )

Speak Source code

function Speak ( )

SpeakOrderTo Source code

function SpeakOrderTo ( ScriptedPawn TeamMember )

SpeakTo Source code

function SpeakTo ( ScriptedPawn Other )

StartRoaming Source code

function StartRoaming ( )

StopFiring Source code

function StopFiring ( )

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 )

TakeDamage Acquisition Source code

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

TakeDamage AlarmPaused Source code

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

TakeDamage Ambushing 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 FallingState Source code

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

TakeDamage Greeting Source code

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

TakeDamage Guarding 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 MeleeAttack Source code

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

TakeDamage Patroling 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 Threatening Source code

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

TakeDamage TriggerAlarm 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 Waiting 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 AlarmPaused Source code

function Timer ( )

Timer Ambushing Source code

function Timer ( )

Timer Attacking Source code

function Timer ( )

Timer Charging Source code

function Timer ( )

Timer FallingState Source code

function Timer ( )

Timer Greeting Source code

function Timer ( )

Timer Guarding Source code

function Timer ( )

Timer Hunting Source code

function Timer ( )

Timer Patroling 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 Waiting Source code

function Timer ( )

Timer Wandering Source code

function Timer ( )

Touch TriggerAlarm Source code

function Touch ( actor Other )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator )

Trigger Patroling Source code

function Trigger ( actor Other, pawn EventInstigator )

Trigger Threatening Source code

function Trigger ( actor Other, pawn EventInstigator )

TriggerFirstHate Source code

function TriggerFirstHate ( )

TryToCrouch Source code

function bool TryToCrouch ( )

TryToDuck Source code

function TryToDuck ( vector DuckDir, bool bReversed )

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 )

WhatToDoNext Source code

function WhatToDoNext ( name LikelyState, name LikelyLabel )

ZoneChange Source code

function ZoneChange ( ZoneInfo newZone )

ZoneChange FallingState Source code

function ZoneChange ( ZoneInfo newZone )


Defaultproperties

defaultproperties
{
     CarcassType=Class'UnrealShare.CreatureCarcass'
     TimeBetweenAttacks=1.000000
     WalkingSpeed=0.400000
     bLeadTarget=True
     bWarnTarget=True
     bFirstShot=True
     ProjectileSpeed=800.000000
     bFixedStart=True
     AirSpeed=320.000000
     AccelRate=200.000000
     HearingThreshold=0.300000
     Land=Sound'UnrealShare.Generic.Land1'
     WaterStep=Sound'UnrealShare.Generic.LSplash'
}

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Creation time: Sun 21/2/2010 23:49:48.981 - Created with UnCodeX