- Extends
- Pawn
- Modifiers
- abstract
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- Botpack.Bot
Direct Known Subclasses:
HumanBotPlus, SkaarjBot
Inherited Variables from Engine.Pawn |
AccelRate, AirControl, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAdvancedTactics, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bCountJumps, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsFemale, bIsHuman, bIsMultiSkinned, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStopAtLedges, bStrafe, bUpAndOut, bUpdatingDisplay, bViewTarget, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, FaceTarget, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, LastSeenTime, 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, SelectionMesh, Shadow, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialMesh, SpecialPause, SpeechTime, SplashTime, Spree, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoicePitch, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon |
Inherited Variables from Engine.Actor |
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, 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, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimFall, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PendingTouch, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel |
Inherited Enumerations from Engine.Actor |
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Functions Summary |
| bool | AddInventory (inventory NewItem ))
|
| rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget))
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| rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)) StakeOut |
| float | AdjustDesireFor (Inventory Inv))
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| bool | AdjustHitLocation (out vector HitLocation, vector TraceDir))
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| | adjustJump ())) FallingState |
| rotator | AdjustToss (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget))
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| | AlterDestination ()))
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| | AnimEnd ())) Charging |
| | AnimEnd ())) Fallback |
| | AnimEnd ())) FallingState |
| | AnimEnd ())) FindAir |
| | AnimEnd ())) Hold |
| | AnimEnd ())) Holding |
| | AnimEnd ())) Hunting |
| | AnimEnd ())) ImpactJumping |
| | AnimEnd ())) RangedAttack |
| | AnimEnd ())) Retreating |
| | AnimEnd ())) Roaming |
| | AnimEnd ())) TacticalMove |
| | AnimEnd ())) Wandering |
| float | AssessThreat (Pawn NewThreat ))
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| eAttitude | AttitudeTo (Pawn Other))
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| | BaseChange ()))
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| | BaseChange ())) FallingState |
| | BaseChange ())) Wandering |
| | BeginState ())) Acquisition |
| | BeginState ())) Attacking |
| | BeginState ())) Charging |
| | BeginState ())) Dying |
| | BeginState ())) Fallback |
| | BeginState ())) FallingState |
| | BeginState ())) GameEnded |
| | BeginState ())) Hold |
| | BeginState ())) Holding |
| | BeginState ())) Hunting |
| | BeginState ())) RangedAttack |
| | BeginState ())) Retreating |
| | BeginState ())) Roaming |
| | BeginState ())) StakeOut |
| | BeginState ())) StartUp |
| | BeginState ())) TacticalMove |
| | BeginState ())) TakeHit |
| | BeginState ())) VictoryDance |
| | BeginState ())) Wandering |
| | BigJump (Actor JumpDest))
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| | BotVoiceMessage (name messagetype, byte messageID, Pawn Sender))
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| | Bump (actor Other))
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| | CallForHelp ()))
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| bool | CanFireAtEnemy ()))
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| bool | CanImpactJump ()))
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| bool | CanStakeOut ()))
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| | ChangeDestination ())) Retreating |
| | ChangedWeapon ()))
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| | ChangeToHammer ())) ImpactJumping |
| bool | CheckBumpAttack (Pawn Other))
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| bool | CheckBumpAttack (Pawn Other)) Fallback |
| bool | CheckBumpAttack (Pawn Other)) Hunting |
| bool | CheckBumpAttack (Pawn Other)) Retreating |
| bool | CheckFutureSight (float deltatime))
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| | ChooseAttackMode ())) Attacking |
| bool | ClearShot ())) StakeOut |
| | ClientDying (name DamageType, vector HitLocation)) GameEnded |
| bool | CloseToPointMan (Pawn Other))
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| bool | ContinueStakeOut ())) StakeOut |
| bool | DeferTo (Bot Other))
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| bool | DeferTo (Bot Other)) Wandering |
| | EndState ())) Acquisition |
| | EndState ())) Charging |
| | EndState ())) Fallback |
| | EndState ())) FallingState |
| | EndState ())) Holding |
| | EndState ())) Hunting |
| | EndState ())) ImpactJumping |
| | EndState ())) RangedAttack |
| | EndState ())) Retreating |
| | EndState ())) Roaming |
| | EndState ())) StakeOut |
| | EndState ())) TacticalMove |
| | EndState ())) Wandering |
| | EnemyAcquired ()))
|
| | EnemyAcquired ())) FallingState |
| | EnemyAcquired ())) Hold |
| | EnemyAcquired ())) Holding |
| | EnemyAcquired ())) Roaming |
| | EnemyAcquired ())) VictoryDance |
| | EnemyAcquired ())) Wandering |
| | EnemyNotVisible ())) Attacking |
| | EnemyNotVisible ())) Charging |
| | EnemyNotVisible ())) Fallback |
| | EnemyNotVisible ())) FallingState |
| | EnemyNotVisible ())) FindAir |
| | EnemyNotVisible ())) RangedAttack |
| | EnemyNotVisible ())) TacticalMove |
| bool | FaceDestination (float F))
|
| | Falling ()))
|
| | FastInAir ()))
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| | FearThisSpot (Actor aSpot))
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| | FearThisSpot (Actor aSpot)) Charging |
| | FearThisSpot (Actor aSpot)) Hold |
| | FearThisSpot (Actor aSpot)) Hunting |
| | FearThisSpot (Actor aSpot)) Roaming |
| | FearThisSpot (Actor aSpot)) TacticalMove |
| | FearThisSpot (Actor aSpot)) Wandering |
| bool | FindAmbushSpot ()))
|
| bool | FindBestPathToward (actor desired, bool bClearPaths))
|
| | FindNewJumpDest ())) FallingState |
| | FindNewStakeOutDir ())) StakeOut |
| bool | FindViewSpot ())) Hunting |
| | FireWeapon ()))
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| | Gasp ()))
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| | GetMultiSkin (Actor SkinActor, out string SkinName, out string FaceName ))
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| float | GetRating ()))
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| bool | Gibbed (name damageType))
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| | GiveUpTactical (bool bNoCharge)
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| | GiveUpTactical (bool bNoCharge)) TacticalMove |
| | HaltFiring ()))
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| | HandleHelpMessageFrom (Pawn Other)) Hold |
| | HandleHelpMessageFrom (Pawn Other)) Roaming |
| | HeadZoneChange (ZoneInfo newHeadZone)) FindAir |
| | HearNoise (float Loudness, Actor NoiseMaker))
|
| | HearNoise (float Loudness, Actor NoiseMaker)) Acquisition |
| | HearNoise (float Loudness, Actor NoiseMaker)) Fallback |
| | HearNoise (float Loudness, Actor NoiseMaker)) Hunting |
| | HearNoise (float Loudness, Actor NoiseMaker)) Retreating |
| | HearNoise (float Loudness, Actor NoiseMaker)) StakeOut |
| | HearPickup (Pawn Other)
|
| | HearPickup (Pawn Other)) Roaming |
| | HitWall (vector HitNormal, actor Wall)) Charging |
| | HitWall (vector HitNormal, actor Wall)) Fallback |
| | HitWall (vector HitNormal, actor Wall)) FindAir |
| | HitWall (vector HitNormal, actor Wall)) Hold |
| | HitWall (vector HitNormal, actor Wall)) Hunting |
| | HitWall (vector HitNormal, actor Wall)) Retreating |
| | HitWall (vector HitNormal, actor Wall)) Roaming |
| | HitWall (vector HitNormal, actor Wall)) TacticalMove |
| | HitWall (vector HitNormal, actor Wall)) Wandering |
| | ImpactJump (Actor JumpDest))
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| vector | ImpactLook ())) ImpactJumping |
| | InitializeSkill (float InSkill))
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| | InitRating ()))
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| | JumpOffPawn ()))
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| | JumpOutOfWater (vector jumpDir))
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| | KeepAttacking ())) RangedAttack |
| | Killed (pawn Killer, pawn Other, name damageType))
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| | Killed (pawn Killer, pawn Other, name damageType)) GameEnded |
| string | KillMessage (name damageType, pawn Other))
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| | Landed (vector HitNormal)) FallingState |
| | Landed (vector HitNormal)) Hold |
| | Landed (vector HitNormal)) Holding |
| | Landed (vector HitNormal)) TakeHit |
| | LongFall ()))
|
| | LongFall ())) GameEnded |
| | MaybeTaunt (Pawn Other))
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| | MayFall ())) Charging |
| | MayFall ())) Fallback |
| | MayFall ())) Hunting |
| | MayFall ())) Retreating |
| | MayFall ())) Roaming |
| bool | NearWall (float walldist))
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| bool | NeedToTurn (vector targ))
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| | PainTimer ()))
|
| | PainTimer ())) TacticalMove |
| | PickDestination ())) Fallback |
| | PickDestination (bool bNoCharge)) FindAir |
| | PickDestination ())) Hold |
| | PickDestination ())) Hunting |
| | PickDestination ())) Retreating |
| | PickDestination ())) Roaming |
| | PickDestination (bool bNoCharge)) TacticalMove |
| | PickDestination ())) Wandering |
| bool | PickLocalInventory (float MaxDist, float MinDistraction))
|
| | PickNextSpot ())) Retreating |
| | PickRegDestination (bool bNoCharge)) TacticalMove |
| | PlayChallenge ()))
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| | PlayCombatMove ()))
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| | PlayDeathHit (float Damage, vector HitLocation, name damageType, vector Momentum))
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| | PlayDodge (bool bDuckLeft))
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| | PlayDyingSound ()))
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| | PlayFiring ()
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| | PlayFlip ()))
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| | PlayFootStep ()))
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| | PlayGutHit (float tweentime))
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| | PlayHeadHit (float tweentime))
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| | PlayHit (float Damage, vector HitLocation, name damageType, vector Momentum))
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| | PlayHitAnim (vector HitLocation, float Damage))
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| | PlayHitAnim (vector HitLocation, float Damage)) TakeHit |
| | PlayLeftHit (float tweentime))
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| | PlayLookAround ()))
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| | PlayMeleeAttack ()))
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| | PlayMovingAttack ()))
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| | PlayOutOfWater ()))
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| | PlayRangedAttack ()))
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| | PlayRightHit (float tweentime))
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| | PlayTakeHitSound (int damage, name damageType, int Mult))
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| | PlayWaving ()))
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| | PostBeginPlay ()))
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| | PreBeginPlay ()))
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| | PreSetMovement ()))
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| | ReachedHome ())) Retreating |
| float | RelativeStrength (Pawn Other))
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| | ReSetSkill ()))
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| | ReStartPlayer ())) Dying |
| | SeePlayer (Actor SeenPlayer))
|
| | SeePlayer (Actor SeenPlayer)) Acquisition |
| | SeePlayer (Actor SeenPlayer)) Fallback |
| | SeePlayer (Actor SeenPlayer)) FallingState |
| | SeePlayer (Actor SeenPlayer)) Retreating |
| | SendGlobalMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait))
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| | SendTeamMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait))
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| | SetAlertness (float NewAlertness))
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| bool | SetEnemy (Pawn NewEnemy ))
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| bool | SetEnemy (Pawn NewEnemy)) FallingState |
| bool | SetEnemy (Pawn NewEnemy)) Hunting |
| bool | SetEnemy (Pawn NewEnemy)) StakeOut |
| | SetFall ()))
|
| | SetFall ())) Charging |
| | SetFall ())) Fallback |
| | SetFall ())) FallingState |
| | SetFall ())) GameEnded |
| | SetFall ())) Hold |
| | SetFall ())) Hunting |
| | SetFall ())) Retreating |
| | SetFall ())) Roaming |
| | SetFall ())) StakeOut |
| | SetFall ())) TacticalMove |
| | SetFall ())) Wandering |
| | SetMovementPhysics ()))
|
| | SetMultiSkin (Actor SkinActor, string SkinName, string FaceName, byte TeamNum))
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| | SetOrders (name NewOrders, Pawn OrderGiver, optional bool bNoAck))
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| | SetOrders (name NewOrders, Pawn OrderGiver, optional bool bNoAck)) Roaming |
| | SetOrders (name NewOrders, Pawn OrderGiver, optional bool bNoAck)) Wandering |
| | SetPeripheralVision ()))
|
| | ShareWith (Pawn Other)) Roaming |
| | ShootTarget (Actor NewTarget)
|
| | ShootTarget (Actor NewTarget)) Holding |
| | ShootTarget (Actor NewTarget)) Roaming |
| | ShootTarget (Actor NewTarget)) Wandering |
| Carcass | SpawnCarcass ()))
|
| | SpawnGibbedCarcass ()))
|
| | SpecialFire ()))
|
| | SpecialFire ())) GameEnded |
| | SpecialFire ())) RangedAttack |
| | StartMatch ()
|
| | StopFiring ()))
|
| | StopFiring ())) RangedAttack |
| | StopWaiting ())) RangedAttack |
| float | StrafeAdjust ()))
|
| bool | StrafeFromDamage (vector momentum, float Damage, ame DamageType, bool bFindDest)
|
| bool | StrafeFromDamage (vector momentum, float Damage, name DamageType, bool bFindDest)) Charging |
| bool | SwitchToBestWeapon ()))
|
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Acquisition |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Charging |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Dying |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Fallback |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) FallingState |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) FindAir |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Hold |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Holding |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Hunting |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) ImpactJumping |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) RangedAttack |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Retreating |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Roaming |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) StakeOut |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) TacticalMove |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) TakeHit |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) VictoryDance |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Wandering |
| bool | TestDirection (vector dir, out vector pick)) Wandering |
| | Timer ())) Attacking |
| | Timer ())) Charging |
| | Timer ())) Fallback |
| | Timer ())) FallingState |
| | Timer ())) FindAir |
| | Timer ())) Hold |
| | Timer ())) Holding |
| | Timer ())) Hunting |
| | Timer ())) RangedAttack |
| | Timer ())) Retreating |
| | Timer ())) Roaming |
| | Timer ())) StakeOut |
| | Timer ())) TacticalMove |
| | Timer ())) TakeHit |
| | Timer ())) Wandering |
| | TranslocateToTarget (Actor Destn))
|
| | Trigger (actor Other, pawn EventInstigator ))
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| bool | TryStrafe (vector sideDir)) Charging |
| | TryToDuck (vector duckDir, bool bReversed))
|
| | TryToDuck (vector duckDir, bool bReversed)) Charging |
| | TryToDuck (vector duckDir, bool bReversed)) GameEnded |
| bool | TryToward (inventory Inv, float Weight))
|
| bool | TryToward (inventory Inv, float Weight)) Hunting |
| bool | TryToward (inventory Inv, float Weight)) TacticalMove |
| | UnderLift (Mover M))
|
| | UpdateEyeHeight (float DeltaTime))
|
| | UpdateTactics (float DeltaTime))
|
| | WarnTarget (Pawn shooter, float projSpeed, vector FireDir))
|
| | WarnTarget (Pawn shooter, float projSpeed, vector FireDir)) Acquisition |
| | WarnTarget (Pawn shooter, float projSpeed, vector FireDir)) Retreating |
| | WarnTarget (Pawn shooter, float projSpeed, vector FireDir)) TacticalMove |
| | WhatToDoNext (name LikelyState, name LikelyLabel))
|
| | YellAt (Pawn Moron))
|
| | ZoneChange (ZoneInfo newZone))
|
| | ZoneChange (ZoneInfo newZone)) FallingState |
Inherited Functions from Engine.Pawn |
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustDesireFor, AdjustHitLocation, AdjustToss, AlterDestination, BaseChange, BecomeViewTarget, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckValidSkinPackage, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientPutDown, ClientReStart, ClientSetLocation, ClientSetRotation, ClientVoiceMessage, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FearThisSpot, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetHumanName, GetMultiSkin, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, JumpOffPawn, Killed, KillMessage, 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, PlayRecoil, PlayRightDeath, PlayRightHit, PlayRunning, PlayTakeHit, PlayTakeHitSound, PlayThreatening, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, PreSetMovement, ReceiveLocalizedMessage, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendGlobalMessage, SendTeamMessage, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, SetMesh, SetMovementPhysics, SetMultiSkin, SetSkinElement, ShakeView, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TakeFallingDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UnderLift, UpdateEyeHeight, UpdateTactics, WaitForLanding, WalkTexture, WarnTarget |
Inherited Functions from Engine.Actor |
*, +, -, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastLocalizedMessage, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetCacheEntry, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, Move, MoveCacheEntry, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlayOwnedSound, PlaySound, PostBeginPlay, PostNetBeginPlay, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, 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, ZoneChange |
Charging Source code |
state Charging
|
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, HitWall, MayFall, SetFall, StrafeFromDamage, TakeDamage, Timer, TryStrafe, TryToDuck |
Fallback Source code |
state Fallback
|
AnimEnd, BeginState, CheckBumpAttack, EndState, EnemyNotVisible, HearNoise, HitWall, MayFall, PickDestination, SeePlayer, SetFall, TakeDamage, Timer |
FallingState Source code |
state FallingState
|
adjustJump, AnimEnd, BaseChange, BeginState, EndState, EnemyAcquired, EnemyNotVisible, FindNewJumpDest, Landed, SeePlayer, SetEnemy, SetFall, TakeDamage, Timer, ZoneChange |
Hold Source code |
state Hold
|
AnimEnd, BeginState, EnemyAcquired, FearThisSpot, HandleHelpMessageFrom, HitWall, Landed, PickDestination, SetFall, TakeDamage, Timer |
Hunting Source code |
state Hunting
|
AnimEnd, BeginState, CheckBumpAttack, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer, TryToward |
Retreating Source code |
state Retreating
|
AnimEnd, BeginState, ChangeDestination, CheckBumpAttack, EndState, HearNoise, HitWall, MayFall, PickDestination, PickNextSpot, ReachedHome, SeePlayer, SetFall, TakeDamage, Timer, WarnTarget |
Roaming Source code |
state Roaming
|
AnimEnd, BeginState, EndState, EnemyAcquired, FearThisSpot, HandleHelpMessageFrom, HearPickup, HitWall, MayFall, PickDestination, SetFall, SetOrders, ShareWith, ShootTarget, TakeDamage, Timer |
StakeOut Source code |
state StakeOut
|
AdjustAim, BeginState, ClearShot, ContinueStakeOut, EndState, FindNewStakeOutDir, HearNoise, SetEnemy, SetFall, TakeDamage, Timer |
TacticalMove Source code |
state TacticalMove
|
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, GiveUpTactical, HitWall, PainTimer, PickDestination, PickRegDestination, SetFall, TakeDamage, Timer, TryToward, WarnTarget |
Wandering Source code |
state Wandering
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AnimEnd, BaseChange, BeginState, DeferTo, EndState, EnemyAcquired, FearThisSpot, HitWall, PickDestination, SetFall, SetOrders, ShootTarget, TakeDamage, TestDirection, Timer |
var float Accuracy;
var float BaseAggressiveness;
var float BaseAlertness;
var bool bBigJump;
var bool bCamping;
var bool bCampOnlyOnce;
var bool bCanDuck;
var bool bCanFire;
var bool bCanTranslocate;
var bool bChangeDir;
var bool bClearShot;
var bool bComboPaused;
var bool bDevious;
var bool bDumbDown;
var bool bFireFalling;
var bool bFiringPaused;
var bool bFrustrated;
var bool bGathering;
var bool bGreenBlood;
var bool bHasImpactHammer;
var bool bImpactJumping;
var bool bInitLifeMessage;
var bool bIsCrouching;
var bool bJumpy;
var bool bKamikaze;
var bool bLeading;
var bool bMustHunt;
var bool bNoClearSpecial;
var bool bNoShootDecor;
var bool bNoTact;
var bool bNovice;
var bool bPowerPlay;
var bool bQuickFire;
var bool bReadyToAttack;
var bool bSniping;
var bool bSpecialAmbush;
var bool bSpecialGoal;
var bool bSpecialPausing;
var bool bStayFreelance;
var bool bStrafeDir;
var bool bTacticalDir;
var bool bThreePlus;
var config bool bVerbose;
var bool bViewTarget;
var bool bWallAdjust;
var bool bWantsToCamp;
var float CampingRate;
var float CampTime;
var string DefaultPackage;
var string DefaultSkinName;
var int FaceSkin;
var class<
Weapon> FavoriteWeapon;
var int FixedSkin;
var string GoalString;
var float LastAcquireTime;
var float LastAttractCheck;
var float LastCampCheck;
var float LastInvFind;
var name LastPainAnim;
var float LastPainTime;
var name NextAnim;
var int numHuntPaths;
var int OldMessageID;
var name OldMessageType;
var float PointDied;
var float Rating;
var float StrafingAbility;
var float TacticalOffset;
var int TeamSkin1;
var int TeamSkin2;
var string VoicePackMetaClass;
var float WalkingSpeed;
Combat
var(Combat) float Aggressiveness;
var(Combat) bool bLeadTarget;
var(Combat) float RefireRate;
var(Combat) float TimeBetweenAttacks;
Orders
var(Orders) name Orders;
var(Orders) name OrderTag;
Pawn
Sounds
var(Sounds) sound breathagain;
var(Sounds) Sound Deaths[6];
var(Sounds) sound drown;
var(Sounds) sound Footstep1;
var(Sounds) sound Footstep2;
var(Sounds) sound Footstep3;
var(Sounds) sound GaspSound;
var(Sounds) sound HitSound3;
var(Sounds) sound HitSound4;
var(Sounds) sound JumpSound;
var(Sounds) sound LandGrunt;
var(Sounds) sound UWHit1;
var(Sounds) sound UWHit2;
function bool AddInventory (
inventory NewItem ) )
function rotator AdjustAim (
float projSpeed,
vector projStart,
int aimerror,
bool leadTarget,
bool warnTarget) )
function rotator AdjustAim (
float projSpeed,
vector projStart,
int aimerror,
bool leadTarget,
bool warnTarget) )
function float AdjustDesireFor (
Inventory Inv) )
simulated function bool AdjustHitLocation (
out vector HitLocation,
vector TraceDir) )
adjustJump FallingState Source code
function adjustJump ( ) )
function rotator AdjustToss (
float projSpeed,
vector projStart,
int aimerror,
bool leadTarget,
bool warnTarget) )
event AlterDestination ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function float AssessThreat (
Pawn NewThreat ) )
singular event BaseChange ( ) )
BaseChange FallingState Source code
singular event BaseChange ( ) )
singular event BaseChange ( ) )
BeginState Acquisition Source code
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState FallingState Source code
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState RangedAttack Source code
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState TacticalMove Source code
function BeginState ( ) )
function BeginState ( ) )
BeginState VictoryDance Source code
function BeginState ( ) )
function BeginState ( ) )
function BigJump (
Actor JumpDest) )
function BotVoiceMessage (
name messagetype,
byte messageID,
Pawn Sender) )
function Bump (
actor Other) )
function CallForHelp ( ) )
function bool CanFireAtEnemy ( ) )
function bool CanImpactJump ( ) )
function bool CanStakeOut ( ) )
ChangeDestination Retreating Source code
function ChangeDestination ( ) )
function ChangedWeapon ( ) )
ChangeToHammer ImpactJumping Source code
function ChangeToHammer ( ) )
function bool CheckBumpAttack (
Pawn Other) )
CheckBumpAttack Fallback Source code
function bool CheckBumpAttack (
Pawn Other) )
CheckBumpAttack Hunting Source code
function bool CheckBumpAttack (
Pawn Other) )
CheckBumpAttack Retreating Source code
function bool CheckBumpAttack (
Pawn Other) )
function bool CheckFutureSight ( float deltatime) )
ChooseAttackMode Attacking Source code
function ChooseAttackMode ( ) )
function bool ClearShot ( ) )
function bool CloseToPointMan (
Pawn Other) )
ContinueStakeOut StakeOut Source code
function bool ContinueStakeOut ( ) )
function bool DeferTo (
Bot Other) )
function bool DeferTo (
Bot Other) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
EndState ImpactJumping Source code
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EnemyAcquired ( ) )
EnemyAcquired FallingState Source code
function EnemyAcquired ( ) )
function EnemyAcquired ( ) )
function EnemyAcquired ( ) )
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 ( ) )
function bool FaceDestination ( float F) )
singular function Falling ( ) )
function FastInAir ( ) )
function FearThisSpot (
Actor aSpot) )
function FearThisSpot (
Actor aSpot) )
function FearThisSpot (
Actor aSpot) )
function FearThisSpot (
Actor aSpot) )
function FearThisSpot (
Actor aSpot) )
FearThisSpot TacticalMove Source code
function FearThisSpot (
Actor aSpot) )
FearThisSpot Wandering Source code
function FearThisSpot (
Actor aSpot) )
function bool FindAmbushSpot ( ) )
function bool FindBestPathToward (
actor desired,
bool bClearPaths) )
FindNewJumpDest FallingState Source code
function FindNewJumpDest ( ) )
FindNewStakeOutDir StakeOut Source code
function FindNewStakeOutDir ( ) )
function bool FindViewSpot ( ) )
function FireWeapon ( ) )
function Gasp ( ) )
static function GetMultiSkin (
Actor SkinActor,
out string SkinName,
out string FaceName ) )
function float GetRating ( ) )
function GiveUpTactical ( bool bNoCharge )
GiveUpTactical TacticalMove Source code
function GiveUpTactical ( bool bNoCharge) )
function HaltFiring ( ) )
HandleHelpMessageFrom Hold Source code
function HandleHelpMessageFrom (
Pawn Other) )
HandleHelpMessageFrom Roaming Source code
function HandleHelpMessageFrom (
Pawn Other) )
HeadZoneChange FindAir Source code
function HeadZoneChange (
ZoneInfo newHeadZone) )
function HearNoise (
float Loudness,
Actor NoiseMaker) )
singular
function HearNoise (
float Loudness,
Actor NoiseMaker) )
singular
function HearNoise (
float Loudness,
Actor NoiseMaker) )
singular
function HearNoise (
float Loudness,
Actor NoiseMaker) )
singular
function HearNoise (
float Loudness,
Actor NoiseMaker) )
singular
function HearNoise (
float Loudness,
Actor NoiseMaker) )
function HearPickup (
Pawn Other )
function HearPickup (
Pawn Other) )
function ImpactJump (
Actor JumpDest) )
ImpactLook ImpactJumping Source code
function vector ImpactLook ( ) )
function InitializeSkill ( float InSkill) )
function InitRating ( ) )
function JumpOffPawn ( ) )
function JumpOutOfWater (
vector jumpDir) )
KeepAttacking RangedAttack Source code
function KeepAttacking ( ) )
function Landed (
vector HitNormal) )
function Landed (
vector HitNormal) )
function Landed (
vector HitNormal) )
function Landed (
vector HitNormal) )
function LongFall ( ) )
function LongFall ( ) )
function MaybeTaunt (
Pawn Other) )
function MayFall ( ) )
function MayFall ( ) )
function MayFall ( ) )
function MayFall ( ) )
function MayFall ( ) )
function bool NearWall ( float walldist) )
function bool NeedToTurn (
vector targ) )
function PainTimer ( ) )
PainTimer TacticalMove Source code
function PainTimer ( ) )
PickDestination Fallback Source code
function PickDestination ( ) )
PickDestination FindAir Source code
function PickDestination ( bool bNoCharge) )
function PickDestination ( ) )
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 ( ) )
function bool PickLocalInventory ( float MaxDist, float MinDistraction) )
PickNextSpot Retreating Source code
function PickNextSpot ( ) )
PickRegDestination TacticalMove Source code
function PickRegDestination ( bool bNoCharge) )
function PlayChallenge ( ) )
function PlayCombatMove ( ) )
function PlayDodge ( bool bDuckLeft) )
function PlayDyingSound ( ) )
function PlayFiring ( )
function PlayFlip ( ) )
simulated function PlayFootStep ( ) )
function PlayGutHit ( float tweentime) )
function PlayHeadHit ( float tweentime) )
function PlayHitAnim (
vector HitLocation,
float Damage) )
function PlayHitAnim (
vector HitLocation,
float Damage) )
function PlayLeftHit ( float tweentime) )
function PlayLookAround ( ) )
function PlayMeleeAttack ( ) )
function PlayMovingAttack ( ) )
function PlayOutOfWater ( ) )
function PlayRangedAttack ( ) )
function PlayRightHit ( float tweentime) )
function PlayTakeHitSound (
int damage,
name damageType,
int Mult) )
function PlayWaving ( ) )
simulated function PostBeginPlay ( ) )
function PreBeginPlay ( ) )
function PreSetMovement ( ) )
ReachedHome Retreating Source code
function ReachedHome ( ) )
function float RelativeStrength (
Pawn Other) )
function ReSetSkill ( ) )
function ReStartPlayer ( ) )
function SeePlayer (
Actor SeenPlayer) )
function SeePlayer (
Actor SeenPlayer) )
function SeePlayer (
Actor SeenPlayer) )
SeePlayer FallingState Source code
function SeePlayer (
Actor SeenPlayer) )
function SeePlayer (
Actor SeenPlayer) )
function SendGlobalMessage (
PlayerReplicationInfo Recipient,
name MessageType,
byte MessageID,
float Wait) )
function SendTeamMessage (
PlayerReplicationInfo Recipient,
name MessageType,
byte MessageID,
float Wait) )
final function SetAlertness ( float NewAlertness) )
function bool SetEnemy (
Pawn NewEnemy ) )
function bool SetEnemy (
Pawn NewEnemy) )
function bool SetEnemy (
Pawn NewEnemy) )
function bool SetEnemy (
Pawn NewEnemy) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetMovementPhysics ( ) )
static function SetMultiSkin (
Actor SkinActor,
string SkinName,
string FaceName,
byte TeamNum) )
function SetOrders (
name NewOrders,
Pawn OrderGiver,
optional bool bNoAck) )
function SetOrders (
name NewOrders,
Pawn OrderGiver,
optional bool bNoAck) )
function SetOrders (
name NewOrders,
Pawn OrderGiver,
optional bool bNoAck) )
function SetPeripheralVision ( ) )
function ShareWith (
Pawn Other) )
function ShootTarget (
Actor NewTarget )
function ShootTarget (
Actor NewTarget) )
function ShootTarget (
Actor NewTarget) )
function ShootTarget (
Actor NewTarget) )
function Carcass SpawnCarcass ( ) )
function SpawnGibbedCarcass ( ) )
function SpecialFire ( ) )
function SpecialFire ( ) )
SpecialFire RangedAttack Source code
function SpecialFire ( ) )
function StartMatch ( )
function StopFiring ( ) )
StopFiring RangedAttack Source code
function StopFiring ( ) )
StopWaiting RangedAttack Source code
function StopWaiting ( ) )
function float StrafeAdjust ( ) )
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) )
function bool SwitchToBestWeapon ( ) )
TakeDamage Acquisition Source code
TakeDamage FallingState Source code
TakeDamage ImpactJumping Source code
TakeDamage RangedAttack Source code
TakeDamage TacticalMove Source code
TakeDamage VictoryDance Source code
TestDirection Wandering Source code
function bool TestDirection (
vector dir,
out vector pick) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function TranslocateToTarget (
Actor Destn) )
function bool TryStrafe (
vector sideDir) )
function TryToDuck (
vector duckDir,
bool bReversed) )
function TryToDuck (
vector duckDir,
bool bReversed) )
function TryToDuck (
vector duckDir,
bool bReversed) )
function bool TryToward (
inventory Inv,
float Weight) )
function bool TryToward (
inventory Inv,
float Weight) )
TryToward TacticalMove Source code
function bool TryToward (
inventory Inv,
float Weight) )
function UnderLift (
Mover M) )
event UpdateEyeHeight ( float DeltaTime) )
event UpdateTactics ( float DeltaTime) )
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir) )
WarnTarget Acquisition Source code
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir) )
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir) )
WarnTarget TacticalMove Source code
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir) )
function WhatToDoNext ( name LikelyState, name LikelyLabel) )
function YellAt (
Pawn Moron) )
function ZoneChange (
ZoneInfo newZone) )
ZoneChange FallingState Source code
function ZoneChange (
ZoneInfo newZone) )
defaultproperties
{
CarcassType=Class'Engine.Carcass'
TimeBetweenAttacks=0.600000
Aggressiveness=0.300000
BaseAggressiveness=0.300000
WalkingSpeed=0.350000
RefireRate=0.900000
bLeadTarget=True
PointDied=-1000.000000
StatusDoll=Texture'Botpack.Icons.Man'
StatusBelt=Texture'Botpack.Icons.ManBelt'
VoicePackMetaClass="BotPack.ChallengeVoicePack"
bIsPlayer=True
bCanStrafe=True
bAutoActivate=True
bIsMultiSkinned=True
MeleeRange=40.000000
GroundSpeed=400.000000
AirSpeed=400.000000
AccelRate=2048.000000
AirControl=0.350000
SightRadius=5000.000000
HearingThreshold=0.300000
BaseEyeHeight=23.000000
EyeHeight=23.000000
UnderWaterTime=20.000000
Intelligence=BRAINS_HUMAN
Land=Sound'UnrealShare.Generic.Land1'
WaterStep=Sound'UnrealShare.Generic.LSplash'
CombatStyle=0.100000
VoiceType="BotPack.VoiceMaleTwo"
PlayerReplicationInfoClass=Class'Botpack.BotReplicationInfo'
bStasis=False
DrawType=DT_Mesh
AmbientGlow=17
LightBrightness=70
LightHue=40
LightSaturation=128
LightRadius=6
Buoyancy=100.000000
RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
NetPriority=3.000000
}
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Creation time: Fr 7.6.2013 13:14:29.826 - Created with
UnCodeX