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Botpack.Bot

Extends
Pawn
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Botpack.Bot

Direct Known Subclasses:

HumanBotPlus, SkaarjBot

Variables Summary
floatAccuracy
AlternatePathAlternatePath
AmbushpointAmbushSpot
floatBaseAggressiveness
floatBaseAlertness
boolbBigJump
boolbCamping
boolbCampOnlyOnce
boolbCanDuck
boolbCanFire
boolbCanTranslocate
boolbChangeDir
boolbClearShot
boolbComboPaused
boolbDevious
boolbDumbDown
boolbFireFalling
boolbFiringPaused
boolbFrustrated
boolbGathering
boolbGreenBlood
boolbHasImpactHammer
boolbImpactJumping
boolbInitLifeMessage
boolbIsCrouching
boolbJumpy
boolbKamikaze
boolbLeading
NavigationPointBlockedPath
boolbMustHunt
boolbNoClearSpecial
boolbNoShootDecor
boolbNoTact
boolbNovice
boolbPowerPlay
boolbQuickFire
boolbReadyToAttack
boolbSniping
boolbSpecialAmbush
boolbSpecialGoal
boolbSpecialPausing
boolbStayFreelance
boolbStrafeDir
boolbTacticalDir
boolbThreePlus
boolbVerbose
boolbViewTarget
boolbWallAdjust
boolbWantsToCamp
floatCampingRate
floatCampTime
stringDefaultPackage
stringDefaultSkinName
WeaponEnemyDropped
intFaceSkin
class<Weapon>FavoriteWeapon
intFixedSkin
stringGoalString
vectorHidingSpot
ActorImpactTarget
floatLastAcquireTime
floatLastAttractCheck
floatLastCampCheck
floatLastInvFind
nameLastPainAnim
floatLastPainTime
TranslocatorMyTranslocator
nameNextAnim
intnumHuntPaths
PawnOldEnemy
intOldMessageID
nameOldMessageType
actorOrderObject
floatPointDied
floatRating
vectorRealLastSeenPos
ActorRoamTarget
textureStatusBelt
textureStatusDoll
floatStrafingAbility
PlayerPawnSupportingPlayer
floatTacticalOffset
intTeamSkin1
intTeamSkin2
stringVoicePackMetaClass
floatWalkingSpeed
vectorWanderDir
Combat
floatAggressiveness
boolbLeadTarget
floatRefireRate
floatTimeBetweenAttacks
Orders
nameOrders
nameOrderTag
Pawn
class<carcass>CarcassType
Sounds
soundbreathagain
SoundDeaths[6]
sounddrown
soundFootstep1
soundFootstep2
soundFootstep3
soundGaspSound
soundHitSound3
soundHitSound4
soundJumpSound
soundLandGrunt
soundUWHit1
soundUWHit2
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

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
functionbool AddInventory (inventory NewItem ))
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
functionrotator AdjustToss (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget))
event AlterDestination ()))
function AnimEnd ()))
Charging
function AnimEnd ()))
Fallback
function AnimEnd ()))
FallingState
function AnimEnd ()))
FindAir
function AnimEnd ()))
Hold
function AnimEnd ()))
Holding
function AnimEnd ()))
Hunting
function AnimEnd ()))
ImpactJumping
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
event BaseChange ()))
Wandering
function BeginState ()))
Acquisition
function BeginState ()))
Attacking
function BeginState ()))
Charging
function BeginState ()))
Dying
function BeginState ()))
Fallback
function BeginState ()))
FallingState
function BeginState ()))
GameEnded
function BeginState ()))
Hold
function BeginState ()))
Holding
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 BigJump (Actor JumpDest))
function BotVoiceMessage (name messagetype, byte messageID, Pawn Sender))
function Bump (actor Other))
function CallForHelp ()))
functionbool CanFireAtEnemy ()))
functionbool CanImpactJump ()))
functionbool CanStakeOut ()))
function ChangeDestination ()))
Retreating
function ChangedWeapon ()))
function ChangeToHammer ()))
ImpactJumping
functionbool CheckBumpAttack (Pawn Other))
functionbool CheckBumpAttack (Pawn Other))
Fallback
functionbool CheckBumpAttack (Pawn Other))
Hunting
functionbool CheckBumpAttack (Pawn Other))
Retreating
functionbool CheckFutureSight (float deltatime))
function ChooseAttackMode ()))
Attacking
functionbool ClearShot ()))
StakeOut
function ClientDying (name DamageType, vector HitLocation))
GameEnded
functionbool CloseToPointMan (Pawn Other))
functionbool ContinueStakeOut ()))
StakeOut
functionbool DeferTo (Bot Other))
functionbool DeferTo (Bot Other))
Wandering
function EndState ()))
Acquisition
function EndState ()))
Charging
function EndState ()))
Fallback
function EndState ()))
FallingState
function EndState ()))
Holding
function EndState ()))
Hunting
function EndState ()))
ImpactJumping
function EndState ()))
RangedAttack
function EndState ()))
Retreating
function EndState ()))
Roaming
function EndState ()))
StakeOut
function EndState ()))
TacticalMove
function EndState ()))
Wandering
function EnemyAcquired ()))
function EnemyAcquired ()))
FallingState
function EnemyAcquired ()))
Hold
function EnemyAcquired ()))
Holding
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
functionbool FaceDestination (float F))
function Falling ()))
function FastInAir ()))
function FearThisSpot (Actor aSpot))
function FearThisSpot (Actor aSpot))
Charging
function FearThisSpot (Actor aSpot))
Hold
function FearThisSpot (Actor aSpot))
Hunting
function FearThisSpot (Actor aSpot))
Roaming
function FearThisSpot (Actor aSpot))
TacticalMove
function FearThisSpot (Actor aSpot))
Wandering
functionbool FindAmbushSpot ()))
functionbool FindBestPathToward (actor desired, bool bClearPaths))
function FindNewJumpDest ()))
FallingState
function FindNewStakeOutDir ()))
StakeOut
functionbool FindViewSpot ()))
Hunting
function FireWeapon ()))
function Gasp ()))
function GetMultiSkin (Actor SkinActor, out string SkinName, out string FaceName ))
functionfloat GetRating ()))
functionbool Gibbed (name damageType))
function GiveUpTactical (bool bNoCharge)
function GiveUpTactical (bool bNoCharge))
TacticalMove
function HaltFiring ()))
function HandleHelpMessageFrom (Pawn Other))
Hold
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 HearPickup (Pawn Other)
function HearPickup (Pawn Other))
Roaming
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))
Hold
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 ImpactJump (Actor JumpDest))
functionvector ImpactLook ()))
ImpactJumping
function InitializeSkill (float InSkill))
function InitRating ()))
function JumpOffPawn ()))
function JumpOutOfWater (vector jumpDir))
function KeepAttacking ()))
RangedAttack
function Killed (pawn Killer, pawn Other, name damageType))
function Killed (pawn Killer, pawn Other, name damageType))
GameEnded
functionstring KillMessage (name damageType, pawn Other))
function Landed (vector HitNormal))
FallingState
function Landed (vector HitNormal))
Hold
function Landed (vector HitNormal))
Holding
function Landed (vector HitNormal))
TakeHit
function LongFall ()))
function LongFall ()))
GameEnded
function MaybeTaunt (Pawn Other))
function MayFall ()))
Charging
function MayFall ()))
Fallback
function MayFall ()))
Hunting
function MayFall ()))
Retreating
function MayFall ()))
Roaming
functionbool NearWall (float walldist))
functionbool NeedToTurn (vector targ))
function PainTimer ()))
function PainTimer ()))
TacticalMove
function PickDestination ()))
Fallback
function PickDestination (bool bNoCharge))
FindAir
function PickDestination ()))
Hold
function PickDestination ()))
Hunting
function PickDestination ()))
Retreating
function PickDestination ()))
Roaming
function PickDestination (bool bNoCharge))
TacticalMove
function PickDestination ()))
Wandering
functionbool PickLocalInventory (float MaxDist, float MinDistraction))
function PickNextSpot ()))
Retreating
function PickRegDestination (bool bNoCharge))
TacticalMove
function PlayChallenge ()))
function PlayCombatMove ()))
function PlayDeathHit (float Damage, vector HitLocation, name damageType, vector Momentum))
function PlayDodge (bool bDuckLeft))
function PlayDyingSound ()))
function PlayFiring ()
function PlayFlip ()))
function PlayFootStep ()))
function PlayGutHit (float tweentime))
function PlayHeadHit (float tweentime))
function PlayHit (float Damage, vector HitLocation, name damageType, vector Momentum))
function PlayHitAnim (vector HitLocation, float Damage))
function PlayHitAnim (vector HitLocation, float Damage))
TakeHit
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 ()))
function PostBeginPlay ()))
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 SendGlobalMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait))
function SendTeamMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait))
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 ()))
GameEnded
function SetFall ()))
Hold
function SetFall ()))
Hunting
function SetFall ()))
Retreating
function SetFall ()))
Roaming
function SetFall ()))
StakeOut
function SetFall ()))
TacticalMove
function SetFall ()))
Wandering
function SetMovementPhysics ()))
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))
Roaming
function SetOrders (name NewOrders, Pawn OrderGiver, optional bool bNoAck))
Wandering
function SetPeripheralVision ()))
function ShareWith (Pawn Other))
Roaming
function ShootTarget (Actor NewTarget)
function ShootTarget (Actor NewTarget))
Holding
function ShootTarget (Actor NewTarget))
Roaming
function ShootTarget (Actor NewTarget))
Wandering
functionCarcass SpawnCarcass ()))
function SpawnGibbedCarcass ()))
function SpecialFire ()))
function SpecialFire ()))
GameEnded
function SpecialFire ()))
RangedAttack
function StartMatch ()
function StopFiring ()))
function StopFiring ()))
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))
Hold
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
Holding
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))
ImpactJumping
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 ()))
Hold
function Timer ()))
Holding
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 TranslocateToTarget (Actor Destn))
function Trigger (actor Other, pawn EventInstigator ))
functionbool TryStrafe (vector sideDir))
Charging
function TryToDuck (vector duckDir, bool bReversed))
function TryToDuck (vector duckDir, bool bReversed))
Charging
function TryToDuck (vector duckDir, bool bReversed))
GameEnded
functionbool TryToward (inventory Inv, float Weight))
functionbool TryToward (inventory Inv, float Weight))
Hunting
functionbool TryToward (inventory Inv, float Weight))
TacticalMove
function UnderLift (Mover M))
event UpdateEyeHeight (float DeltaTime))
event UpdateTactics (float DeltaTime))
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 YellAt (Pawn Moron))
function ZoneChange (ZoneInfo newZone))
function 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

States Summary
Acquisition Source code
state Acquisition
BeginState, EndState, 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, ReStartPlayer, TakeDamage
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
FindAir Source code
state FindAir
AnimEnd, EnemyNotVisible, HeadZoneChange, HitWall, PickDestination, TakeDamage, Timer
GameEnded Source code
state GameEnded
BeginState, ClientDying, Killed, LongFall, SetFall, SpecialFire, TryToDuck
Hold Source code
state Hold
AnimEnd, BeginState, EnemyAcquired, FearThisSpot, HandleHelpMessageFrom, HitWall, Landed, PickDestination, SetFall, TakeDamage, Timer
Holding Source code
state Holding
AnimEnd, BeginState, EndState, EnemyAcquired, Landed, ShootTarget, TakeDamage, Timer
Hunting Source code
state Hunting
AnimEnd, BeginState, CheckBumpAttack, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer, TryToward
ImpactJumping Source code
state ImpactJumping
AnimEnd, ChangeToHammer, EndState, ImpactLook, TakeDamage
RangedAttack Source code
state RangedAttack
AnimEnd, BeginState, EndState, EnemyNotVisible, KeepAttacking, SpecialFire, StopFiring, StopWaiting, TakeDamage, Timer
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
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, 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, BaseChange, BeginState, DeferTo, EndState, EnemyAcquired, FearThisSpot, HitWall, PickDestination, SetFall, SetOrders, ShootTarget, TakeDamage, TestDirection, Timer


Variables Detail

Accuracy Source code

var float Accuracy;

AlternatePath Source code

var AlternatePath AlternatePath;

AmbushSpot Source code

var Ambushpoint AmbushSpot;

BaseAggressiveness Source code

var float BaseAggressiveness;

BaseAlertness Source code

var float BaseAlertness;

bBigJump Source code

var bool bBigJump;

bCamping Source code

var bool bCamping;

bCampOnlyOnce Source code

var bool bCampOnlyOnce;

bCanDuck Source code

var bool bCanDuck;

bCanFire Source code

var bool bCanFire;

bCanTranslocate Source code

var bool bCanTranslocate;

bChangeDir Source code

var bool bChangeDir;

bClearShot Source code

var bool bClearShot;

bComboPaused Source code

var bool bComboPaused;

bDevious Source code

var bool bDevious;

bDumbDown Source code

var bool bDumbDown;

bFireFalling Source code

var bool bFireFalling;

bFiringPaused Source code

var bool bFiringPaused;

bFrustrated Source code

var bool bFrustrated;

bGathering Source code

var bool bGathering;

bGreenBlood Source code

var bool bGreenBlood;

bHasImpactHammer Source code

var bool bHasImpactHammer;

bImpactJumping Source code

var bool bImpactJumping;

bInitLifeMessage Source code

var bool bInitLifeMessage;

bIsCrouching Source code

var bool bIsCrouching;

bJumpy Source code

var bool bJumpy;

bKamikaze Source code

var bool bKamikaze;

bLeading Source code

var bool bLeading;

BlockedPath Source code

var NavigationPoint BlockedPath;

bMustHunt Source code

var bool bMustHunt;

bNoClearSpecial Source code

var bool bNoClearSpecial;

bNoShootDecor Source code

var bool bNoShootDecor;

bNoTact Source code

var bool bNoTact;

bNovice Source code

var bool bNovice;

bPowerPlay Source code

var bool bPowerPlay;

bQuickFire Source code

var bool bQuickFire;

bReadyToAttack Source code

var bool bReadyToAttack;

bSniping Source code

var bool bSniping;

bSpecialAmbush Source code

var bool bSpecialAmbush;

bSpecialGoal Source code

var bool bSpecialGoal;

bSpecialPausing Source code

var bool bSpecialPausing;

bStayFreelance Source code

var bool bStayFreelance;

bStrafeDir Source code

var bool bStrafeDir;

bTacticalDir Source code

var bool bTacticalDir;

bThreePlus Source code

var bool bThreePlus;

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;

DefaultPackage Source code

var string DefaultPackage;

DefaultSkinName Source code

var string DefaultSkinName;

EnemyDropped Source code

var Weapon EnemyDropped;

FaceSkin Source code

var int FaceSkin;

FavoriteWeapon Source code

var class<Weapon> FavoriteWeapon;

FixedSkin Source code

var int FixedSkin;

GoalString Source code

var string GoalString;

HidingSpot Source code

var vector HidingSpot;

ImpactTarget Source code

var Actor ImpactTarget;

LastAcquireTime Source code

var float LastAcquireTime;

LastAttractCheck Source code

var float LastAttractCheck;

LastCampCheck Source code

var float LastCampCheck;

LastInvFind Source code

var float LastInvFind;

LastPainAnim Source code

var name LastPainAnim;

LastPainTime Source code

var float LastPainTime;

MyTranslocator Source code

var Translocator MyTranslocator;

NextAnim Source code

var name NextAnim;

numHuntPaths Source code

var int numHuntPaths;

OldEnemy Source code

var Pawn OldEnemy;

OldMessageID Source code

var int OldMessageID;

OldMessageType Source code

var name OldMessageType;

OrderObject Source code

var actor OrderObject;

PointDied Source code

var float PointDied;

Rating Source code

var float Rating;

RealLastSeenPos Source code

var vector RealLastSeenPos;

RoamTarget Source code

var Actor RoamTarget;

StatusBelt Source code

var texture StatusBelt;

StatusDoll Source code

var texture StatusDoll;

StrafingAbility Source code

var float StrafingAbility;

SupportingPlayer Source code

var PlayerPawn SupportingPlayer;

TacticalOffset Source code

var float TacticalOffset;

TeamSkin1 Source code

var int TeamSkin1;

TeamSkin2 Source code

var int TeamSkin2;

VoicePackMetaClass Source code

var string VoicePackMetaClass;

WalkingSpeed Source code

var float WalkingSpeed;

WanderDir Source code

var vector WanderDir;

Combat

Aggressiveness Source code

var(Combat) float Aggressiveness;

bLeadTarget Source code

var(Combat) bool bLeadTarget;

RefireRate Source code

var(Combat) float RefireRate;

TimeBetweenAttacks Source code

var(Combat) float TimeBetweenAttacks;

Orders

Orders Source code

var(Orders) name Orders;

OrderTag Source code

var(Orders) name OrderTag;

Pawn

CarcassType Source code

var(Pawn) class<carcass> CarcassType;

Sounds

breathagain Source code

var(Sounds) sound breathagain;

Deaths[6] Source code

var(Sounds) Sound Deaths[6];

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

AddInventory Source code

function bool AddInventory ( inventory NewItem ) )

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

simulated function bool AdjustHitLocation ( out vector HitLocation, vector TraceDir) )

adjustJump FallingState Source code

function adjustJump ( ) )

AdjustToss Source code

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

AlterDestination Source code

event AlterDestination ( ) )

AnimEnd Charging Source code

function AnimEnd ( ) )

AnimEnd Fallback Source code

function AnimEnd ( ) )

AnimEnd FallingState Source code

function AnimEnd ( ) )

AnimEnd FindAir Source code

function AnimEnd ( ) )

AnimEnd Hold Source code

function AnimEnd ( ) )

AnimEnd Holding Source code

function AnimEnd ( ) )

AnimEnd Hunting Source code

function AnimEnd ( ) )

AnimEnd ImpactJumping 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 ( ) )

BaseChange Wandering Source code

singular event BaseChange ( ) )

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 GameEnded Source code

function BeginState ( ) )

BeginState Hold Source code

function BeginState ( ) )

BeginState Holding 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 ( ) )

BigJump Source code

function BigJump ( Actor JumpDest) )

BotVoiceMessage Source code

function BotVoiceMessage ( name messagetype, byte messageID, Pawn Sender) )

Bump Source code

function Bump ( actor Other) )

CallForHelp Source code

function CallForHelp ( ) )

CanFireAtEnemy Source code

function bool CanFireAtEnemy ( ) )

CanImpactJump Source code

function bool CanImpactJump ( ) )

CanStakeOut Source code

function bool CanStakeOut ( ) )

ChangeDestination Retreating Source code

function ChangeDestination ( ) )

ChangedWeapon Source code

function ChangedWeapon ( ) )

ChangeToHammer ImpactJumping Source code

function ChangeToHammer ( ) )

CheckBumpAttack Source code

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) )

CheckFutureSight Source code

function bool CheckFutureSight ( float deltatime) )

ChooseAttackMode Attacking Source code

function ChooseAttackMode ( ) )

ClearShot StakeOut Source code

function bool ClearShot ( ) )

ClientDying GameEnded Source code

function ClientDying ( name DamageType, vector HitLocation) )

CloseToPointMan Source code

function bool CloseToPointMan ( Pawn Other) )

ContinueStakeOut StakeOut Source code

function bool ContinueStakeOut ( ) )

DeferTo Source code

function bool DeferTo ( Bot Other) )

DeferTo Wandering Source code

function bool DeferTo ( Bot Other) )

EndState Acquisition Source code

function EndState ( ) )

EndState Charging Source code

function EndState ( ) )

EndState Fallback Source code

function EndState ( ) )

EndState FallingState Source code

function EndState ( ) )

EndState Holding Source code

function EndState ( ) )

EndState Hunting Source code

function EndState ( ) )

EndState ImpactJumping Source code

function EndState ( ) )

EndState RangedAttack Source code

function EndState ( ) )

EndState Retreating 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 Hold Source code

function EnemyAcquired ( ) )

EnemyAcquired Holding 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 ( ) )

FaceDestination Source code

function bool FaceDestination ( float F) )

Falling Source code

singular function Falling ( ) )

FastInAir Source code

function FastInAir ( ) )

FearThisSpot Source code

function FearThisSpot ( Actor aSpot) )

FearThisSpot Charging Source code

function FearThisSpot ( Actor aSpot) )

FearThisSpot Hold Source code

function FearThisSpot ( Actor aSpot) )

FearThisSpot Hunting Source code

function FearThisSpot ( Actor aSpot) )

FearThisSpot Roaming Source code

function FearThisSpot ( Actor aSpot) )

FearThisSpot TacticalMove Source code

function FearThisSpot ( Actor aSpot) )

FearThisSpot Wandering Source code

function FearThisSpot ( Actor aSpot) )

FindAmbushSpot Source code

function bool FindAmbushSpot ( ) )

FindBestPathToward Source code

function bool FindBestPathToward ( actor desired, bool bClearPaths) )

FindNewJumpDest FallingState Source code

function FindNewJumpDest ( ) )

FindNewStakeOutDir StakeOut Source code

function FindNewStakeOutDir ( ) )

FindViewSpot Hunting Source code

function bool FindViewSpot ( ) )

FireWeapon Source code

function FireWeapon ( ) )

Gasp Source code

function Gasp ( ) )

GetMultiSkin Source code

static function GetMultiSkin ( Actor SkinActor, out string SkinName, out string FaceName ) )

GetRating Source code

function float GetRating ( ) )

Gibbed Source code

function bool Gibbed ( name damageType) )

GiveUpTactical Source code

function GiveUpTactical ( bool bNoCharge )

GiveUpTactical TacticalMove Source code

function GiveUpTactical ( bool bNoCharge) )

HaltFiring Source code

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) )

HearNoise Source code

function HearNoise ( float Loudness, Actor NoiseMaker) )

HearNoise Acquisition Source code

singular function HearNoise ( float Loudness, Actor NoiseMaker) )

HearNoise Fallback Source code

singular function HearNoise ( float Loudness, Actor NoiseMaker) )

HearNoise Hunting Source code

singular function HearNoise ( float Loudness, Actor NoiseMaker) )

HearNoise Retreating Source code

singular function HearNoise ( float Loudness, Actor NoiseMaker) )

HearNoise StakeOut Source code

singular function HearNoise ( float Loudness, Actor NoiseMaker) )

HearPickup Source code

function HearPickup ( Pawn Other )

HearPickup Roaming Source code

function HearPickup ( Pawn Other) )

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 Hold 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) )

ImpactJump Source code

function ImpactJump ( Actor JumpDest) )

ImpactLook ImpactJumping Source code

function vector ImpactLook ( ) )

InitializeSkill Source code

function InitializeSkill ( float InSkill) )

InitRating Source code

function InitRating ( ) )

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) )

Killed GameEnded Source code

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

KillMessage Source code

function string KillMessage ( name damageType, pawn Other) )

Landed FallingState Source code

function Landed ( vector HitNormal) )

Landed Hold Source code

function Landed ( vector HitNormal) )

Landed Holding Source code

function Landed ( vector HitNormal) )

Landed TakeHit Source code

function Landed ( vector HitNormal) )

LongFall Source code

function LongFall ( ) )

LongFall GameEnded Source code

function LongFall ( ) )

MaybeTaunt Source code

function MaybeTaunt ( Pawn Other) )

MayFall Charging Source code

function MayFall ( ) )

MayFall Fallback Source code

function MayFall ( ) )

MayFall Hunting Source code

function MayFall ( ) )

MayFall Retreating Source code

function MayFall ( ) )

MayFall Roaming 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 Hold Source code

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 ( ) )

PickLocalInventory Source code

function bool PickLocalInventory ( float MaxDist, float MinDistraction) )

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, vector Momentum) )

PlayDodge Source code

function PlayDodge ( bool bDuckLeft) )

PlayDyingSound Source code

function PlayDyingSound ( ) )

PlayFiring Source code

function PlayFiring ( )

PlayFlip Source code

function PlayFlip ( ) )

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, vector Momentum) )

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) )

PlayLookAround Source code

function PlayLookAround ( ) )

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) )

PlayWaving Source code

function PlayWaving ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

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) )

SendGlobalMessage Source code

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

SendTeamMessage Source code

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

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 GameEnded Source code

function SetFall ( ) )

SetFall Hold 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 ( ) )

SetMultiSkin Source code

static function SetMultiSkin ( Actor SkinActor, string SkinName, string FaceName, byte TeamNum) )

SetOrders Source code

function SetOrders ( name NewOrders, Pawn OrderGiver, optional bool bNoAck) )

SetOrders Roaming Source code

function SetOrders ( name NewOrders, Pawn OrderGiver, optional bool bNoAck) )

SetOrders Wandering Source code

function SetOrders ( name NewOrders, Pawn OrderGiver, optional bool bNoAck) )

SetPeripheralVision Source code

function SetPeripheralVision ( ) )

ShareWith Roaming Source code

function ShareWith ( Pawn Other) )

ShootTarget Source code

function ShootTarget ( Actor NewTarget )

ShootTarget Holding Source code

function ShootTarget ( Actor NewTarget) )

ShootTarget Roaming Source code

function ShootTarget ( Actor NewTarget) )

ShootTarget Wandering Source code

function ShootTarget ( Actor NewTarget) )

SpawnCarcass Source code

function Carcass SpawnCarcass ( ) )

SpawnGibbedCarcass Source code

function SpawnGibbedCarcass ( ) )

SpecialFire Source code

function SpecialFire ( ) )

SpecialFire GameEnded Source code

function SpecialFire ( ) )

SpecialFire RangedAttack Source code

function SpecialFire ( ) )

StartMatch Source code

function StartMatch ( )

StopFiring Source code

function StopFiring ( ) )

StopFiring RangedAttack 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) )

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 Hold Source code

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

TakeDamage Holding 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 ImpactJumping 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 Hold Source code

function Timer ( ) )

Timer Holding 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 ( ) )

TranslocateToTarget Source code

function TranslocateToTarget ( Actor Destn) )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator ) )

TryStrafe Charging Source code

function bool TryStrafe ( vector sideDir) )

TryToDuck Source code

function TryToDuck ( vector duckDir, bool bReversed) )

TryToDuck Charging Source code

function TryToDuck ( vector duckDir, bool bReversed) )

TryToDuck GameEnded Source code

function TryToDuck ( vector duckDir, bool bReversed) )

TryToward Source code

function bool TryToward ( inventory Inv, float Weight) )

TryToward Hunting Source code

function bool TryToward ( inventory Inv, float Weight) )

TryToward TacticalMove Source code

function bool TryToward ( inventory Inv, float Weight) )

UnderLift Source code

function UnderLift ( Mover M) )

UpdateEyeHeight Source code

event UpdateEyeHeight ( float DeltaTime) )

UpdateTactics Source code

event UpdateTactics ( float DeltaTime) )

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) )

YellAt Source code

function YellAt ( Pawn Moron) )

ZoneChange Source code

function ZoneChange ( ZoneInfo newZone) )

ZoneChange FallingState Source code

function ZoneChange ( ZoneInfo newZone) )


Defaultproperties

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