Function Summary |
void |
AddDefaultInventory(Pawn PlayerPawn) |
byte |
AssessBotAttitude(Bot aBot, Pawn Other) |
FortStandard |
AttackFort(Bot aBot, out byte) |
bool |
AttackOnlyLocalFort(Bot aBot) |
bool |
BestFortFor(Bot aBot, FortStandard oldFort, FortStandard currentFort) |
void |
CalcEndStats() |
bool |
ChangeTeam(Pawn Other, int NewTeam) |
void |
ElectNewLeaderFor(Bot OldLeader) |
void |
FallBackTo(name F, int Priority) |
bool |
FindPathToFortFor(Bot aBot, Actor Dest) |
NavigationPoint |
FindPlayerStart(Pawn Player, optional byte, optional string)
// Defenders always use team 0 labelled starts, attackers use team 1 labelled starts
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bool |
FindSpecialAttractionFor(Bot aBot) |
float |
GameThreatAdd(Bot aBot, Pawn Other) |
bool |
HandleTieUp(Bot Bumper, Bot Bumpee) |
void |
InitRatedGame(LadderInventory LadderObj, PlayerPawn LadderPlayer) |
bool |
IsOnTeam(Pawn Other, int TeamNum) |
void |
Killed(Pawn killer, Pawn Other, name damageType) |
bool |
NeverStakeOut(Bot Other) |
void |
PickAmbushSpotFor(Bot aBot) |
void |
PlayStartUpMessage(PlayerPawn NewPlayer) |
void |
PostBeginPlay() |
void |
RemoveFort(FortStandard F, Pawn instigator) |
void |
ResetGame() |
void |
RestartGame() |
bool |
RestartPlayer(Pawn aPlayer) |
bool |
SendBotToGoal(Bot aBot) |
void |
SendStartMessage(PlayerPawn P) |
void |
SetBotOrders(Bot NewBot) |
Actor |
SetDefenseFor(Bot aBot) |
bool |
SetEndCams(string Reason) |
bool |
SuccessfulGame() |
bool |
WaitForPoint(Bot aBot)
// return true when leader has died/respawned, and bots should wait for him to show back up
// before advancing - and not fallback to the start
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