Function Summary |
bool |
AddInventory(Inventory NewItem) |
rotator |
AdjustAim(float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)
/*
AdjustAim()
Returns a rotation which is the direction the bot should aim - after introducing the appropriate aiming error
*/ |
float |
AdjustDesireFor(Inventory Inv) |
bool |
AdjustHitLocation(out vector, vector TraceDir)
/* Adjust hit location - adjusts the hit location in for pawns, and returns
true if it was really a hit, and false if not (for ducking, etc.)
*/ |
rotator |
AdjustToss(float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)
/*
Adjust the aim at target.
- add aim error
- adjust up or down if barrier
*/ |
float |
AssessThreat(Pawn NewThreat) |
eAttitude |
AttitudeTo(Pawn Other) |
void |
BigJump(Actor JumpDest) |
void |
BotVoiceMessage(name messagetype, byte messageID, Pawn Sender) |
void |
Bump(Actor Other) |
void |
CallForHelp() |
bool |
CanFireAtEnemy() |
bool |
CanImpactJump() |
bool |
CanStakeOut()
// Can Stake Out - check if I can see my current Destination point, and so can enemy
|
void |
ChangedWeapon() |
bool |
CheckBumpAttack(Pawn Other) |
bool |
CheckFutureSight(float deltatime)
// check for line of sight to target deltatime from now.
|
bool |
CloseToPointMan(Pawn Other)
// CloseToPointMan - called if orders are 'follow' to check if close enough to point man
|
bool |
DeferTo(Bot Other) |
void |
EnemyAcquired() |
bool |
FaceDestination(float F) |
void |
Falling() |
void |
FastInAir() |
void |
FearThisSpot(Actor aSpot) |
bool |
FindAmbushSpot() |
bool |
FindBestPathToward(Actor desired, bool bClearPaths)
/* FindBestPathToward() assumes the desired destination is not directly reachable,
given the creature's intelligence, it tries to set Destination to the location of the
best waypoint, and returns true if successful
*/ |
void |
FireWeapon() |
void |
Gasp() |
float |
GetRating() |
bool |
Gibbed(name damageType) |
void |
GiveUpTactical(bool bNoCharge) |
void |
HaltFiring() |
void |
HearNoise(float Loudness, Actor NoiseMaker) |
void |
HearPickup(Pawn Other) |
void |
ImpactJump(Actor JumpDest) |
void |
InitRating() |
void |
InitializeSkill(float InSkill) |
void |
JumpOffPawn() |
void |
JumpOutOfWater(vector jumpDir) |
string |
KillMessage(name damageType, Pawn Other) |
void |
Killed(Pawn Killer, Pawn Other, name damageType) |
void |
LongFall() |
void |
MaybeTaunt(Pawn Other) |
bool |
NearWall(float walldist)
/* NearWall() returns true if there is a nearby barrier at eyeheight, and
changes Focus to a suggested value
*/ |
bool |
NeedToTurn(vector targ) |
void |
PainTimer() |
bool |
PickLocalInventory(float MaxDist, float MinDistraction) |
void |
PlayChallenge() |
void |
PlayCombatMove() |
void |
PlayDeathHit(float Damage, vector HitLocation, name damageType, vector Momentum) |
void |
PlayDodge(bool bDuckLeft) |
void |
PlayDyingSound() |
void |
PlayFiring() |
void |
PlayFlip() |
simulated |
PlayFootStep() |
void |
PlayGutHit(float tweentime)
/* Default location specific take hits - make sure pain frames are named right */ |
void |
PlayHeadHit(float tweentime) |
void |
PlayHit(float Damage, vector HitLocation, name damageType, vector Momentum)
//**********************************************************************
|
void |
PlayHitAnim(vector HitLocation, float Damage) |
void |
PlayLeftHit(float tweentime) |
void |
PlayLookAround() |
void |
PlayMeleeAttack() |
void |
PlayMovingAttack() |
void |
PlayOutOfWater() |
void |
PlayRangedAttack() |
void |
PlayRightHit(float tweentime) |
void |
PlayTakeHitSound(int damage, name damageType, int Mult) |
void |
PlayWaving() |
simulated |
PostBeginPlay() |
void |
PreBeginPlay() |
void |
PreSetMovement() |
void |
ReSetSkill() |
float |
RelativeStrength(Pawn Other)
/* RelativeStrength()
returns a value indicating the relative strength of other
0.0 = equal to self
> 0 stronger than self
< 0 weaker than self
Since the result will be compared to the creature's aggressiveness, it should be
on the same order of magnitude (-1 to 1)
Assess based on health and weapon
*/ |
void |
SeePlayer(Actor SeenPlayer) |
void |
SendGlobalMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait) |
void |
SendTeamMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait) |
void |
SetAlertness(float NewAlertness)
/*
SetAlertness()
Change creature's alertness, and appropriately modify attributes used by engine for determining
seeing and hearing.
SeePlayer() is affected by PeripheralVision, and also by SightRadius and the target's visibility
HearNoise() is affected by HearingThreshold
*/ |
bool |
SetEnemy(Pawn NewEnemy) |
void |
SetFall() |
void |
SetMovementPhysics()
//=============================================================================
|
void |
SetOrders(name NewOrders, Pawn OrderGiver, optional bool) |
void |
SetPeripheralVision() |
void |
ShootTarget(Actor NewTarget) |
Carcass |
SpawnCarcass() |
void |
SpawnGibbedCarcass() |
void |
SpecialFire()
// ASMD combo move
|
void |
StartMatch() |
void |
StopFiring() |
float |
StrafeAdjust() |
bool |
StrafeFromDamage(vector momentum, float Damage, name DamageType, bool bFindDest) |
bool |
SwitchToBestWeapon() |
void |
TranslocateToTarget(Actor Destn) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
TryToDuck(vector duckDir, bool bReversed) |
bool |
TryToward(Inventory Inv, float Weight) |
void |
UnderLift(Mover M)
// Mover has notifies pawn that pawn is underneath it
|
void |
WarnTarget(Pawn shooter, float projSpeed, vector FireDir) |
void |
WhatToDoNext(name LikelyState, name LikelyLabel) |
void |
YellAt(Pawn Moron) |
void |
ZoneChange(ZoneInfo newZone) |