Function Summary |
rotator |
AdjustAim(float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget) |
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.)
*/ |
void |
AdjustSkill(bool bWinner) |
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 |
BecomeViewTarget() |
void |
Bump(Actor Other) |
void |
CallForHelp() |
bool |
CanFireAtEnemy() |
bool |
CanStakeOut()
// Can Stake Out - check if I can see my current Destination point, and so can enemy
|
void |
ChangedWeapon() |
bool |
CheckFutureSight(float deltatime)
// check for line of sight to target deltatime from now.
|
void |
EnemyAcquired() |
void |
Falling() |
void |
FearThisSpot(Actor aSpot) |
bool |
FindBestPathToward(Actor desired)
/* 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() |
bool |
Gibbed(name damageType) |
void |
HaltFiring() |
void |
HearNoise(float Loudness, Actor NoiseMaker) |
void |
JumpOffPawn() |
void |
JumpOutOfWater(vector jumpDir) |
string |
KillMessage(name damageType, Pawn Other) |
void |
Killed(Pawn Killer, Pawn Other, name damageType) |
void |
LongFall() |
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() |
void |
PlayChallenge() |
void |
PlayCombatMove()
//FIXME - here decide when to pause/start firing based on weapon,etc
|
void |
PlayDeathHit(float Damage, vector HitLocation, name damageType, vector Momentum) |
void |
PlayDodge(bool bDuckLeft) |
void |
PlayDyingSound() |
void |
PlayFiring() |
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 |
PlayMeleeAttack() |
void |
PlayMovingAttack() |
void |
PlayOutOfWater() |
void |
PlayRangedAttack() |
void |
PlayRightHit(float tweentime) |
void |
PlayTakeHitSound(int damage, name damageType, int Mult) |
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 |
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()
//=============================================================================
|
Carcass |
SpawnCarcass() |
void |
SpawnGibbedCarcass() |
void |
SpecialFire() |
float |
StrafeAdjust() |
bool |
StrafeFromDamage(vector momentum, float Damage, name DamageType, bool bFindDest) |
bool |
SwitchToBestWeapon() |
void |
Trigger(Actor Other, Pawn EventInstigator) |
bool |
TryToCrouch()
/* TryToCrouch()
See if far enough away, and geometry favorable for crouching
*/ |
void |
TryToDuck(vector duckDir, bool bReversed) |
void |
WarnTarget(Pawn shooter, float projSpeed, vector FireDir) |
void |
WhatToDoNext(name LikelyState, name LikelyLabel) |
void |
ZoneChange(ZoneInfo newZone) |