Function Summary |
rotator |
AdjustAim(float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget) |
rotator |
AdjustToss(float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)
/*
Adjust the aim at target.
- add aim error (base on skill - FIXME).
- adjust up or down if barrier
*/ |
void |
AnnoyedBy(Pawn Other)
/*
Annoyed by another pawn, typically after bumping into it
(only when not already fighting)
*/ |
eAttitude |
AttitudeTo(Pawn Other)
/* AttitudeTo()
Returns the creature's attitude towards another Pawn
*/ |
eAttitude |
AttitudeToCreature(Pawn Other)
/* AttitudeToCreature
Typically implemented in subclass
*/ |
eAttitude |
AttitudeWithFear()
/* AttitudeWithFear()
may fear other, unless near home
*/ |
void |
Bump(Actor Other) |
bool |
CanFireAtEnemy() |
bool |
CanStakeOut()
// Can Stake Out - check if I can see my current Destination point, and so can enemy
|
void |
ChooseLeaderAttack() |
bool |
ChooseTeamAttackFor(ScriptedPawn TeamMember) |
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 |
FireProjectile(vector StartOffset, float Accuracy) |
void |
FireWeapon() |
bool |
Gibbed(name damageType) |
void |
HearNoise(float Loudness, Actor NoiseMaker) |
void |
JumpOffPawn() |
void |
JumpOutOfWater(vector jumpDir) |
void |
Killed(Pawn Killer, Pawn Other, name damageType) |
void |
LongFall() |
bool |
MeleeDamageTarget(int hitdamage, vector pushdir) |
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 |
PlayAcquisitionSound() |
void |
PlayChallenge() |
void |
PlayCombatMove() |
void |
PlayDeathHit(float Damage, vector HitLocation, name damageType, vector Momentum) |
void |
PlayFearSound() |
void |
PlayFiring() |
void |
PlayGutHit(float tweentime)
/* Default ScriptedPawn 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 |
PlayRangedAttack() |
void |
PlayRightHit(float tweentime) |
void |
PlayRoamingSound() |
void |
PlayThreateningSound() |
void |
PreBeginPlay()
//Sounds
|
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()
// re-implement SetMovementPhysics() in subclass for flying and swimming creatures
|
Carcass |
SpawnCarcass() |
void |
SpawnGibbedCarcass() |
void |
Speak()
//-----------------------------------------------------------------------------
// Sound functions
|
void |
SpeakOrderTo(ScriptedPawn TeamMember) |
void |
SpeakTo(ScriptedPawn Other) |
void |
StartRoaming()
// check who is roaming/wandering - turn off oldest if too many
|
void |
StopFiring() |
float |
StrafeAdjust() |
bool |
StrafeFromDamage(vector momentum, float Damage, name DamageType, bool bFindDest) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
TriggerFirstHate() |
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) |
void |
damageAttitudeTo(Pawn Other) |