Function Summary |
bool |
AddInventory(Inventory NewItem)
// Add Item to this pawn's inventory.
// Returns true if successfully added, false if not.
|
void |
AddPawn() |
void |
AddVelocity(vector NewVelocity) |
rotator |
AdjustAim(float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget)
/* AdjustAim()
ScriptedPawn version does adjustment for non-controlled pawns.
PlayerPawn version does the adjustment for player aiming help.
Only adjusts aiming at pawns
allows more error in Z direction (full as defined by AutoAim - only half that difference for XY)
*/ |
float |
AdjustDesireFor(Inventory Inv)
//=============================================================================
// Inventory related functions.
|
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 bLeadTarget, bool bWarnTarget) |
void |
BecomeViewTarget()
//
// Client gateway functions.
//
|
void |
BotVoiceMessage(name messagetype, byte MessageID, Pawn Sender) |
bool |
CanSee(Actor Other)
// CanSee() similar to line of sight, but also takes into account Pawn's peripheral vision
|
void |
ChangedWeapon()
// Just changed to pendingWeapon
|
bool |
CheckFutureSight(float DeltaTime) |
bool |
CheckValidSkinPackage(string SkinPack, string MeshName) |
bool |
CheckWaterJump(out vector) |
void |
ClearPaths() |
void |
ClientDying(name DamageType, vector HitLocation) |
void |
ClientGameEnded() |
void |
ClientPutDown(Weapon Current, Weapon Next) |
void |
ClientReStart() |
void |
ClientSetLocation(vector NewLocation, rotator NewRotation) |
void |
ClientSetRotation(rotator NewRotation) |
void |
ClientVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID) |
bool |
DeleteInventory(Inventory Item)
// Remove Item from this pawn's inventory, if it exists.
// Returns true if it existed and was deleted, false if it did not exist.
|
void |
Died(Pawn Killer, name damageType, vector HitLocation) |
void |
DropDecoration() |
vector |
EAdjustJump() |
void |
Falling() |
void |
FearThisSpot(Actor ASpot) |
Actor |
FindBestInventoryPath(out float, bool bPredictRespawns) |
Inventory |
FindInventoryType(class DesiredClass)
// FindInventoryType()
// returns the inventory item of the requested class
// if it exists in this pawn's inventory
|
Actor |
FindPathTo(vector aPoint, optional bool, optional bool) |
Actor |
FindPathToward(Actor anActor, optional bool, optional bool) |
NavigationPoint |
FindRandomDest(optional bool) |
int |
FindStairRotation(float DeltaTime) |
void |
FireWeapon() |
void |
Gasp() |
String |
GetHumanName() |
void |
GetMultiSkin(Actor SkinActor, out string, out string) |
float |
GetRating() |
bool |
Gibbed(name damageType) |
void |
GrabDecoration() |
void |
HandleHelpMessageFrom(Pawn Other)
//***************************************************************
|
void |
HidePlayer() |
void |
InitPlayerReplicationInfo()
//=============================================================================
// Replication
|
void |
JumpOffPawn()
//Base change - if new base is pawn or decoration, damage based on relative mass and old velocity
// Also, non-players will jump off pawns immediately
|
string |
KillMessage(name damageType, Pawn Other)
//Typically implemented in subclass
|
void |
Killed(Pawn Killer, Pawn Other, name damageType)
// for advanced tactics
|
bool |
LineOfSightTo(Actor Other)
// native AI functions
//LineOfSightTo() returns true if any of several points of Other is visible
// (origin, top, bottom)
|
void |
MoveTo(vector NewDestination, optional float)
// Latent Movement.
//Note that MoveTo sets the actor's Destination, and MoveToward sets the
//actor's MoveTarget. Actor will rotate towards destination
|
void |
MoveToward(Actor NewTarget, optional float) |
void |
NextItem()
// The player/bot wants to select next item
|
Actor |
PickAnyTarget(out float, out float, vector FireDir, vector projStart) |
Pawn |
PickTarget(out float, out float, vector FireDir, vector projStart)
// Pick best pawn target
|
bool |
PickWallAdjust()
/* PickWallAdjust()
Check if could jump up over obstruction (only if there is a knee height obstruction)
If so, start jump, and return current destination
Else, try to step around - return a destination 90 degrees right or left depending on traces
out and floor checks
*/ |
void |
PlayBigDeath(name DamageType) |
void |
PlayCrawling() |
void |
PlayDeathHit(float Damage, vector HitLocation, name damageType, vector Momentum) |
void |
PlayDive() |
void |
PlayDuck() |
void |
PlayDying(name DamageType, vector HitLoc) |
void |
PlayFiring() |
void |
PlayGutDeath(name DamageType) |
void |
PlayGutHit(float tweentime) |
void |
PlayHeadDeath(name DamageType) |
void |
PlayHeadHit(float tweentime) |
void |
PlayHit(float Damage, vector HitLocation, name damageType, vector Momentum) |
void |
PlayInAir() |
void |
PlayLanded(float impactVel) |
void |
PlayLeftDeath(name DamageType) |
void |
PlayLeftHit(float tweentime) |
void |
PlayMovingAttack() |
void |
PlayOutOfWater() |
void |
PlayPatrolStop() |
void |
PlayRecoil(float Rate) |
void |
PlayRightDeath(name DamageType) |
void |
PlayRightHit(float tweentime) |
void |
PlayRunning()
//=============================================================================
// Animation playing - should be implemented in subclass,
//
// PlayWaiting, PlayRunning, and PlayGutHit, PlayMovingAttack (if used)
// and PlayDying are required to be implemented in the subclass
|
void |
PlayTakeHit(float tweentime, vector HitLoc, int damage) |
void |
PlayTakeHitSound(int Damage, name damageType, int Mult)
//-----------------------------------------------------------------------------
// Sound functions
|
void |
PlayThreatening() |
void |
PlayTurning() |
void |
PlayVictoryDance() |
void |
PlayWaiting() |
void |
PlayWaitingAmbush() |
void |
PlayWalking() |
void |
PlayWeaponSwitch(Weapon NewWeapon) |
void |
PreSetMovement()
/* PreSetMovement()
default for walking creature. Re-implement in subclass
for swimming/flying capability
*/ |
void |
RemovePawn() |
void |
RestartPlayer() |
void |
SendGlobalMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait)
//------------------------------------------------------------------------------
// Speech related
|
void |
SendTeamMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait) |
void |
SendVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype) |
void |
SetDefaultDisplayProperties() |
void |
SetDisplayProperties(ERenderStyle NewStyle, Texture NewTexture, bool bLighting, bool bEnviroMap) |
simulated |
SetMesh() |
void |
SetMovementPhysics() |
void |
SetMultiSkin(Actor SkinActor, string SkinName, string FaceName, byte TeamNum)
//=============================================================================
// Multiskin support
|
bool |
SetSkinElement(Actor SkinActor, int SkinNo, string SkinName, string DefaultSkinName) |
void |
ShakeView(float shaketime, float RollMag, float vertmag) |
Carcass |
SpawnCarcass() |
void |
SpawnGibbedCarcass() |
void |
SpecialFire() |
void |
StopFiring() |
void |
StopWaiting()
// Force end to sleep
|
void |
StrafeFacing(vector NewDestination, Actor NewTarget) |
void |
StrafeTo(vector NewDestination, vector NewFocus) |
bool |
SwitchToBestWeapon() |
void |
TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) |
void |
TakeFallingDamage() |
void |
TeamBroadcast(string Msg)
//
// Broadcast a message to all players, or all on the same team.
//
|
void |
TossWeapon()
// toss out the weapon currently held
|
Actor |
TraceShot(out vector, out vector, vector EndTrace, vector StartTrace)
/* TraceShot - used by instant hit weapons, and monsters
*/ |
void |
TurnTo(vector NewFocus) |
void |
TurnToward(Actor NewTarget) |
void |
TweenToFalling() |
void |
TweenToFighter(float tweentime) |
void |
TweenToPatrolStop(float tweentime) |
void |
TweenToRunning(float tweentime) |
void |
TweenToSwimming(float tweentime) |
void |
TweenToWaiting(float tweentime) |
void |
TweenToWalking(float tweentime) |
void |
UnderLift(Mover M) |
void |
WaitForLanding() |
void |
WarnTarget(Pawn shooter, float projSpeed, vector FireDir) |
bool |
actorReachable(Actor anActor) |
void |
damageAttitudeTo(Pawn Other) |
void |
gibbedBy(Actor Other) |
bool |
pointReachable(vector aPoint)
//Reachable returns what part of direct path from Actor to aPoint is traversable
//using the current locomotion method
|