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Engine.Controller

Extends
Actor
Modifiers
config ( user ) native nativereplication abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller

Direct Known Subclasses:

AIController, DummyController, PlayerController

Constants Summary
LATENT_MOVETOWARD=503
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient

Variables Summary
intAcquisitionYawRate
vectorAdjustLoc
floatAdrenaline
floatAdrenalineMax
boolbAdjusting
boolbAdrenalineEnabled
boolbAdvancedTactics
boolbAllowedToImpactJump
boolbAllowedToTranslocate
bytebAltFire
boolbCanDoSpecial
boolbCanOpenDoors
boolbControlAnimations
bytebDuck
boolbEnemyAcquired
boolbEnemyInfoValid
bytebFire
boolbForceStrafe
boolbGodMode
boolbHuntPlayer
boolbInDodgeMove
boolbIsPlayer
boolbJumpOverWall
boolbLOSflag
boolbNotifyApex
boolbNotifyFallingHitWall
boolbNotifyPostLanded
boolbPreparingMove
bytebRun
boolbSlowerZAcquire
boolbSoaking
boolbUsePlayerHearing
boolbVehicleTransition
bytebVoiceTalk
ReachSpecCurrentPath
vectorCurrentPathDir
vectorDestination
vectorDirectionHint
floatDodgeLandZ
floatDodgeToGoalPct
PawnEnemy
vectorFailedReachLocation
floatFailedReachTime
AvoidMarkerFearSpots[2]
vectorFocalPoint
ActorFocus
floatFocusLead
floatFovAngle
ActorGoalList[4]
floatGroundPitchTime
floatHandedness
NavigationPointhome
VehicleLastBlockingVehicle
ActorLastFailedReach
class<Weapon>LastPawnWeapon
floatLastRouteFind
vectorLastSeeingPos
vectorLastSeenPos
floatLastSeenTime
floatMinHitWall
PawnMonitoredPawn
floatMonitorMaxDistSq
vectorMonitorStartLoc
ActorMoveTarget
floatMoveTimer
ControllernextController
ReachSpecNextRoutePath
floatOldMessageTime
PawnPawn
class<Pawn>PawnClass
MoverPendingMover
intPlayerNum
PlayerReplicationInfoPlayerReplicationInfo
class<Pawn>PreviousPawnClass
floatRespawnPredictionTime
ActorRouteCache[16]
floatRouteDist
ActorRouteGoal
PawnShotTarget
floatSightCounter
NavigationPointStartSpot
floatStimulus
ActorTarget
vectorViewX
vectorViewY
vectorViewZ
stringVoiceType
floatWarningDelay
ProjectileWarningProjectile
Controller
class<PlayerReplicationInfo>PlayerReplicationInfoClass
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[7], Outer

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis

Structures Summary
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector

Functions Summary
functionbool actorReachable (actor anActor)
function AddController ()
functionrotator AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror))
functionfloat AdjustDesireFor (Pickup P)
functionvector AdjustToss (float TSpeed, vector Start, vector End, bool bNormalize))
function AdjustView (float DeltaTime ))
event AIHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate)
eventbool AllowDetourTo (NavigationPoint N))
functionbool AllowVoiceMessage (name MessageType))
functionbool AutoTaunt ()))
functionbool AvoidCertainDeath ()))
function AwardAdrenaline (float Amount))
function BeginState ()))
GameEnded
function BeginState ()))
RoundEnded
function BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)
functionbool CanMakePathTo (Actor A)
functionbool CanSee (Pawn Other)
function ChangedWeapon ()))
functionbool CheckFutureSight (float DeltaTime))
function ClientDying (class<DamageType> DamageType, vector HitLocation))
function ClientGameEnded ()))
function ClientRoundEnded ()))
function ClientSetLocation (vector NewLocation, rotator NewRotation ))
function ClientSetRotation (rotator NewRotation ))
function ClientSetWeapon (class WeaponClass ))
function ClientSwitchToBestWeapon ()))
function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)
function damageAttitudeTo (pawn Other, float Damage)
function DamageShake (int damage)
event DelayedWarning ()
eventfloat Desireability (Pickup P))
event Destroyed ()))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
functionbool DontReuseTaunt (int T))
functionvector EAdjustJump (float BaseZ, float XYSpeed)
function EndClimbLadder ()
event EnemyNotVisible ()
function FearThisSpot (AvoidMarker aSpot))
functionactor FindBestInventoryPath (out float MinWeight)
functionactor FindBestSuperPickup (float MaxDist)
functionActor FindPathTo (vector aPoint)
functionActor FindPathToIntercept (Pawn P, Actor RouteGoal, optional bool bWeightDetours)
functionActor FindPathToward (actor anActor, optional bool bWeightDetours)
functionActor FindPathTowardNearest (class<NavigationPoint> GoalClass, optional bool bWeightDetours)
functionNavigationPoint FindRandomDest ()
function FinishRotation ()
functionbool FireWeaponAt (Actor A)
function GameHasEnded ()))
functionint GetFacingDirection ()))
functionString GetHumanReadableName ()))
functionclass<WeaponGetLastWeapon ()))
functionbyte GetMessageIndex (name PhraseName))
functionint GetTeamNum ()))
functionrotator GetViewRotation ()))
function HandlePickup (Pickup pick))
event HearNoise (float Loudness, Actor NoiseMaker)
function InitPlayerReplicationInfo ()))
functionbool InLatentExecution (int LatentActionNumber)
function InstantWarnTarget (Actor Target, FireProperties FiredAmmunition, vector FireDir))
functionbool LineOfSightTo (actor Other)
event LongFall ()
event MayDodgeToMoveTarget ()
event MayFall ()
event MissedDodge ()
event MonitoredPawnAlert ()
function MoverFinished ()
function MoveTo (vector NewDestination, optional Actor ViewFocus, optional bool bShouldWalk)
function MoveToward (actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk)
functionbool NeedsAdrenaline ()))
function NotifyAddInventory (inventory NewItem)
eventbool NotifyBump (Actor Other)
event NotifyFallingHitWall (vector HitNormal, actor Wall)
eventbool NotifyHeadVolumeChange (PhysicsVolume NewVolume)
event NotifyHitMover (vector HitNormal, mover Wall)
eventbool NotifyHitWall (vector HitNormal, actor Wall)
event NotifyJumpApex ()
function NotifyKilled (Controller Killer, Controller Killed, pawn Other))
eventbool NotifyLanded (vector HitNormal)
event NotifyMissedJump ()
eventbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)
event NotifyPostLanded ()
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
functionstring ParseChatPercVar (string Cmd))
function PawnDied (Pawn P))
function PawnDied (Pawn P))
Dead
function PawnIsInPain (PhysicsVolume PainVolume)
function PendingStasis ()))
functionactor PickAnyTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart)
functionpawn PickTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart, float MaxRange)
functionbool PickWallAdjust (vector HitNormal)
functionbool pointReachable (vector aPoint)
function Possess (Pawn aPawn))
event PostBeginPlay ()))
event PreBeginPlay ()))
event PrepareForMove (NavigationPoint Goal, ReachSpec Path)
functionfloat RateWeapon (Weapon w))
function ReceiveProjectileWarning (Projectile proj))
event ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir)
function RemoveController ()
event RenderOverlays (canvas Canvas)
function Reset ()))
function Restart ()))
function RoundHasEnded ()))
functionbool SameTeamAs (Controller C))
event SeeMonster (Pawn Seen)
event SeePlayer (Pawn Seen)
function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType))
function SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype))
function ServerGivePawn ()
function ServerReStartPlayer ()))
function ServerReStartPlayer ()))
Dead
function SetDoubleJump ()
function SetFall ()
function SetPawnClass (string inClass, string inCharacter))
function SetPawnFemale ()
event SetupSpecialPathAbilities ()
function ShakeView (vector shRotMag, vector shRotRate, float shRotTime, vector shOffsetMag, vector shOffsetRate, float shOffsetTime)
event SoakStop (string problem)
function StartMonitoring (Pawn P, float MaxDist))
function StopFiring ()))
function StopWaiting ()
eventfloat SuperDesireability (Pickup P))
function SwitchToBestWeapon ()))
function UnderLift (Mover M)
function UnPossess ()))
function WaitForLanding ()
function WaitForMover (Mover M)
functionbool WantsSmoothedView ()))
function WasKilledBy (Controller Other)
functionfloat WeaponPreference (Weapon W))
functionbool WouldReactToNoise (float Loudness, Actor NoiseMaker))
functionbool WouldReactToSeeing (Pawn Seen))
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllObjects, Asc, Asin, Atan, BeginState, Caps, Ceil, Chr, Clamp, ClassIsChildOf, ClearConfig, ClockwiseFrom, Cos, Created, Cross, Disable, Divide, Dot, DynamicLoadObject, EatStr, Enable, EndState, Eval, Exp, FClamp, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetItemName, GetPerObjectNames, GetPropertyText, GetReferencers, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, IsOnConsole, IsSoaking, Left, Len, Lerp, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, PlatformIs64Bit, PlatformIsMacOS, PlatformIsUnix, PlatformIsWindows, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, Repl, ReplaceText, ResetConfig, Right, RotRand, Round, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, StopWatch, StrCmp, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~=

States Summary
Dead Source code
state Dead
PawnDied, ServerReStartPlayer
GameEnded Source code
state GameEnded
BeginState
RoundEnded Source code
state RoundEnded
BeginState


Constants Detail

LATENT_MOVETOWARD Source code

const LATENT_MOVETOWARD = 503;


Variables Detail

AcquisitionYawRate Source code

var int AcquisitionYawRate;

AdjustLoc Source code

var vector AdjustLoc;

Adrenaline Source code

var float Adrenaline;

AdrenalineMax Source code

var float AdrenalineMax;

bAdjusting Source code

var bool bAdjusting;

bAdrenalineEnabled Source code

var bool bAdrenalineEnabled;

bAdvancedTactics Source code

var bool bAdvancedTactics;

bAllowedToImpactJump Source code

var bool bAllowedToImpactJump;

bAllowedToTranslocate Source code

var bool bAllowedToTranslocate;

bAltFire Source code

var input byte bAltFire;

bCanDoSpecial Source code

var bool bCanDoSpecial;

bCanOpenDoors Source code

var bool bCanOpenDoors;

bControlAnimations Source code

var bool bControlAnimations;

bDuck Source code

var input byte bDuck;

bEnemyAcquired Source code

var bool bEnemyAcquired;

bEnemyInfoValid Source code

var bool bEnemyInfoValid;

bFire Source code

var input byte bFire;

bForceStrafe Source code

var bool bForceStrafe;

bGodMode Source code

var bool bGodMode;

bHuntPlayer Source code

var bool bHuntPlayer;

bInDodgeMove Source code

var bool bInDodgeMove;

bIsPlayer Source code

var bool bIsPlayer;

bJumpOverWall Source code

var bool bJumpOverWall;

bLOSflag Source code

var const bool bLOSflag;

bNotifyApex Source code

var bool bNotifyApex;

bNotifyFallingHitWall Source code

var bool bNotifyFallingHitWall;

bNotifyPostLanded Source code

var bool bNotifyPostLanded;

bPreparingMove Source code

var bool bPreparingMove;

bRun Source code

var input byte bRun;

bSlowerZAcquire Source code

var bool bSlowerZAcquire;

bSoaking Source code

var bool bSoaking;

bUsePlayerHearing Source code

var bool bUsePlayerHearing;

bVehicleTransition Source code

var bool bVehicleTransition;

bVoiceTalk Source code

var input byte bVoiceTalk;

CurrentPath Source code

var ReachSpec CurrentPath;

CurrentPathDir Source code

var vector CurrentPathDir;

Destination Source code

var vector Destination;

DirectionHint Source code

var vector DirectionHint;

DodgeLandZ Source code

var float DodgeLandZ;

DodgeToGoalPct Source code

var float DodgeToGoalPct;

Enemy Source code

var Pawn Enemy;

FailedReachLocation Source code

var const vector FailedReachLocation;

FailedReachTime Source code

var const float FailedReachTime;

FearSpots[2] Source code

var AvoidMarker FearSpots[2];

FocalPoint Source code

var vector FocalPoint;

Focus Source code

var Actor Focus;

FocusLead Source code

var float FocusLead;

FovAngle Source code

var float FovAngle;

GoalList[4] Source code

var Actor GoalList[4];

GroundPitchTime Source code

var float GroundPitchTime;

Handedness Source code

var globalconfig float Handedness;

home Source code

var NavigationPoint home;

LastBlockingVehicle Source code

var Vehicle LastBlockingVehicle;

LastFailedReach Source code

var const Actor LastFailedReach;

LastPawnWeapon Source code

var class<Weapon> LastPawnWeapon;

LastRouteFind Source code

var float LastRouteFind;

LastSeeingPos Source code

var vector LastSeeingPos;

LastSeenPos Source code

var vector LastSeenPos;

LastSeenTime Source code

var float LastSeenTime;

MinHitWall Source code

var float MinHitWall;

MonitoredPawn Source code

var Pawn MonitoredPawn;

MonitorMaxDistSq Source code

var float MonitorMaxDistSq;

MonitorStartLoc Source code

var vector MonitorStartLoc;

MoveTarget Source code

var Actor MoveTarget;

MoveTimer Source code

var float MoveTimer;

nextController Source code

var const Controller nextController;

NextRoutePath Source code

var ReachSpec NextRoutePath;

OldMessageTime Source code

var float OldMessageTime;

Pawn Source code

var Pawn Pawn;

PawnClass Source code

var class<Pawn> PawnClass;

PendingMover Source code

var Mover PendingMover;

PlayerNum Source code

var const int PlayerNum;

PlayerReplicationInfo Source code

var PlayerReplicationInfo PlayerReplicationInfo;

PreviousPawnClass Source code

var class<Pawn> PreviousPawnClass;

RespawnPredictionTime Source code

var float RespawnPredictionTime;

RouteCache[16] Source code

var Actor RouteCache[16];

RouteDist Source code

var float RouteDist;

RouteGoal Source code

var Actor RouteGoal;

ShotTarget Source code

var Pawn ShotTarget;

SightCounter Source code

var float SightCounter;

StartSpot Source code

var NavigationPoint StartSpot;

Stimulus Source code

var float Stimulus;

Target Source code

var Actor Target;

ViewX Source code

var vector ViewX;

ViewY Source code

var vector ViewY;

ViewZ Source code

var vector ViewZ;

VoiceType Source code

var string VoiceType;

WarningDelay Source code

var float WarningDelay;

WarningProjectile Source code

var Projectile WarningProjectile;

Controller

PlayerReplicationInfoClass Source code

var(Controller) class<PlayerReplicationInfo> PlayerReplicationInfoClass;


Functions Detail

actorReachable Source code

native(520) final function bool actorReachable ( actor anActor )

AddController Source code

native(529) final function AddController ( )

AdjustAim Source code

function rotator AdjustAim ( FireProperties FiredAmmunition, vector projStart, int aimerror) )

AdjustDesireFor Source code

function float AdjustDesireFor ( Pickup P )

AdjustToss Source code

function vector AdjustToss ( float TSpeed, vector Start, vector End, bool bNormalize) )

AdjustView Source code

function AdjustView ( float DeltaTime ) )

AIHearSound Source code

event AIHearSound ( actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate )

AllowDetourTo Source code

event bool AllowDetourTo ( NavigationPoint N) )

AllowVoiceMessage Source code

function bool AllowVoiceMessage ( name MessageType) )

AutoTaunt Source code

function bool AutoTaunt ( ) )

AvoidCertainDeath Source code

function bool AvoidCertainDeath ( ) )

AwardAdrenaline Source code

function AwardAdrenaline ( float Amount) )

BeginState GameEnded Source code

function BeginState ( ) )

BeginState RoundEnded Source code

function BeginState ( ) )

BotVoiceMessage Source code

function BotVoiceMessage ( name messagetype, byte MessageID, Controller Sender )

CanMakePathTo Source code

native final function bool CanMakePathTo ( Actor A )

CanSee Source code

native(533) final function bool CanSee ( Pawn Other )

ChangedWeapon Source code

function ChangedWeapon ( ) )

CheckFutureSight Source code

function bool CheckFutureSight ( float DeltaTime) )

ClientDying Source code

function ClientDying ( class<DamageType> DamageType, vector HitLocation) )

ClientGameEnded Source code

function ClientGameEnded ( ) )

ClientRoundEnded Source code

function ClientRoundEnded ( ) )

ClientSetLocation Source code

function ClientSetLocation ( vector NewLocation, rotator NewRotation ) )

ClientSetRotation Source code

function ClientSetRotation ( rotator NewRotation ) )

ClientSetWeapon Source code

function ClientSetWeapon ( class<Weapon> WeaponClass ) )

ClientSwitchToBestWeapon Source code

function ClientSwitchToBestWeapon ( ) )

ClientVoiceMessage Source code

function ClientVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID )

damageAttitudeTo Source code

function damageAttitudeTo ( pawn Other, float Damage )

DamageShake Source code

function DamageShake ( int damage )

DelayedWarning Source code

event DelayedWarning ( )

Desireability Source code

event float Desireability ( Pickup P) )

Destroyed Source code

simulated event Destroyed ( ) )

DisplayDebug Source code

function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

DontReuseTaunt Source code

function bool DontReuseTaunt ( int T) )

EAdjustJump Source code

native(523) final function vector EAdjustJump ( float BaseZ, float XYSpeed )

EndClimbLadder Source code

native function EndClimbLadder ( )

EnemyNotVisible Source code

event EnemyNotVisible ( )

FearThisSpot Source code

function FearThisSpot ( AvoidMarker aSpot) )

FindBestInventoryPath Source code

native(540) final function actor FindBestInventoryPath ( out float MinWeight )

FindBestSuperPickup Source code

native final function actor FindBestSuperPickup ( float MaxDist )

FindPathTo Source code

native(518) final function Actor FindPathTo ( vector aPoint )

FindPathToIntercept Source code

native final function Actor FindPathToIntercept ( Pawn P, Actor RouteGoal, optional bool bWeightDetours )

FindPathToward Source code

native(517) final function Actor FindPathToward ( actor anActor, optional bool bWeightDetours )

FindPathTowardNearest Source code

native final function Actor FindPathTowardNearest ( class<NavigationPoint> GoalClass, optional bool bWeightDetours )

FindRandomDest Source code

native(525) final function NavigationPoint FindRandomDest ( )

FinishRotation Source code

native(508) final latent function FinishRotation ( )

FireWeaponAt Source code

function bool FireWeaponAt ( Actor A )

GameHasEnded Source code

function GameHasEnded ( ) )

GetFacingDirection Source code

function int GetFacingDirection ( ) )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

GetLastWeapon Source code

function class<Weapon> GetLastWeapon ( ) )

GetMessageIndex Source code

function byte GetMessageIndex ( name PhraseName) )

GetTeamNum Source code

simulated function int GetTeamNum ( ) )

GetViewRotation Source code

simulated function rotator GetViewRotation ( ) )

HandlePickup Source code

function HandlePickup ( Pickup pick) )

HearNoise Source code

event HearNoise ( float Loudness, Actor NoiseMaker )

InitPlayerReplicationInfo Source code

function InitPlayerReplicationInfo ( ) )

InLatentExecution Source code

native final function bool InLatentExecution ( int LatentActionNumber )

InstantWarnTarget Source code

function InstantWarnTarget ( Actor Target, FireProperties FiredAmmunition, vector FireDir) )

LineOfSightTo Source code

native(514) final function bool LineOfSightTo ( actor Other )

LongFall Source code

event LongFall ( )

MayDodgeToMoveTarget Source code

event MayDodgeToMoveTarget ( )

MayFall Source code

event MayFall ( )

MissedDodge Source code

event MissedDodge ( )

MonitoredPawnAlert Source code

event MonitoredPawnAlert ( )

MoverFinished Source code

function MoverFinished ( )

MoveTo Source code

native(500) final latent function MoveTo ( vector NewDestination, optional Actor ViewFocus, optional bool bShouldWalk )

MoveToward Source code

native(502) final latent function MoveToward ( actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk )

NeedsAdrenaline Source code

function bool NeedsAdrenaline ( ) )

NotifyAddInventory Source code

function NotifyAddInventory ( inventory NewItem )

NotifyBump Source code

event bool NotifyBump ( Actor Other )

NotifyFallingHitWall Source code

event NotifyFallingHitWall ( vector HitNormal, actor Wall )

NotifyHeadVolumeChange Source code

event bool NotifyHeadVolumeChange ( PhysicsVolume NewVolume )

NotifyHitMover Source code

event NotifyHitMover ( vector HitNormal, mover Wall )

NotifyHitWall Source code

event bool NotifyHitWall ( vector HitNormal, actor Wall )

NotifyJumpApex Source code

event NotifyJumpApex ( )

NotifyKilled Source code

function NotifyKilled ( Controller Killer, Controller Killed, pawn Other) )

NotifyLanded Source code

event bool NotifyLanded ( vector HitNormal )

NotifyMissedJump Source code

event NotifyMissedJump ( )

NotifyPhysicsVolumeChange Source code

event bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume )

NotifyPostLanded Source code

event NotifyPostLanded ( )

NotifyTakeHit Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) )

ParseChatPercVar Source code

function string ParseChatPercVar ( string Cmd) )

PawnDied Source code

function PawnDied ( Pawn P) )

PawnDied Dead Source code

function PawnDied ( Pawn P) )

PawnIsInPain Source code

function PawnIsInPain ( PhysicsVolume PainVolume )

PendingStasis Source code

function PendingStasis ( ) )

PickAnyTarget Source code

native(534) final function actor PickAnyTarget ( out float bestAim, out float bestDist, vector FireDir, vector projStart )

PickTarget Source code

native(531) final function pawn PickTarget ( out float bestAim, out float bestDist, vector FireDir, vector projStart, float MaxRange )

PickWallAdjust Source code

native(526) final function bool PickWallAdjust ( vector HitNormal )

pointReachable Source code

native(521) final function bool pointReachable ( vector aPoint )

Possess Source code

function Possess ( Pawn aPawn) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PrepareForMove Source code

event PrepareForMove ( NavigationPoint Goal, ReachSpec Path )

RateWeapon Source code

simulated function float RateWeapon ( Weapon w) )

ReceiveProjectileWarning Source code

function ReceiveProjectileWarning ( Projectile proj) )

ReceiveWarning Source code

event ReceiveWarning ( Pawn shooter, float projSpeed, vector FireDir )

RemoveController Source code

native(530) final function RemoveController ( )

RenderOverlays Source code

simulated event RenderOverlays ( canvas Canvas )

Reset Source code

function Reset ( ) )

Restart Source code

function Restart ( ) )

RoundHasEnded Source code

function RoundHasEnded ( ) )

SameTeamAs Source code

function bool SameTeamAs ( Controller C) )

SeeMonster Source code

event SeeMonster ( Pawn Seen )

SeePlayer Source code

event SeePlayer ( Pawn Seen )

SendMessage Source code

function SendMessage ( PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType) )

SendVoiceMessage Source code

function SendVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype) )

ServerGivePawn Source code

function ServerGivePawn ( )

ServerReStartPlayer Source code

function ServerReStartPlayer ( ) )

ServerReStartPlayer Dead Source code

function ServerReStartPlayer ( ) )

SetDoubleJump Source code

function SetDoubleJump ( )

SetFall Source code

function SetFall ( )

SetPawnClass Source code

function SetPawnClass ( string inClass, string inCharacter) )

SetPawnFemale Source code

function SetPawnFemale ( )

SetupSpecialPathAbilities Source code

event SetupSpecialPathAbilities ( )

ShakeView Source code

function ShakeView ( vector shRotMag, vector shRotRate, float shRotTime, vector shOffsetMag, vector shOffsetRate, float shOffsetTime )

SoakStop Source code

event SoakStop ( string problem )

StartMonitoring Source code

function StartMonitoring ( Pawn P, float MaxDist) )

StopFiring Source code

function StopFiring ( ) )

StopWaiting Source code

native function StopWaiting ( )

SuperDesireability Source code

event float SuperDesireability ( Pickup P) )

SwitchToBestWeapon Source code

exec function SwitchToBestWeapon ( ) )

UnderLift Source code

function UnderLift ( Mover M )

UnPossess Source code

function UnPossess ( ) )

WaitForLanding Source code

native(527) final latent function WaitForLanding ( )

WaitForMover Source code

function WaitForMover ( Mover M )

WantsSmoothedView Source code

function bool WantsSmoothedView ( ) )

WasKilledBy Source code

function WasKilledBy ( Controller Other )

WeaponPreference Source code

function float WeaponPreference ( Weapon W) )

WouldReactToNoise Source code

function bool WouldReactToNoise ( float Loudness, Actor NoiseMaker) )

WouldReactToSeeing Source code

function bool WouldReactToSeeing ( Pawn Seen) )


Defaultproperties

defaultproperties
{
	RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
	AcquisitionYawRate=20000
     FovAngle=+00090.000000
	 bHidden=true
	 bHiddenEd=true
	 PlayerReplicationInfoClass=Class'Engine.PlayerReplicationInfo'
	 MinHitWall=-1.f


    Adrenaline=0.0
    AdrenalineMax=100.0
    bAdrenalineEnabled=true
    bSlowerZAcquire=true
    RemoteRole=ROLE_None
    bOnlyRelevantToOwner=true
}

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Creation time: Do 14.8.2014 09:58:02.415 - Created with UnCodeX