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DeusEx.CleanerBot

Extends
Robot

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- DeusEx.ScriptedPawn
         |   
         +-- DeusEx.Robot
            |   
            +-- DeusEx.CleanerBot

Variables Summary
floatblotchTimer
floatfleePawnTimer
ECleanDirectionmajorDir
ECleanDirectionminorDir
Inherited Variables from DeusEx.Robot
crazedTimer, EMPHitPoints, explosionSound, SearchingSound, sparkGen, SpeechAreaSecure, SpeechCriticalDamage, SpeechOutOfAmmo, SpeechScanning, SpeechTargetAcquired, SpeechTargetLost
Inherited Variables from DeusEx.ScriptedPawn
ActorAvoiding, AgitationCheckTimer, AgitationDecayRate, AgitationSustainTime, AgitationTimer, AlarmActor, AlarmTimer, AlliancesEx[16], AvoidAccuracy, AvoidBumpTimer, AvoidWallTimer, bAcceptBump, BackpedalTimer, bAimForHead, bAlliancesChanged, bAlwaysPatrol, BaseAccuracy, BaseAssHeight, bAttacking, bAvoidAim, bAvoidHarm, bBurnedToDeath, bCanBleed, bCanConverse, bCanCrouch, bCanFire, bCanSit, bCanTurnHead, bClearedObstacle, bCloakOn, bConvEndState, bConversationEndedNormally, bCower, bCrouching, bDancing, bDefendHome, bDisappear, bDistressed, BeamCheckTimer, bEmitDistress, bEnableCheckDest, bFacingTarget, bFearAlarm, bFearCarcass, bFearDistress, bFearHacking, bFearIndirectInjury, bFearInjury, bFearProjectiles, bFearShot, bFearWeapon, bHasCloak, bHasShadow, bHateCarcass, bHateDistress, bHateHacking, bHateIndirectInjury, bHateInjury, bHateShot, bHateWeapon, bHighlight, bHokeyPokey, bImportant, bInConversation, bInitialized, bInterruptSeek, bInterruptState, bInTransientState, bInvincible, bInWorld, bKeepWeaponDrawn, bLeaveAfterFleeing, BleedRate, bLikesNeutral, bLookingForAlarm, bLookingForCarcass, bLookingForDistress, bLookingForEnemy, bLookingForFutz, bLookingForHacking, bLookingForIndirectInjury, bLookingForInjury, bLookingForLoudNoise, bLookingForProjectiles, bLookingForShot, bLookingForWeapon, bMustFaceTarget, bNoNegativeAlliances, BodyIndex, bPausing, bPlayIdle, bReactAlarm, bReactCarcass, bReactDistress, bReactFutz, bReactLoudNoise, bReactPresence, bReactProjectiles, bReactShot, bReadyToReload, bReverseAlliances, bRunningStealthy, bSeatHackUsed, bSeatLocationValid, bSeekCover, bSeekLocation, bSeekPostCombat, bShowPain, bSitAnywhere, bSitInterpolation, bSitting, bSpawnBubbles, bSprint, bStandInterpolation, bStaring, bStunned, bTickVisibleOnly, BurnPeriod, bUseFallbackWeapons, bUseFirstSeatOnly, bUseHome, bUseSecondaryAttack, bWalkAround, bWorldBlockActors, bWorldBlockPlayers, bWorldCollideActors, CarcassCheckTimer, Carcasses[4], CarcassHateTimer, CarcassTimer, CarcassType, CheckPeriod, CloakEMPTimer, CloakThreshold, CloseCombatMult, ClotPeriod, ConversationActor, ConvOrders, ConvOrderTag, Cowardice, CrouchRate, CrouchTimer, CycleCandidate, CycleCumulative, CycleDistance, CycleIndex, CyclePeriod, CycleTimer, DeathTimer, DesiredPrePivot, DestAttempts, destLoc, destPoint, DistressTimer, DropCounter, EnemyLastSeen, EnemyReadiness, EnemyTimeout, EnemyTimer, FearDecayRate, FearLevel, FearSustainTime, FearTimer, FireAngle, FireElevation, FireTimer, FutzTimer, HarmAccuracy, HomeActor, HomeExtent, HomeLoc, HomeRot, HomeTag, InitialAlliances[8], InitialInventory[8], LastDestLoc, LastDestPoint, LastPainAnim, LastPainTime, lastPoints[2], MaxProvocations, MaxRange, MinHealth, MinRange, NextAnim, NextDirection, NumCarcasses, ObstacleTimer, OrderActor, Orders, OrderTag, PlayerAgitationTimer, poisonCounter, poisonDamage, Poisoner, poisonTimer, PotentialEnemyAlliance, PotentialEnemyTimer, PrePivotOffset, PrePivotTime, ProjectileSpeed, RaiseAlarm, RandomWandering, ReactionLevel, ReloadTimer, remainingSitTime, remainingStandTime, Restlessness, runAnimMult, SeatActor, SeatHack, SeatLocation, SeatSlot, seekDistance, SeekLevel, SeekPawn, SeekType, ShadowScale, SightPercentage, sleepTime, SpecialTimer, SprintRate, StandRate, SurprisePeriod, swimBubbleTimer, TakeHitTimer, TurnDirection, useLoc, useRot, walkAnimMult, WalkingSpeed, WalkSound, Wanderlust, WeaponTimer, WorldPosition

Enumerations Summary
ECleanDirection
CLEANDIR_North, CLEANDIR_South, CLEANDIR_East, CLEANDIR_West
Inherited Enumerations from DeusEx.ScriptedPawn
EAllianceType, EDestinationType, EHitLocation, ERaiseAlarmType, ESeekType, ETurning

Structures Summary
Inherited Structures from DeusEx.ScriptedPawn
AllianceInfoEx, FleeCandidates, InitialAllianceInfo, InventoryItem, NearbyProjectile, NearbyProjectileList, WanderCandidates

Functions Summary
function BeginState ()))
Wandering
function Bump (actor bumper))
Wandering
function EndState ()))
Wandering
function FleeFromPawn (Pawn fleePawn))
functionPawn FrightenedByPawn ()))
functionECleanDirection GetReverseDirection (ECleanDirection cleanDir))
Wandering
function HitWall (vector HitNormal, actor Wall))
Wandering
function PickDestination ()))
Wandering
functionrotator RotationDir (ECleanDirection cleanDir))
Wandering
function SetFall ()))
Wandering
functionbool ShouldBeStartled (Pawn startler))
function Tick (float deltaSeconds))
Inherited Functions from DeusEx.Robot
BeginState, ComputeFallDirection, Destroyed, DestroyGenerator, EndState, Explode, GotoDisabledState, IgnoreDamageType, ImpartMomentum, InitGenerator, IsImmobile, PickDestination, PlayAreaSecureSound, PlayAttack, PlayCowerBegin, PlayCowerEnd, PlayCowering, PlayCrawling, PlayCriticalDamageSound, PlayDisabled, PlayDuck, PlayFalling, PlayFiring, PlayGoingForAlarmSound, PlayIdleSound, PlayLanded, PlayOutOfAmmoSound, PlayReload, PlayReloadBegin, PlayReloadEnd, PlayRising, PlayRunning, PlayRunningAndFiring, PlayScanningSound, PlaySearchingSound, PlayShoot, PlaySwimming, PlayTargetAcquiredSound, PlayTargetLostSound, PlayTurning, PlayWaiting, PlayWalking, PlayWeaponSwitch, ReactToInjury, SetOrders, ShouldDropWeapon, ShouldFlee, SpawnCarcass, TakeDamageBase, Tick, TweenToAttack, TweenToRunning, TweenToRunningAndFiring, TweenToShoot, TweenToSwimming, TweenToWaiting, TweenToWalking
Inherited Functions from DeusEx.ScriptedPawn
AddCarcass, AddInitialInventory, AddProjectileToList, AddVelocity, AdjustAim, AdjustJump, AgitateAlliance, AICanShoot, AISafeToShoot, AISafeToThrow, AlterDestination, AnimEnd, BackOff, BaseChange, BeginState, BlockReactions, Bump, CanConverse, CanConverseWithPlayer, CanShowPain, CatchFire, ChangeAlly, ChangedWeapon, CheckAttack, CheckBeamPresence, CheckCarcassPresence, CheckCycle, CheckDestLoc, CheckEnemyParams, CheckEnemyPresence, CheckOpenDoor, CheckWaterJump, ClearHomeBase, ClearNextState, ComputeActorVisibility, ComputeAwayVector, ComputeBestFiringPosition, ComputeFallDirection, ComputeTargetLead, ComputeThrowAngles, ConBindEvents, CreateShadow, DecreaseAgitation, Destroyed, Died, DistanceToTarget, DistressScore, DoneReloading, DoorEncroaches, DrawShield, DropWeapon, EnableCheckDestLoc, EnableCloak, EnableCollision, EnableShadow, EncroachedBy, EncroachedByMover, EndConversation, EndCrouch, EndState, EnterConversationState, EnterWorld, ExtinguishFire, Falling, FilterDamageType, FindAlarmPosition, FindBackupPoint, FindBestEnemy, FindBestSeat, FindBestSlot, FindOrderActor, FindTaggedActor, FindTarget, FinishFleeing, FireIfClearShot, FocusDirection, FollowOrders, FollowSeatFallbackOrders, Frob, FrobDoor, Gasp, GenerateTotalHealth, GetAllianceType, GetCarcassData, GetCrouchHeight, GetDefaultCollisionHeight, GetDestinationPosition, GetFloorMaterial, GetNextAlarmPoint, GetNextLocation, GetNextVector, GetNextWaypoint, GetOvershootDestination, GetPawnAllianceType, GetPawnWeaponRanges, GetProjectileList, GetSitHeight, GetStyleTexture, GetSwimPivot, GetWalkingSpeed, GetWeaponBestRange, GoHome, GotoDisabledState, GotoNextState, HandleAlarm, HandleDamage, HandleDistress, HandleEnemy, HandleFutz, HandleHacking, HandleLoudNoise, HandleProjectiles, HandleShot, HandleSighting, HandleTurn, HandleWeapon, HandToHandAttack, HasEnemyTimedOut, HasNextState, HasTwoHandedWeapon, HaveSeenCarcass, HearNoise, HitWall, ImpartMomentum, IncreaseAgitation, IncreaseFear, InitializeAlliances, InitializeHomeBase, InitializeInventory, InitializePawn, InSeat, InstigatorToPawn, IsAlarmInRange, IsAlarmReady, IsDoor, IsFearful, IsHandToHand, IsIntersectingSeat, IsLocationDangerous, IsNearHome, IsPointInCylinder, IsPrimaryDamageType, IsProjectileDangerous, IsSeatValid, IsThrownWeapon, IsValidEnemy, IsWeaponReloading, JumpOffPawn, JumpOutOfWater, Killed, KillShadow, Landed, LeaveWorld, LongFall, LoopAnimPivot, LoopBaseConvoAnim, LoopHeadConvoAnim, LoudNoiseScore, MakePawnIgnored, ModifyDamage, MoveFallingBody, PainTimer, PickDestination, PickStartPoint, PlayAllianceFriendlySound, PlayAllianceHostileSound, PlayAnimPivot, PlayAreaSecureSound, PlayAttack, PlayBeginAttack, PlayBodyThud, PlayCarcassSound, PlayChallenge, PlayCowerBegin, PlayCowerEnd, PlayCowering, PlayCrawling, PlayCriticalDamageSound, PlayCrouchShoot, PlayDancing, PlayDeathHit, PlayDuck, PlayDying, PlayDyingSound, PlayFalling, PlayFootStep, PlayFutzSound, PlayGoingForAlarmSound, PlayHit, PlayHitAnim, PlayIdle, PlayIdleSound, PlayLanded, PlayNewTargetSound, PlayOnFireSound, PlayOutOfAmmoSound, PlayPanicRunning, PlayPostAttackSearchingSound, PlayPreAttackSearchingSound, PlayPreAttackSightingSound, PlayPushing, PlayReload, PlayReloadBegin, PlayReloadEnd, PlayRising, PlayRubbingEyes, PlayRubbingEyesEnd, PlayRubbingEyesStart, PlayRunning, PlayRunningAndFiring, PlayScanningSound, PlaySearchGiveUpSound, PlayShoot, PlaySitting, PlaySittingDown, PlayStandingUp, PlayStunned, PlaySurpriseSound, PlaySwimming, PlayTakeHitSound, PlayTakingHit, PlayTargetAcquiredSound, PlayTargetLostSound, PlayTearGasSound, PlayTurnHead, PlayTurning, PlayWaiting, PlayWalking, PlayWeaponSwitch, PostBeginPlay, PostPostBeginPlay, PreBeginPlay, PreSetMovement, PutInWorld, RandomPitch, ReactToFutz, ReactToInjury, ReactToProjectiles, ReadyForNewEnemy, ReadyForWeapon, Reloading, ResetBasedPawnSize, ResetConvOrders, ResetDestLoc, ResetReactions, ResetSkinStyle, SeePlayer, SetAlliance, SetAttackAngle, SetBasedPawnSize, SetDistress, SetDistressTimer, SetEnemy, SetFall, SetHomeBase, SetMovementPhysics, SetNextState, SetOrders, SetReactions, SetSeekLocation, SetSkinStyle, SetState, SetupWeapon, SetWeapon, ShieldDamage, ShouldBeStartled, ShouldCrouch, ShouldDropWeapon, ShouldFlee, ShouldPlayTurn, ShouldPlayWalk, ShouldReactToInjuryType, ShouldStrafe, SitPosition, SpawnCarcass, SpurtBlood, StandUp, StartCrouch, StartFalling, StartPoison, StopBlendAnims, StopPoison, StopStanding, StopWaiting, SupportActor, SwitchToBestWeapon, TakeDamage, TakeDamageBase, TakeHit, Tick, Timer, Touch, Trigger, TriggerAlarm, TryLocation, TweenAnimPivot, TweenToAttack, TweenToCrouchShoot, TweenToRunning, TweenToShoot, TweenToSwimming, TweenToWaiting, TweenToWalking, UpdateActorVisibility, UpdateAgitation, UpdateFear, UpdateFire, UpdatePoison, UpdateReactionCallbacks, UpdateReactionLevel, UpdateStanding, WeaponDrawnScore, WillTakeStompDamage, ZoneChange

States Summary
Wandering Source code
state Wandering
BeginState, Bump, EndState, GetReverseDirection, HitWall, PickDestination, RotationDir, SetFall


Variables Detail

blotchTimer Source code

var float blotchTimer;

fleePawnTimer Source code

var float fleePawnTimer;

majorDir Source code

var ECleanDirection majorDir;

minorDir Source code

var ECleanDirection minorDir;


Enumerations Detail

ECleanDirection Source code

enum ECleanDirection
{
CLEANDIR_North, CLEANDIR_South, CLEANDIR_East, CLEANDIR_West
};


Functions Detail

BeginState Wandering Source code

function BeginState ( ) )

Bump Wandering Source code

function Bump ( actor bumper) )

EndState Wandering Source code

function EndState ( ) )

FleeFromPawn Source code

function FleeFromPawn ( Pawn fleePawn) )

FrightenedByPawn Source code

function Pawn FrightenedByPawn ( ) )

GetReverseDirection Wandering Source code

function ECleanDirection GetReverseDirection ( ECleanDirection cleanDir) )

HitWall Wandering Source code

function HitWall ( vector HitNormal, actor Wall) )

PickDestination Wandering Source code

function PickDestination ( ) )

RotationDir Wandering Source code

function rotator RotationDir ( ECleanDirection cleanDir) )

SetFall Wandering Source code

function SetFall ( ) )

ShouldBeStartled Source code

function bool ShouldBeStartled ( Pawn startler) )

Tick Source code

function Tick ( float deltaSeconds) )


Defaultproperties

defaultproperties
{
     majorDir=CLEANDIR_East
     EMPHitPoints=20
     WalkingSpeed=0.200000
     GroundSpeed=300.000000
     WaterSpeed=50.000000
     AirSpeed=144.000000
     AccelRate=500.000000
     Health=20
     UnderWaterTime=20.000000
     AttitudeToPlayer=ATTITUDE_Ignore
     DrawType=DT_Mesh
     Mesh=LodMesh'DeusExCharacters.CleanerBot'
     SoundRadius=16
     SoundVolume=128
     AmbientSound=Sound'DeusExSounds.Robot.CleanerBotMove'
     CollisionRadius=18.000000
     CollisionHeight=11.210000
     Mass=70.000000
     Buoyancy=97.000000
     RotationRate=(Yaw=100000)
     BindName="CleanerBot"
     FamiliarName="Cleaner Bot"
     UnfamiliarName="Cleaner Bot"
}

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Creation time: Mon 8/11/2021 16:31:03.709 - Created with UnCodeX