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DeusEx.PawnGenerator

Extends
Effects
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Effects
      |   
      +-- DeusEx.PawnGenerator

Direct Known Subclasses:

Fish2Generator, FishGenerator, FlyGenerator, PedestrianGenerator, PigeonGenerator, RatGenerator, SeagullGenerator

Variables Summary
boolbActive
boolbDying
boolbLOSCheck
boolbScoutInit
floatCoastPeriod
floatCoastTimer
vectorFlockCenter
vectorGroundLocation
vectorLastGenLocation
rotatorLastGenRotation
PawnTypesPawnClasses[8]
intPawnCount
PawnDataPawns[32]
intPoolCount
vectorRandomVelocity
GeneratorScoutScout
floatStatusTimer
vectorSumVelocities
floatTryTimer
floatTurnPeriod
floatVelocityTimer
PawnGenerator
floatActiveArea
NameAlliance
boolbGeneratorIsHome
boolbTriggered
intMaxCount
NameOrders
NameOrderTag
floatPawnHomeExtent
floatRadius
Special
boolbPawnsTransient
boolbRandomCount
boolbRandomTypes
boolbRepopulate
floatFocus
Inherited Variables from Engine.Effects
bOnlyTriggerable, EffectSound1, EffectSound2
Inherited Variables from Engine.Actor
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, BarkBindName, Base, bAssimilated, bBlockActors, bBlockPlayers, bBlockSight, bBounce, bCanTeleport, bCarriedItem, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDetectable, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bIgnore, BindName, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, BlendAnimFrame[4], BlendAnimLast[4], BlendAnimMinRate[4], BlendAnimRate[4], BlendAnimSequence[4], BlendTweenRate[4], bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwned, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bSelected, bShadowCast, bSimFall, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerPrePivot, bTrailerSameRotation, bTransient, bTravel, bUnlit, Buoyancy, bVisionImportant, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, ConListItems, ConStartInterval, CurrentVisibility, Deleted, DesiredRotation, DistanceFromPlayer, DodgeDir, DrawScale, DrawType, Event, ExtraTag, FamiliarName, Fatness, Group, InitialState, Instigator, Inventory, LastConEndTime, LastRenderTime, LastSmellNode, LastVisibility, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldBlendAnimRate[4], OldLocation, OtherTag, Owner, PendingTouch, PhysAlpha, Physics, PhysRate, PrePivot, Region, RelevantRadius, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, SimBlendAnim[4], Skin, SmellClass, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, UnfamiliarName, Velocity, VisibilityHeight, VisibilityRadius, VisUpdateTime, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EAIEventState, EAIEventType, EBarkModes, EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
PawnData
bValid, Pawn, PawnClass
PawnTypes
Count, CurCount, PawnClass
Inherited Structures from Engine.Actor
PointRegion, XAIParams

Functions Summary
function Burst (optional int count))
function CheckPawnStatus ()))
function ComputeGroundLocation ()))
function Destroyed ()))
functionbool FindUsedPawnClass (Class<ScriptedPawn> PawnClass, out int classNum))
functionfloat GenerateCoastPeriod ()))
function GeneratePawn (optional bool bBurst))
functionvector GenerateRandomVelocity ()))
functionEPhysics GetClassPhysics (Class<Pawn> PawnClass))
function InvalidatePawn (int slot))
functionbool IsActorUnnecessary (Actor testActor))
functionbool IsPawnValid (Pawn testPawn, optional bool bCheckHealth))
functionbool PickRandomClass (out int classNum))
functionbool PlayerCanSeeActor (Actor testActor, bool bCreating))
function PostBeginPlay ()))
function SetAllHome ()))
function SetPawnHome (ScriptedPawn setPawn))
functionbool SpawnScout ()))
function StopGenerator ()))
function Tick (float deltaTime))
function Trigger (Actor Other, Pawn EventInstigator))
function UpdateSumVelocities (float deltaTime))
Inherited Functions from Engine.Actor
*, +, -, AIClearEvent, AIClearEventCallback, AIEndEvent, AIGetLightLevel, AISendEvent, AISetEventCallback, AIStartEvent, AIVisibility, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastLocalizedMessage, BroadcastMessage, Bump, BumpWall, ChildActors, ConsoleCommand, CycleActors, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndConversation, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, Frob, GainedChild, GetAnimGroup, GetBoundingBox, GetHumanName, GetItemName, GetMapName, GetMeshTexture, GetNextInt, GetNextIntDesc, GetNextSkin, GetPlayerPawn, GetSoundDuration, GetURLMap, HasAnim, HitWall, HurtRadius, InStasis, InterpolateEnd, IsAnimating, IsOverlapping, KillCredit, KilledBy, Landed, LastRendered, LoopAnim, LostChild, MakeNoise, Move, MoveSmooth, ParabolicTrace, PlayAnim, PlayBlendAnim, PlayerCanSeeMe, PlayOwnedSound, PlaySound, PostBeginPlay, PostNetBeginPlay, PostPostBeginPlay, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RadiusActors, RandomBiasedRotation, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetInstantMusicVolume, SetInstantSoundVolume, SetInstantSpeechVolume, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, StopBlendAnims, StopSound, SupportActor, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TraceTexture, TraceVisibleActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, TweenBlendAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, ZoneChange


Variables Detail

bActive Source code

var bool bActive;

bDying Source code

var bool bDying;

bLOSCheck Source code

var bool bLOSCheck;

bScoutInit Source code

var bool bScoutInit;

CoastPeriod Source code

var float CoastPeriod;

CoastTimer Source code

var float CoastTimer;

FlockCenter Source code

var vector FlockCenter;

GroundLocation Source code

var vector GroundLocation;

LastGenLocation Source code

var vector LastGenLocation;

LastGenRotation Source code

var rotator LastGenRotation;

PawnClasses[8] Source code

var PawnTypes PawnClasses[8];

PawnCount Source code

var int PawnCount;

Pawns[32] Source code

var PawnData Pawns[32];

PoolCount Source code

var int PoolCount;

RandomVelocity Source code

var vector RandomVelocity;

Scout Source code

var GeneratorScout Scout;

StatusTimer Source code

var float StatusTimer;

SumVelocities Source code

var vector SumVelocities;

TryTimer Source code

var float TryTimer;

TurnPeriod Source code

var float TurnPeriod;

VelocityTimer Source code

var float VelocityTimer;

PawnGenerator

ActiveArea Source code

var(PawnGenerator) float ActiveArea;

Alliance Source code

var(PawnGenerator) Name Alliance;

bGeneratorIsHome Source code

var(PawnGenerator) bool bGeneratorIsHome;

bTriggered Source code

var(PawnGenerator) bool bTriggered;

MaxCount Source code

var(PawnGenerator) int MaxCount;

Orders Source code

var(PawnGenerator) Name Orders;

OrderTag Source code

var(PawnGenerator) Name OrderTag;

PawnHomeExtent Source code

var(PawnGenerator) float PawnHomeExtent;

Radius Source code

var(PawnGenerator) float Radius;

Special

bPawnsTransient Source code

var(Special) bool bPawnsTransient;

bRandomCount Source code

var(Special) bool bRandomCount;

bRandomTypes Source code

var(Special) bool bRandomTypes;

bRepopulate Source code

var(Special) bool bRepopulate;

Focus Source code

var(Special) float Focus;


Structures Detail

PawnData Source code

struct PawnData
{
var bool bValid;
var ScriptedPawn Pawn;
var Class<ScriptedPawn> PawnClass;
};


PawnTypes Source code

struct PawnTypes
{
var(PawnGenerator) int Count;
var int CurCount;
var(PawnGenerator) Class<ScriptedPawn> PawnClass;
};



Functions Detail

Burst Source code

function Burst ( optional int count) )

CheckPawnStatus Source code

function CheckPawnStatus ( ) )

ComputeGroundLocation Source code

function ComputeGroundLocation ( ) )

Destroyed Source code

function Destroyed ( ) )

FindUsedPawnClass Source code

function bool FindUsedPawnClass ( Class<ScriptedPawn> PawnClass, out int classNum) )

GenerateCoastPeriod Source code

function float GenerateCoastPeriod ( ) )

GeneratePawn Source code

function GeneratePawn ( optional bool bBurst) )

GenerateRandomVelocity Source code

function vector GenerateRandomVelocity ( ) )

GetClassPhysics Source code

function EPhysics GetClassPhysics ( Class<Pawn> PawnClass) )

InvalidatePawn Source code

function InvalidatePawn ( int slot) )

IsActorUnnecessary Source code

function bool IsActorUnnecessary ( Actor testActor) )

IsPawnValid Source code

function bool IsPawnValid ( Pawn testPawn, optional bool bCheckHealth) )

PickRandomClass Source code

function bool PickRandomClass ( out int classNum) )

PlayerCanSeeActor Source code

function bool PlayerCanSeeActor ( Actor testActor, bool bCreating) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

SetAllHome Source code

function SetAllHome ( ) )

SetPawnHome Source code

function SetPawnHome ( ScriptedPawn setPawn) )

SpawnScout Source code

function bool SpawnScout ( ) )

StopGenerator Source code

function StopGenerator ( ) )

Tick Source code

simulated function Tick ( float deltaTime) )

Trigger Source code

function Trigger ( Actor Other, Pawn EventInstigator) )

UpdateSumVelocities Source code

function UpdateSumVelocities ( float deltaTime) )


Defaultproperties

defaultproperties
{
     PawnClasses(0)=(Count=1)
     PawnClasses(1)=(Count=1)
     PawnClasses(2)=(Count=1)
     PawnClasses(3)=(Count=1)
     PawnClasses(4)=(Count=1)
     PawnClasses(5)=(Count=1)
     PawnClasses(6)=(Count=1)
     PawnClasses(7)=(Count=1)
     Orders=Wandering
     ActiveArea=2000.000000
     Radius=600.000000
     bLOSCheck=True
     TurnPeriod=0.800000
     CoastPeriod=8.000000
     bHidden=True
     bDirectional=True
     DrawType=DT_Sprite
     Texture=Texture'Engine.S_Inventory'
     CollisionRadius=10.000000
     CollisionHeight=6.000000
}

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Creation time: Mon 8/11/2021 16:31:13.590 - Created with UnCodeX