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DeusEx.Robot

Extends
ScriptedPawn
Modifiers
abstract

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

Direct Known Subclasses:

CleanerBot, MedicalBot, MilitaryBot, RepairBot, SecurityBot2, SecurityBot3, SecurityBot4, SpiderBot, SpiderBot2

Variables Summary
floatcrazedTimer
ParticleGeneratorsparkGen
Robot
intEMPHitPoints
Sounds
soundexplosionSound
soundSearchingSound
soundSpeechAreaSecure
soundSpeechCriticalDamage
soundSpeechOutOfAmmo
soundSpeechScanning
soundSpeechTargetAcquired
soundSpeechTargetLost
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
Inherited Variables from Engine.Pawn
AccelRate, AIAddViewRotation, AIHorizontalFov, AirControl, AirSpeed, AlarmTag, Alertness, Alliance, AngularResolution, animTimer[4], AspectRatio, AttitudeToPlayer, AvgPhysicsTime, bAdvancedTactics, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanGlide, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bCountJumps, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsFemale, bIsHuman, bIsMultiSkinned, bIsPlayer, bIsSpeaking, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bOnFire, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStopAtLedges, bStrafe, bUpAndOut, bUpdatingDisplay, burnTimer, bViewTarget, bWarping, bWasSpeaking, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, FaceTarget, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HealthArmLeft, HealthArmRight, HealthHead, HealthLegLeft, HealthLegRight, HealthTorso, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, lastPhoneme, LastSeeingPos, LastSeenPos, LastSeenTime, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MinAngularSize, MinHitWall, MoveTarget, MoveTimer, NameArticle, NextLabel, nextPawn, nextPhoneme, NextState, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldMessageTime, OrthoZoom, PainTime, PendingWeapon, PeripheralVision, PlayerReplicationInfo, PlayerReplicationInfoClass, PlayerReStartState, ReducedDamagePct, ReducedDamageType, RouteCache[16], SecretCount, SelectedItem, SelectionMesh, Shadow, SharedAlarmTag, SightCounter, SightRadius, Skill, SmellThreshold, SoundDampening, SpecialGoal, SpecialMesh, SpecialPause, SpeechTime, SplashTime, Spree, Stimulus, UnderWaterTime, ViewRotation, Visibility, VisibilityThreshold, VoicePitch, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon

Enumerations Summary
Inherited Enumerations from DeusEx.ScriptedPawn
EAllianceType, EDestinationType, EHitLocation, ERaiseAlarmType, ESeekType, ETurning
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence, ELookDirection

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

Functions Summary
function BeginState ()))
Disabled
function ComputeFallDirection (float totalTime, int numFrames, out vector moveDir, out float stopTime))
event Destroyed ()))
function DestroyGenerator ()))
function EndState ()))
Disabled
function Explode (vector HitLocation))
function GotoDisabledState (name damageType, EHitLocation hitPos))
functionbool IgnoreDamageType (Name damageType))
function ImpartMomentum (Vector momentum, Pawn instigatedBy))
function InitGenerator ()))
functionbool IsImmobile ()))
function PickDestination ()))
Fleeing
function PlayAreaSecureSound ()))
function PlayAttack ()))
function PlayCowerBegin ()))
function PlayCowerEnd ()))
function PlayCowering ()))
function PlayCrawling ()))
function PlayCriticalDamageSound ()))
function PlayDisabled ()))
function PlayDuck ()))
function PlayFalling ()))
function PlayFiring ()))
function PlayGoingForAlarmSound ()))
function PlayIdleSound ()))
function PlayLanded (float impactVel))
function PlayOutOfAmmoSound ()))
function PlayReload ()))
function PlayReloadBegin ()))
function PlayReloadEnd ()))
function PlayRising ()))
function PlayRunning ()))
function PlayRunningAndFiring ()))
function PlayScanningSound ()))
function PlaySearchingSound ()))
function PlayShoot ()))
function PlaySwimming ()))
function PlayTargetAcquiredSound ()))
function PlayTargetLostSound ()))
function PlayTurning ()))
function PlayWaiting ()))
function PlayWalking ()))
function PlayWeaponSwitch (Weapon newWeapon))
function ReactToInjury (Pawn instigatedBy, Name damageType, EHitLocation hitPos))
function SetOrders (Name orderName, optional Name newOrderTag, optional bool bImmediate))
functionbool ShouldDropWeapon ()))
functionbool ShouldFlee ()))
functionCarcass SpawnCarcass ()))
function TakeDamageBase (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType, bool bPlayAnim))
function Tick (float deltaTime))
function TweenToAttack (float tweentime))
function TweenToRunning (float tweentime))
function TweenToRunningAndFiring (float tweentime))
function TweenToShoot (float tweentime))
function TweenToSwimming (float tweentime))
function TweenToWaiting (float tweentime))
function TweenToWalking (float tweentime))
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
Inherited Functions from Engine.Pawn
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustDesireFor, AdjustHitLocation, AdjustToss, AICanHear, AICanSee, AICanSmell, AIDirectionReachable, AIPickRandomDestination, AlterDestination, BaseChange, BecomeViewTarget, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientPutDown, ClientReStart, ClientSetLocation, ClientSetRotation, ClientVoiceMessage, ComputePathnodeDistances, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachedByMover, EncroachingOn, EnemyNotVisible, Falling, FearThisSpot, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetHumanName, GetMultiSkin, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, JumpOffPawn, Killed, KillMessage, Landed, LineOfSightTo, LipSynch, LongFall, LookAtActor, LookAtVector, LoopBaseConvoAnim, LoopHeadConvoAnim, MayFall, MoveTo, MoveToward, NextItem, PainTimer, PickAnyTarget, PickTarget, PickWallAdjust, PlayBigDeath, PlayCrawling, PlayDeathHit, PlayDive, PlayDuck, PlayDying, PlayerTimeOut, PlayFiring, PlayGutDeath, PlayGutHit, PlayHeadDeath, PlayHeadHit, PlayHit, PlayInAir, PlayLanded, PlayLeftDeath, PlayLeftHit, PlayMovingAttack, PlayOutOfWater, PlayPatrolStop, PlayRecoil, PlayRightDeath, PlayRightHit, PlayRunning, PlayTakeHit, PlayTakeHitSound, PlayThreatening, PlayTurnHead, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, PreSetMovement, ReachablePathnodes, ReceiveLocalizedMessage, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendGlobalMessage, SendTeamMessage, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, SetMovementPhysics, SetMultiSkin, SetSkinElement, ShakeView, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TakeFallingDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UnderLift, UpdateEyeHeight, UpdateTactics, WaitForLanding, WalkTexture, WarnTarget

States Summary
Disabled Source code
state Disabled
BeginState, EndState
Fleeing Source code
state Fleeing
PickDestination


Variables Detail

crazedTimer Source code

var float crazedTimer;

sparkGen Source code

var ParticleGenerator sparkGen;

Robot

EMPHitPoints Source code

var(Robot) int EMPHitPoints;

Sounds

explosionSound Source code

var(Sounds) sound explosionSound;

SearchingSound Source code

var(Sounds) sound SearchingSound;

SpeechAreaSecure Source code

var(Sounds) sound SpeechAreaSecure;

SpeechCriticalDamage Source code

var(Sounds) sound SpeechCriticalDamage;

SpeechOutOfAmmo Source code

var(Sounds) sound SpeechOutOfAmmo;

SpeechScanning Source code

var(Sounds) sound SpeechScanning;

SpeechTargetAcquired Source code

var(Sounds) sound SpeechTargetAcquired;

SpeechTargetLost Source code

var(Sounds) sound SpeechTargetLost;


Functions Detail

BeginState Disabled Source code

function BeginState ( ) )

ComputeFallDirection Source code

function ComputeFallDirection ( float totalTime, int numFrames, out vector moveDir, out float stopTime) )

Destroyed Source code

simulated event Destroyed ( ) )

DestroyGenerator Source code

function DestroyGenerator ( ) )

EndState Disabled Source code

function EndState ( ) )

Explode Source code

function Explode ( vector HitLocation) )

GotoDisabledState Source code

function GotoDisabledState ( name damageType, EHitLocation hitPos) )

IgnoreDamageType Source code

function bool IgnoreDamageType ( Name damageType) )

ImpartMomentum Source code

function ImpartMomentum ( Vector momentum, Pawn instigatedBy) )

InitGenerator Source code

function InitGenerator ( ) )

IsImmobile Source code

function bool IsImmobile ( ) )

PickDestination Fleeing Source code

function PickDestination ( ) )

PlayAreaSecureSound Source code

function PlayAreaSecureSound ( ) )

PlayAttack Source code

function PlayAttack ( ) )

PlayCowerBegin Source code

function PlayCowerBegin ( ) )

PlayCowerEnd Source code

function PlayCowerEnd ( ) )

PlayCowering Source code

function PlayCowering ( ) )

PlayCrawling Source code

function PlayCrawling ( ) )

PlayCriticalDamageSound Source code

function PlayCriticalDamageSound ( ) )

PlayDisabled Source code

function PlayDisabled ( ) )

PlayDuck Source code

function PlayDuck ( ) )

PlayFalling Source code

function PlayFalling ( ) )

PlayFiring Source code

function PlayFiring ( ) )

PlayGoingForAlarmSound Source code

function PlayGoingForAlarmSound ( ) )

PlayIdleSound Source code

function PlayIdleSound ( ) )

PlayLanded Source code

function PlayLanded ( float impactVel) )

PlayOutOfAmmoSound Source code

function PlayOutOfAmmoSound ( ) )

PlayReload Source code

function PlayReload ( ) )

PlayReloadBegin Source code

function PlayReloadBegin ( ) )

PlayReloadEnd Source code

function PlayReloadEnd ( ) )

PlayRising Source code

function PlayRising ( ) )

PlayRunning Source code

function PlayRunning ( ) )

PlayRunningAndFiring Source code

function PlayRunningAndFiring ( ) )

PlayScanningSound Source code

function PlayScanningSound ( ) )

PlaySearchingSound Source code

function PlaySearchingSound ( ) )

PlayShoot Source code

function PlayShoot ( ) )

PlaySwimming Source code

function PlaySwimming ( ) )

PlayTargetAcquiredSound Source code

function PlayTargetAcquiredSound ( ) )

PlayTargetLostSound Source code

function PlayTargetLostSound ( ) )

PlayTurning Source code

function PlayTurning ( ) )

PlayWaiting Source code

function PlayWaiting ( ) )

PlayWalking Source code

function PlayWalking ( ) )

PlayWeaponSwitch Source code

function PlayWeaponSwitch ( Weapon newWeapon) )

ReactToInjury Source code

function ReactToInjury ( Pawn instigatedBy, Name damageType, EHitLocation hitPos) )

SetOrders Source code

function SetOrders ( Name orderName, optional Name newOrderTag, optional bool bImmediate) )

ShouldDropWeapon Source code

function bool ShouldDropWeapon ( ) )

ShouldFlee Source code

function bool ShouldFlee ( ) )

SpawnCarcass Source code

function Carcass SpawnCarcass ( ) )

TakeDamageBase Source code

function TakeDamageBase ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType, bool bPlayAnim) )

Tick Source code

function Tick ( float deltaTime) )

TweenToAttack Source code

function TweenToAttack ( float tweentime) )

TweenToRunning Source code

function TweenToRunning ( float tweentime) )

TweenToRunningAndFiring Source code

function TweenToRunningAndFiring ( float tweentime) )

TweenToShoot Source code

function TweenToShoot ( float tweentime) )

TweenToSwimming Source code

function TweenToSwimming ( float tweentime) )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime) )

TweenToWalking Source code

function TweenToWalking ( float tweentime) )


Defaultproperties

defaultproperties
{
     EMPHitPoints=50
     explosionSound=Sound'DeusExSounds.Robot.RobotExplode'
     maxRange=512.000000
     MinHealth=0.000000
     RandomWandering=0.150000
     bCanBleed=False
     bShowPain=False
     bCanSit=False
     bAvoidAim=False
     bAvoidHarm=False
     bHateShot=False
     bReactAlarm=True
     bReactProjectiles=False
     bEmitDistress=False
     RaiseAlarm=RAISEALARM_Never
     bMustFaceTarget=False
     FireAngle=60.000000
     MaxProvocations=0
     SurprisePeriod=0.000000
     EnemyTimeout=7.000000
     walkAnimMult=1.000000
     bCanStrafe=False
     bCanSwim=False
     bIsHuman=False
     JumpZ=0.000000
     MaxStepHeight=4.000000
     Health=50
     HitSound1=Sound'DeusExSounds.Generic.Spark1'
     HitSound2=Sound'DeusExSounds.Generic.Spark1'
     Die=Sound'DeusExSounds.Generic.Spark1'
     VisibilityThreshold=0.006000
     BindName="Robot"
}

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Creation time: Mon 8/11/2021 16:31:14.845 - Created with UnCodeX