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DeusEx.ScriptedPawn

Extends
Pawn
Modifiers
abstract native

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

Direct Known Subclasses:

Animal, HumanCivilian, HumanMilitary, HumanThug, Robot

Variables Summary
ActorActorAvoiding
floatAgitationCheckTimer
floatAgitationDecayRate
floatAgitationSustainTime
floatAgitationTimer
AlarmUnitAlarmActor
floatAlarmTimer
AllianceInfoExAlliancesEx[16]
floatAvoidAccuracy
floatAvoidBumpTimer
floatAvoidWallTimer
boolbAcceptBump
floatBackpedalTimer
boolbAlliancesChanged
boolbAttacking
boolbAvoidHarm
boolbBurnedToDeath
boolbCanBleed
boolbCanConverse
boolbCanCrouch
boolbCanFire
boolbCanTurnHead
boolbClearedObstacle
boolbCloakOn
boolbConvEndState
BoolbConversationEndedNormally
boolbCrouching
boolbDancing
boolbDisappear
boolbDistressed
floatBeamCheckTimer
boolbEnableCheckDest
boolbFacingTarget
boolbHasCloak
boolbHasShadow
BoolbInConversation
boolbInitialized
boolbInterruptSeek
boolbInterruptState
boolbInTransientState
floatBleedRate
boolbLookingForAlarm
boolbLookingForCarcass
boolbLookingForDistress
boolbLookingForEnemy
boolbLookingForFutz
boolbLookingForHacking
boolbLookingForIndirectInjury
boolbLookingForInjury
boolbLookingForLoudNoise
boolbLookingForProjectiles
boolbLookingForShot
boolbLookingForWeapon
boolbNoNegativeAlliances
intBodyIndex
boolbPausing
boolbReadyToReload
boolbReverseAlliances
boolbRunningStealthy
boolbSeatHackUsed
boolbSeatLocationValid
boolbSeekCover
boolbSeekLocation
boolbSeekPostCombat
boolbSitAnywhere
boolbSitInterpolation
boolbSitting
boolbSpawnBubbles
boolbSprint
boolbStandInterpolation
boolbStaring
boolbStunned
floatBurnPeriod
boolbUseHome
boolbUseSecondaryAttack
boolbWalkAround
boolbWorldBlockActors
boolbWorldBlockPlayers
boolbWorldCollideActors
floatCarcassCheckTimer
NameCarcasses[4]
floatCarcassHateTimer
floatCarcassTimer
floatCheckPeriod
floatCloakEMPTimer
intCloakThreshold
floatCloseCombatMult
ActorConversationActor
nameConvOrders
nameConvOrderTag
floatCowardice
floatCrouchRate
floatCrouchTimer
PawnCycleCandidate
floatCycleCumulative
floatCycleDistance
intCycleIndex
floatCyclePeriod
floatCycleTimer
floatDeathTimer
vectorDesiredPrePivot
intDestAttempts
VectordestLoc
ActordestPoint
floatDistressTimer
floatDropCounter
floatEnemyLastSeen
floatEnemyReadiness
floatEnemyTimer
floatFearDecayRate
floatFearLevel
floatFearSustainTime
floatFearTimer
floatFireTimer
floatFutzTimer
floatHarmAccuracy
HomeBaseHomeActor
VectorHomeLoc
VectorHomeRot
vectorLastDestLoc
vectorLastDestPoint
nameLastPainAnim
floatLastPainTime
WanderPointlastPoints[2]
nameNextAnim
ETurningNextDirection
intNumCarcasses
floatObstacleTimer
actorOrderActor
floatPlayerAgitationTimer
intpoisonCounter
intpoisonDamage
PawnPoisoner
floatpoisonTimer
namePotentialEnemyAlliance
floatPotentialEnemyTimer
vectorPrePivotOffset
floatPrePivotTime
floatReactionLevel
floatReloadTimer
floatremainingSitTime
floatremainingStandTime
floatRestlessness
floatrunAnimMult
SeatSeatActor
SeatSeatHack
vectorSeatLocation
intSeatSlot
floatseekDistance
intSeekLevel
PawnSeekPawn
ESeekTypeSeekType
floatShadowScale
floatSightPercentage
floatsleepTime
floatSpecialTimer
floatSprintRate
vectorStandRate
floatSurprisePeriod
floatswimBubbleTimer
floatTakeHitTimer
ETurningTurnDirection
VectoruseLoc
RotatoruseRot
floatwalkAnimMult
floatWalkingSpeed
floatWanderlust
floatWeaponTimer
vectorWorldPosition
AI
boolbAlwaysPatrol
boolbCanSit
boolbCower
boolbEmitDistress
boolbHokeyPokey
boolbKeepWeaponDrawn
boolbLeaveAfterFleeing
boolbLikesNeutral
boolbPlayIdle
boolbShowPain
boolbTickVisibleOnly
boolbUseFirstSeatOnly
floatEnemyTimeout
intMaxProvocations
ERaiseAlarmTypeRaiseAlarm
floatRandomWandering
Alliances
InitialAllianceInfoInitialAlliances[8]
Combat
boolbAimForHead
floatBaseAccuracy
boolbAvoidAim
boolbDefendHome
boolbMustFaceTarget
boolbUseFallbackWeapons
floatFireAngle
floatFireElevation
floatMaxRange
floatMinHealth
floatMinRange
floatProjectileSpeed
Fears
boolbFearAlarm
boolbFearCarcass
boolbFearDistress
boolbFearHacking
boolbFearIndirectInjury
boolbFearInjury
boolbFearProjectiles
boolbFearShot
boolbFearWeapon
Inventory
InventoryItemInitialInventory[8]
Orders
floatHomeExtent
nameHomeTag
nameOrders
nameOrderTag
Pawn
floatBaseAssHeight
class<carcass>CarcassType
Reactions
boolbReactAlarm
boolbReactCarcass
boolbReactDistress
boolbReactFutz
boolbReactLoudNoise
boolbReactPresence
boolbReactProjectiles
boolbReactShot
ScriptedPawn
boolbHighlight
boolbImportant
boolbInvincible
boolbInWorld
floatClotPeriod
soundWalkSound
Stimuli
boolbHateCarcass
boolbHateDistress
boolbHateHacking
boolbHateIndirectInjury
boolbHateInjury
boolbHateShot
boolbHateWeapon
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
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
EAllianceType
ALLIANCE_Friendly, ALLIANCE_Neutral, ALLIANCE_Hostile
EDestinationType
DEST_Failure, DEST_NewLocation, DEST_SameLocation
EHitLocation
HITLOC_None, HITLOC_HeadFront, HITLOC_HeadBack, HITLOC_TorsoFront, HITLOC_TorsoBack, HITLOC_LeftLegFront, HITLOC_LeftLegBack, HITLOC_RightLegFront, HITLOC_RightLegBack, HITLOC_LeftArmFront, HITLOC_LeftArmBack, HITLOC_RightArmFront, HITLOC_RightArmBack
ERaiseAlarmType
RAISEALARM_BeforeAttacking, RAISEALARM_BeforeFleeing, RAISEALARM_Never
ESeekType
SEEKTYPE_None, SEEKTYPE_Sound, SEEKTYPE_Sight, SEEKTYPE_Guess, SEEKTYPE_Carcass
ETurning
TURNING_None, TURNING_Left, TURNING_Right
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence, ELookDirection
Inherited Enumerations from Engine.Actor
EAIEventState, EAIEventType, EBarkModes, EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
AllianceInfoEx
AllianceName, AllianceLevel, AgitationLevel, bPermanent
FleeCandidates
point, waypoint, location, score, dist
InitialAllianceInfo
AllianceName, AllianceLevel, bPermanent
InventoryItem
Inventory, Count
NearbyProjectile
projectile, location, dist, range
NearbyProjectileList
list[8], center
WanderCandidates
point, waypoint, dist
Inherited Structures from Engine.Actor
PointRegion, XAIParams

Functions Summary
function AddCarcass (Name CarcassName)
functionbool AddInitialInventory (class<Inventory> newInventory, optional int newCount))
function AddProjectileToList (out NearbyProjectileList projList, DeusExProjectile proj, vector projPos, float dist, float range))
function AddVelocity (Vector momentum))
functionrotator AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget))
function AdjustJump ()))
FallingState
function AgitateAlliance (Name newEnemy, float agitation))
functionbool AICanShoot (pawn target, bool bLeadTarget, bool bCheckReadiness, optional float throwAccuracy, optional bool bDiscountMinRange))
functionbool AISafeToShoot (out Actor hitActor, vector traceEnd, vector traceStart, optional vector extent, optional bool bIgnoreLevel))
functionbool AISafeToThrow (vector traceEnd, vector traceStart, float throwAccuracy, optional vector extent))
function AlterDestination ()))
function AnimEnd ()))
AvoidingProjectiles
function AnimEnd ()))
Dancing
function AnimEnd ()))
Fleeing
function AnimEnd ()))
OpeningDoor
function AnimEnd ()))
Patrolling
function AnimEnd ()))
RubbingEyes
function AnimEnd ()))
Shadowing
function AnimEnd ()))
Sitting
function AnimEnd ()))
Standing
function AnimEnd ()))
Stunned
function AnimEnd ()))
Wandering
function BackOff ()))
function BaseChange ()))
function BaseChange ()))
FallingState
function BeginState ()))
Alerting
function BeginState ()))
Attacking
function BeginState ()))
AvoidingPawn
function BeginState ()))
AvoidingProjectiles
function BeginState ()))
BackingOff
function BeginState ()))
Burning
function BeginState ()))
Conversation
function BeginState ()))
Dancing
function BeginState ()))
DebugFollowing
function BeginState ()))
DebugPathfinding
function BeginState ()))
Dying
function BeginState ()))
FallingState
function BeginState ()))
FirstPersonConversation
function BeginState ()))
Fleeing
function BeginState ()))
Following
function BeginState ()))
GoingTo
function BeginState ()))
HandlingEnemy
function BeginState ()))
Idle
function BeginState ()))
Leaving
function BeginState ()))
OpeningDoor
function BeginState ()))
Paralyzed
function BeginState ()))
Patrolling
function BeginState ()))
RubbingEyes
function BeginState ()))
RunningTo
function BeginState ()))
Seeking
function BeginState ()))
Shadowing
function BeginState ()))
Sitting
function BeginState ()))
Standing
function BeginState ()))
StartUp
function BeginState ()))
Stunned
function BeginState ()))
TakingHit
function BeginState ()))
WaitingFor
function BeginState ()))
Wandering
function BlockReactions (optional bool bBlockInjury))
function Bump (actor Other))
function Bump (actor bumper))
Alerting
function Bump (actor bumper))
GoingTo
function Bump (actor bumper))
RunningTo
function Bump (actor bumper))
Shadowing
function Bump (actor bumper))
Sitting
function Bump (actor bumper))
WaitingFor
function Bump (actor bumper))
Wandering
functionbool CanConverse ()))
functionbool CanConverseWithPlayer (DeusExPlayer dxPlayer))
functionbool CanShowPain ()))
function CatchFire ()))
function ChangeAlly (Name newAlly, optional float allyLevel, optional bool bPermanent, optional bool bHonorPermanence))
function ChangedWeapon ()))
function CheckAttack (bool bPlaySound))
Attacking
functionbool CheckBeamPresence (float deltaSeconds))
functionbool CheckCarcassPresence (float deltaSeconds))
functionPawn CheckCycle ()))
function CheckDestLoc (vector newDestLoc, optional bool bPathnode))
function CheckEnemyParams (Pawn checkPawn, out Pawn bestPawn, out int bestThreatLevel, out float bestDist))
functionbool CheckEnemyPresence (float deltaSeconds, bool bCheckPlayer, bool bCheckOther))
function CheckOpenDoor (vector HitNormal, actor Door, optional name Label))
functionbool CheckWaterJump (out vector WallNormal))
function ClearHomeBase ()))
function ClearNextState ()))
functionfloat ComputeActorVisibility (actor seeActor))
functionvector ComputeAwayVector (NearbyProjectileList projList))
functionEDestinationType ComputeBestFiringPosition (out vector newPosition))
function ComputeFallDirection (float totalTime, int numFrames, out vector moveDir, out float stopTime))
functionbool ComputeTargetLead (pawn target, vector projectileStart, float projectileSpeed, float maxTime, out Vector hitPos))
functionbool ComputeThrowAngles (vector traceEnd, vector traceStart, float speed, out Rotator angle1, out Rotator angle2))
function ConBindEvents ()
function CreateShadow ()))
function DecreaseAgitation (Actor actorInstigator, float AgitationLevel))
function Destroyed ()))
function Died (pawn Killer, name damageType, vector HitLocation))
functionfloat DistanceToTarget ()))
Shadowing
functionfloat DistressScore (actor receiver, actor sender, float score))
function DoneReloading (DeusExWeapon reloadWeapon))
functionbool DoorEncroaches ()))
OpeningDoor
function DrawShield ()))
function DropWeapon ()))
function EnableCheckDestLoc (bool bEnable))
function EnableCloak (bool bEnable))
function EnableCollision (bool bSet))
function EnableShadow (bool bEnable))
event EncroachedBy (actor Other ))
function EncroachedByMover (Mover encroacher))
function EndConversation ()))
function EndCrouch ()))
Attacking
function EndState ()))
Alerting
function EndState ()))
Attacking
function EndState ()))
AvoidingPawn
function EndState ()))
AvoidingProjectiles
function EndState ()))
BackingOff
function EndState ()))
Burning
function EndState ()))
Conversation
function EndState ()))
Dancing
function EndState ()))
DebugFollowing
function EndState ()))
DebugPathfinding
function EndState ()))
FallingState
function EndState ()))
FirstPersonConversation
function EndState ()))
Fleeing
function EndState ()))
Following
function EndState ()))
GoingTo
function EndState ()))
Idle
function EndState ()))
OpeningDoor
function EndState ()))
Paralyzed
function EndState ()))
Patrolling
function EndState ()))
RubbingEyes
function EndState ()))
RunningTo
function EndState ()))
Seeking
function EndState ()))
Shadowing
function EndState ()))
Sitting
function EndState ()))
Standing
function EndState ()))
StartUp
function EndState ()))
Stunned
function EndState ()))
TakingHit
function EndState ()))
WaitingFor
function EndState ()))
Wandering
function EnterConversationState (bool bFirstPerson, optional bool bAvoidState))
function EnterWorld ()))
function ExtinguishFire ()))
function Falling ()))
functionbool FilterDamageType (Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType))
functionvector FindAlarmPosition (Actor alarm))
Alerting
function FindBackupPoint ()))
OpeningDoor
function FindBestEnemy (bool bIgnoreCurrentEnemy))
function FindBestSeat ()))
Sitting
functionint FindBestSlot (Seat seatActor, out float slotDist))
Sitting
function FindOrderActor ()))
functionActor FindTaggedActor (Name actorTag, optional bool bRandom, optional Class<Actor> tagClass))
functionAlarmUnit FindTarget ()))
Alerting
function FinishFleeing ()))
Fleeing
functionbool FireIfClearShot ()))
Attacking
functionvector FocusDirection ()))
OpeningDoor
function FollowOrders (optional bool bDefer))
function FollowOrders (optional bool bDefer))
Conversation
function FollowOrders (optional bool bDefer))
FirstPersonConversation
function FollowSeatFallbackOrders ()))
Sitting
function Frob (Actor Frobber, Inventory frobWith))
functionbool FrobDoor (actor Target))
function Gasp ()))
function GenerateTotalHealth ()))
functionEAllianceType GetAllianceType (Name AllianceName)
functionbool GetCarcassData (actor sender, out Name killer, out Name alliance, out Name CarcassName, optional bool bCheckName))
functionfloat GetCrouchHeight ()))
functionfloat GetDefaultCollisionHeight ()))
functionvector GetDestinationPosition (Seat seatActor, optional float extraDist))
Sitting
functionname GetFloorMaterial ()))
functionbool GetNextAlarmPoint (AlarmUnit alarm))
Alerting
functionbool GetNextLocation (out vector nextLoc))
Seeking
functionbool GetNextVector (Actor destination, out vector outVect))
functionActor GetNextWaypoint (Actor destination))
functionNavigationPoint GetOvershootDestination (float randomness, optional float focus))
Seeking
functionEAllianceType GetPawnAllianceType (Pawn QueryPawn)
function GetPawnWeaponRanges (Pawn other, out float minRange, out float maxAccurateRange, out float maxRange))
functionint GetProjectileList (out NearbyProjectileList projList, vector Location))
functionfloat GetSitHeight ()))
functionTexture GetStyleTexture (ERenderStyle newStyle, texture oldTex, optional texture newTex))
functionvector GetSwimPivot ()))
functionfloat GetWalkingSpeed ()))
function GetWeaponBestRange (DeusExWeapon dxWeapon, out float bestRangeMin, out float bestRangeMax))
functionbool GoHome ()))
Wandering
function GotoDisabledState (name damageType, EHitLocation hitPos))
function GotoNextState ()))
function HandleAlarm (Name event, EAIEventState state, XAIParams params))
functionEHitLocation HandleDamage (int actualDamage, Vector hitLocation, Vector offset, name damageType))
function HandleDistress (Name event, EAIEventState state, XAIParams params))
function HandleEnemy ()))
function HandleFutz (Name event, EAIEventState state, XAIParams params))
function HandleHacking (Name event, EAIEventState state, XAIParams params))
function HandleLoudNoise (Name event, EAIEventState state, XAIParams params))
function HandleLoudNoise (Name event, EAIEventState state, XAIParams params))
Seeking
function HandleProjectiles (Name event, EAIEventState state, XAIParams params))
function HandleShot (Name event, EAIEventState state, XAIParams params))
function HandleSighting (Pawn pawnSighted))
function HandleSighting (Pawn pawnSighted))
Seeking
functionbool HandleTurn (actor Other))
functionbool HandleTurn (Actor Other))
BackingOff
functionbool HandleTurn (Actor Other))
Sitting
function HandleWeapon (Name event, EAIEventState state, XAIParams params))
function HandToHandAttack ()))
functionbool HasEnemyTimedOut ()))
functionbool HasNextState ()))
functionBool HasTwoHandedWeapon ()))
functionbool HaveSeenCarcass (Name CarcassName)
function HearNoise (float Loudness, Actor NoiseMaker))
function HitWall (vector HitLocation, Actor hitActor))
function HitWall (vector HitNormal, actor Wall))
Alerting
function HitWall (vector HitNormal, actor Wall))
Attacking
function HitWall (vector HitNormal, actor Wall))
AvoidingPawn
function HitWall (vector HitNormal, actor Wall))
AvoidingProjectiles
function HitWall (vector HitNormal, actor Wall))
BackingOff
function HitWall (vector HitNormal, actor Wall))
Burning
function HitWall (vector HitNormal, actor Wall))
Dancing
function HitWall (vector HitNormal, actor Wall))
DebugFollowing
function HitWall (vector HitNormal, actor Wall))
DebugPathfinding
function HitWall (vector HitNormal, actor Wall))
Fleeing
function HitWall (vector HitNormal, actor Wall))
Following
function HitWall (vector HitNormal, actor Wall))
GoingTo
function HitWall (vector HitNormal, actor Wall))
OpeningDoor
function HitWall (vector HitNormal, actor Wall))
Patrolling
function HitWall (vector HitNormal, actor Wall))
RunningTo
function HitWall (vector HitNormal, actor Wall))
Seeking
function HitWall (vector HitNormal, actor Wall))
Shadowing
function HitWall (vector HitNormal, actor Wall))
Sitting
function HitWall (vector HitNormal, actor Wall))
Standing
function HitWall (vector HitNormal, actor Wall))
WaitingFor
function HitWall (vector HitNormal, actor Wall))
Wandering
function ImpartMomentum (Vector momentum, Pawn instigatedBy))
function IncreaseAgitation (Actor actorInstigator, optional float AgitationLevel))
function IncreaseFear (Actor actorInstigator, float addedFearLevel, optional float newFearTimer))
function InitializeAlliances ()))
function InitializeHomeBase ()))
function InitializeInventory ()))
function InitializePawn ()))
functionbool InSeat (out vector newLoc))
Fleeing
functionPawn InstigatorToPawn (Actor eventActor))
functionbool IsAlarmInRange (AlarmUnit alarm))
Alerting
functionbool IsAlarmReady (Actor actorAlarm))
Alerting
functionbool IsDoor (Actor door, optional bool bWarn))
functionbool IsFearful ()))
functionbool IsHandToHand ()))
Attacking
functionbool IsIntersectingSeat ()))
Sitting
functionbool IsLocationDangerous (NearbyProjectileList projList, vector Location))
functionbool IsNearHome (vector position))
functionbool IsPointInCylinder (Actor cylinder, Vector point, optional float extraRadius, optional float extraHeight))
functionbool IsPrimaryDamageType (name damageType))
functionbool IsProjectileDangerous (DeusExProjectile projectile))
functionbool IsSeatValid (Actor checkActor))
functionbool IsThrownWeapon (DeusExWeapon testWeapon))
functionbool IsValidEnemy (Pawn TestEnemy, optional bool bCheckAlliance)
functionbool IsWeaponReloading ()))
function JumpOffPawn ()))
function JumpOutOfWater (vector jumpDir))
function Killed (pawn Killer, pawn Other, name damageType))
function KillShadow ()))
event Landed (vector HitNormal))
Dying
function Landed (vector HitNormal))
FallingState
function Landed (vector HitNormal))
TakingHit
function LeaveWorld ()))
function LongFall ()))
function LoopAnimPivot (name Sequence, optional float Rate, optional float TweenTime, optional float MinRate, optional vector NewPrePivot))
function LoopBaseConvoAnim ()))
function LoopHeadConvoAnim ()))
Conversation
function LoopHeadConvoAnim ()))
FirstPersonConversation
functionfloat LoudNoiseScore (actor receiver, actor sender, float score))
function MakePawnIgnored (bool bNewIgnore))
functionfloat ModifyDamage (int Damage, Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType))
function MoveFallingBody ()))
Dying
event PainTimer ()))
functionbool PickDestination ()))
Alerting
functionEDestinationType PickDestination ()))
Attacking
function PickDestination ()))
AvoidingPawn
function PickDestination (bool bGotoWatch))
AvoidingProjectiles
functionbool PickDestination ()))
BackingOff
function PickDestination ()))
Burning
function PickDestination ()))
Fleeing
functionbool PickDestination ()))
Following
function PickDestination ()))
Patrolling
functionbool PickDestination ()))
Seeking
functionbool PickDestination ()))
Shadowing
function PickDestination ()))
Wandering
functionPatrolPoint PickStartPoint ()))
Patrolling
function PlayAllianceFriendlySound ()))
function PlayAllianceHostileSound ()))
function PlayAnimPivot (name Sequence, optional float Rate, optional float TweenTime, optional vector NewPrePivot))
function PlayAreaSecureSound ()))
function PlayAttack ()))
functionbool PlayBeginAttack ()))
function PlayBodyThud ()))
function PlayCarcassSound ()))
function PlayChallenge ()))
function PlayCowerBegin ()))
function PlayCowerEnd ()))
function PlayCowering ()))
function PlayCrawling ()))
function PlayCriticalDamageSound ()))
function PlayCrouchShoot ()))
function PlayDancing ()))
function PlayDeathHit (float Damage, vector HitLocation, name damageType, vector Momentum))
function PlayDuck ()))
function PlayDying (name damageType, vector hitLoc))
function PlayDyingSound ()))
function PlayFalling ()))
function PlayFootStep ()))
function PlayFutzSound ()))
function PlayGoingForAlarmSound ()))
function PlayHit (float Damage, vector HitLocation, name damageType, vector Momentum))
function PlayHitAnim (vector HitLocation, float Damage))
function PlayIdle ()))
function PlayIdleSound ()))
function PlayLanded (float impactVel))
function PlayNewTargetSound ()))
function PlayOnFireSound ()))
function PlayOutOfAmmoSound ()))
function PlayPanicRunning ()))
function PlayPostAttackSearchingSound ()))
function PlayPreAttackSearchingSound ()))
function PlayPreAttackSightingSound ()))
function PlayPushing ()))
function PlayReload ()))
function PlayReloadBegin ()))
function PlayReloadEnd ()))
function PlayRising ()))
function PlayRubbingEyes ()))
function PlayRubbingEyesEnd ()))
function PlayRubbingEyesStart ()))
function PlayRunning ()))
function PlayRunningAndFiring ()))
function PlayScanningSound ()))
function PlaySearchGiveUpSound ()))
function PlayShoot ()))
function PlaySitting ()))
function PlaySittingDown ()))
function PlayStandingUp ()))
function PlayStunned ()))
function PlaySurpriseSound ()))
function PlaySwimming ()))
function PlayTakeHitSound (int Damage, name damageType, int Mult))
function PlayTakingHit (EHitLocation hitPos))
function PlayTargetAcquiredSound ()))
function PlayTargetLostSound ()))
function PlayTearGasSound ()))
functionbool PlayTurnHead (ELookDirection newLookDir, float rate, float tweentime))
function PlayTurning ()))
function PlayWaiting ()))
function PlayWalking ()))
function PlayWeaponSwitch (Weapon newWeapon))
function PostBeginPlay ()))
function PostPostBeginPlay ()))
function PreBeginPlay ()))
function PreSetMovement ()))
function PutInWorld (bool bEnter))
functionfloat RandomPitch ()))
function ReactToFutz ()))
function ReactToInjury (Pawn instigatedBy, Name damageType, EHitLocation hitPos))
function ReactToInjury (Pawn instigatedBy, Name damageType, EHitLocation hitPos))
Attacking
function ReactToInjury (Pawn instigatedBy, Name damageType, EHitLocation hitPos))
Burning
function ReactToInjury (Pawn instigatedBy, Name damageType, EHitLocation hitPos))
Fleeing
function ReactToInjury (Pawn instigatedBy, Name damageType, EHitLocation hitPos))
RubbingEyes
function ReactToInjury (Pawn instigatedBy, Name damageType, EHitLocation hitPos))
Stunned
function ReactToProjectiles (Actor projectileActor))
functionbool ReadyForNewEnemy ()))
functionbool ReadyForWeapon ()))
Attacking
function Reloading (DeusExWeapon reloadWeapon, float reloadTime))
function Reloading (DeusExWeapon reloadWeapon, float reloadTime))
Attacking
function ResetBasedPawnSize ()))
function ResetConvOrders ()))
function ResetDestLoc ()))
function ResetReactions ()))
function ResetSkinStyle ()))
function SeePlayer (Actor SeenPlayer))
function SetAlliance (Name newAlliance))
function SetAttackAngle ()))
functionbool SetBasedPawnSize (float newRadius, float newHeight))
function SetDistress (bool bDistress))
function SetDistressTimer ()))
functionbool SetEnemy (Pawn newEnemy, optional float newSeenTime, optional bool bForce))
function SetFall ()))
function SetFall ()))
Alerting
function SetFall ()))
Attacking
function SetFall ()))
AvoidingPawn
function SetFall ()))
AvoidingProjectiles
function SetFall ()))
BackingOff
function SetFall ()))
Burning
function SetFall ()))
Dancing
function SetFall ()))
DebugFollowing
function SetFall ()))
DebugPathfinding
function SetFall ()))
FallingState
function SetFall ()))
Fleeing
function SetFall ()))
Following
function SetFall ()))
GoingTo
function SetFall ()))
OpeningDoor
function SetFall ()))
Patrolling
function SetFall ()))
RubbingEyes
function SetFall ()))
RunningTo
function SetFall ()))
Seeking
function SetFall ()))
Shadowing
function SetFall ()))
Sitting
function SetFall ()))
Standing
function SetFall ()))
Stunned
function SetFall ()))
WaitingFor
function SetFall ()))
Wandering
function SetHomeBase (vector baseLocation, optional rotator baseRotator, optional float baseExtent))
function SetMovementPhysics ()))
function SetNextState (name newState, optional name newLabel))
function SetOrders (Name orderName, optional Name newOrderTag, optional bool bImmediate))
function SetOrders (Name orderName, optional Name newOrderTag, optional bool bImmediate))
Conversation
function SetOrders (Name orderName, optional Name newOrderTag, optional bool bImmediate))
FirstPersonConversation
function SetReactions (bool bEnemy, bool bLoudNoise, bool bAlarm, bool bDistress, bool bProjectile, bool bFutz, bool bHacking, bool bShot, bool bWeapon, bool bCarcass, bool bInjury, bool bIndirectInjury))
function SetSeekLocation (Pawn seekCandidate, vector newLocation, ESeekType newSeekType, optional bool bNewPostCombat))
function SetSkinStyle (ERenderStyle newStyle, optional texture newTex, optional float newScaleGlow))
function SetState (Name stateName, optional Name labelName))
function SetupWeapon (bool bDrawWeapon, optional bool bForce))
function SetWeapon (Weapon newWeapon))
functionfloat ShieldDamage (Name damageType))
functionbool ShouldBeStartled (Pawn startler))
functionbool ShouldCrouch ()))
Attacking
functionbool ShouldDropWeapon ()))
functionbool ShouldFlee ()))
functionbool ShouldPlayTurn (vector lookdir))
functionbool ShouldPlayWalk (vector movedir))
functionbool ShouldReactToInjuryType (name damageType, bool bHatePrimary, bool bHateSecondary))
functionbool ShouldStrafe ()))
functionVector SitPosition (Seat seatActor, int slot))
Sitting
functionCarcass SpawnCarcass ()))
function SpurtBlood ()))
function StandUp (optional bool bInstant))
function StartCrouch ()))
Attacking
function StartFalling (Name resumeState, optional Name resumeLabel))
function StartPoison (int Damage, Pawn newPoisoner))
function StopBlendAnims ()))
function StopPoison ()))
function StopStanding ()))
function StopWaiting ()))
OpeningDoor
function SupportActor (Actor standingActor))
functionbool SwitchToBestWeapon ()))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
RubbingEyes
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
Stunned
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
TakingHit
function TakeDamageBase (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType, bool bPlayAnim))
function TakeHit (EHitLocation hitPos))
function Tick (float deltaTime))
function Tick (float deltaSeconds))
Alerting
function Tick (float deltaSeconds))
Attacking
function Tick (float deltaTime))
Conversation
function Tick (float deltaSeconds))
Dying
function Tick (float deltaTime))
FirstPersonConversation
function Tick (float deltaSeconds))
Fleeing
function Tick (float deltaSeconds))
Following
function Tick (float deltaSeconds))
Seeking
function Tick (float deltaSeconds))
Shadowing
function Tick (float deltaSeconds))
Sitting
function Tick (float deltaSeconds))
Standing
function Tick (float deltaSeconds))
StartUp
function Timer ()))
function Touch (actor toucher))
GoingTo
function Touch (actor toucher))
RunningTo
function Touch (actor toucher))
WaitingFor
function Trigger (actor Other, pawn EventInstigator ))
function TriggerAlarm ()))
Alerting
functionbool TryLocation (out vector position, optional float minDist, optional bool bTraceActors, optional NearbyProjectileList projList))
function TweenAnimPivot (name Sequence, float TweenTime, optional vector NewPrePivot))
function TweenToAttack (float tweentime))
function TweenToCrouchShoot (float tweentime))
function TweenToRunning (float tweentime))
function TweenToShoot (float tweentime))
function TweenToSwimming (float tweentime))
function TweenToWaiting (float tweentime))
function TweenToWalking (float tweentime))
function UpdateActorVisibility (actor seeActor, float deltaSeconds, float checkTime, bool bCheckDir))
function UpdateAgitation (float deltaSeconds))
function UpdateFear (float deltaSeconds))
function UpdateFire ()))
function UpdatePoison (float deltaTime))
function UpdateReactionCallbacks ()))
function UpdateReactionLevel (bool bRise, float deltaSeconds))
function UpdateStanding (float deltaSeconds))
functionfloat WeaponDrawnScore (actor receiver, actor sender, float score))
functionbool WillTakeStompDamage (Actor stomper))
function ZoneChange (ZoneInfo newZone))
function ZoneChange (ZoneInfo newZone))
FallingState
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
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

States Summary
Alerting Source code
state Alerting
BeginState, Bump, EndState, FindAlarmPosition, FindTarget, GetNextAlarmPoint, HitWall, IsAlarmInRange, IsAlarmReady, PickDestination, SetFall, Tick, TriggerAlarm
Attacking Source code
state Attacking
BeginState, CheckAttack, EndCrouch, EndState, FireIfClearShot, HitWall, IsHandToHand, PickDestination, ReactToInjury, ReadyForWeapon, Reloading, SetFall, ShouldCrouch, StartCrouch, Tick
AvoidingPawn Source code
state AvoidingPawn
BeginState, EndState, HitWall, PickDestination, SetFall
AvoidingProjectiles Source code
state AvoidingProjectiles
AnimEnd, BeginState, EndState, HitWall, PickDestination, SetFall
BackingOff Source code
state BackingOff
BeginState, EndState, HandleTurn, HitWall, PickDestination, SetFall
Burning Source code
state Burning
BeginState, EndState, HitWall, PickDestination, ReactToInjury, SetFall
Conversation Source code
state Conversation
BeginState, EndState, FollowOrders, LoopHeadConvoAnim, SetOrders, Tick
Dancing Source code
state Dancing
AnimEnd, BeginState, EndState, HitWall, SetFall
DebugFollowing Source code
state DebugFollowing
BeginState, EndState, HitWall, SetFall
DebugPathfinding Source code
state DebugPathfinding
BeginState, EndState, HitWall, SetFall
Dying Source code
state Dying
BeginState, Landed, MoveFallingBody, Tick
FallingState Source code
state FallingState
AdjustJump, BaseChange, BeginState, EndState, Landed, SetFall, ZoneChange
FirstPersonConversation Source code
state FirstPersonConversation
BeginState, EndState, FollowOrders, LoopHeadConvoAnim, SetOrders, Tick
Fleeing Source code
state Fleeing
AnimEnd, BeginState, EndState, FinishFleeing, HitWall, InSeat, PickDestination, ReactToInjury, SetFall, Tick
Following Source code
state Following
BeginState, EndState, HitWall, PickDestination, SetFall, Tick
GoingTo Source code
state GoingTo
BeginState, Bump, EndState, HitWall, SetFall, Touch
HandlingEnemy Source code
state HandlingEnemy
BeginState
Idle Source code
state Idle
BeginState, EndState
Leaving Source code
state Leaving
BeginState
OpeningDoor Source code
state OpeningDoor
AnimEnd, BeginState, DoorEncroaches, EndState, FindBackupPoint, FocusDirection, HitWall, SetFall, StopWaiting
Paralyzed Source code
state Paralyzed
BeginState, EndState
Patrolling Source code
state Patrolling
AnimEnd, BeginState, EndState, HitWall, PickDestination, PickStartPoint, SetFall
RubbingEyes Source code
state RubbingEyes
AnimEnd, BeginState, EndState, ReactToInjury, SetFall, TakeDamage
RunningTo Source code
state RunningTo
BeginState, Bump, EndState, HitWall, SetFall, Touch
Seeking Source code
state Seeking
BeginState, EndState, GetNextLocation, GetOvershootDestination, HandleLoudNoise, HandleSighting, HitWall, PickDestination, SetFall, Tick
Shadowing Source code
state Shadowing
AnimEnd, BeginState, Bump, DistanceToTarget, EndState, HitWall, PickDestination, SetFall, Tick
Sitting Source code
state Sitting
AnimEnd, BeginState, Bump, EndState, FindBestSeat, FindBestSlot, FollowSeatFallbackOrders, GetDestinationPosition, HandleTurn, HitWall, IsIntersectingSeat, SetFall, SitPosition, Tick
Standing Source code
state Standing
AnimEnd, BeginState, EndState, HitWall, SetFall, Tick
StartUp Source code
auto state StartUp
BeginState, EndState, Tick
Stunned Source code
state Stunned
AnimEnd, BeginState, EndState, ReactToInjury, SetFall, TakeDamage
TakingHit Source code
state TakingHit
BeginState, EndState, Landed, TakeDamage
WaitingFor Source code
state WaitingFor
BeginState, Bump, EndState, HitWall, SetFall, Touch
Wandering Source code
state Wandering
AnimEnd, BeginState, Bump, EndState, GoHome, HitWall, PickDestination, SetFall


Variables Detail

ActorAvoiding Source code

var Actor ActorAvoiding;

AgitationCheckTimer Source code

var float AgitationCheckTimer;

AgitationDecayRate Source code

var float AgitationDecayRate;

AgitationSustainTime Source code

var float AgitationSustainTime;

AgitationTimer Source code

var float AgitationTimer;

AlarmActor Source code

var AlarmUnit AlarmActor;

AlarmTimer Source code

var float AlarmTimer;

AlliancesEx[16] Source code

var AllianceInfoEx AlliancesEx[16];

AvoidAccuracy Source code

var float AvoidAccuracy;

AvoidBumpTimer Source code

var float AvoidBumpTimer;

AvoidWallTimer Source code

var float AvoidWallTimer;

bAcceptBump Source code

var bool bAcceptBump;

BackpedalTimer Source code

var float BackpedalTimer;

bAlliancesChanged Source code

var bool bAlliancesChanged;

bAttacking Source code

var bool bAttacking;

bAvoidHarm Source code

var bool bAvoidHarm;

bBurnedToDeath Source code

var bool bBurnedToDeath;

bCanBleed Source code

var bool bCanBleed;

bCanConverse Source code

var bool bCanConverse;

bCanCrouch Source code

var bool bCanCrouch;

bCanFire Source code

var bool bCanFire;

bCanTurnHead Source code

var bool bCanTurnHead;

bClearedObstacle Source code

var bool bClearedObstacle;

bCloakOn Source code

var bool bCloakOn;

bConvEndState Source code

var bool bConvEndState;

bConversationEndedNormally Source code

var Bool bConversationEndedNormally;

bCrouching Source code

var bool bCrouching;

bDancing Source code

var bool bDancing;

bDisappear Source code

var bool bDisappear;

bDistressed Source code

var bool bDistressed;

BeamCheckTimer Source code

var float BeamCheckTimer;

bEnableCheckDest Source code

var bool bEnableCheckDest;

bFacingTarget Source code

var bool bFacingTarget;

bHasCloak Source code

var bool bHasCloak;

bHasShadow Source code

var bool bHasShadow;

bInConversation Source code

var Bool bInConversation;

bInitialized Source code

var bool bInitialized;

bInterruptSeek Source code

var bool bInterruptSeek;

bInterruptState Source code

var bool bInterruptState;

bInTransientState Source code

var bool bInTransientState;

BleedRate Source code

var float BleedRate;

bLookingForAlarm Source code

var bool bLookingForAlarm;

bLookingForCarcass Source code

var bool bLookingForCarcass;

bLookingForDistress Source code

var bool bLookingForDistress;

bLookingForEnemy Source code

var bool bLookingForEnemy;

bLookingForFutz Source code

var bool bLookingForFutz;

bLookingForHacking Source code

var bool bLookingForHacking;

bLookingForIndirectInjury Source code

var bool bLookingForIndirectInjury;

bLookingForInjury Source code

var bool bLookingForInjury;

bLookingForLoudNoise Source code

var bool bLookingForLoudNoise;

bLookingForProjectiles Source code

var bool bLookingForProjectiles;

bLookingForShot Source code

var bool bLookingForShot;

bLookingForWeapon Source code

var bool bLookingForWeapon;

bNoNegativeAlliances Source code

var bool bNoNegativeAlliances;

BodyIndex Source code

var int BodyIndex;

bPausing Source code

var bool bPausing;

bReadyToReload Source code

var bool bReadyToReload;

bReverseAlliances Source code

var bool bReverseAlliances;

bRunningStealthy Source code

var bool bRunningStealthy;

bSeatHackUsed Source code

var bool bSeatHackUsed;

bSeatLocationValid Source code

var bool bSeatLocationValid;

bSeekCover Source code

var bool bSeekCover;

bSeekLocation Source code

var bool bSeekLocation;

bSeekPostCombat Source code

var bool bSeekPostCombat;

bSitAnywhere Source code

var bool bSitAnywhere;

bSitInterpolation Source code

var bool bSitInterpolation;

bSitting Source code

var bool bSitting;

bSpawnBubbles Source code

var bool bSpawnBubbles;

bSprint Source code

var bool bSprint;

bStandInterpolation Source code

var bool bStandInterpolation;

bStaring Source code

var bool bStaring;

bStunned Source code

var bool bStunned;

BurnPeriod Source code

var float BurnPeriod;

bUseHome Source code

var bool bUseHome;

bUseSecondaryAttack Source code

var bool bUseSecondaryAttack;

bWalkAround Source code

var bool bWalkAround;

bWorldBlockActors Source code

var bool bWorldBlockActors;

bWorldBlockPlayers Source code

var bool bWorldBlockPlayers;

bWorldCollideActors Source code

var bool bWorldCollideActors;

CarcassCheckTimer Source code

var float CarcassCheckTimer;

Carcasses[4] Source code

var Name Carcasses[4];

CarcassHateTimer Source code

var float CarcassHateTimer;

CarcassTimer Source code

var float CarcassTimer;

CheckPeriod Source code

var float CheckPeriod;

CloakEMPTimer Source code

var float CloakEMPTimer;

CloakThreshold Source code

var int CloakThreshold;

CloseCombatMult Source code

var float CloseCombatMult;

ConversationActor Source code

var Actor ConversationActor;

ConvOrders Source code

var name ConvOrders;

ConvOrderTag Source code

var name ConvOrderTag;

Cowardice Source code

var float Cowardice;

CrouchRate Source code

var float CrouchRate;

CrouchTimer Source code

var float CrouchTimer;

CycleCandidate Source code

var Pawn CycleCandidate;

CycleCumulative Source code

var float CycleCumulative;

CycleDistance Source code

var float CycleDistance;

CycleIndex Source code

var int CycleIndex;

CyclePeriod Source code

var float CyclePeriod;

CycleTimer Source code

var float CycleTimer;

DeathTimer Source code

var float DeathTimer;

DesiredPrePivot Source code

var vector DesiredPrePivot;

DestAttempts Source code

var int DestAttempts;

destLoc Source code

var Vector destLoc;

destPoint Source code

var Actor destPoint;

DistressTimer Source code

var float DistressTimer;

DropCounter Source code

var float DropCounter;

EnemyLastSeen Source code

var float EnemyLastSeen;

EnemyReadiness Source code

var float EnemyReadiness;

EnemyTimer Source code

var float EnemyTimer;

FearDecayRate Source code

var float FearDecayRate;

FearLevel Source code

var float FearLevel;

FearSustainTime Source code

var float FearSustainTime;

FearTimer Source code

var float FearTimer;

FireTimer Source code

var float FireTimer;

FutzTimer Source code

var float FutzTimer;

HarmAccuracy Source code

var float HarmAccuracy;

HomeActor Source code

var HomeBase HomeActor;

HomeLoc Source code

var Vector HomeLoc;

HomeRot Source code

var Vector HomeRot;

LastDestLoc Source code

var vector LastDestLoc;

LastDestPoint Source code

var vector LastDestPoint;

LastPainAnim Source code

var name LastPainAnim;

LastPainTime Source code

var float LastPainTime;

lastPoints[2] Source code

var WanderPoint lastPoints[2];

NextAnim Source code

var name NextAnim;

NextDirection Source code

var ETurning NextDirection;

NumCarcasses Source code

var int NumCarcasses;

ObstacleTimer Source code

var float ObstacleTimer;

OrderActor Source code

var actor OrderActor;

PlayerAgitationTimer Source code

var float PlayerAgitationTimer;

poisonCounter Source code

var int poisonCounter;

poisonDamage Source code

var int poisonDamage;

Poisoner Source code

var Pawn Poisoner;

poisonTimer Source code

var float poisonTimer;

PotentialEnemyAlliance Source code

var name PotentialEnemyAlliance;

PotentialEnemyTimer Source code

var float PotentialEnemyTimer;

PrePivotOffset Source code

var vector PrePivotOffset;

PrePivotTime Source code

var float PrePivotTime;

ReactionLevel Source code

var float ReactionLevel;

ReloadTimer Source code

var float ReloadTimer;

remainingSitTime Source code

var float remainingSitTime;

remainingStandTime Source code

var float remainingStandTime;

Restlessness Source code

var float Restlessness;

runAnimMult Source code

var float runAnimMult;

SeatActor Source code

var Seat SeatActor;

SeatHack Source code

var Seat SeatHack;

SeatLocation Source code

var vector SeatLocation;

SeatSlot Source code

var int SeatSlot;

seekDistance Source code

var float seekDistance;

SeekLevel Source code

var int SeekLevel;

SeekPawn Source code

var Pawn SeekPawn;

SeekType Source code

var ESeekType SeekType;

ShadowScale Source code

var float ShadowScale;

SightPercentage Source code

var float SightPercentage;

sleepTime Source code

var float sleepTime;

SpecialTimer Source code

var float SpecialTimer;

SprintRate Source code

var float SprintRate;

StandRate Source code

var vector StandRate;

SurprisePeriod Source code

var float SurprisePeriod;

swimBubbleTimer Source code

var float swimBubbleTimer;

TakeHitTimer Source code

var float TakeHitTimer;

TurnDirection Source code

var ETurning TurnDirection;

useLoc Source code

var Vector useLoc;

useRot Source code

var Rotator useRot;

walkAnimMult Source code

var float walkAnimMult;

WalkingSpeed Source code

var float WalkingSpeed;

Wanderlust Source code

var float Wanderlust;

WeaponTimer Source code

var float WeaponTimer;

WorldPosition Source code

var vector WorldPosition;

AI

bAlwaysPatrol Source code

var(AI) bool bAlwaysPatrol;

bCanSit Source code

var(AI) bool bCanSit;

bCower Source code

var(AI) bool bCower;

bEmitDistress Source code

var(AI) bool bEmitDistress;

bHokeyPokey Source code

var(AI) bool bHokeyPokey;

bKeepWeaponDrawn Source code

var(AI) bool bKeepWeaponDrawn;

bLeaveAfterFleeing Source code

var(AI) bool bLeaveAfterFleeing;

bLikesNeutral Source code

var(AI) bool bLikesNeutral;

bPlayIdle Source code

var(AI) bool bPlayIdle;

bShowPain Source code

var(AI) bool bShowPain;

bTickVisibleOnly Source code

var(AI) bool bTickVisibleOnly;

bUseFirstSeatOnly Source code

var(AI) bool bUseFirstSeatOnly;

EnemyTimeout Source code

var(AI) float EnemyTimeout;

MaxProvocations Source code

var(AI) int MaxProvocations;

RaiseAlarm Source code

var(AI) ERaiseAlarmType RaiseAlarm;

RandomWandering Source code

var(AI) float RandomWandering;

Alliances

InitialAlliances[8] Source code

var(Alliances) InitialAllianceInfo InitialAlliances[8];

Combat

bAimForHead Source code

var(Combat) bool bAimForHead;

BaseAccuracy Source code

var(Combat) float BaseAccuracy;

bAvoidAim Source code

var(Combat) bool bAvoidAim;

bDefendHome Source code

var(Combat) bool bDefendHome;

bMustFaceTarget Source code

var(Combat) bool bMustFaceTarget;

bUseFallbackWeapons Source code

var(Combat) bool bUseFallbackWeapons;

FireAngle Source code

var(Combat) float FireAngle;

FireElevation Source code

var(Combat) float FireElevation;

MaxRange Source code

var(Combat) float MaxRange;

MinHealth Source code

var(Combat) float MinHealth;

MinRange Source code

var(Combat) float MinRange;

ProjectileSpeed Source code

var(Combat) float ProjectileSpeed;

Fears

bFearAlarm Source code

var(Fears) bool bFearAlarm;

bFearCarcass Source code

var(Fears) bool bFearCarcass;

bFearDistress Source code

var(Fears) bool bFearDistress;

bFearHacking Source code

var(Fears) bool bFearHacking;

bFearIndirectInjury Source code

var(Fears) bool bFearIndirectInjury;

bFearInjury Source code

var(Fears) bool bFearInjury;

bFearProjectiles Source code

var(Fears) bool bFearProjectiles;

bFearShot Source code

var(Fears) bool bFearShot;

bFearWeapon Source code

var(Fears) bool bFearWeapon;

Inventory

InitialInventory[8] Source code

var(Inventory) InventoryItem InitialInventory[8];

Orders

HomeExtent Source code

var(Orders) float HomeExtent;

HomeTag Source code

var(Orders) name HomeTag;

Orders Source code

var(Orders) name Orders;

OrderTag Source code

var(Orders) name OrderTag;

Pawn

BaseAssHeight Source code

var(Pawn) float BaseAssHeight;

CarcassType Source code

var(Pawn) class<carcass> CarcassType;

Reactions

bReactAlarm Source code

var(Reactions) bool bReactAlarm;

bReactCarcass Source code

var(Reactions) bool bReactCarcass;

bReactDistress Source code

var(Reactions) bool bReactDistress;

bReactFutz Source code

var(Reactions) bool bReactFutz;

bReactLoudNoise Source code

var(Reactions) bool bReactLoudNoise;

bReactPresence Source code

var(Reactions) bool bReactPresence;

bReactProjectiles Source code

var(Reactions) bool bReactProjectiles;

bReactShot Source code

var(Reactions) bool bReactShot;

ScriptedPawn

bHighlight Source code

var(ScriptedPawn) bool bHighlight;

bImportant Source code

var(ScriptedPawn) bool bImportant;

bInvincible Source code

var(ScriptedPawn) bool bInvincible;

bInWorld Source code

var(ScriptedPawn) bool bInWorld;

ClotPeriod Source code

var(ScriptedPawn) float ClotPeriod;

WalkSound Source code

var(ScriptedPawn) sound WalkSound;

Stimuli

bHateCarcass Source code

var(Stimuli) bool bHateCarcass;

bHateDistress Source code

var(Stimuli) bool bHateDistress;

bHateHacking Source code

var(Stimuli) bool bHateHacking;

bHateIndirectInjury Source code

var(Stimuli) bool bHateIndirectInjury;

bHateInjury Source code

var(Stimuli) bool bHateInjury;

bHateShot Source code

var(Stimuli) bool bHateShot;

bHateWeapon Source code

var(Stimuli) bool bHateWeapon;


Enumerations Detail

EAllianceType Source code

enum EAllianceType
{
ALLIANCE_Friendly, ALLIANCE_Neutral, ALLIANCE_Hostile
};

EDestinationType Source code

enum EDestinationType
{
DEST_Failure, DEST_NewLocation, DEST_SameLocation
};

EHitLocation Source code

enum EHitLocation
{
HITLOC_None, HITLOC_HeadFront, HITLOC_HeadBack, HITLOC_TorsoFront, HITLOC_TorsoBack, HITLOC_LeftLegFront, HITLOC_LeftLegBack, HITLOC_RightLegFront, HITLOC_RightLegBack, HITLOC_LeftArmFront, HITLOC_LeftArmBack, HITLOC_RightArmFront, HITLOC_RightArmBack
};

ERaiseAlarmType Source code

enum ERaiseAlarmType
{
RAISEALARM_BeforeAttacking, RAISEALARM_BeforeFleeing, RAISEALARM_Never
};

ESeekType Source code

enum ESeekType
{
SEEKTYPE_None, SEEKTYPE_Sound, SEEKTYPE_Sight, SEEKTYPE_Guess, SEEKTYPE_Carcass
};

ETurning Source code

enum ETurning
{
TURNING_None, TURNING_Left, TURNING_Right
};


Structures Detail

AllianceInfoEx Source code

struct AllianceInfoEx
{
var float AgitationLevel;
var float AllianceLevel;
var Name AllianceName;
var bool bPermanent;
};


FleeCandidates Source code

struct FleeCandidates
{
var float dist;
var Vector location;
var HidePoint point;
var float score;
var Actor waypoint;
};


InitialAllianceInfo Source code

struct InitialAllianceInfo
{
var(ScriptedPawn) float AllianceLevel;
var(ScriptedPawn) Name AllianceName;
var(ScriptedPawn) bool bPermanent;
};


InventoryItem Source code

struct InventoryItem
{
var(ScriptedPawn) int Count;
var(ScriptedPawn) class<Inventory> Inventory;
};


NearbyProjectile Source code

struct NearbyProjectile
{
var float dist;
var vector location;
var DeusExProjectile projectile;
var float range;
};


NearbyProjectileList Source code

struct NearbyProjectileList
{
var vector center;
var NearbyProjectile list[8];
};


WanderCandidates Source code

struct WanderCandidates
{
var float dist;
var WanderPoint point;
var Actor waypoint;
};



Functions Detail

AddCarcass Source code

native(2109) final function AddCarcass ( Name CarcassName )

AddInitialInventory Source code

function bool AddInitialInventory ( class<Inventory> newInventory, optional int newCount) )

AddProjectileToList Source code

function AddProjectileToList ( out NearbyProjectileList projList, DeusExProjectile proj, vector projPos, float dist, float range) )

AddVelocity Source code

function AddVelocity ( Vector momentum) )

AdjustAim Source code

function rotator AdjustAim ( float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget) )

AdjustJump FallingState Source code

function AdjustJump ( ) )

AgitateAlliance Source code

function AgitateAlliance ( Name newEnemy, float agitation) )

AICanShoot Source code

function bool AICanShoot ( pawn target, bool bLeadTarget, bool bCheckReadiness, optional float throwAccuracy, optional bool bDiscountMinRange) )

AISafeToShoot Source code

function bool AISafeToShoot ( out Actor hitActor, vector traceEnd, vector traceStart, optional vector extent, optional bool bIgnoreLevel) )

AISafeToThrow Source code

function bool AISafeToThrow ( vector traceEnd, vector traceStart, float throwAccuracy, optional vector extent) )

AlterDestination Source code

function AlterDestination ( ) )

AnimEnd AvoidingProjectiles Source code

function AnimEnd ( ) )

AnimEnd Dancing Source code

function AnimEnd ( ) )

AnimEnd Fleeing Source code

function AnimEnd ( ) )

AnimEnd OpeningDoor Source code

function AnimEnd ( ) )

AnimEnd Patrolling Source code

function AnimEnd ( ) )

AnimEnd RubbingEyes Source code

function AnimEnd ( ) )

AnimEnd Shadowing Source code

function AnimEnd ( ) )

AnimEnd Sitting Source code

function AnimEnd ( ) )

AnimEnd Standing Source code

function AnimEnd ( ) )

AnimEnd Stunned Source code

function AnimEnd ( ) )

AnimEnd Wandering Source code

function AnimEnd ( ) )

BackOff Source code

function BackOff ( ) )

BaseChange Source code

singular function BaseChange ( ) )

BaseChange FallingState Source code

singular function BaseChange ( ) )

BeginState Alerting Source code

function BeginState ( ) )

BeginState Attacking Source code

function BeginState ( ) )

BeginState AvoidingPawn Source code

function BeginState ( ) )

BeginState AvoidingProjectiles Source code

function BeginState ( ) )

BeginState BackingOff Source code

function BeginState ( ) )

BeginState Burning Source code

function BeginState ( ) )

BeginState Conversation Source code

function BeginState ( ) )

BeginState Dancing Source code

function BeginState ( ) )

BeginState DebugFollowing Source code

function BeginState ( ) )

BeginState DebugPathfinding Source code

function BeginState ( ) )

BeginState Dying Source code

function BeginState ( ) )

BeginState FallingState Source code

function BeginState ( ) )

BeginState FirstPersonConversation Source code

function BeginState ( ) )

BeginState Fleeing Source code

function BeginState ( ) )

BeginState Following Source code

function BeginState ( ) )

BeginState GoingTo Source code

function BeginState ( ) )

BeginState HandlingEnemy Source code

function BeginState ( ) )

BeginState Idle Source code

function BeginState ( ) )

BeginState Leaving Source code

function BeginState ( ) )

BeginState OpeningDoor Source code

function BeginState ( ) )

BeginState Paralyzed Source code

function BeginState ( ) )

BeginState Patrolling Source code

function BeginState ( ) )

BeginState RubbingEyes Source code

function BeginState ( ) )

BeginState RunningTo Source code

function BeginState ( ) )

BeginState Seeking Source code

function BeginState ( ) )

BeginState Shadowing Source code

function BeginState ( ) )

BeginState Sitting Source code

function BeginState ( ) )

BeginState Standing Source code

function BeginState ( ) )

BeginState StartUp Source code

function BeginState ( ) )

BeginState Stunned Source code

function BeginState ( ) )

BeginState TakingHit Source code

function BeginState ( ) )

BeginState WaitingFor Source code

function BeginState ( ) )

BeginState Wandering Source code

function BeginState ( ) )

BlockReactions Source code

function BlockReactions ( optional bool bBlockInjury) )

Bump Source code

function Bump ( actor Other) )

Bump Alerting Source code

function Bump ( actor bumper) )

Bump GoingTo Source code

function Bump ( actor bumper) )

Bump RunningTo Source code

function Bump ( actor bumper) )

Bump Shadowing Source code

function Bump ( actor bumper) )

Bump Sitting Source code

function Bump ( actor bumper) )

Bump WaitingFor Source code

function Bump ( actor bumper) )

Bump Wandering Source code

function Bump ( actor bumper) )

CanConverse Source code

function bool CanConverse ( ) )

CanConverseWithPlayer Source code

function bool CanConverseWithPlayer ( DeusExPlayer dxPlayer) )

CanShowPain Source code

function bool CanShowPain ( ) )

CatchFire Source code

function CatchFire ( ) )

ChangeAlly Source code

function ChangeAlly ( Name newAlly, optional float allyLevel, optional bool bPermanent, optional bool bHonorPermanence) )

ChangedWeapon Source code

function ChangedWeapon ( ) )

CheckAttack Attacking Source code

function CheckAttack ( bool bPlaySound) )

CheckBeamPresence Source code

function bool CheckBeamPresence ( float deltaSeconds) )

CheckCarcassPresence Source code

function bool CheckCarcassPresence ( float deltaSeconds) )

CheckCycle Source code

function Pawn CheckCycle ( ) )

CheckDestLoc Source code

function CheckDestLoc ( vector newDestLoc, optional bool bPathnode) )

CheckEnemyParams Source code

function CheckEnemyParams ( Pawn checkPawn, out Pawn bestPawn, out int bestThreatLevel, out float bestDist) )

CheckEnemyPresence Source code

function bool CheckEnemyPresence ( float deltaSeconds, bool bCheckPlayer, bool bCheckOther) )

CheckOpenDoor Source code

function CheckOpenDoor ( vector HitNormal, actor Door, optional name Label) )

CheckWaterJump Source code

function bool CheckWaterJump ( out vector WallNormal) )

ClearHomeBase Source code

function ClearHomeBase ( ) )

ClearNextState Source code

function ClearNextState ( ) )

ComputeActorVisibility Source code

function float ComputeActorVisibility ( actor seeActor) )

ComputeAwayVector Source code

function vector ComputeAwayVector ( NearbyProjectileList projList) )

ComputeBestFiringPosition Source code

function EDestinationType ComputeBestFiringPosition ( out vector newPosition) )

ComputeFallDirection Source code

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

ComputeTargetLead Source code

function bool ComputeTargetLead ( pawn target, vector projectileStart, float projectileSpeed, float maxTime, out Vector hitPos) )

ComputeThrowAngles Source code

function bool ComputeThrowAngles ( vector traceEnd, vector traceStart, float speed, out Rotator angle1, out Rotator angle2) )

ConBindEvents Source code

native(2102) final function ConBindEvents ( )

CreateShadow Source code

function CreateShadow ( ) )

DecreaseAgitation Source code

function DecreaseAgitation ( Actor actorInstigator, float AgitationLevel) )

Destroyed Source code

simulated function Destroyed ( ) )

Died Source code

function Died ( pawn Killer, name damageType, vector HitLocation) )

DistanceToTarget Shadowing Source code

function float DistanceToTarget ( ) )

DistressScore Source code

function float DistressScore ( actor receiver, actor sender, float score) )

DoneReloading Source code

function DoneReloading ( DeusExWeapon reloadWeapon) )

DoorEncroaches OpeningDoor Source code

function bool DoorEncroaches ( ) )

DrawShield Source code

function DrawShield ( ) )

DropWeapon Source code

function DropWeapon ( ) )

EnableCheckDestLoc Source code

function EnableCheckDestLoc ( bool bEnable) )

EnableCloak Source code

function EnableCloak ( bool bEnable) )

EnableCollision Source code

function EnableCollision ( bool bSet) )

EnableShadow Source code

function EnableShadow ( bool bEnable) )

EncroachedBy Source code

event EncroachedBy ( actor Other ) )

EncroachedByMover Source code

function EncroachedByMover ( Mover encroacher) )

EndConversation Source code

function EndConversation ( ) )

EndCrouch Attacking Source code

function EndCrouch ( ) )

EndState Alerting Source code

function EndState ( ) )

EndState Attacking Source code

function EndState ( ) )

EndState AvoidingPawn Source code

function EndState ( ) )

EndState AvoidingProjectiles Source code

function EndState ( ) )

EndState BackingOff Source code

function EndState ( ) )

EndState Burning Source code

function EndState ( ) )

EndState Conversation Source code

function EndState ( ) )

EndState Dancing Source code

function EndState ( ) )

EndState DebugFollowing Source code

function EndState ( ) )

EndState DebugPathfinding Source code

function EndState ( ) )

EndState FallingState Source code

function EndState ( ) )

EndState FirstPersonConversation Source code

function EndState ( ) )

EndState Fleeing Source code

function EndState ( ) )

EndState Following Source code

function EndState ( ) )

EndState GoingTo Source code

function EndState ( ) )

EndState Idle Source code

function EndState ( ) )

EndState OpeningDoor Source code

function EndState ( ) )

EndState Paralyzed Source code

function EndState ( ) )

EndState Patrolling Source code

function EndState ( ) )

EndState RubbingEyes Source code

function EndState ( ) )

EndState RunningTo Source code

function EndState ( ) )

EndState Seeking Source code

function EndState ( ) )

EndState Shadowing Source code

function EndState ( ) )

EndState Sitting Source code

function EndState ( ) )

EndState Standing Source code

function EndState ( ) )

EndState StartUp Source code

function EndState ( ) )

EndState Stunned Source code

function EndState ( ) )

EndState TakingHit Source code

function EndState ( ) )

EndState WaitingFor Source code

function EndState ( ) )

EndState Wandering Source code

function EndState ( ) )

EnterConversationState Source code

function EnterConversationState ( bool bFirstPerson, optional bool bAvoidState) )

EnterWorld Source code

function EnterWorld ( ) )

ExtinguishFire Source code

function ExtinguishFire ( ) )

Falling Source code

singular function Falling ( ) )

FilterDamageType Source code

function bool FilterDamageType ( Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType) )

FindAlarmPosition Alerting Source code

function vector FindAlarmPosition ( Actor alarm) )

FindBackupPoint OpeningDoor Source code

function FindBackupPoint ( ) )

FindBestEnemy Source code

function FindBestEnemy ( bool bIgnoreCurrentEnemy) )

FindBestSeat Sitting Source code

function FindBestSeat ( ) )

FindBestSlot Sitting Source code

function int FindBestSlot ( Seat seatActor, out float slotDist) )

FindOrderActor Source code

function FindOrderActor ( ) )

FindTaggedActor Source code

function Actor FindTaggedActor ( Name actorTag, optional bool bRandom, optional Class<Actor> tagClass) )

FindTarget Alerting Source code

function AlarmUnit FindTarget ( ) )

FinishFleeing Fleeing Source code

function FinishFleeing ( ) )

FireIfClearShot Attacking Source code

function bool FireIfClearShot ( ) )

FocusDirection OpeningDoor Source code

function vector FocusDirection ( ) )

FollowOrders Source code

function FollowOrders ( optional bool bDefer) )

FollowOrders Conversation Source code

function FollowOrders ( optional bool bDefer) )

FollowOrders FirstPersonConversation Source code

function FollowOrders ( optional bool bDefer) )

FollowSeatFallbackOrders Sitting Source code

function FollowSeatFallbackOrders ( ) )

Frob Source code

function Frob ( Actor Frobber, Inventory frobWith) )

FrobDoor Source code

function bool FrobDoor ( actor Target) )

Gasp Source code

function Gasp ( ) )

GenerateTotalHealth Source code

function GenerateTotalHealth ( ) )

GetAllianceType Source code

native(2106) final function EAllianceType GetAllianceType ( Name AllianceName )

GetCarcassData Source code

function bool GetCarcassData ( actor sender, out Name killer, out Name alliance, out Name CarcassName, optional bool bCheckName) )

GetCrouchHeight Source code

function float GetCrouchHeight ( ) )

GetDefaultCollisionHeight Source code

function float GetDefaultCollisionHeight ( ) )

GetDestinationPosition Sitting Source code

function vector GetDestinationPosition ( Seat seatActor, optional float extraDist) )

GetFloorMaterial Source code

function name GetFloorMaterial ( ) )

GetNextAlarmPoint Alerting Source code

function bool GetNextAlarmPoint ( AlarmUnit alarm) )

GetNextLocation Seeking Source code

function bool GetNextLocation ( out vector nextLoc) )

GetNextVector Source code

function bool GetNextVector ( Actor destination, out vector outVect) )

GetNextWaypoint Source code

function Actor GetNextWaypoint ( Actor destination) )

GetOvershootDestination Seeking Source code

function NavigationPoint GetOvershootDestination ( float randomness, optional float focus) )

GetPawnAllianceType Source code

native(2107) final function EAllianceType GetPawnAllianceType ( Pawn QueryPawn )

GetPawnWeaponRanges Source code

function GetPawnWeaponRanges ( Pawn other, out float minRange, out float maxAccurateRange, out float maxRange) )

GetProjectileList Source code

function int GetProjectileList ( out NearbyProjectileList projList, vector Location) )

GetSitHeight Source code

function float GetSitHeight ( ) )

GetStyleTexture Source code

function Texture GetStyleTexture ( ERenderStyle newStyle, texture oldTex, optional texture newTex) )

GetSwimPivot Source code

function vector GetSwimPivot ( ) )

GetWalkingSpeed Source code

function float GetWalkingSpeed ( ) )

GetWeaponBestRange Source code

function GetWeaponBestRange ( DeusExWeapon dxWeapon, out float bestRangeMin, out float bestRangeMax) )

GoHome Wandering Source code

function bool GoHome ( ) )

GotoDisabledState Source code

function GotoDisabledState ( name damageType, EHitLocation hitPos) )

GotoNextState Source code

function GotoNextState ( ) )

HandleAlarm Source code

function HandleAlarm ( Name event, EAIEventState state, XAIParams params) )

HandleDamage Source code

function EHitLocation HandleDamage ( int actualDamage, Vector hitLocation, Vector offset, name damageType) )

HandleDistress Source code

function HandleDistress ( Name event, EAIEventState state, XAIParams params) )

HandleEnemy Source code

function HandleEnemy ( ) )

HandleFutz Source code

function HandleFutz ( Name event, EAIEventState state, XAIParams params) )

HandleHacking Source code

function HandleHacking ( Name event, EAIEventState state, XAIParams params) )

HandleLoudNoise Source code

function HandleLoudNoise ( Name event, EAIEventState state, XAIParams params) )

HandleLoudNoise Seeking Source code

function HandleLoudNoise ( Name event, EAIEventState state, XAIParams params) )

HandleProjectiles Source code

function HandleProjectiles ( Name event, EAIEventState state, XAIParams params) )

HandleShot Source code

function HandleShot ( Name event, EAIEventState state, XAIParams params) )

HandleSighting Source code

function HandleSighting ( Pawn pawnSighted) )

HandleSighting Seeking Source code

function HandleSighting ( Pawn pawnSighted) )

HandleTurn Source code

function bool HandleTurn ( actor Other) )

HandleTurn BackingOff Source code

function bool HandleTurn ( Actor Other) )

HandleTurn Sitting Source code

function bool HandleTurn ( Actor Other) )

HandleWeapon Source code

function HandleWeapon ( Name event, EAIEventState state, XAIParams params) )

HandToHandAttack Source code

function HandToHandAttack ( ) )

HasEnemyTimedOut Source code

function bool HasEnemyTimedOut ( ) )

HasNextState Source code

function bool HasNextState ( ) )

HasTwoHandedWeapon Source code

function Bool HasTwoHandedWeapon ( ) )

HaveSeenCarcass Source code

native(2108) final function bool HaveSeenCarcass ( Name CarcassName )

HearNoise Source code

function HearNoise ( float Loudness, Actor NoiseMaker) )

HitWall Source code

function HitWall ( vector HitLocation, Actor hitActor) )

HitWall Alerting Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall Attacking Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall AvoidingPawn Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall AvoidingProjectiles Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall BackingOff Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall Burning Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall Dancing Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall DebugFollowing Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall DebugPathfinding Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall Fleeing Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall Following Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall GoingTo Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall OpeningDoor Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall Patrolling Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall RunningTo Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall Seeking Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall Shadowing Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall Sitting Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall Standing Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall WaitingFor Source code

function HitWall ( vector HitNormal, actor Wall) )

HitWall Wandering Source code

function HitWall ( vector HitNormal, actor Wall) )

ImpartMomentum Source code

function ImpartMomentum ( Vector momentum, Pawn instigatedBy) )

IncreaseAgitation Source code

function IncreaseAgitation ( Actor actorInstigator, optional float AgitationLevel) )

IncreaseFear Source code

function IncreaseFear ( Actor actorInstigator, float addedFearLevel, optional float newFearTimer) )

InitializeAlliances Source code

function InitializeAlliances ( ) )

InitializeHomeBase Source code

function InitializeHomeBase ( ) )

InitializeInventory Source code

function InitializeInventory ( ) )

InitializePawn Source code

function InitializePawn ( ) )

InSeat Fleeing Source code

function bool InSeat ( out vector newLoc) )

InstigatorToPawn Source code

function Pawn InstigatorToPawn ( Actor eventActor) )

IsAlarmInRange Alerting Source code

function bool IsAlarmInRange ( AlarmUnit alarm) )

IsAlarmReady Alerting Source code

function bool IsAlarmReady ( Actor actorAlarm) )

IsDoor Source code

function bool IsDoor ( Actor door, optional bool bWarn) )

IsFearful Source code

function bool IsFearful ( ) )

IsHandToHand Attacking Source code

function bool IsHandToHand ( ) )

IsIntersectingSeat Sitting Source code

function bool IsIntersectingSeat ( ) )

IsLocationDangerous Source code

function bool IsLocationDangerous ( NearbyProjectileList projList, vector Location) )

IsNearHome Source code

function bool IsNearHome ( vector position) )

IsPointInCylinder Source code

function bool IsPointInCylinder ( Actor cylinder, Vector point, optional float extraRadius, optional float extraHeight) )

IsPrimaryDamageType Source code

function bool IsPrimaryDamageType ( name damageType) )

IsProjectileDangerous Source code

function bool IsProjectileDangerous ( DeusExProjectile projectile) )

IsSeatValid Source code

function bool IsSeatValid ( Actor checkActor) )

IsThrownWeapon Source code

function bool IsThrownWeapon ( DeusExWeapon testWeapon) )

IsValidEnemy Source code

native(2105) final function bool IsValidEnemy ( Pawn TestEnemy, optional bool bCheckAlliance )

IsWeaponReloading Source code

function bool IsWeaponReloading ( ) )

JumpOffPawn Source code

function JumpOffPawn ( ) )

JumpOutOfWater Source code

function JumpOutOfWater ( vector jumpDir) )

Killed Source code

function Killed ( pawn Killer, pawn Other, name damageType) )

KillShadow Source code

function KillShadow ( ) )

Landed Dying Source code

event Landed ( vector HitNormal) )

Landed FallingState Source code

function Landed ( vector HitNormal) )

Landed TakingHit Source code

function Landed ( vector HitNormal) )

LeaveWorld Source code

function LeaveWorld ( ) )

LongFall Source code

function LongFall ( ) )

LoopAnimPivot Source code

function LoopAnimPivot ( name Sequence, optional float Rate, optional float TweenTime, optional float MinRate, optional vector NewPrePivot) )

LoopBaseConvoAnim Source code

function LoopBaseConvoAnim ( ) )

LoopHeadConvoAnim Conversation Source code

function LoopHeadConvoAnim ( ) )

LoopHeadConvoAnim FirstPersonConversation Source code

function LoopHeadConvoAnim ( ) )

LoudNoiseScore Source code

function float LoudNoiseScore ( actor receiver, actor sender, float score) )

MakePawnIgnored Source code

function MakePawnIgnored ( bool bNewIgnore) )

ModifyDamage Source code

function float ModifyDamage ( int Damage, Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType) )

MoveFallingBody Dying Source code

function MoveFallingBody ( ) )

PainTimer Source code

event PainTimer ( ) )

PickDestination Alerting Source code

function bool PickDestination ( ) )

PickDestination Attacking Source code

function EDestinationType PickDestination ( ) )

PickDestination AvoidingPawn Source code

function PickDestination ( ) )

PickDestination AvoidingProjectiles Source code

function PickDestination ( bool bGotoWatch) )

PickDestination BackingOff Source code

function bool PickDestination ( ) )

PickDestination Burning Source code

function PickDestination ( ) )

PickDestination Fleeing Source code

function PickDestination ( ) )

PickDestination Following Source code

function bool PickDestination ( ) )

PickDestination Patrolling Source code

function PickDestination ( ) )

PickDestination Seeking Source code

function bool PickDestination ( ) )

PickDestination Shadowing Source code

function bool PickDestination ( ) )

PickDestination Wandering Source code

function PickDestination ( ) )

PickStartPoint Patrolling Source code

function PatrolPoint PickStartPoint ( ) )

PlayAllianceFriendlySound Source code

function PlayAllianceFriendlySound ( ) )

PlayAllianceHostileSound Source code

function PlayAllianceHostileSound ( ) )

PlayAnimPivot Source code

function PlayAnimPivot ( name Sequence, optional float Rate, optional float TweenTime, optional vector NewPrePivot) )

PlayAreaSecureSound Source code

function PlayAreaSecureSound ( ) )

PlayAttack Source code

function PlayAttack ( ) )

PlayBeginAttack Source code

function bool PlayBeginAttack ( ) )

PlayBodyThud Source code

function PlayBodyThud ( ) )

PlayCarcassSound Source code

function PlayCarcassSound ( ) )

PlayChallenge Source code

function PlayChallenge ( ) )

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 ( ) )

PlayCrouchShoot Source code

function PlayCrouchShoot ( ) )

PlayDancing Source code

function PlayDancing ( ) )

PlayDeathHit Source code

function PlayDeathHit ( float Damage, vector HitLocation, name damageType, vector Momentum) )

PlayDuck Source code

function PlayDuck ( ) )

PlayDying Source code

function PlayDying ( name damageType, vector hitLoc) )

PlayDyingSound Source code

function PlayDyingSound ( ) )

PlayFalling Source code

function PlayFalling ( ) )

PlayFootStep Source code

function PlayFootStep ( ) )

PlayFutzSound Source code

function PlayFutzSound ( ) )

PlayGoingForAlarmSound Source code

function PlayGoingForAlarmSound ( ) )

PlayHit Source code

function PlayHit ( float Damage, vector HitLocation, name damageType, vector Momentum) )

PlayHitAnim Source code

function PlayHitAnim ( vector HitLocation, float Damage) )

PlayIdle Source code

function PlayIdle ( ) )

PlayIdleSound Source code

function PlayIdleSound ( ) )

PlayLanded Source code

function PlayLanded ( float impactVel) )

PlayNewTargetSound Source code

function PlayNewTargetSound ( ) )

PlayOnFireSound Source code

function PlayOnFireSound ( ) )

PlayOutOfAmmoSound Source code

function PlayOutOfAmmoSound ( ) )

PlayPanicRunning Source code

function PlayPanicRunning ( ) )

PlayPostAttackSearchingSound Source code

function PlayPostAttackSearchingSound ( ) )

PlayPreAttackSearchingSound Source code

function PlayPreAttackSearchingSound ( ) )

PlayPreAttackSightingSound Source code

function PlayPreAttackSightingSound ( ) )

PlayPushing Source code

function PlayPushing ( ) )

PlayReload Source code

function PlayReload ( ) )

PlayReloadBegin Source code

function PlayReloadBegin ( ) )

PlayReloadEnd Source code

function PlayReloadEnd ( ) )

PlayRising Source code

function PlayRising ( ) )

PlayRubbingEyes Source code

function PlayRubbingEyes ( ) )

PlayRubbingEyesEnd Source code

function PlayRubbingEyesEnd ( ) )

PlayRubbingEyesStart Source code

function PlayRubbingEyesStart ( ) )

PlayRunning Source code

function PlayRunning ( ) )

PlayRunningAndFiring Source code

function PlayRunningAndFiring ( ) )

PlayScanningSound Source code

function PlayScanningSound ( ) )

PlaySearchGiveUpSound Source code

function PlaySearchGiveUpSound ( ) )

PlayShoot Source code

function PlayShoot ( ) )

PlaySitting Source code

function PlaySitting ( ) )

PlaySittingDown Source code

function PlaySittingDown ( ) )

PlayStandingUp Source code

function PlayStandingUp ( ) )

PlayStunned Source code

function PlayStunned ( ) )

PlaySurpriseSound Source code

function PlaySurpriseSound ( ) )

PlaySwimming Source code

function PlaySwimming ( ) )

PlayTakeHitSound Source code

function PlayTakeHitSound ( int Damage, name damageType, int Mult) )

PlayTakingHit Source code

function PlayTakingHit ( EHitLocation hitPos) )

PlayTargetAcquiredSound Source code

function PlayTargetAcquiredSound ( ) )

PlayTargetLostSound Source code

function PlayTargetLostSound ( ) )

PlayTearGasSound Source code

function PlayTearGasSound ( ) )

PlayTurnHead Source code

function bool PlayTurnHead ( ELookDirection newLookDir, float rate, float tweentime) )

PlayTurning Source code

function PlayTurning ( ) )

PlayWaiting Source code

function PlayWaiting ( ) )

PlayWalking Source code

function PlayWalking ( ) )

PlayWeaponSwitch Source code

function PlayWeaponSwitch ( Weapon newWeapon) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PostPostBeginPlay Source code

function PostPostBeginPlay ( ) )

PreBeginPlay Source code

function PreBeginPlay ( ) )

PreSetMovement Source code

function PreSetMovement ( ) )

PutInWorld Source code

function PutInWorld ( bool bEnter) )

RandomPitch Source code

function float RandomPitch ( ) )

ReactToFutz Source code

function ReactToFutz ( ) )

ReactToInjury Source code

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

ReactToInjury Attacking Source code

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

ReactToInjury Burning Source code

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

ReactToInjury Fleeing Source code

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

ReactToInjury RubbingEyes Source code

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

ReactToInjury Stunned Source code

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

ReactToProjectiles Source code

function ReactToProjectiles ( Actor projectileActor) )

ReadyForNewEnemy Source code

function bool ReadyForNewEnemy ( ) )

ReadyForWeapon Attacking Source code

function bool ReadyForWeapon ( ) )

Reloading Source code

function Reloading ( DeusExWeapon reloadWeapon, float reloadTime) )

Reloading Attacking Source code

function Reloading ( DeusExWeapon reloadWeapon, float reloadTime) )

ResetBasedPawnSize Source code

function ResetBasedPawnSize ( ) )

ResetConvOrders Source code

function ResetConvOrders ( ) )

ResetDestLoc Source code

function ResetDestLoc ( ) )

ResetReactions Source code

function ResetReactions ( ) )

ResetSkinStyle Source code

function ResetSkinStyle ( ) )

SeePlayer Source code

function SeePlayer ( Actor SeenPlayer) )

SetAlliance Source code

function SetAlliance ( Name newAlliance) )

SetAttackAngle Source code

function SetAttackAngle ( ) )

SetBasedPawnSize Source code

function bool SetBasedPawnSize ( float newRadius, float newHeight) )

SetDistress Source code

function SetDistress ( bool bDistress) )

SetDistressTimer Source code

function SetDistressTimer ( ) )

SetEnemy Source code

function bool SetEnemy ( Pawn newEnemy, optional float newSeenTime, optional bool bForce) )

SetFall Source code

function SetFall ( ) )

SetFall Alerting Source code

function SetFall ( ) )

SetFall Attacking Source code

function SetFall ( ) )

SetFall AvoidingPawn Source code

function SetFall ( ) )

SetFall AvoidingProjectiles Source code

function SetFall ( ) )

SetFall BackingOff Source code

function SetFall ( ) )

SetFall Burning Source code

function SetFall ( ) )

SetFall Dancing Source code

function SetFall ( ) )

SetFall DebugFollowing Source code

function SetFall ( ) )

SetFall DebugPathfinding Source code

function SetFall ( ) )

SetFall FallingState Source code

function SetFall ( ) )

SetFall Fleeing Source code

function SetFall ( ) )

SetFall Following Source code

function SetFall ( ) )

SetFall GoingTo Source code

function SetFall ( ) )

SetFall OpeningDoor Source code

function SetFall ( ) )

SetFall Patrolling Source code

function SetFall ( ) )

SetFall RubbingEyes Source code

function SetFall ( ) )

SetFall RunningTo Source code

function SetFall ( ) )

SetFall Seeking Source code

function SetFall ( ) )

SetFall Shadowing Source code

function SetFall ( ) )

SetFall Sitting Source code

function SetFall ( ) )

SetFall Standing Source code

function SetFall ( ) )

SetFall Stunned Source code

function SetFall ( ) )

SetFall WaitingFor Source code

function SetFall ( ) )

SetFall Wandering Source code

function SetFall ( ) )

SetHomeBase Source code

function SetHomeBase ( vector baseLocation, optional rotator baseRotator, optional float baseExtent) )

SetMovementPhysics Source code

function SetMovementPhysics ( ) )

SetNextState Source code

function SetNextState ( name newState, optional name newLabel) )

SetOrders Source code

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

SetOrders Conversation Source code

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

SetOrders FirstPersonConversation Source code

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

SetReactions Source code

function SetReactions ( bool bEnemy, bool bLoudNoise, bool bAlarm, bool bDistress, bool bProjectile, bool bFutz, bool bHacking, bool bShot, bool bWeapon, bool bCarcass, bool bInjury, bool bIndirectInjury) )

SetSeekLocation Source code

function SetSeekLocation ( Pawn seekCandidate, vector newLocation, ESeekType newSeekType, optional bool bNewPostCombat) )

SetSkinStyle Source code

function SetSkinStyle ( ERenderStyle newStyle, optional texture newTex, optional float newScaleGlow) )

SetState Source code

function SetState ( Name stateName, optional Name labelName) )

SetupWeapon Source code

function SetupWeapon ( bool bDrawWeapon, optional bool bForce) )

SetWeapon Source code

function SetWeapon ( Weapon newWeapon) )

ShieldDamage Source code

function float ShieldDamage ( Name damageType) )

ShouldBeStartled Source code

function bool ShouldBeStartled ( Pawn startler) )

ShouldCrouch Attacking Source code

function bool ShouldCrouch ( ) )

ShouldDropWeapon Source code

function bool ShouldDropWeapon ( ) )

ShouldFlee Source code

function bool ShouldFlee ( ) )

ShouldPlayTurn Source code

function bool ShouldPlayTurn ( vector lookdir) )

ShouldPlayWalk Source code

function bool ShouldPlayWalk ( vector movedir) )

ShouldReactToInjuryType Source code

function bool ShouldReactToInjuryType ( name damageType, bool bHatePrimary, bool bHateSecondary) )

ShouldStrafe Source code

function bool ShouldStrafe ( ) )

SitPosition Sitting Source code

function Vector SitPosition ( Seat seatActor, int slot) )

SpawnCarcass Source code

function Carcass SpawnCarcass ( ) )

SpurtBlood Source code

function SpurtBlood ( ) )

StandUp Source code

function StandUp ( optional bool bInstant) )

StartCrouch Attacking Source code

function StartCrouch ( ) )

StartFalling Source code

function StartFalling ( Name resumeState, optional Name resumeLabel) )

StartPoison Source code

function StartPoison ( int Damage, Pawn newPoisoner) )

StopBlendAnims Source code

function StopBlendAnims ( ) )

StopPoison Source code

function StopPoison ( ) )

StopStanding Source code

function StopStanding ( ) )

StopWaiting OpeningDoor Source code

function StopWaiting ( ) )

SupportActor Source code

function SupportActor ( Actor standingActor) )

SwitchToBestWeapon Source code

function bool SwitchToBestWeapon ( ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) )

TakeDamage RubbingEyes Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) )

TakeDamage Stunned Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) )

TakeDamage TakingHit Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) )

TakeDamageBase Source code

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

TakeHit Source code

function TakeHit ( EHitLocation hitPos) )

Tick Source code

function Tick ( float deltaTime) )

Tick Alerting Source code

function Tick ( float deltaSeconds) )

Tick Attacking Source code

function Tick ( float deltaSeconds) )

Tick Conversation Source code

function Tick ( float deltaTime) )

Tick Dying Source code

function Tick ( float deltaSeconds) )

Tick FirstPersonConversation Source code

function Tick ( float deltaTime) )

Tick Fleeing Source code

function Tick ( float deltaSeconds) )

Tick Following Source code

function Tick ( float deltaSeconds) )

Tick Seeking Source code

function Tick ( float deltaSeconds) )

Tick Shadowing Source code

function Tick ( float deltaSeconds) )

Tick Sitting Source code

function Tick ( float deltaSeconds) )

Tick Standing Source code

function Tick ( float deltaSeconds) )

Tick StartUp Source code

function Tick ( float deltaSeconds) )

Timer Source code

function Timer ( ) )

Touch GoingTo Source code

function Touch ( actor toucher) )

Touch RunningTo Source code

function Touch ( actor toucher) )

Touch WaitingFor Source code

function Touch ( actor toucher) )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator ) )

TriggerAlarm Alerting Source code

function TriggerAlarm ( ) )

TryLocation Source code

function bool TryLocation ( out vector position, optional float minDist, optional bool bTraceActors, optional NearbyProjectileList projList) )

TweenAnimPivot Source code

function TweenAnimPivot ( name Sequence, float TweenTime, optional vector NewPrePivot) )

TweenToAttack Source code

function TweenToAttack ( float tweentime) )

TweenToCrouchShoot Source code

function TweenToCrouchShoot ( float tweentime) )

TweenToRunning Source code

function TweenToRunning ( 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) )

UpdateActorVisibility Source code

function UpdateActorVisibility ( actor seeActor, float deltaSeconds, float checkTime, bool bCheckDir) )

UpdateAgitation Source code

function UpdateAgitation ( float deltaSeconds) )

UpdateFear Source code

function UpdateFear ( float deltaSeconds) )

UpdateFire Source code

function UpdateFire ( ) )

UpdatePoison Source code

function UpdatePoison ( float deltaTime) )

UpdateReactionCallbacks Source code

function UpdateReactionCallbacks ( ) )

UpdateReactionLevel Source code

function UpdateReactionLevel ( bool bRise, float deltaSeconds) )

UpdateStanding Source code

function UpdateStanding ( float deltaSeconds) )

WeaponDrawnScore Source code

function float WeaponDrawnScore ( actor receiver, actor sender, float score) )

WillTakeStompDamage Source code

function bool WillTakeStompDamage ( Actor stomper) )

ZoneChange Source code

function ZoneChange ( ZoneInfo newZone) )

ZoneChange FallingState Source code

function ZoneChange ( ZoneInfo newZone) )


Defaultproperties

defaultproperties
{
     Restlessness=0.500000
     Wanderlust=0.500000
     Cowardice=0.500000
     maxRange=4000.000000
     MinHealth=30.000000
     RandomWandering=1.000000
     bAlliancesChanged=True
     Orders=Wandering
     HomeExtent=800.000000
     WalkingSpeed=0.400000
     bCanBleed=True
     ClotPeriod=30.000000
     bShowPain=True
     bCanSit=True
     bLikesNeutral=True
     bUseFirstSeatOnly=True
     bCanConverse=True
     bAvoidAim=True
     AvoidAccuracy=0.400000
     bAvoidHarm=True
     HarmAccuracy=0.800000
     CloseCombatMult=0.300000
     bHateShot=True
     bHateInjury=True
     bReactPresence=True
     bReactProjectiles=True
     bEmitDistress=True
     RaiseAlarm=RAISEALARM_BeforeFleeing
     bMustFaceTarget=True
     FireAngle=360.000000
     MaxProvocations=1
     AgitationSustainTime=30.000000
     AgitationDecayRate=0.050000
     FearSustainTime=25.000000
     FearDecayRate=0.500000
     SurprisePeriod=2.000000
     SightPercentage=0.500000
     bHasShadow=True
     ShadowScale=1.000000
     BaseAssHeight=-26.000000
     EnemyTimeout=4.000000
     bTickVisibleOnly=True
     bInWorld=True
     bHighlight=True
     bHokeyPokey=True
     InitialInventory(0)=(Count=1)
     InitialInventory(1)=(Count=1)
     InitialInventory(2)=(Count=1)
     InitialInventory(3)=(Count=1)
     InitialInventory(4)=(Count=1)
     InitialInventory(5)=(Count=1)
     InitialInventory(6)=(Count=1)
     InitialInventory(7)=(Count=1)
     bSpawnBubbles=True
     bWalkAround=True
     BurnPeriod=30.000000
     DistressTimer=-1.000000
     CloakThreshold=50
     walkAnimMult=0.700000
     runAnimMult=1.000000
     bCanStrafe=True
     bCanWalk=True
     bCanSwim=True
     bCanOpenDoors=True
     bIsHuman=True
     bCanGlide=False
     AirSpeed=320.000000
     AccelRate=200.000000
     JumpZ=120.000000
     MinHitWall=9999999827968.000000
     HearingThreshold=0.150000
     Skill=2.000000
     AIHorizontalFov=160.000000
     AspectRatio=2.300000
     bForceStasis=True
     BindName="ScriptedPawn"
     FamiliarName="DEFAULT FAMILIAR NAME - REPORT THIS AS A BUG"
     UnfamiliarName="DEFAULT UNFAMILIAR NAME - REPORT THIS AS A BUG"
}

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Creation time: Mon 8/11/2021 16:31:15.250 - Created with UnCodeX