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