DeusEx.ScriptedPawn
- Extends
- Pawn
- Modifiers
- abstract native
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- DeusEx.ScriptedPawn
Direct Known Subclasses:
Animal, HumanCivilian, HumanMilitary, HumanThug, Robot
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.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 |
Functions Summary |
 | | AddCarcass (Name CarcassName)
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 | bool | AddInitialInventory (class<Inventory> newInventory, optional int newCount))
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 | | AddProjectileToList (out NearbyProjectileList projList, DeusExProjectile proj, vector projPos, float dist, float range))
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 | | AddVelocity (Vector momentum))
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 | rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget))
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 | | AdjustJump ())) FallingState |
 | | AgitateAlliance (Name newEnemy, float agitation))
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 | bool | AICanShoot (pawn target, bool bLeadTarget, bool bCheckReadiness, optional float throwAccuracy, optional bool bDiscountMinRange))
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 | bool | AISafeToShoot (out Actor hitActor, vector traceEnd, vector traceStart, optional vector extent, optional bool bIgnoreLevel))
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 | bool | AISafeToThrow (vector traceEnd, vector traceStart, float throwAccuracy, optional vector extent))
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 | | AlterDestination ()))
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 | | AnimEnd ())) AvoidingProjectiles |
 | | AnimEnd ())) Dancing |
 | | AnimEnd ())) Fleeing |
 | | AnimEnd ())) OpeningDoor |
 | | AnimEnd ())) Patrolling |
 | | AnimEnd ())) RubbingEyes |
 | | AnimEnd ())) Shadowing |
 | | AnimEnd ())) Sitting |
 | | AnimEnd ())) Standing |
 | | AnimEnd ())) Stunned |
 | | AnimEnd ())) Wandering |
 | | BackOff ()))
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 | | BaseChange ()))
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 | | 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))
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 | | Bump (actor Other))
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 | | 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 ()))
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 | bool | CanConverseWithPlayer (DeusExPlayer dxPlayer))
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 | bool | CanShowPain ()))
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 | | CatchFire ()))
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 | | ChangeAlly (Name newAlly, optional float allyLevel, optional bool bPermanent, optional bool bHonorPermanence))
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 | | ChangedWeapon ()))
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 | | CheckAttack (bool bPlaySound)) Attacking |
 | bool | CheckBeamPresence (float deltaSeconds))
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 | bool | CheckCarcassPresence (float deltaSeconds))
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 | Pawn | CheckCycle ()))
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 | | CheckDestLoc (vector newDestLoc, optional bool bPathnode))
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 | | CheckEnemyParams (Pawn checkPawn, out Pawn bestPawn, out int bestThreatLevel, out float bestDist))
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 | bool | CheckEnemyPresence (float deltaSeconds, bool bCheckPlayer, bool bCheckOther))
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 | | CheckOpenDoor (vector HitNormal, actor Door, optional name Label))
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 | bool | CheckWaterJump (out vector WallNormal))
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 | | ClearHomeBase ()))
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 | | ClearNextState ()))
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 | float | ComputeActorVisibility (actor seeActor))
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 | vector | ComputeAwayVector (NearbyProjectileList projList))
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 | EDestinationType | ComputeBestFiringPosition (out vector newPosition))
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 | | ComputeFallDirection (float totalTime, int numFrames, out vector moveDir, out float stopTime))
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 | bool | ComputeTargetLead (pawn target, vector projectileStart, float projectileSpeed, float maxTime, out Vector hitPos))
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 | bool | ComputeThrowAngles (vector traceEnd, vector traceStart, float speed, out Rotator angle1, out Rotator angle2))
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 | | ConBindEvents ()
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 | | CreateShadow ()))
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 | | DecreaseAgitation (Actor actorInstigator, float AgitationLevel))
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 | | Destroyed ()))
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 | | Died (pawn Killer, name damageType, vector HitLocation))
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 | float | DistanceToTarget ())) Shadowing |
 | float | DistressScore (actor receiver, actor sender, float score))
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 | | DoneReloading (DeusExWeapon reloadWeapon))
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 | bool | DoorEncroaches ())) OpeningDoor |
 | | DrawShield ()))
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 | | DropWeapon ()))
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 | | EnableCheckDestLoc (bool bEnable))
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 | | EnableCloak (bool bEnable))
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 | | EnableCollision (bool bSet))
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 | | EnableShadow (bool bEnable))
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 | | EncroachedBy (actor Other ))
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 | | EncroachedByMover (Mover encroacher))
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 | | EndConversation ()))
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 | | 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))
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 | | EnterWorld ()))
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 | | ExtinguishFire ()))
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 | | Falling ()))
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 | bool | FilterDamageType (Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType))
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 | vector | FindAlarmPosition (Actor alarm)) Alerting |
 | | FindBackupPoint ())) OpeningDoor |
 | | FindBestEnemy (bool bIgnoreCurrentEnemy))
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 | | FindBestSeat ())) Sitting |
 | int | FindBestSlot (Seat seatActor, out float slotDist)) Sitting |
 | | FindOrderActor ()))
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 | Actor | FindTaggedActor (Name actorTag, optional bool bRandom, optional Class<Actor> tagClass))
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 | AlarmUnit | FindTarget ())) Alerting |
 | | FinishFleeing ())) Fleeing |
 | bool | FireIfClearShot ())) Attacking |
 | vector | FocusDirection ())) OpeningDoor |
 | | FollowOrders (optional bool bDefer))
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 | | FollowOrders (optional bool bDefer)) Conversation |
 | | FollowOrders (optional bool bDefer)) FirstPersonConversation |
 | | FollowSeatFallbackOrders ())) Sitting |
 | | Frob (Actor Frobber, Inventory frobWith))
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 | bool | FrobDoor (actor Target))
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 | | Gasp ()))
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 | | GenerateTotalHealth ()))
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 | EAllianceType | GetAllianceType (Name AllianceName)
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 | bool | GetCarcassData (actor sender, out Name killer, out Name alliance, out Name CarcassName, optional bool bCheckName))
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 | float | GetCrouchHeight ()))
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 | float | GetDefaultCollisionHeight ()))
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 | vector | GetDestinationPosition (Seat seatActor, optional float extraDist)) Sitting |
 | name | GetFloorMaterial ()))
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 | bool | GetNextAlarmPoint (AlarmUnit alarm)) Alerting |
 | bool | GetNextLocation (out vector nextLoc)) Seeking |
 | bool | GetNextVector (Actor destination, out vector outVect))
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 | Actor | GetNextWaypoint (Actor destination))
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 | NavigationPoint | GetOvershootDestination (float randomness, optional float focus)) Seeking |
 | EAllianceType | GetPawnAllianceType (Pawn QueryPawn)
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 | | GetPawnWeaponRanges (Pawn other, out float minRange, out float maxAccurateRange, out float maxRange))
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 | int | GetProjectileList (out NearbyProjectileList projList, vector Location))
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 | float | GetSitHeight ()))
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 | Texture | GetStyleTexture (ERenderStyle newStyle, texture oldTex, optional texture newTex))
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 | vector | GetSwimPivot ()))
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 | float | GetWalkingSpeed ()))
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 | | GetWeaponBestRange (DeusExWeapon dxWeapon, out float bestRangeMin, out float bestRangeMax))
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 | bool | GoHome ())) Wandering |
 | | GotoDisabledState (name damageType, EHitLocation hitPos))
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 | | GotoNextState ()))
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 | | HandleAlarm (Name event, EAIEventState state, XAIParams params))
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 | EHitLocation | HandleDamage (int actualDamage, Vector hitLocation, Vector offset, name damageType))
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 | | HandleDistress (Name event, EAIEventState state, XAIParams params))
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 | | HandleEnemy ()))
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 | | HandleFutz (Name event, EAIEventState state, XAIParams params))
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 | | HandleHacking (Name event, EAIEventState state, XAIParams params))
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 | | HandleLoudNoise (Name event, EAIEventState state, XAIParams params))
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 | | HandleLoudNoise (Name event, EAIEventState state, XAIParams params)) Seeking |
 | | HandleProjectiles (Name event, EAIEventState state, XAIParams params))
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 | | HandleShot (Name event, EAIEventState state, XAIParams params))
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 | | HandleSighting (Pawn pawnSighted))
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 | | HandleSighting (Pawn pawnSighted)) Seeking |
 | bool | HandleTurn (actor Other))
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 | bool | HandleTurn (Actor Other)) BackingOff |
 | bool | HandleTurn (Actor Other)) Sitting |
 | | HandleWeapon (Name event, EAIEventState state, XAIParams params))
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 | | HandToHandAttack ()))
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 | bool | HasEnemyTimedOut ()))
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 | bool | HasNextState ()))
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 | Bool | HasTwoHandedWeapon ()))
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 | bool | HaveSeenCarcass (Name CarcassName)
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 | | HearNoise (float Loudness, Actor NoiseMaker))
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 | | HitWall (vector HitLocation, Actor hitActor))
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 | | 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))
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 | | IncreaseAgitation (Actor actorInstigator, optional float AgitationLevel))
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 | | IncreaseFear (Actor actorInstigator, float addedFearLevel, optional float newFearTimer))
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 | | InitializeAlliances ()))
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 | | InitializeHomeBase ()))
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 | | InitializeInventory ()))
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 | | InitializePawn ()))
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 | bool | InSeat (out vector newLoc)) Fleeing |
 | Pawn | InstigatorToPawn (Actor eventActor))
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 | bool | IsAlarmInRange (AlarmUnit alarm)) Alerting |
 | bool | IsAlarmReady (Actor actorAlarm)) Alerting |
 | bool | IsDoor (Actor door, optional bool bWarn))
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 | bool | IsFearful ()))
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 | bool | IsHandToHand ())) Attacking |
 | bool | IsIntersectingSeat ())) Sitting |
 | bool | IsLocationDangerous (NearbyProjectileList projList, vector Location))
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 | bool | IsNearHome (vector position))
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 | bool | IsPointInCylinder (Actor cylinder, Vector point, optional float extraRadius, optional float extraHeight))
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 | bool | IsPrimaryDamageType (name damageType))
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 | bool | IsProjectileDangerous (DeusExProjectile projectile))
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 | bool | IsSeatValid (Actor checkActor))
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 | bool | IsThrownWeapon (DeusExWeapon testWeapon))
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 | bool | IsValidEnemy (Pawn TestEnemy, optional bool bCheckAlliance)
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 | bool | IsWeaponReloading ()))
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 | | JumpOffPawn ()))
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 | | JumpOutOfWater (vector jumpDir))
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 | | Killed (pawn Killer, pawn Other, name damageType))
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 | | KillShadow ()))
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 | | Landed (vector HitNormal)) Dying |
 | | Landed (vector HitNormal)) FallingState |
 | | Landed (vector HitNormal)) TakingHit |
 | | LeaveWorld ()))
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 | | LongFall ()))
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 | | LoopAnimPivot (name Sequence, optional float Rate, optional float TweenTime, optional float MinRate, optional vector NewPrePivot))
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 | | LoopBaseConvoAnim ()))
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 | | LoopHeadConvoAnim ())) Conversation |
 | | LoopHeadConvoAnim ())) FirstPersonConversation |
 | float | LoudNoiseScore (actor receiver, actor sender, float score))
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 | | MakePawnIgnored (bool bNewIgnore))
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 | float | ModifyDamage (int Damage, Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType))
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 | | MoveFallingBody ())) Dying |
 | | PainTimer ()))
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 | 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 ()))
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 | | PlayAllianceHostileSound ()))
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 | | PlayAnimPivot (name Sequence, optional float Rate, optional float TweenTime, optional vector NewPrePivot))
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 | | PlayAreaSecureSound ()))
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 | | PlayAttack ()))
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 | bool | PlayBeginAttack ()))
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 | | PlayBodyThud ()))
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 | | PlayCarcassSound ()))
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 | | PlayChallenge ()))
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 | | PlayCowerBegin ()))
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 | | PlayCowerEnd ()))
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 | | PlayCowering ()))
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 | | PlayCrawling ()))
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 | | PlayCriticalDamageSound ()))
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 | | PlayCrouchShoot ()))
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 | | PlayDancing ()))
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 | | PlayDeathHit (float Damage, vector HitLocation, name damageType, vector Momentum))
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 | | PlayDuck ()))
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 | | PlayDying (name damageType, vector hitLoc))
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 | | PlayDyingSound ()))
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 | | PlayFalling ()))
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 | | PlayFootStep ()))
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 | | PlayFutzSound ()))
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 | | PlayGoingForAlarmSound ()))
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 | | PlayHit (float Damage, vector HitLocation, name damageType, vector Momentum))
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 | | PlayHitAnim (vector HitLocation, float Damage))
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 | | PlayIdle ()))
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 | | PlayIdleSound ()))
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 | | PlayLanded (float impactVel))
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 | | PlayNewTargetSound ()))
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 | | PlayOnFireSound ()))
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 | | PlayOutOfAmmoSound ()))
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 | | PlayPanicRunning ()))
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 | | PlayPostAttackSearchingSound ()))
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 | | PlayPreAttackSearchingSound ()))
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 | | PlayPreAttackSightingSound ()))
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 | | PlayPushing ()))
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 | | PlayReload ()))
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 | | PlayReloadBegin ()))
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 | | PlayReloadEnd ()))
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 | | PlayRising ()))
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 | | PlayRubbingEyes ()))
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 | | PlayRubbingEyesEnd ()))
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 | | PlayRubbingEyesStart ()))
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 | | PlayRunning ()))
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 | | PlayRunningAndFiring ()))
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 | | PlayScanningSound ()))
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 | | PlaySearchGiveUpSound ()))
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 | | PlayShoot ()))
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 | | PlaySitting ()))
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 | | PlaySittingDown ()))
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 | | PlayStandingUp ()))
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 | | PlayStunned ()))
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 | | PlaySurpriseSound ()))
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 | | PlaySwimming ()))
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 | | PlayTakeHitSound (int Damage, name damageType, int Mult))
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 | | PlayTakingHit (EHitLocation hitPos))
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 | | PlayTargetAcquiredSound ()))
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 | | PlayTargetLostSound ()))
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 | | PlayTearGasSound ()))
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 | bool | PlayTurnHead (ELookDirection newLookDir, float rate, float tweentime))
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 | | PlayTurning ()))
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 | | PlayWaiting ()))
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 | | PlayWalking ()))
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 | | PlayWeaponSwitch (Weapon newWeapon))
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 | | PostBeginPlay ()))
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 | | PostPostBeginPlay ()))
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 | | PreBeginPlay ()))
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 | | PreSetMovement ()))
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 | | PutInWorld (bool bEnter))
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 | float | RandomPitch ()))
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 | | ReactToFutz ()))
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 | | ReactToInjury (Pawn instigatedBy, Name damageType, EHitLocation hitPos))
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 | | 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))
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 | bool | ReadyForNewEnemy ()))
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 | 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 |
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 |
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 |
Sitting Source code |
state Sitting
|
AnimEnd, BeginState, Bump, EndState, FindBestSeat, FindBestSlot, FollowSeatFallbackOrders, GetDestinationPosition, HandleTurn, HitWall, IsIntersectingSeat, SetFall, SitPosition, Tick |
var float AgitationCheckTimer;
var float AgitationDecayRate;
var float AgitationSustainTime;
var float AgitationTimer;
var float AlarmTimer;
var float AvoidAccuracy;
var float AvoidBumpTimer;
var float AvoidWallTimer;
var bool bAcceptBump;
var float BackpedalTimer;
var bool bAlliancesChanged;
var bool bAttacking;
var bool bAvoidHarm;
var bool bBurnedToDeath;
var bool bCanBleed;
var bool bCanConverse;
var bool bCanCrouch;
var bool bCanFire;
var bool bCanTurnHead;
var bool bClearedObstacle;
var bool bCloakOn;
var bool bConvEndState;
bConversationEndedNormally Source code
var Bool bConversationEndedNormally;
var bool bCrouching;
var bool bDancing;
var bool bDisappear;
var bool bDistressed;
var float BeamCheckTimer;
var bool bEnableCheckDest;
var bool bFacingTarget;
var bool bHasCloak;
var bool bHasShadow;
var Bool bInConversation;
var bool bInitialized;
var bool bInterruptSeek;
var bool bInterruptState;
var bool bInTransientState;
var float BleedRate;
var bool bLookingForAlarm;
var bool bLookingForCarcass;
var bool bLookingForDistress;
var bool bLookingForEnemy;
var bool bLookingForFutz;
var bool bLookingForHacking;
bLookingForIndirectInjury Source code
var bool bLookingForIndirectInjury;
var bool bLookingForInjury;
var bool bLookingForLoudNoise;
bLookingForProjectiles Source code
var bool bLookingForProjectiles;
var bool bLookingForShot;
var bool bLookingForWeapon;
var bool bNoNegativeAlliances;
var int BodyIndex;
var bool bPausing;
var bool bReadyToReload;
var bool bReverseAlliances;
var bool bRunningStealthy;
var bool bSeatHackUsed;
var bool bSeatLocationValid;
var bool bSeekCover;
var bool bSeekLocation;
var bool bSeekPostCombat;
var bool bSitAnywhere;
var bool bSitInterpolation;
var bool bSitting;
var bool bSpawnBubbles;
var bool bSprint;
var bool bStandInterpolation;
var bool bStaring;
var bool bStunned;
var float BurnPeriod;
var bool bUseHome;
var bool bUseSecondaryAttack;
var bool bWalkAround;
var bool bWorldBlockActors;
var bool bWorldBlockPlayers;
var bool bWorldCollideActors;
var float CarcassCheckTimer;
var Name Carcasses[4];
var float CarcassHateTimer;
var float CarcassTimer;
var float CheckPeriod;
var float CloakEMPTimer;
var int CloakThreshold;
var float CloseCombatMult;
var Actor ConversationActor;
var name ConvOrders;
var name ConvOrderTag;
var float Cowardice;
var float CrouchRate;
var float CrouchTimer;
var float CycleCumulative;
var float CycleDistance;
var int CycleIndex;
var float CyclePeriod;
var float CycleTimer;
var float DeathTimer;
var int DestAttempts;
var float DistressTimer;
var float DropCounter;
var float EnemyLastSeen;
var float EnemyReadiness;
var float EnemyTimer;
var float FearDecayRate;
var float FearLevel;
var float FearSustainTime;
var float FearTimer;
var float FireTimer;
var float FutzTimer;
var float HarmAccuracy;
var name LastPainAnim;
var float LastPainTime;
var name NextAnim;
var int NumCarcasses;
var float ObstacleTimer;
var float PlayerAgitationTimer;
var int poisonCounter;
var int poisonDamage;
var float poisonTimer;
PotentialEnemyAlliance Source code
var name PotentialEnemyAlliance;
var float PotentialEnemyTimer;
var float PrePivotTime;
var float ReactionLevel;
var float ReloadTimer;
var float remainingSitTime;
var float remainingStandTime;
var float Restlessness;
var float runAnimMult;
var int SeatSlot;
var float seekDistance;
var int SeekLevel;
var float ShadowScale;
var float SightPercentage;
var float sleepTime;
var float SpecialTimer;
var float SprintRate;
var float SurprisePeriod;
var float swimBubbleTimer;
var float TakeHitTimer;
var float walkAnimMult;
var float WalkingSpeed;
var float Wanderlust;
var float WeaponTimer;
AI
var(AI) bool bAlwaysPatrol;
var(AI) bool bCanSit;
var(AI) bool bCower;
var(AI) bool bEmitDistress;
var(AI) bool bHokeyPokey;
var(AI) bool bKeepWeaponDrawn;
var(AI) bool bLeaveAfterFleeing;
var(AI) bool bLikesNeutral;
var(AI) bool bPlayIdle;
var(AI) bool bShowPain;
var(AI) bool bTickVisibleOnly;
var(AI) bool bUseFirstSeatOnly;
var(AI) float EnemyTimeout;
var(AI) int MaxProvocations;
var(AI) float RandomWandering;
Alliances
Combat
var(Combat) bool bAimForHead;
var(Combat) float BaseAccuracy;
var(Combat) bool bAvoidAim;
var(Combat) bool bDefendHome;
var(Combat) bool bMustFaceTarget;
var(Combat) bool bUseFallbackWeapons;
var(Combat) float FireAngle;
var(Combat) float FireElevation;
var(Combat) float MaxRange;
var(Combat) float MinHealth;
var(Combat) float MinRange;
var(Combat) float ProjectileSpeed;
Fears
var(Fears) bool bFearAlarm;
var(Fears) bool bFearCarcass;
var(Fears) bool bFearDistress;
var(Fears) bool bFearHacking;
var(Fears) bool bFearIndirectInjury;
var(Fears) bool bFearInjury;
var(Fears) bool bFearProjectiles;
var(Fears) bool bFearShot;
var(Fears) bool bFearWeapon;
Inventory
Orders
var(Orders) float HomeExtent;
var(Orders) name HomeTag;
var(Orders) name Orders;
var(Orders) name OrderTag;
Pawn
var(
Pawn)
float BaseAssHeight;
Reactions
var(Reactions) bool bReactAlarm;
var(Reactions) bool bReactCarcass;
var(Reactions) bool bReactDistress;
var(Reactions) bool bReactFutz;
var(Reactions) bool bReactLoudNoise;
var(Reactions) bool bReactPresence;
var(Reactions) bool bReactProjectiles;
var(Reactions) bool bReactShot;
ScriptedPawn
Stimuli
var(Stimuli) bool bHateCarcass;
var(Stimuli) bool bHateDistress;
var(Stimuli) bool bHateHacking;
var(Stimuli) bool bHateIndirectInjury;
var(Stimuli) bool bHateInjury;
var(Stimuli) bool bHateShot;
var(Stimuli) bool bHateWeapon;
enum EAllianceType
{
ALLIANCE_Friendly,
ALLIANCE_Neutral,
ALLIANCE_Hostile
};
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
};
enum ERaiseAlarmType
{
RAISEALARM_BeforeAttacking,
RAISEALARM_BeforeFleeing,
RAISEALARM_Never
};
enum ESeekType
{
SEEKTYPE_None,
SEEKTYPE_Sound,
SEEKTYPE_Sight,
SEEKTYPE_Guess,
SEEKTYPE_Carcass
};
enum ETurning
{
TURNING_None,
TURNING_Left,
TURNING_Right
};
struct AllianceInfoEx
{
var float AgitationLevel;
var float AllianceLevel;
var Name AllianceName;
var bool bPermanent;
};
native(2109) final function AddCarcass ( Name CarcassName )
function bool AddInitialInventory (
class<
Inventory> newInventory,
optional int newCount) )
function AddVelocity (
Vector momentum) )
function rotator AdjustAim (
float projSpeed,
vector projStart,
int aimerror,
bool leadTarget,
bool warnTarget) )
AdjustJump FallingState Source code
function AdjustJump ( ) )
function AgitateAlliance ( Name newEnemy, float agitation) )
function bool AICanShoot (
pawn target,
bool bLeadTarget,
bool bCheckReadiness,
optional float throwAccuracy,
optional bool bDiscountMinRange) )
function bool AISafeToShoot (
out Actor hitActor,
vector traceEnd,
vector traceStart,
optional vector extent,
optional bool bIgnoreLevel) )
function bool AISafeToThrow (
vector traceEnd,
vector traceStart,
float throwAccuracy,
optional vector extent) )
function AlterDestination ( ) )
AnimEnd AvoidingProjectiles Source code
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function BackOff ( ) )
singular function BaseChange ( ) )
BaseChange FallingState Source code
singular function BaseChange ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState AvoidingPawn Source code
function BeginState ( ) )
BeginState AvoidingProjectiles Source code
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState Conversation Source code
function BeginState ( ) )
function BeginState ( ) )
BeginState DebugFollowing Source code
function BeginState ( ) )
BeginState DebugPathfinding Source code
function BeginState ( ) )
function BeginState ( ) )
BeginState FallingState Source code
function BeginState ( ) )
BeginState FirstPersonConversation Source code
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState HandlingEnemy Source code
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState OpeningDoor Source code
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState RubbingEyes Source code
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BlockReactions ( optional bool bBlockInjury) )
function Bump (
actor Other) )
function Bump (
actor bumper) )
function Bump (
actor bumper) )
function Bump (
actor bumper) )
function Bump (
actor bumper) )
function Bump (
actor bumper) )
function Bump (
actor bumper) )
function Bump (
actor bumper) )
function bool CanConverse ( ) )
function bool CanConverseWithPlayer (
DeusExPlayer dxPlayer) )
function bool CanShowPain ( ) )
function CatchFire ( ) )
function ChangeAlly ( Name newAlly, optional float allyLevel, optional bool bPermanent, optional bool bHonorPermanence) )
function ChangedWeapon ( ) )
function CheckAttack ( bool bPlaySound) )
function bool CheckBeamPresence ( float deltaSeconds) )
function bool CheckCarcassPresence ( float deltaSeconds) )
function Pawn CheckCycle ( ) )
function CheckDestLoc (
vector newDestLoc,
optional bool bPathnode) )
function CheckEnemyParams (
Pawn checkPawn,
out Pawn bestPawn,
out int bestThreatLevel,
out float bestDist) )
function bool CheckEnemyPresence ( float deltaSeconds,
bool bCheckPlayer, bool bCheckOther) )
function CheckOpenDoor (
vector HitNormal,
actor Door,
optional name Label) )
function bool CheckWaterJump (
out vector WallNormal) )
function ClearHomeBase ( ) )
function ClearNextState ( ) )
ComputeActorVisibility Source code
function float ComputeActorVisibility (
actor seeActor) )
ComputeBestFiringPosition Source code
function ComputeFallDirection (
float totalTime,
int numFrames,
out vector moveDir,
out float stopTime) )
function bool ComputeTargetLead (
pawn target,
vector projectileStart,
float projectileSpeed,
float maxTime,
out Vector hitPos) )
native(2102) final function ConBindEvents ( )
function CreateShadow ( ) )
function DecreaseAgitation (
Actor actorInstigator,
float AgitationLevel) )
simulated function Destroyed ( ) )
DistanceToTarget Shadowing Source code
function float DistanceToTarget ( ) )
function float DistressScore (
actor receiver,
actor sender,
float score) )
DoorEncroaches OpeningDoor Source code
function bool DoorEncroaches ( ) )
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 ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
EndState AvoidingProjectiles Source code
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
EndState DebugFollowing Source code
function EndState ( ) )
EndState DebugPathfinding Source code
function EndState ( ) )
function EndState ( ) )
EndState FirstPersonConversation Source code
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
EnterConversationState Source code
function EnterConversationState ( bool bFirstPerson, optional bool bAvoidState) )
function EnterWorld ( ) )
function ExtinguishFire ( ) )
singular function Falling ( ) )
FindAlarmPosition Alerting Source code
FindBackupPoint OpeningDoor Source code
function FindBackupPoint ( ) )
function FindBestEnemy ( bool bIgnoreCurrentEnemy) )
function FindBestSeat ( ) )
function int FindBestSlot (
Seat seatActor,
out float slotDist) )
function FindOrderActor ( ) )
function Actor FindTaggedActor (
Name actorTag,
optional bool bRandom,
optional Class<
Actor> tagClass) )
function FinishFleeing ( ) )
FireIfClearShot Attacking Source code
function bool FireIfClearShot ( ) )
FocusDirection OpeningDoor Source code
function vector FocusDirection ( ) )
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 ( ) )
function bool FrobDoor (
actor Target) )
function Gasp ( ) )
function GenerateTotalHealth ( ) )
native(
2106)
final function EAllianceType GetAllianceType (
Name AllianceName )
function bool GetCarcassData (
actor sender,
out Name killer,
out Name alliance,
out Name CarcassName,
optional bool bCheckName) )
function float GetCrouchHeight ( ) )
GetDefaultCollisionHeight Source code
function float GetDefaultCollisionHeight ( ) )
GetDestinationPosition Sitting Source code
function vector GetDestinationPosition (
Seat seatActor,
optional float extraDist) )
function name GetFloorMaterial ( ) )
GetNextAlarmPoint Alerting Source code
function bool GetNextAlarmPoint (
AlarmUnit alarm) )
GetNextLocation Seeking Source code
function bool GetNextLocation (
out vector nextLoc) )
function bool GetNextVector (
Actor destination,
out vector outVect) )
function Actor GetNextWaypoint (
Actor destination) )
GetOvershootDestination Seeking Source code
function NavigationPoint GetOvershootDestination (
float randomness,
optional float focus) )
function GetPawnWeaponRanges (
Pawn other,
out float minRange,
out float maxAccurateRange,
out float maxRange) )
function float GetSitHeight ( ) )
function vector GetSwimPivot ( ) )
function float GetWalkingSpeed ( ) )
function GetWeaponBestRange (
DeusExWeapon dxWeapon,
out float bestRangeMin,
out float bestRangeMax) )
function bool GoHome ( ) )
function GotoNextState ( ) )
function HandleEnemy ( ) )
HandleLoudNoise Seeking Source code
function HandleSighting (
Pawn pawnSighted) )
HandleSighting Seeking Source code
function HandleSighting (
Pawn pawnSighted) )
function bool HandleTurn (
actor Other) )
function bool HandleTurn (
Actor Other) )
function bool HandleTurn (
Actor Other) )
function HandToHandAttack ( ) )
function bool HasEnemyTimedOut ( ) )
function bool HasNextState ( ) )
function Bool HasTwoHandedWeapon ( ) )
native(2108) final function bool HaveSeenCarcass ( Name CarcassName )
function HearNoise (
float Loudness,
Actor NoiseMaker) )
function HitWall (
vector HitLocation,
Actor hitActor) )
HitWall AvoidingProjectiles Source code
HitWall DebugFollowing Source code
HitWall DebugPathfinding Source code
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 ( ) )
function bool InSeat (
out vector newLoc) )
function Pawn InstigatorToPawn (
Actor eventActor) )
IsAlarmInRange Alerting Source code
function bool IsAlarmInRange (
AlarmUnit alarm) )
function bool IsAlarmReady (
Actor actorAlarm) )
function bool IsDoor (
Actor door,
optional bool bWarn) )
function bool IsFearful ( ) )
IsHandToHand Attacking Source code
function bool IsHandToHand ( ) )
IsIntersectingSeat Sitting Source code
function bool IsIntersectingSeat ( ) )
function bool IsNearHome (
vector position) )
function bool IsPointInCylinder (
Actor cylinder,
Vector point,
optional float extraRadius,
optional float extraHeight) )
function bool IsPrimaryDamageType (
name damageType) )
function bool IsSeatValid (
Actor checkActor) )
native(
2105)
final function bool IsValidEnemy (
Pawn TestEnemy,
optional bool bCheckAlliance )
function bool IsWeaponReloading ( ) )
function JumpOffPawn ( ) )
function JumpOutOfWater (
vector jumpDir) )
function KillShadow ( ) )
event Landed (
vector HitNormal) )
function Landed (
vector HitNormal) )
function Landed (
vector HitNormal) )
function LeaveWorld ( ) )
function LongFall ( ) )
function LoopAnimPivot (
name Sequence,
optional float Rate,
optional float TweenTime,
optional float MinRate,
optional vector NewPrePivot) )
function LoopBaseConvoAnim ( ) )
LoopHeadConvoAnim Conversation Source code
function LoopHeadConvoAnim ( ) )
LoopHeadConvoAnim FirstPersonConversation Source code
function LoopHeadConvoAnim ( ) )
function float LoudNoiseScore (
actor receiver,
actor sender,
float score) )
function MakePawnIgnored ( bool bNewIgnore) )
function MoveFallingBody ( ) )
event PainTimer ( ) )
PickDestination Alerting Source code
function bool PickDestination ( ) )
PickDestination Attacking Source code
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
PlayAllianceFriendlySound Source code
function PlayAllianceFriendlySound ( ) )
PlayAllianceHostileSound Source code
function PlayAllianceHostileSound ( ) )
function PlayAnimPivot (
name Sequence,
optional float Rate,
optional float TweenTime,
optional vector NewPrePivot) )
function PlayAreaSecureSound ( ) )
function PlayAttack ( ) )
function bool PlayBeginAttack ( ) )
function PlayBodyThud ( ) )
function PlayCarcassSound ( ) )
function PlayChallenge ( ) )
function PlayCowerBegin ( ) )
function PlayCowerEnd ( ) )
function PlayCowering ( ) )
function PlayCrawling ( ) )
PlayCriticalDamageSound Source code
function PlayCriticalDamageSound ( ) )
function PlayCrouchShoot ( ) )
function PlayDancing ( ) )
function PlayDuck ( ) )
function PlayDyingSound ( ) )
function PlayFalling ( ) )
function PlayFootStep ( ) )
function PlayFutzSound ( ) )
PlayGoingForAlarmSound Source code
function PlayGoingForAlarmSound ( ) )
function PlayHitAnim (
vector HitLocation,
float Damage) )
function PlayIdle ( ) )
function PlayIdleSound ( ) )
function PlayLanded ( float impactVel) )
function PlayNewTargetSound ( ) )
function PlayOnFireSound ( ) )
function PlayOutOfAmmoSound ( ) )
function PlayPanicRunning ( ) )
PlayPostAttackSearchingSound Source code
function PlayPostAttackSearchingSound ( ) )
PlayPreAttackSearchingSound Source code
function PlayPreAttackSearchingSound ( ) )
PlayPreAttackSightingSound Source code
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) )
PlayTargetAcquiredSound Source code
function PlayTargetAcquiredSound ( ) )
function PlayTargetLostSound ( ) )
function PlayTearGasSound ( ) )
function bool 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) )
function float RandomPitch ( ) )
function ReactToFutz ( ) )
ReactToInjury Attacking Source code
ReactToInjury RubbingEyes Source code
function ReactToProjectiles (
Actor projectileActor) )
function bool ReadyForNewEnemy ( ) )
ReadyForWeapon Attacking Source code
function bool ReadyForWeapon ( ) )
function Reloading (
DeusExWeapon reloadWeapon,
float reloadTime) )
function Reloading (
DeusExWeapon reloadWeapon,
float reloadTime) )
function ResetBasedPawnSize ( ) )
function ResetConvOrders ( ) )
function ResetDestLoc ( ) )
function ResetReactions ( ) )
function ResetSkinStyle ( ) )
function SeePlayer (
Actor SeenPlayer) )
function SetAlliance ( Name newAlliance) )
function SetAttackAngle ( ) )
function bool SetBasedPawnSize ( float newRadius, float newHeight) )
function SetDistress ( bool bDistress) )
function SetDistressTimer ( ) )
function bool SetEnemy (
Pawn newEnemy,
optional float newSeenTime,
optional bool bForce) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
SetFall AvoidingProjectiles Source code
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
SetFall DebugFollowing Source code
function SetFall ( ) )
SetFall DebugPathfinding Source code
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
function SetFall ( ) )
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) )
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) )
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) )
function bool ShouldBeStartled (
Pawn startler) )
ShouldCrouch Attacking Source code
function bool ShouldCrouch ( ) )
function bool ShouldDropWeapon ( ) )
function bool ShouldFlee ( ) )
function bool ShouldPlayTurn (
vector lookdir) )
function bool ShouldPlayWalk (
vector movedir) )
ShouldReactToInjuryType Source code
function bool ShouldReactToInjuryType (
name damageType,
bool bHatePrimary,
bool bHateSecondary) )
function bool ShouldStrafe ( ) )
function Vector SitPosition (
Seat seatActor,
int slot) )
function Carcass SpawnCarcass ( ) )
function SpurtBlood ( ) )
function StandUp ( optional bool bInstant) )
function StartCrouch ( ) )
function StartFalling ( Name resumeState, optional Name resumeLabel) )
function StartPoison (
int Damage,
Pawn newPoisoner) )
function StopBlendAnims ( ) )
function StopPoison ( ) )
function StopStanding ( ) )
StopWaiting OpeningDoor Source code
function StopWaiting ( ) )
function SupportActor (
Actor standingActor) )
function bool SwitchToBestWeapon ( ) )
TakeDamage RubbingEyes Source code
function Tick ( float deltaTime) )
function Tick ( float deltaSeconds) )
function Tick ( float deltaSeconds) )
function Tick ( float deltaTime) )
function Tick ( float deltaSeconds) )
Tick FirstPersonConversation Source code
function Tick ( float deltaTime) )
function Tick ( float deltaSeconds) )
function Tick ( float deltaSeconds) )
function Tick ( float deltaSeconds) )
function Tick ( float deltaSeconds) )
function Tick ( float deltaSeconds) )
function Tick ( float deltaSeconds) )
function Tick ( float deltaSeconds) )
function Touch (
actor toucher) )
function Touch (
actor toucher) )
function Touch (
actor toucher) )
function TriggerAlarm ( ) )
function bool 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) )
UpdateReactionCallbacks Source code
function UpdateReactionCallbacks ( ) )
function UpdateReactionLevel ( bool bRise, float deltaSeconds) )
function UpdateStanding ( float deltaSeconds) )
function float WeaponDrawnScore (
actor receiver,
actor sender,
float score) )
function bool WillTakeStompDamage (
Actor stomper) )
function ZoneChange (
ZoneInfo newZone) )
ZoneChange FallingState Source code
function ZoneChange (
ZoneInfo newZone) )
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"
}
|
Creation time: Mon 8/11/2021 16:31:15.250 - Created with
UnCodeX