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Function Summary |
void |
AddLocalVelocity(float vx, float vy, float vz)
//------------------------------------------------
//
// AddLocalVelocity
//
// Add local coordinate system velocities
//------------------------------------------------
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void |
AfterSpawningInventory()
//===================================================================
// Stimulus Functions
//===================================================================
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bool |
AllowWeaponToHitActor(Weapon W, Actor A)
//------------------------------------------------
//
// AllowWeaponToHitActor
//
// Disallow hitting others of the same class
//------------------------------------------------
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void |
AmbientSoundTimer() |
eAttitude |
AttitudeTo(Pawn Other)
//------------------------------------------------
//
// AttitudeTo
//
//------------------------------------------------
|
eAttitude |
AttitudeToCreature(Pawn Other)
//------------------------------------------------
//
// AttitudeToCreature
//
//------------------------------------------------
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void |
Breath()
//------------------------------------------------
//
// Breath (notify)
//
// Notification called when pawn takes a breath
//------------------------------------------------
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bool |
CanDirectlyThreaten()
//------------------------------------------------
//
// CanDirectlyThreaten
//
//------------------------------------------------
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void |
CheckForEnemies()
// CheckForEnemies
//
// Allows scriptpawns to target other scriptpawns, as well as
// Could be changed to a radius actors check
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void |
DamageAttitudeTo(Pawn Other)
//------------------------------------------------
//
// DamageAttitudeTo
//
//------------------------------------------------
|
void |
DoThrow()
//------------------------------------------------
//
// DoThrow (notify)
//
// Throws actor attached to weapon joint at
// Enemy or OrderObject
//------------------------------------------------
|
void |
EnemyAcquired()
//------------------------------------------------
//
// EnemyAcquired
//
// Called when Enemy has been set
//------------------------------------------------
|
void |
Falling()
//------------------------------------------------
//
// Falling
//
// Called by physics
//------------------------------------------------
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void |
FearThisSpot(Actor aSpot)
//------------------------------------------------
//
// FearThisSpot
//
//------------------------------------------------
|
bool |
FollowOrders(name order, name tag)
//------------------------------------------------
//
// FollowOrders
//
//------------------------------------------------
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void |
GetEnemyProximity()
//------------------------------------------------
//
// GetEnemyProximity
//
// Determine attack proximity information
//------------------------------------------------
|
bool |
GrabEdge(float grabDistance, vector grabNormal)
//------------------------------------------------
//
// GrabEdge
//
//------------------------------------------------
|
void |
HeadZoneChange(ZoneInfo newHeadZone)
//------------------------------------------------------------
//
// HeadZoneChange
//
//------------------------------------------------------------
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void |
HearNoise(float Loudness, Actor NoiseMaker)
//------------------------------------------------
//
// HearNoise
//
//------------------------------------------------
|
void |
HitWall(vector HitNormal, Actor Wall)
//------------------------------------------------
//
// HitWall
//
//------------------------------------------------
|
bool |
InAttackRange(Actor Other)
//------------------------------------------------
//
// InAttackRange
//
// When within attack range, state changes from
// charging to fighting
//------------------------------------------------
|
bool |
InLungeRange(Actor Other)
//------------------------------------------------
//
// InLungeRange
//
//------------------------------------------------
|
bool |
InMeleeRange(Actor Other)
//------------------------------------------------
//
// InMeleeRange
//
//------------------------------------------------
|
bool |
InPaceRange(Actor Other)
//------------------------------------------------
//
// InPaceRange
//
//------------------------------------------------
|
bool |
InRange(Actor Other, float range)
//================================================
//
// InRange
//
//================================================
|
bool |
JointDamaged(int Damage, Pawn EventInstigator, vector HitLoc, vector Momentum, name DamageType, int joint)
//------------------------------------------------
//
// JointDamaged
//
//------------------------------------------------
|
void |
Landed(vector HitNormal, Actor HitActor)
//------------------------------------------------
//
// Landed
//
//------------------------------------------------
|
void |
LimbSevered(int BodyPart, vector Momentum)
//------------------------------------------------
//
// LimbSevered
//
//------------------------------------------------
|
void |
LongFall()
//
|
void |
MayFall()
//------------------------------------------------
// MayFall
//
// called by engine physics if walking and bCanJump, and
// is about to go off a ledge. Pawn has opportunity
// to avoid fall (by setting bCanJump to false)
//------------------------------------------------
|
void |
OrderFinished()
//------------------------------------------------
//
// OrderFinished
//
//------------------------------------------------
|
void |
PainTimer() |
void |
PlayAmbientFightSound() |
void |
PlayAmbientWaitSound() |
void |
PlayBackup(optional float) |
void |
PlayBlockHigh(optional float) |
void |
PlayBlockLow(optional float) |
void |
PlayCower(optional float)
// Played while turning
|
void |
PlayDeath(name DamageType)
// Deaths (from Pawn)
|
void |
PlayDropWeapon(optional float) |
void |
PlayFrontHit(optional float)
// Damage
|
void |
PlayHuntStop(optional float)
// Fleeing -> HitWall -> Cower
|
void |
PlayInAir(optional float)
// Played while jumping
|
void |
PlayJumping(optional float)
// Played during all locomotion (swim,walk,run,fly)
|
void |
PlayLanding(optional float) |
void |
PlayMeleeHigh(optional float)
// These can go ?
|
void |
PlayMeleeLow(optional float)
// Obsolete
|
void |
PlayMeleeVertical(optional float) |
void |
PlayMoving(optional float)
// Played when not doing anything else
|
void |
PlayMovingAttack(optional float) |
void |
PlayPickupShield(optional float) |
void |
PlayPickupWeapon(optional float) |
void |
PlayPullUp(optional float)
// PullUp
|
void |
PlayStepUp(optional float) |
void |
PlayStrafeLeft(optional float)
// Played while falling
|
void |
PlayStrafeRight(optional float) |
void |
PlayTaunting(optional float)
// Played when choosing next Hunting dest
|
void |
PlayThreatening(optional float)
//
|
void |
PlayThrowing(optional float) |
void |
PlayTurning(optional float)
// Optional
|
void |
PlayWaiting(optional float)
// Required
|
void |
PowerupBlaze(Pawn EventInstigator) |
void |
PowerupElectricity(Pawn EventInstigator) |
void |
PowerupFire(Pawn EventInstigator)
//===================================================================
// Powerup Support
//===================================================================
|
void |
PowerupFriend(Pawn EventInstigator) |
void |
PowerupIce(Pawn EventInstigator) |
void |
PowerupStone(Pawn EventInstigator) |
void |
PreBeginPlay()
//------------------------------------------------
//
// PreBeginPlay
//
//------------------------------------------------
|
void |
ProtectAlly() |
void |
SeePlayer(Actor seen)
//------------------------------------------------
//
// SeePlayer
//
//------------------------------------------------
|
bool |
SetEnemy(Actor NewEnemy)
//------------------------------------------------
//
// SetEnemy
//
// Decide whether to set this pawn as new enemy
//------------------------------------------------
|
void |
SetFall()
//------------------------------------------------
//
// SetFall
//
// default SetFall handler
//------------------------------------------------
|
void |
SetMovementPhysics()
//------------------------------------------------
//
// SetMovementPhysics
//
// Decide what locomotion method to use based on
// the zone we are in
//------------------------------------------------
|
void |
SetOnFire(Pawn EventInstigator, int joint) |
bool |
SoundChance(sound Sound, float chance, optional ESoundSlot)
//------------------------------------------------
//
// Sound Functions
//
//------------------------------------------------
|
void |
Tick(float DeltaTime) |
void |
Trigger(Actor Other, Pawn EventInstigator)
//------------------------------------------------
//
// Trigger
//
//------------------------------------------------
|
void |
TweenToHuntStop(float time) |
void |
TweenToJumping(float time) |
void |
TweenToMeleeHigh(float time) |
void |
TweenToMeleeLow(float time)
// These can go
|
void |
TweenToMoving(float time) |
void |
TweenToThrowing(float time) |
void |
TweenToTurning(float time) |
void |
TweenToWaiting(float time)
// Tweens
|
void |
UnPowerupFriend() |
bool |
ValidEnemy()
// Used to stop attacking when conditions are met
|
bool |
WantsToPickUp(Inventory item)
//------------------------------------------------
//
// WantsToPickup
//
// Returns whether the item is desired
//------------------------------------------------
|
void |
WeaponActivate()
//------------------------------------------------
//
// WeaponActivate (notify)
//
//------------------------------------------------
|
void |
WeaponDeactivate()
//------------------------------------------------
//
// WeaponDeactivate (notify)
//
//------------------------------------------------
|
void |
ZoneChange(ZoneInfo newZone)
//------------------------------------------------
//
// ZoneChange
//
//------------------------------------------------
|