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Function Summary |
bool |
CanSee(Actor Other)
// CanSee() similar to line of sight, but also takes into account Pawn's peripheral vision
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void |
ChooseMesh() |
void |
ClearPaths()
// clear all temporary path variables used in routing
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NavigationPoint |
CloserNavPointTo(Actor Other) |
void |
DoJump(int X, int Y) |
vector |
EAdjustJump() |
bool |
FindBestPathToward(Actor desired)
//------------------------------------------------
//
// FindBestPathToward
//
// Assumes the desired destination is not directly reachable,
// it tries to set Destination to the location of the best
// waypoint, and returns true if successful
//------------------------------------------------
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Actor |
FindPathAwayFrom(Actor anActor, optional actor) |
Actor |
FindPathTo(vector aPoint, optional bool, optional bool) |
Actor |
FindPathToward(Actor anActor, optional bool, optional bool) |
NavigationPoint |
FindRandomDest(optional bool)
// returns a random pathnode which is reachable from the creature's location
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simulated |
HitWall(vector HitNormal, Actor HitWall) |
bool |
LineOfSightTo(Actor Other)
// LineOfSightTo() returns true if any of several points of Other is visible (origin, top, bottom)
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Pawn |
LocateClosestEnemy() |
void |
MoveTo(vector NewDestination, optional float) |
void |
MoveToward(Actor NewTarget, optional float) |
NavigationPoint |
NearestNavPoint() |
void |
PlayBackup(optional float) |
void |
PlayInAir(optional float)
// Played while jumping
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void |
PlayJumping(optional float)
// Played when not doing anything else
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void |
PlayMoving(optional float) |
void |
PlayStrafeLeft(optional float)
// Played while falling
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void |
PlayStrafeRight(optional float) |
void |
PlayTurning(optional float) |
void |
PlayWaiting(optional float)
// Required
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void |
Spawned() |
void |
StrafeFacing(vector NewDestination, Actor NewTarget) |
void |
StrafeTo(vector NewDestination, vector NewFocus) |
void |
TurnTo(vector NewFocus) |
void |
TurnToward(Actor NewTarget) |
bool |
actorReachable(Actor anActor) |
bool |
pointReachable(vector aPoint)
//Reachable returns what part of direct path from Actor to aPoint is traversable
//using the current locomotion method
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