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Function Summary |
float |
AdjustDesireFor(Pickup P) |
float |
AdjustToss(Ammunition TossedAmmunition, vector Start, vector End)
/* AdjustToss()
return adjustment to Z component of aiming vector to compensate for arc given the target
distance
*/ |
void |
AdjustView(float DeltaTime)
// UpdateEyeHeight() called if Controller's pawn is viewtarget of a player
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void |
DisplayDebug(Canvas Canvas, out float, out float)
/* DisplayDebug()
list important controller attributes on canvas
*/ |
int |
GetFacingDirection()
/* GetFacingDirection()
returns direction faced relative to movement dir
0 = forward
16384 = right
32768 = back
49152 = left
*/ |
Actor |
GetOrderObject() |
name |
GetOrders() |
void |
HearPickup(Pawn Other) |
void |
MoverFinished()
/* MoverFinished()
Called by Mover when it finishes a move, and this pawn has the mover
set as its PendingMover
*/ |
void |
Reset()
/* Reset()
reset actor to initial state - used when restarting level without reloading.
*/ |
void |
SetOrders(name NewOrders, Controller OrderGiver) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
bool |
TriggerScript(Actor Other, Pawn EventInstigator)
/* TriggerScript()
trigger AI script (this may enable it)
*/ |
void |
UnderLift(Mover M)
/* UnderLift()
called by mover when it hits a pawn with that mover as its pendingmover while moving to its destination
*/ |
void |
WaitForMover(Mover M)
/* WaitForMover()
Wait for Mover M to tell me it has completed its move
*/ |