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Function Summary |
void |
AddController() |
rotator |
AdjustAim(Ammunition FiredAmmunition, vector projStart, int aimerror)
/* AdjustAim()
AIController version does adjustment for non-controlled pawns.
PlayerController version does the adjustment for player aiming help.
Only adjusts aiming at pawns
allows more error in Z direction (full as defined by AutoAim - only half that difference for XY)
CHANGENOTE: This function change is related to the Weapon code updates
*/ |
float |
AdjustDesireFor(Pickup P) |
void |
AdjustView(float DeltaTime)
/* AdjustView()
by default, check and see if pawn still needs to update eye height
(only if some playercontroller still has pawn as its viewtarget)
Overridden in playercontroller
*/ |
eAttitude |
AttitudeTo(Pawn Other) |
void |
BotVoiceMessage(name messagetype, byte MessageID, Controller Sender) |
bool |
CanSee(Pawn Other)
/* CanSee() similar to line of sight, but also takes into account Pawn's peripheral vision
*/ |
void |
ChangedWeapon() |
bool |
CheckFutureSight(float DeltaTime) |
void |
ClearPaths() |
void |
ClientGameEnded() |
void |
ClientSetLocation(vector NewLocation, rotator NewRotation)
/* ClientSetLocation()
replicated function to set location and rotation. Allows server to force new location for
teleports, etc.
*/ |
void |
ClientSetRotation(rotator NewRotation)
/* ClientSetRotation()
replicated function to set rotation. Allows server to force new rotation.
*/ |
void |
ClientVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID) |
void |
DisplayDebug(Canvas Canvas, out float, out float)
/* DisplayDebug()
list important controller attributes on canvas
*/ |
vector |
EAdjustJump(float BaseZ, float XYSpeed) |
void |
EndClimbLadder() |
void |
FearThisSpot(Actor ASpot)
//***************************************************************
// AI related
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Actor |
FindBestInventoryPath(out float, bool bPredictRespawns) |
Actor |
FindPathTo(vector aPoint, optional bool)
//Navigation functions - return the next path toward the goal
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Actor |
FindPathToward(Actor anActor, optional bool) |
NavigationPoint |
FindRandomDest(optional bool) |
void |
FinishRotation() |
void |
FireWeaponAt(Actor A) |
int |
GetFacingDirection()
/* GetFacingDirection()
returns direction faced relative to movement dir
0 = forward
16384 = right
32768 = back
49152 = left
*/ |
void |
HandlePickup(Pickup pick)
{
return vect(0,0,0);
}
*/ |
void |
InitPlayerReplicationInfo() |
bool |
LineOfSightTo(Actor Other)
/* LineOfSightTo() returns true if any of several points of Other is visible
(origin, top, bottom)
*/ |
void |
MoveTo(vector NewDestination, optional Actor, optional float)
// Latent Movement.
//Note that MoveTo sets the actor's Destination, and MoveToward sets the
//actor's MoveTarget. Actor will rotate towards destination unless the optional ViewFocus is specified.
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void |
MoveToward(Actor NewTarget, optional Actor, optional float, optional Actor) |
void |
MoverFinished() |
void |
NotifyAddInventory(Inventory NewItem)
// notifications called by pawn in script
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void |
NotifyFiring()
// Notification called by weapon to inform pawn controller.
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void |
NotifyKilled(Controller Killer, Controller Killed, Pawn Other) |
void |
PawnDied()
/* PawnDied()
unpossess a pawn (because pawn was killed)
*/ |
Actor |
PickAnyTarget(out float, out float, vector FireDir, vector projStart) |
Pawn |
PickTarget(out float, out float, vector FireDir, vector projStart, optional int)
// Pick best pawn target
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bool |
PickWallAdjust(vector HitNormal)
/* PickWallAdjust()
Check if could jump up over obstruction (only if there is a knee height obstruction)
If so, start jump, and return current destination
Else, try to step around - return a destination 90 degrees right or left depending on traces
out and floor checks
*/ |
void |
Possess(Pawn aPawn)
/* AIHearSound()
Called when AI controlled pawn would hear a sound. Default AI implementation uses MakeNoise()
interface for hearing appropriate sounds instead
*/ |
void |
ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir)
/* ReceiveWarning() *** CHANGENOTE: RENAMED (WAS WARNTARGET())***
AI controlled creatures may duck
if not falling, and projectile time is long enough
often pick opposite to current direction (relative to shooter axis)
*/ |
void |
RemoveController() |
void |
Reset()
/* Reset()
reset actor to initial state
*/ |
void |
Restart() |
void |
SendMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)
//------------------------------------------------------------------------------
// Speech related
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void |
SendVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype) |
void |
ServerReStartPlayer() |
void |
SetFall() |
void |
SetTimer3(float NewTimerRate, bool bLoop)
// Causes Timer3() events every NewTimerRate seconds.
|
void |
ShakeView(float shaketime, float RollMag, vector OffsetMag, float RollRate, vector OffsetRate, float OffsetTime)
// for advanced tactics
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void |
StopFiring() |
void |
StopWaiting()
// Force end to sleep
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void |
SwitchToBestWeapon()
/* CHANGENOTE: Changes in this function related to the Weapon code updates
*/ |
void |
UnderLift(Mover M) |
void |
WaitForLanding()
/* WaitForLanding()
latent function returns when pawn is on ground (no longer falling)
*/ |
void |
WaitForMover(Mover M) |
bool |
WantsSmoothedView()
{
return ( ((Pawn.Physics==PHYS_Walking) || (Pawn.Physics==PHYS_Spider)) && !Pawn.bJustLanded );
}*/ |
bool |
WantsSmoothedView()
{
return ( ((Pawn.Physics==PHYS_Walking) || (Pawn.Physics==PHYS_Spider)) && !Pawn.bJustLanded );
}*/ |
vector |
WeaponBob(float BobDamping)
/* --> became purely C++ virtual function
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float |
WeaponPreference(Weapon W) |
bool |
WouldReactToNoise(float Loudness, Actor NoiseMaker)
//***************************************************************
// interface used by ScriptedControllers to query pending controllers
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bool |
WouldReactToSeeing(Pawn Seen) |
bool |
actorReachable(Actor anActor) |
void |
damageAttitudeTo(Pawn Other, float Damage) |
bool |
pointReachable(vector aPoint)
//Reachable returns whether direct path from Actor to aPoint is traversable
//using the current locomotion method
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