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Function Summary |
rotator |
AdjustAim(Ammunition FiredAmmunition, vector projStart, int aimerror)
// ----------------------------------------------------------------------
// Adjust Aim
// ----------------------------------------------------------------------
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int |
AllianceLevel(Pawn Newenemy)
// ----------------------------------------------------------------------
// AllianceLevel()
//
// renvoi -1 (enemy) 0 (neutre) ou 1 (ami)suivant alliance
// ----------------------------------------------------------------------
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AttitudeInfo |
AttitudeToNMI(Pawn other)
// ----------------------------------------------------------------------
// FearAttitude()
// ----------------------------------------------------------------------
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void |
ChangeEtat()
// ----------------------------------------------------------------------
// ChangeEtat : retour vers etat neutre
// ----------------------------------------------------------------------
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bool |
ChangeToBestWeapon()
// ----------------------------------------------------------------------
// ChangeToBestWeapon()
// ----------------------------------------------------------------------
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void |
CheckLineOfFire()
// ----------------------------------------------------------------------
// CheckLineOfFire() //pote MAJ
//
//declenche pas sur le cote si pote devant
//et passe en chasse si peut pas tirer
// ----------------------------------------------------------------------
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void |
ChercheAlarme()
// ----------------------------------------------------------------------
// ChercheAlarme
// ----------------------------------------------------------------------
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AttackPoint |
ChercheAttackPoint()
// ----------------------------------------------------------------------
// ChercheAttackPoint
//
// ----------------------------------------------------------------------
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bool |
ChercheBonMatos(Pawn other)
// ----------------------------------------------------------------------
// ChercheBonMatos
//
//si oui ressort l'arme correspondante
// ----------------------------------------------------------------------
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XIIIPawn |
ChercheNMIPlusProche()
// ----------------------------------------------------------------------
//
//ChercheNMIPlusProche
//
// ----------------------------------------------------------------------
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void |
CherchePlanqueGrenade()
// ----------------------------------------------------------------------
// CherchePlanqueGrenade
//
// ----------------------------------------------------------------------
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bool |
CherchePointPourCamper()
// ----------------------------------------------------------------------
// CherchePointPourCamper // pour camper
//
// ----------------------------------------------------------------------
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void |
CherchePointReload()
// ----------------------------------------------------------------------
// CherchePointReload //priorite au dernier safepoint
//
// ----------------------------------------------------------------------
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void |
CherchePointRetraite()
// ----------------------------------------------------------------------
// CherchePointRetraite //priorite au dernier safepoint
//
// ----------------------------------------------------------------------
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void |
CherchePointSafe()
// ----------------------------------------------------------------------
// CherchePointSafe
//
// ----------------------------------------------------------------------
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void |
ChercheReseauAttaque()
// ----------------------------------------------------------------------
// ChercheReseauAttaque
//
//retourne vrai si a trouve une grenade differente
// ----------------------------------------------------------------------
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void |
DamageAttitudeTo(Pawn Other, float Damage)
// ----------------------------------------------------------------------
// DamageAttitudeTo
// ----------------------------------------------------------------------
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vector |
DirectionDuTir()
// ----------------------------------------------------------------------
// DirectionDuTir() //avant dispersion
// Mise a jour de AnleDispersion et point de depart du tir (WeaponStartTrace)
// ----------------------------------------------------------------------
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bool |
FindBestPathTo(vector desti)
// ----------------------------------------------------------------------
// FindBestPathTo()
//
//
// ----------------------------------------------------------------------
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bool |
FindBestPathToward(Actor desired, optional float, optional float)
// ----------------------------------------------------------------------
// 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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void |
FindNewStakeOutDir()
// ----------------------------------------------------------------------
// FindNewStakeOutDir
//
// trouve point de visee dans temporise
// ----------------------------------------------------------------------
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void |
FireEnemy()
// ----------------------------------------------------------------------
// FireEnemy
// ----------------------------------------------------------------------
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int |
GetFacingDirection()
// ----------------------------------------------------------------------
// GetFacingDirection
// ----------------------------------------------------------------------
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void |
HalteAuFeu()
// ----------------------------------------------------------------------
// HalteAuFeu
// ----------------------------------------------------------------------
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bool |
LigneVisee(vector TraceEnd, vector TraceStart)
// ----------------------------------------------------------------------
// LigneVisee()
// ----------------------------------------------------------------------
//permet de savoir si je peut tirer sur le perso (pour eviter de tirer dans les murs)
//collisionne avec level, levelgeometrie et mover
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int |
LineOfFireObstacle()
// ----------------------------------------------------------------------
// LineOfFireObstacle()
//
//retourne type de perso
//=0 ligne de mire libre (rien, enemy ou breakable avec bcanseethrought)
//=1 un pote (la var pote est actualisee)
//=2 il y autre chose devant
// ----------------------------------------------------------------------
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void |
MoverFinished()
// ----------------------------------------------------------------------
// MoverFinished
// ----------------------------------------------------------------------
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bool |
NearWall(float walldist)
/* NearWall() returns true if there is a nearby barrier at eyeheight, and
changes FocalPoint to a suggested place to look
*/ |
int |
NombrePotesPresents()
// ----------------------------------------------------------------------
// NombrePotesPresents()
//
// Nombre de potes dans rayon de 12m
// ----------------------------------------------------------------------
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void |
NotifyFiring()
// ----------------------------------------------------------------------
// NotifyFiring
// ----------------------------------------------------------------------
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void |
PawnDied() |
PatrolPoint |
PickStartPoint()
// ----------------------------------------------------------------------
// PickStartPoint
//
// prend point de depart pour patrouille
// ----------------------------------------------------------------------
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vector |
PseudoSteering()
// ----------------------------------------------------------------------
// PseudoSteering
// pseudo steering pour les deplacements en combat
// ----------------------------------------------------------------------
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void |
ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir)
// ----------------------------------------------------------------------
// ReceiveWarning
//
// ----------------------------------------------------------------------
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float |
RelativeStrength(Pawn Other)
// ----------------------------------------------------------------------
//
// RelativeStrength()
//
//returns a value indicating the relative strength of other
//0.0 = equal to controlled pawn
//> 0 stronger than controlled pawn
//< 0 weaker than controlled pawn
//
//Since the result will be compared to the creature's aggressiveness, it should be
//on the same order of magnitude (-1 to 1)
//Estimation en fonction de la vie, des armes et des positions en hauteur.
// ----------------------------------------------------------------------
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void |
SeeEnemy() |
bool |
SetEnemy(Pawn NewEnemy)
// ----------------------------------------------------------------------
// SetEnemy
// ----------------------------------------------------------------------
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void |
SetVigilant(bool bEnAlerte)
//SightRadius augmente de 50%
//HearingThreshold augmente de 50%
|
void |
SwitchToEnemy(Pawn newEnemy)
// ----------------------------------------------------------------------
// SwitchToEnemy: fait passer soldier neutre en ennemi
// ----------------------------------------------------------------------
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bool |
TestDirection(float mindist, float dist, vector dir, out vector)
// ----------------------------------------------------------------------
// TestDirection()
// ----------------------------------------------------------------------
//test le deplacement dans une direction (en collisionnant tout),suggere une position intermediaire
// sica passe pas et renvoi vrai si le deplacement suggere est superieur a une distance minimal e
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bool |
TestSonEntendu(Actor Son)
// ----------------------------------------------------------------------
// TestSonEntendu
// ----------------------------------------------------------------------
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void |
s_decalerte()
//[****] a virer
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void |
s_decattaque() |
void |
s_decattente() |
void |
s_incalerte() |
void |
s_incattaque() |
void |
s_incattente() |