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Function Summary |
void |
ActorPathStorage(Actor Target)
//__________________________________________________________________
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void |
AddOrder(int Priority, int TypeId, optional string, optional int) |
rotator |
AdjustAim(Ammunition FiredAmmunition, vector projStart, int aimerror)
//__________________________________________________________________
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int |
CalcPathWeight()
//FRD FindPathToward with height and radius tolerance
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bool |
CheckPath()
//__________________________________________________________________
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bool |
CheckThePowerOfTheEnemy(Pawn Other)
//__________________________________________________________________
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void |
ClearAllOrders() |
void |
ClientGameEnded()
//__________________________________________________________________
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void |
ExcludeOrders(int ExcludeIds) |
Actor |
ExtendFindPathToward(Actor Desired, optional float, optional float)
//__________________________________________________________________
//__________________________________________________________________
// native
//__________________________________________________________________
//__________________________________________________________________
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void |
FindAllNearestWatchPoint(Pawn CenterActor) |
void |
FindBestArmor() |
void |
FindBestWeapon() |
void |
FindMedKit() |
void |
FindMostImportantOrder() |
void |
FindNearestArmor() |
void |
FindNearestWeapon() |
bool |
FindOrder(int IdToFind)
// Calc the full path dist between Pawn and Target
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void |
Flashed()
//__________________________________________________________________
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int |
GetDistToMyTarget()
//__________________________________________________________________
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int |
GetLifePriority()
//__________________________________________________________________
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bool |
GetNumberOfEnemyInTheGrenadArea(BotGrenadTarget Target)
//__________________________________________________________________
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void |
GetRandomLocation()
//__________________________________________________________________
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void |
GrenadPossibility(GrenadPathNode GrenadNode)
//__________________________________________________________________
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void |
InitBotJump(int V, int H, NavigationPoint T)
//__________________________________________________________________
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void |
InitPickUpList()
//__________________________________________________________________
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void |
InitShotError(bool ReduceError)
//__________________________________________________________________
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void |
InitSnipe()
//__________________________________________________________________
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void |
InitWeaponParam()
//__________________________________________________________________
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void |
Initialize(int BotID, int BotLevel, string BotName)
//__________________________________________________________________
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bool |
IsEnemy(Pawn Target)
//__________________________________________________________________
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bool |
IsInAttackArea(Actor Enemy) |
bool |
IsNearest(Actor Enemy1, Actor Enemy2) |
bool |
IsShootable(Pawn ShootTarget)
//__________________________________________________________________
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bool |
MissTheShoot()
//__________________________________________________________________
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void |
ModifyOrder(int IdToModify, int NewPriority) |
void |
NavPathStorage(NavigationPoint NavPoint)
//__________________________________________________________________
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void |
PawnDied()
//__________________________________________________________________
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void |
PickUpPathStorage(Actor Target)
//__________________________________________________________________
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void |
RemoveOrder(int IdToKill) |
void |
SearchHidePoint() |
void |
SomeoneWantKillMe(Pawn Agressor)
//__________________________________________________________________
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void |
StopMvtWhenMayFall() |
void |
SwitchWeapon()
//__________________________________________________________________
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void |
TestCloseCombat()
//__________________________________________________________________
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void |
TryToChangePath(NavigationPoint NavToUpDate)
//__________________________________________________________________
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void |
UpDateOrder(int OldOrder, int NewOrder)
//__________________________________________________________________
//__________________________________________________________________
// List of Orders Manadgment
//__________________________________________________________________
//__________________________________________________________________
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