My program doesn't have bugs. It just develops random features.

UE2:ProximitySensorController (U2XMP)

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Package: 
U2XMP
Direct subclass:
AutoTurretController
This class in other games:
U2

ProximitySensorController.uc Created by: Sam Brown Created on: 4/22/2002 $Author: Mfox $ $Date: 12/16/02 5:47p $ $Revision: 19 $

Constants

ScanningState

Value: 'Scanning'


TrackingTargetState

Value: 'TrackingTarget'


ActionState

Value: 'Action'


DeactivatedState

Value: 'Deactivated'


BeginLabel

Value: 'Begin'


ActionLabel

Value: 'Action'


TL_Off

Value: 0


TL_Scanning

Value: 1


TL_Tracking

Value: 2


TL_LockedOn

Value: 3


Properties

CheckFOVRate

Type: float


Default value: 0.5

NextCheckFOVTime

Type: float


PS

Type: ProximitySensor


Instance functions

Activate

function Activate ()


CanPerformAction

function bool CanPerformAction ()


DeActivate

function DeActivate ()


GetTrackingRange

function float GetTrackingRange ()


HandleEnemyLost

function HandleEnemyLost ()


InVisibilityCone

function bool InVisibilityCone (Pawn Instigator)


NotifyDeployed

function NotifyDeployed ()


Possess

function Possess (Pawn P)

Overrides: LicenseeController.Possess


SetTargetingEffect

function SetTargetingEffect (int TrackLevel)


States

@ActionState

Extends: @TrackingTargetState

Ignores: SeeEnemy

@ActionState.BeginState

event BeginState ()

Overrides: @TrackingTargetState.BeginState


@ActionState.EndState

event EndState ()

Overrides: @TrackingTargetState.EndState


@ActionState.PerformAction

function PerformAction ()


@ActionState.StopAction

function StopAction ()


@ActiveState

Inherits from: StationaryPawnController.@ActiveState

Modifiers: auto

@ActiveState.SeeEnemy

event SeeEnemy (Pawn Seen)

Overrides: Controller.SeeEnemy (global)


@DeactivatedState

Ignores: SeeEnemy

@DeactivatedState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@ScanningState

@ScanningState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@ScanningState.EndState

event EndState ()

Overrides: Object.EndState (global)


@ScanningState.SeeEnemy

event SeeEnemy (Pawn Seen)

Overrides: Controller.SeeEnemy (global)


@TrackingTargetState

Ignores: SeeEnemy

@TrackingTargetState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@TrackingTargetState.EndState

event EndState ()

Overrides: Object.EndState (global)


@TrackingTargetState.EnemyInvalid

event EnemyInvalid ()

Overrides: Controller.EnemyInvalid (global)


@TrackingTargetState.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


@TrackingTargetState.EnemyRangeTransition

event EnemyRangeTransition (float Distance)

Overrides: Controller.EnemyRangeTransition (global)


@TrackingTargetState.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)