Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:U2NPCControllerBaseOld states (U2XMP)

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Contents

;Other member categories for this class::instance functions

States

@AcquisitionState

Ignores: BeginFalling, NotifyLanded

@AcquisitionState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AcquisitionState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AcquisitionState.eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AcquisitionState.eventHearNoiseThreat

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AcquisitionState.eventSeeEnemy

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@AcquisitionState.ShotFiredNotification

function ShotFiredNotification (Pawn Shooter, Object.Vector FireDir, class<ProjectileProjectileClass, float ProjSpeed)

Overrides: U2NPCControllerShared.ShotFiredNotification (global)


@AttackCloseState

Extends: @MoveToGoalWithEnemyState

Ignores: HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@AttackCloseState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AttackCloseState.MayFall

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackCloseState.CanPredict

function bool CanPredict (Actor TargetActor)


@AttackCloseState.DamageAttitudeTo

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: @MoveToGoalWithEnemyState.DamageAttitudeTo


@AttackCloseState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackCloseState.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@AttackCloseState.GetPredictedChargeLocation

function Object.Vector GetPredictedChargeLocation (Pawn TargetPawn)


@AttackCloseState.GetTacticalMoveType

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: AIController.GetTacticalMoveType (global)


@AttackCloseState.SharedTimerEvent

function SharedTimerEvent ()

Overrides: @MoveToGoalBaseState.SharedTimerEvent


@AttackCloseState.StrafeFromDamage

function bool StrafeFromDamage (float Damage, class<DamageTypeDamageType, bool bFindDest)

Overrides: U2NPCControllerShared.StrafeFromDamage (global)


@AttackCloseState.TryStrafe

function bool TryStrafe (Object.Vector SideDir)


@AttackCloseState.TryToDodge

function TryToDodge (Object.Vector DuckDir, bool bDuckLeft)

Overrides: U2NPCControllerShared.TryToDodge (global)


@AttackFallbackState

Extends: @MoveToGoalWithEnemyState

Ignores: EnemyNotVisible

@AttackFallbackState.MayFall

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackFallbackState.eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackFallbackState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackFallbackState.eventHearNoiseThreat

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackFallbackState.eventSeeEnemy

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@AttackFallbackState.GetTacticalMoveType

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: AIController.GetTacticalMoveType (global)


@AttackFallbackState.PickDestination

function PickDestination ()


@AttackHuntState

Ignores: EnemyNotVisible

@AttackHuntState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackHuntState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AttackHuntState.MayFall

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackHuntState.DamageAttitudeTo

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@AttackHuntState.eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackHuntState.eventHearNoiseThreat

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackHuntState.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@AttackHuntState.FindViewSpot

function bool FindViewSpot ()


@AttackHuntState.MaybeClearHuntingEnemy

function MaybeClearHuntingEnemy ()


@AttackHuntState.MaybeSetEnemy

function bool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers)

Overrides: U2NPCControllerShared.MaybeSetEnemy (global)


@AttackHuntState.NonRangedFireCheck

function bool NonRangedFireCheck ()

Overrides: NonRangedFireCheck (global)


@AttackHuntState.PickDestination

function PickDestination ()


@AttackHuntState.ReduceThreat

function bool ReduceThreat ()

Overrides: U2NPCControllerShared.ReduceThreat (global)


@AttackingState

Ignores: HearNoise, NotifyBump, NotifyHitWall, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@AttackingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackingState.ChooseAttackMode

function ChooseAttackMode ()


@AttackingState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackingState.SharedTimerEvent

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@AttackRetreatState

Extends: @MoveToGoalWithEnemyState

Ignores: EnemyNotVisible

@AttackRetreatState.MayFall

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackRetreatState.ChangeDestination

function ChangeDestination ()


@AttackRetreatState.eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackRetreatState.eventHearNoiseThreat

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackRetreatState.eventSeeEnemy

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@AttackRetreatState.PickDestination

function PickDestination ()


@AttackRetreatState.PickNextSpot

function PickNextSpot ()


@AttackRetreatState.ReachedHome

function ReachedHome ()


@AttackRetreatState.ShotFiredNotification

function ShotFiredNotification (Pawn Shooter, Object.Vector FireDir, class<ProjectileProjectileClass, float ProjSpeed)

Overrides: U2NPCControllerShared.ShotFiredNotification (global)


@AttackStakeOutState

Ignores: EnemyNotVisible

@AttackStakeOutState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackStakeOutState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AttackStakeOutState.AdjustAim

function bool AdjustAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)

Overrides: U2NPCControllerShared.AdjustAim (global)


@AttackStakeOutState.ClearShot

function bool ClearShot ()


@AttackStakeOutState.ContinueStakeOut

function bool ContinueStakeOut ()


@AttackStakeOutState.DamageAttitudeTo

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@AttackStakeOutState.eventHearNoiseThreat

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackStakeOutState.MaybeSetEnemy

function bool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers)

Overrides: U2NPCControllerShared.MaybeSetEnemy (global)


@AttackStakeOutState.RandomizeStakeOutDir

function bool RandomizeStakeOutDir ()

Overrides: U2NPCControllerShared.RandomizeStakeOutDir (global)


@AttackStakeOutState.SetFall

function SetFall ()

Overrides: SetFall (global)


@AttackStakeOutState.SharedTimerEvent

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@AttackStationaryState

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@AttackStationaryState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackStationaryState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AttackStationaryState.CheckAttackStatus

function CheckAttackStatus ()


@AttackStationaryState.ContinueAttackStationary

function bool ContinueAttackStationary ()


@AttackStationaryState.DamageAttitudeTo

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@AttackStationaryState.DoRangedAttack

function DoRangedAttack ()

Overrides: DoRangedAttack (global)


@AttackStationaryState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackStationaryState.KeepAttacking

function KeepAttacking ()


@AttackStationaryState.NonRangedFireCheck

function bool NonRangedFireCheck ()

Overrides: NonRangedFireCheck (global)


@AttackStationaryState.SharedTimerEvent

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@AttackStationaryState.SpecialFire

function SpecialFire ()

Overrides: SpecialFire (global)


@AttackStationaryState.StopFiring

function StopFiring (float SuggestedFireAgainDelay, Controller.EStopFiringInfo SFInfo)

Overrides: StopFiring (global)


@AttackTacticalMoveState

Ignores: HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@AttackTacticalMoveState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackTacticalMoveState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AttackTacticalMoveState.NotifyHitWall

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Controller.NotifyHitWall (global)


@AttackTacticalMoveState.DamageAttitudeTo

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@AttackTacticalMoveState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackTacticalMoveState.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@AttackTacticalMoveState.GiveUpTactical

function GiveUpTactical (bool bCanCharge)

Overrides: GiveUpTactical (global)


@AttackTacticalMoveState.PawnIsInPain

function PawnIsInPain (PhysicsVolume PainVolume)

Overrides: Controller.PawnIsInPain (global)


@AttackTacticalMoveState.PickDestination

function PickDestination (bool bCanCharge)


@AttackTacticalMoveState.PickRegDestination

function PickRegDestination (bool bCanCharge)


@AttackTacticalMoveState.SetFall

function SetFall ()

Overrides: SetFall (global)


@AttackTacticalMoveState.SharedTimerEvent

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@AttackTacticalMoveState.ShotFiredNotification

function ShotFiredNotification (Pawn Shooter, Object.Vector FireDir, class<ProjectileProjectileClass, float ProjSpeed)

Overrides: U2NPCControllerShared.ShotFiredNotification (global)


@DeadState

Inherits from: Controller.@DeadState

Ignores: BeginFalling, EnemyNotVisible, eventTakeDamage, eventTookDamage, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, SetTestMoveTarget, ShotFiredNotification

@DeadState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@EnemyKilledState

Ignores: EnemyNotVisible

@EnemyKilledState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@EnemyKilledState.EndState

event EndState ()

Overrides: Object.EndState (global)


@FallingState

Ignores: NotifyBump, NotifyHitWall, ShotFiredNotification

@FallingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@FallingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@FallingState.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: Controller.NotifyLanded (global)


@FallingState.NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: U2NPCControllerShared.NotifyPhysicsVolumeChange (global)


@FallingState.AdjustJump

function AdjustJump ()


@FallingState.DamageAttitudeTo

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@FallingState.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@FallingState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@FallingState.eventSeeEnemy

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@FallingState.FindNewJumpDest

function FindNewJumpDest ()


@FallingState.MaybeSetEnemy

function bool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers)

Overrides: U2NPCControllerShared.MaybeSetEnemy (global)


@FallingState.SetFall

function SetFall ()

Overrides: SetFall (global)


@FallingState.SharedTimerEvent

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@FindAirState

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@FindAirState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@FindAirState.EndState

event EndState ()

Overrides: Object.EndState (global)


@FindAirState.NotifyHeadVolumeChange

event bool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume)

Overrides: Controller.NotifyHeadVolumeChange (global)


@FindAirState.NotifyHitWall

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Controller.NotifyHitWall (global)


@FindAirState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@FindAirState.PickDestination

function PickDestination ()


@FindAirState.SharedTimerEvent

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@FrozenState

@FrozenState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@FrozenState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@FrozenState.DamageAttitudeTo

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@FrozenState.eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@FrozenState.eventTakeDamage

function eventTakeDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: eventTakeDamage (global)


@FrozenState.eventTookDamage

function eventTookDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: eventTookDamage (global)


@FrozenState.IsFrozen

function bool IsFrozen ()

Overrides: Controller.IsFrozen (global)


@FrozenState.IsMobile

function bool IsMobile ()

Overrides: IsMobile (global)


@GameEndedState

@GameEndedState.SetOrders

function bool SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge)

Overrides: SetOrders (global)


@HoldingState

@HoldingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@HoldingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@HoldingState.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: Controller.NotifyLanded (global)


@HoldingState.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@HoldingState.SharedTimerEvent

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@HoldState

@HoldState.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@HoldState.PickDestination

function PickDestination ()


@LandedHardState

Inherits from: LicenseeController.@LandedHardState

Ignores: BeginFalling, EnemyNotVisible, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, ShotFiredNotification, Trigger

@LandedHardState.BeginState

event BeginState ()

Overrides: LicenseeController.@LandedHardState.BeginState


@LandedHardState.LandedHardDone

function LandedHardDone ()

Overrides: LicenseeController.@LandedHardState.LandedHardDone


@MoveToGoalBaseState

@MoveToGoalBaseState.SetFall

function SetFall ()

Overrides: SetFall (global)


@MoveToGoalBaseState.SharedTimerEvent

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@MoveToGoalWithEnemyState

Extends: @MoveToGoalBaseState

@MoveToGoalWithEnemyState.DamageAttitudeTo

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@RoamingState

Ignores: EnemyNotVisible

@RoamingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@RoamingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@RoamingState.MayFall

event MayFall ()

Overrides: Controller.MayFall (global)


@RoamingState.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@RoamingState.HandleDecorationStuff

function bool HandleDecorationStuff ()


@RoamingState.ModifyMoveTarget

function ModifyMoveTarget ()


@RoamingState.PickDestination

function PickDestination ()


@RoamingState.PickFarInventoryDestination

function bool PickFarInventoryDestination ()


@RoamingState.PickHuntDestination

function bool PickHuntDestination ()


@RoamingState.PickOrdersDestination

function bool PickOrdersDestination ()


@RoamingState.PickSpecialDestination

function bool PickSpecialDestination ()


@RoamingState.SetOrders

function bool SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge)

Overrides: SetOrders (global)


@RoamingState.SetRoamTarget

function SetRoamTarget (Actor NewRoamTarget)

Overrides: SetRoamTarget (global)


@RoamingState.ShouldRecamp

function bool ShouldRecamp ()


@ScriptedDialogState

Extends: @ScriptedState

@ScriptedDialogState.BeginState

event BeginState ()

Overrides: @ScriptedState.BeginState


@ScriptedDialogState.DialogEnd

event DialogEnd ()

Overrides: Actor.DialogEnd (global)


@ScriptedDialogState.EndState

event EndState ()

Overrides: @ScriptedState.EndState


@ScriptedDialogState.DialogPause

function DialogPause ()

Overrides: Actor.DialogPause (global)


@ScriptedDialogState.DialogSetFocus

function DialogSetFocus (Actor FocusActor)

Overrides: Actor.DialogSetFocus (global)


@ScriptedDialogState.DialogUnPause

function DialogUnPause ()

Overrides: U2NPCControllerScriptable.DialogUnPause (global)


@ScriptedDialogState.EnemyAcquired

function EnemyAcquired ()

Overrides: @ScriptedState.EnemyAcquired


@ScriptedDialogState.eventTookDamage

function eventTookDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: @ScriptedState.eventTookDamage


@ScriptedDialogState.IsDialogPaused

function bool IsDialogPaused ()

Overrides: U2NPCControllerScriptable.IsDialogPaused (global)


@ScriptedState

Extends: @MoveToGoalBaseState

@ScriptedState.AnimEnd

event final AnimEnd (int Channel)


@ScriptedState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@ScriptedState.EndState

event EndState ()

Overrides: Object.EndState (global)


@ScriptedState.FinishedRotation

event final FinishedRotation ()


@ScriptedState.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: Controller.NotifyLanded (global)


@ScriptedState.AdjustAim

function bool AdjustAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)

Overrides: U2NPCControllerShared.AdjustAim (global)


@ScriptedState.AllowFriendlyBumpStateChanges

function bool AllowFriendlyBumpStateChanges ()

Overrides: U2NPCControllerShared.AllowFriendlyBumpStateChanges (global)


@ScriptedState.EnableProbeEvent

function EnableProbeEvent (name EventName, bool bVal)

Overrides: U2NPCController.EnableProbeEvent (global)


@ScriptedState.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@ScriptedState.eventAutoBegin

function eventAutoBegin (name DestinationState, name DestinationLabel)

Overrides: U2NPCControllerScriptable.eventAutoBegin (global)


@ScriptedState.eventBumpAll

function eventBumpAll (Actor Other)

Overrides: U2NPCControllerShared.eventBumpAll (global)


@ScriptedState.eventTookDamage

function eventTookDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: eventTookDamage (global)


@ScriptedState.GetMoveSpeed

function float GetMoveSpeed (optional Object.Vector TargetLocation)

Overrides: U2NPCControllerShared.GetMoveSpeed (global)


@ScriptedState.GetTarget

function Actor GetTarget ()

Overrides: Controller.GetTarget (global)


@ScriptedState.HandleDestinationReached

function HandleDestinationReached ()

Overrides: U2NPCControllerShared.HandleDestinationReached (global)


@ScriptedState.IsRepeatFire

function bool IsRepeatFire (bool bPrimary)

Overrides: U2NPCControllerScriptable.IsRepeatFire (global)


@ScriptedState.MaybeFire

function MaybeFire (byte bUseAltMode)

Overrides: U2NPCControllerScriptable.MaybeFire (global)


@ScriptedState.NotifyUnuse

function NotifyUnuse (Actor A)

Overrides: U2NPCControllerShared.NotifyUnuse (global)


@ScriptedState.SetFall

function SetFall ()

Overrides: @MoveToGoalBaseState.SetFall


@ScriptedState.SetSpecialGoal

function SetSpecialGoal (Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew)

Overrides: U2NPCControllerShared.SetSpecialGoal (global)


@ScriptedState.StateTransition

function StateTransition (name DestinationState, optional name DestinationLabel)

Overrides: StateTransition (global)


@ScriptedState.TryToHit

function bool TryToHit (Actor TargetActor, float TargetDistance, float SpreadDegrees, bool bLOSToTarget, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance)

Overrides: U2NPCControllerShared.TryToHit (global)


@ScriptedState.TurnToActor

function TurnToActor (Actor A, optional bool bLock)

Overrides: U2NPCControllerScriptable.TurnToActor (global)


@ScriptedState.UnuseActor

function UnuseActor (optional Actor A)

Overrides: U2NPCControllerShared.UnuseActor (global)


@ScriptedState.UseActor

function UseActor (Actor A)

Overrides: U2NPCControllerShared.UseActor (global)


@TakeHitState

Ignores: HearNoise, NotifyBump, NotifyHitWall, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@TakeHitState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@TakeHitState.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: Controller.NotifyLanded (global)


@TakeHitState.SharedTimerEvent

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@TestMoveState

Extends: @MoveToGoalBaseState

Ignores: EnemyNotVisible

@UsingState

@UsingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@UsingState.NotifyUnuse

function NotifyUnuse (Actor A)

Overrides: U2NPCControllerShared.NotifyUnuse (global)


@UsingState.UnuseActor

function UnuseActor (optional Actor A)

Overrides: U2NPCControllerShared.UnuseActor (global)


@UsingState.UseActor

function UseActor (Actor A)

Overrides: U2NPCControllerShared.UseActor (global)


@VictoryDanceState

Extends: @EnemyKilledState

Ignores: EnemyNotVisible

@VictoryDanceState.EndState

event EndState ()

Overrides: @EnemyKilledState.EndState


@WanderingState

Ignores: EnemyNotVisible

@WanderingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@WanderingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@WanderingState.DeferTo

function bool DeferTo (Controller Other)

Overrides: DeferTo (global)


@WanderingState.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@WanderingState.PickDestination

function PickDestination ()


@WanderingState.SetFall

function SetFall ()

Overrides: SetFall (global)


@WanderingState.SharedTimerEvent

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@WanderingState.TestDirection

function bool TestDirection (Object.Vector Dir, out Object.Vector Pick)