I don't need to test my programs. I have an error-correcting modem.
- 1 Properties
- 1.1 Property group 'Debug'
- 1.2 Internal variables
- 1.3 Subobjects
- 2 Functions
- 3 =
- 4 =
- 5 States
- Implemented interfaces:
- Known classes within GameAIController:
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Property group 'Debug'
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Debug log file,
Whether this AI has a runaway loop or not. If it does we are going to do AbortCommand( CommandList ) at the end of Tick(). *
Modifiers: transient, const
Current command stack, with the last element being the currently active (ticked) one
Inherits from: AIController.Sprite
AbortCommand Aborts a command (and all of its children)
- AbortCmd - the command to abort (can be NULL, in which case AbortClass will be used to determine which command to abort
- AbortClass - not used unless AbortCmd is NULL, in which case the first command int he stack of class 'AbortClass' will be aborted (and all its children)
checks the command stack for too many commands and/or infinite recursion
finds and returns the lowest command of the specified class on the stack (will return subclasses of the specified class)
This will search the CommandList for the passed in command class. *
PopCommand will pop the passed command (and everything above it in the stack)
- ToBePoppedCommand - the command to pop
Other instance functions
SetDesiredRotation Calls Pawn's SetDesiredRotation: Simple interface to Pawn
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Overrides: Object.ContinuedState (global)
Called on the state that is no longer paused because of a PopState().
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Overrides: Object.PausedState (global)
Called on the state that is being paused because of a PushState().
Overrides: Object.PoppedState (global)
Called immediately in the current state that is being popped off of the state stack, before the new state is activated.
Overrides: Object.PushedState (global)
Called immediately in the new state that was pushed onto the state stack, before any state code is executed.