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UnrealGame.Bot

Extends
ScriptedController

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.AIController
         |   
         +-- Gameplay.ScriptedController
            |   
            +-- UnrealGame.Bot

Direct Known Subclasses:

xBot

Constants Summary
AngleConvert=0.0000958738
ENEMYLOCATIONFUZZ=1200
MAXSTAKEOUTDIST=2000
MINSTRAFEDIST=200
MINVIEWDIST=200
TACTICALHEIGHTADVANTAGE=320

Variables Summary
floatAccuracy
floatAcquireTime
floatAggression
floatAggressiveness
floatBaseAggressiveness
floatBaseAlertness
boolbCanFire
boolbChangeDir
boolbDodgingForward
boolbEnemyEngaged
boolbEnemyIsVisible
boolbFinalStretch
boolbFireSuccess
boolbForcedDirection
boolbFrustrated
boolbHasFired
boolbHasImpactHammer
boolbHasSuperWeapon
boolbHasTranslocator
boolbIgnoreEnemyChange
boolbInitLifeMessage
boolbInstantAck
boolbJumpy
boolbJustLanded
boolbLeadTarget
NavigationPointBlockedPath
boolbMustCharge
boolbPlannedShot
boolbPursuingFlag
boolbReachedGatherPoint
boolbRecommendFastMove
boolbShieldSelf
boolbSingleTestSection
boolbStoppedFiring
boolbStrafeDir
boolbTacticalDoubleJump
boolbTranslocatorHop
boolbWasNearObjective
floatCampTime
intChooseAttackCounter
floatChooseAttackTime
intChoosingAttackLevel
floatCombatStyle
stringComboNames[4]
UnrealScriptedSequenceEnemyAcquisitionScript
floatEnemyVisibilityTime
PawnFailedHuntEnemy
floatFailedHuntTime
class<Weapon>FavoriteWeapon
intFormationPosition
VehicleFormerVehicle
floatGatherTime
UnrealScriptedSequenceGoalScript
stringGoalString
vectorHidingSpot
actorImpactTarget
floatJumpiness
floatLastAttractCheck
floatLastFireAttempt
vectorLastKillerPosition
vectorLastKnownPosition
floatLastRespawnTime
floatLastSearchTime
floatLastSearchWeight
intLastTaunt
floatLastUnderFire
floatLoseEnemyCheckTime
BotNextSquadMember
floatNextTranslocTime
intNumRandomJumps
pawnOldEnemy
intOldMessageID
nameOldMessageType
ControllerOldOrderGiver
nameOldOrders
floatReactionTime
actorRealTranslocationTarget
floatReTaskTime
EScriptFollowScriptedCombat
stringSoakString
SquadAISquad
actorStartleActor
floatStartTacticalTime
floatStopStartTime
floatStrafingAbility
floatTactics
nameTestLabel
intTestPath
NavigationPointTestStart
actorTranslocationTarget
floatTranslocFreq
floatTranslocUse
pawnVisibleEnemy
Bot
nameOrderNames[16]
Inherited Variables from Gameplay.ScriptedController
ActionNum, AnimsRemaining, bBroken, bChangingPawns, bFakeShot, bFineWeaponControl, bPendingDoubleJump, bPendingShoot, bShootSpray, bShootTarget, bUseScriptFacing, CurrentAction, CurrentAnimation, FiringMode, IterationCounter, IterationSectionStart, MyPlayerController, NumShots, PendingController, ScriptedFocus, SequenceScript
Inherited Variables from Engine.AIController
bAdjustFromWalls, bHunting, bPlannedJump, MyScript, Skill

Enumerations Summary
EScriptFollow
FOLLOWSCRIPT_IgnoreAllStimuli, FOLLOWSCRIPT_IgnoreEnemies, FOLLOWSCRIPT_StayOnScript, FOLLOWSCRIPT_LeaveScriptForCombat

Functions Summary
function AbortScript ()
Scripting
functionrotator AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)
functionrotator AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)
StakeOut
functionfloat AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow)
functionbool AdjustAround (Pawn Other)
eventbool AllowDetourTo (NavigationPoint N)
functionActor AlternateTranslocDest ()
functionbool AssignSquadResponsibility ()
functionbool AutoTaunt ()
functionbool AvoidCertainDeath ()
Testing
function BeginState ()
Dead
function BeginState ()
FindAir
function BeginState ()
GameEnded
function BeginState ()
Hunting
function BeginState ()
MoveToGoal
function BeginState ()
RangedAttack
function BeginState ()
RestFormation
function BeginState ()
Retreating
function BeginState ()
ShieldSelf
function BeginState ()
StakeOut
function BeginState ()
Startled
function BeginState ()
TacticalMove
function BeginState ()
Testing
function BeginState ()
WaitingForLanding
function BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)
functionbool CanAttack (Actor Other)
functionbool CanAttack (Actor Other)
StakeOut
function CancelCampFor (Controller C)
function CancelCampFor (Controller C)
RangedAttack
function CancelCampFor (Controller C)
RestFormation
function CancelCampFor (Controller C)
Scripting
function CancelCampFor (Controller C)
ShieldSelf
functionbool CanCombo ()
functionbool CanComboMoving ()
functionbool CanDoubleJump (Pawn Other)
functionbool CanImpactJump ()
functionbool CanStakeOut ()
functionbool CanUseTranslocator ()
function Celebrate ()
function Celebrate ()
Dead
function Celebrate ()
GameEnded
function Celebrate ()
Testing
function ChangedWeapon ()
function ChangeStrafe ()
function ChangeStrafe ()
TacticalMove
functionbool CheckFutureSight (float deltatime)
function CheckIfShouldCrouch (vector StartPosition, vector TargetPosition, float probability)
functionbool CheckPathToGoalAround (Pawn P)
functionbool CheckPathToGoalAround (Pawn P)
MoveToGoal
function ChooseAttackMode ()
function ClearPathFor (Controller C)
function ClearPathFor (Controller C)
Scripting
functionbool ClearShot (Vector TargetLoc, bool bImmediateFire)
function ClearTemporaryOrders ()
function CompleteAction ()
Scripting
function DamageAttitudeTo (Pawn Other, float Damage)
functionbool DefendMelee (float Dist)
event DelayedWarning ()
event DelayedWarning ()
Dead
event DelayedWarning ()
GameEnded
eventfloat Desireability (Pickup P)
function Destroyed ()
function DirectedWander (vector WanderDir)
function DisplayDebug (Canvas Canvas, out float YL, out float YPos)
function DoCharge ()
functionbool DontReuseTaunt (int T)
function DoRangedAttackOn (Actor A)
function DoRangedAttackOn (Actor A)
Dead
function DoRangedAttackOn (Actor A)
RangedAttack
function DoRetreat ()
function DoStakeOut ()
function DoStakeOut ()
StakeOut
function DoTacticalMove ()
functionbool DoWaitForLanding ()
functionbool DoWaitForLanding ()
WaitingForLanding
function EndState ()
Charging
function EndState ()
FindAir
function EndState ()
Hunting
function EndState ()
RestFormation
function EndState ()
Scripting
function EndState ()
StakeOut
function EndState ()
TacticalMove
function EndState ()
Testing
function EnemyChanged (bool bNewEnemyVisible)
function EnemyChanged (bool bNewEnemyVisible)
Dead
function EnemyChanged (bool bNewEnemyVisible)
Fallback
function EnemyChanged (bool bNewEnemyVisible)
GameEnded
function EnemyChanged (bool bNewEnemyVisible)
MoveToGoalNoEnemy
function EnemyChanged (bool bNewEnemyVisible)
NoGoal
function EnemyChanged (bool bNewEnemyVisible)
Testing
function EnemyNotVisible ()
Charging
function EnemyNotVisible ()
Fallback
function EnemyNotVisible ()
FindAir
function EnemyNotVisible ()
RangedAttack
function EnemyNotVisible ()
TacticalMove
function EnemyNotVisible ()
VehicleCharging
functionbool EnemyVisible ()
functionbool EngageDirection (vector StrafeDir, bool bForced)
TacticalMove
function ExecuteWhatToDoNext ()
functionActor FaceActor (float StrafingModifier)
functionActor FaceActor (float StrafingModifier)
Retreating
functionActor FaceMoveTarget ()
function FearThisSpot (AvoidMarker aSpot)
function FightEnemy (bool bCanCharge, float EnemyStrength)
functionbool FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour)
function FindDestination ()
VehicleCharging
functionbool FindInventoryGoal (float BestWeight)
function FindNewStakeOutDir ()
StakeOut
function FindNextJumpTarget ()
Testing
function FindNextMoveTarget ()
Testing
functionbool FindRoamDest ()
functionbool FindSuperPickup (float MaxDist)
functionbool FindViewSpot ()
functionbool FindViewSpot ()
Hunting
functionbool FireWeaponAt (Actor A)
functionbool FireWeaponAt (Actor A)
Fallback
function ForceCelebrate ()
function ForceGiveWeapon ()
functionbool Formation ()
functionbool Formation ()
RestFormation
function FreeScript ()
functionfloat GetDesiredOffset ()
functionstring GetEnemyName ()
functionbyte GetMessageIndex (name PhraseName)
functionPawn GetMyPlayer ()
functionstring GetOldEnemyName ()
functionactor GetOrderObject ()
functionname GetOrders ()
function GetOutOfVehicle ()
functionweapon HasSuperWeapon ()
function HearNoise (float Loudness, Actor NoiseMaker)
function ImpactJump ()
function InitializeSkill (float InSkill)
function InitPlayerReplicationInfo ()
functionbool IsHunting ()
functionbool IsHunting ()
Hunting
functionbool IsRetreating ()
functionbool IsRetreating ()
Fallback
functionbool IsRetreating ()
Retreating
functionbool IsShootingObjective ()
functionbool IsShootingObjective ()
RangedAttack
functionbool IsSniping ()
functionbool IsStrafing ()
functionbool IsStrafing ()
TacticalMove
function LeaveScripting ()
Scripting
functionbool LoseEnemy ()
functionbool LostContact (float MaxTime)
event MayDodgeToMoveTarget ()
function MayFall ()
Charging
function MayFall ()
Fallback
function MayFall ()
Hunting
function MayFall ()
Roaming
function MayShootAtEnemy ()
Scripting
event MissedDodge ()
event MonitoredPawnAlert ()
RestFormation
functionbool NearWall (float walldist)
functionbool NeedToTurn (vector targ)
functionbool NeedWeapon ()
function NotifyAddInventory (inventory NewItem)
eventbool NotifyBump (actor Other)
eventbool NotifyBump (actor Other)
Charging
eventbool NotifyBump (actor Other)
Fallback
event NotifyFallingHitWall (vector HitNormal, actor HitActor)
functionbool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume)
FindAir
eventbool NotifyHitWall (vector HitNormal, actor Wall)
functionbool NotifyHitWall (vector HitNormal, actor Wall)
FindAir
functionbool NotifyHitWall (vector HitNormal, actor Wall)
TacticalMove
event NotifyJumpApex ()
event NotifyJumpApex ()
TacticalMove
function NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn)
functionbool NotifyLanded (vector HitNormal)
functionbool NotifyLanded (vector HitNormal)
WaitingForLanding
event NotifyMissedJump ()
functionbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)
event NotifyPostLanded ()
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
Charging
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
Hunting
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
StakeOut
function PawnIsInPain (PhysicsVolume PainVolume)
TacticalMove
function PickDestination (bool bNoCharge)
FindAir
function PickDestination ()
Hunting
function PickDestination ()
RestFormation
function PickDestination ()
TacticalMove
functionbool PickRetreatDestination ()
function Possess (Pawn aPawn)
function PostBeginPlay ()
functionbool PriorityObjective ()
functionbool ProficientWithWeapon ()
functionfloat RateWeapon (Weapon w)
function ReceiveProjectileWarning (Projectile proj)
function ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir)
event RecoverFromBadStateCode ()
functionfloat RelativeStrength (Pawn Other)
function Reset ()
function ResetSkill ()
function Restart ()
function Restart ()
Scripting
functionbool ScriptingOverridesAI ()
event SeePlayer (Pawn SeenPlayer)
function SeePlayer (Pawn SeenPlayer)
Hunting
event SeePlayer (Pawn SeenPlayer)
StakeOut
function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)
function SetAlertness (float NewAlertness)
function SetAttractionState ()
function SetAttractionState ()
Dead
function SetAttractionState ()
GameEnded
function SetAttractionState ()
Testing
function SetCombatTimer ()
function SetEnemyInfo (bool bNewEnemyVisible)
function SetEnemyReaction (int AlertnessLevel)
function SetFall ()
function SetFall ()
TacticalMove
function SetFocus ()
StakeOut
function SetLowGrav (bool bSet)
Testing
function SetMaxDesiredSpeed ()
function SetMoveTarget ()
Scripting
function SetNewScript (ScriptedSequence NewScript)
function SetOrders (name NewOrders, Controller OrderGiver)
function SetPeripheralVision ()
functionbool SetRouteToGoal (Actor A)
functionbool SetRouteToGoal (Actor A)
Dead
function SetTemporaryOrders (name NewOrders, Controller OrderGiver)
event SetupSpecialPathAbilities ()
functionbool ShouldFireAgain (float RefireRate)
functionbool ShouldKeepShielding ()
functionbool ShouldPerformScript ()
functionbool ShouldStrafeTo (Actor WayPoint)
event SoakStop (string problem)
function Startle (Actor Feared)
function Startle (Actor Feared)
Startled
functionbool StartMoveToward (Actor O)
function StopFiring ()
function StopFiring ()
RangedAttack
function StopFiring ()
ShieldSelf
functionbool Stopped ()
functionbool Stopped ()
RangedAttack
functionbool Stopped ()
ShieldSelf
functionbool Stopped ()
StakeOut
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)
Charging
eventfloat SuperDesireability (Pickup P)
functionbool SuperPickupNotSpokenFor (Pickup P)
function SwitchToBestWeapon ()
GameEnded
functionbool TestDirection (vector dir, out vector pick)
function TimedFireWeaponAtEnemy ()
function Timer ()
Charging
function Timer ()
Dead
function Timer ()
FindAir
function Timer ()
GameEnded
function Timer ()
Hunting
function Timer ()
MoveToGoal
function Timer ()
MoveToGoalWithEnemy
function Timer ()
RangedAttack
function Timer ()
RestFormation
function Timer ()
Scripting
function Timer ()
StakeOut
function Timer ()
TacticalMove
function Timer ()
Testing
function Timer ()
VehicleCharging
function Timer ()
WaitingForLanding
function Trigger (actor Other, pawn EventInstigator)
function TryCombo (string ComboName)
functionbool TryStrafe (vector sideDir)
Charging
functionbool TryToDuck (vector duckDir, bool bReversed)
functionbool TryToDuck (vector duckDir, bool bReversed)
Charging
functionbool TryWallDodge (vector HitNormal, actor HitActor)
function UnPossess ()
Scripting
function UpdatePawnViewPitch ()
function VehicleFightEnemy (bool bCanCharge, float EnemyStrength)
function WaitForMover (Mover M)
function WanderOrCamp (bool bMayCrouch)
function WanderOrCamp (bool bMayCrouch)
Dead
function WanderOrCamp (bool bMayCrouch)
GameEnded
function WanderOrCamp (bool bMayCrouch)
Testing
function WasKilledBy (Controller Other)
functionbool WeaponFireAgain (float RefireRate, bool bFinishedFire)
functionfloat WeaponPreference (Weapon W)
function WhatToDoNext (byte CallingByte)
function WhatToDoNext (byte CallingByte)
Dead
function WhatToDoNext (byte CallingByte)
GameEnded
function WhatToDoNext (byte CallingByte)
Testing
function YellAt (Pawn Moron)
Inherited Functions from Gameplay.ScriptedController
AbortScript, AdjustAim, AnimEnd, CheckIfNearPlayer, ClearAnimation, ClearScript, CompleteAction, DestroyPawn, DisplayDebug, EndState, GetInstigator, GetMyPlayer, GetSoundSource, InitForNextAction, LeaveScripting, LIPSincAnimEnd, MayShootAtEnemy, MayShootTarget, NotifyJumpApex, SetDoubleJump, SetEnemyReaction, SetFireYaw, SetMoveTarget, SetNewScript, TakeControlOf, Tick, Timer, Trigger, UnPossess, WeaponFireAgain
Inherited Functions from Engine.AIController
AdjustDesireFor, AdjustView, DisplayDebug, GetFacingDirection, GetOrderObject, GetOrders, MoverFinished, PreBeginPlay, PrepareForMove, PriorityObjective, RateWeapon, Reset, SetOrders, Startle, Trigger, TriggerScript, UnderLift, WaitForMover, WaitToSeeEnemy, WeaponFireAgain

States Summary
Charging Source code
state Charging extends MoveToGoalWithEnemy
EndState, EnemyNotVisible, MayFall, NotifyBump, NotifyTakeHit, StrafeFromDamage, Timer, TryStrafe, TryToDuck
Dead Source code
state Dead
BeginState, Celebrate, DelayedWarning, DoRangedAttackOn, EnemyChanged, SetAttractionState, SetRouteToGoal, Timer, WanderOrCamp, WhatToDoNext
Fallback Source code
state Fallback extends MoveToGoalWithEnemy
EnemyChanged, EnemyNotVisible, FireWeaponAt, IsRetreating, MayFall, NotifyBump
FindAir Source code
state FindAir
BeginState, EndState, EnemyNotVisible, NotifyHeadVolumeChange, NotifyHitWall, PickDestination, Timer
GameEnded Source code
state GameEnded
BeginState, Celebrate, DelayedWarning, EnemyChanged, SetAttractionState, SwitchToBestWeapon, Timer, WanderOrCamp, WhatToDoNext
Hunting Source code
state Hunting extends MoveToGoalWithEnemy
BeginState, EndState, FindViewSpot, IsHunting, MayFall, NotifyTakeHit, PickDestination, SeePlayer, Timer
MoveToGoal Source code
state MoveToGoal
BeginState, CheckPathToGoalAround, Timer
MoveToGoalNoEnemy Source code
state MoveToGoalNoEnemy extends MoveToGoal
EnemyChanged
MoveToGoalWithEnemy Source code
state MoveToGoalWithEnemy extends MoveToGoal
Timer
NoGoal Source code
state NoGoal
EnemyChanged
RangedAttack Source code
state RangedAttack
BeginState, CancelCampFor, DoRangedAttackOn, EnemyNotVisible, IsShootingObjective, StopFiring, Stopped, Timer
RestFormation Source code
state RestFormation extends NoGoal
BeginState, CancelCampFor, EndState, Formation, MonitoredPawnAlert, PickDestination, Timer
Retreating Source code
state Retreating extends Fallback
BeginState, FaceActor, IsRetreating
Roaming Source code
state Roaming extends MoveToGoalNoEnemy
MayFall
Scripting Source code
state Scripting
AbortScript, CancelCampFor, ClearPathFor, CompleteAction, EndState, LeaveScripting, MayShootAtEnemy, Restart, SetMoveTarget, Timer, UnPossess
ShieldSelf Source code
state ShieldSelf
BeginState, CancelCampFor, StopFiring, Stopped
StakeOut Source code
state StakeOut
AdjustAim, BeginState, CanAttack, DoStakeOut, EndState, FindNewStakeOutDir, NotifyTakeHit, SeePlayer, SetFocus, Stopped, Timer
Startled Source code
state Startled
BeginState, Startle
TacticalMove Source code
state TacticalMove
BeginState, ChangeStrafe, EndState, EnemyNotVisible, EngageDirection, IsStrafing, NotifyHitWall, NotifyJumpApex, PawnIsInPain, PickDestination, SetFall, Timer
Testing Source code
state Testing
AvoidCertainDeath, BeginState, Celebrate, EndState, EnemyChanged, FindNextJumpTarget, FindNextMoveTarget, SetAttractionState, SetLowGrav, Timer, WanderOrCamp, WhatToDoNext
VehicleCharging Source code
state VehicleCharging extends MoveToGoalWithEnemy
EnemyNotVisible, FindDestination, Timer
WaitingForLanding Source code
state WaitingForLanding
BeginState, DoWaitForLanding, NotifyLanded, Timer


Constants Detail

AngleConvert Source code

const AngleConvert = 0.0000958738;

ENEMYLOCATIONFUZZ Source code

const ENEMYLOCATIONFUZZ = 1200;

MAXSTAKEOUTDIST Source code

const MAXSTAKEOUTDIST = 2000;

MINSTRAFEDIST Source code

const MINSTRAFEDIST = 200;

MINVIEWDIST Source code

const MINVIEWDIST = 200;

TACTICALHEIGHTADVANTAGE Source code

const TACTICALHEIGHTADVANTAGE = 320;


Variables Detail

Accuracy Source code

var float Accuracy;

AcquireTime Source code

var float AcquireTime;

Aggression Source code

var float Aggression;

Aggressiveness Source code

var float Aggressiveness;

BaseAggressiveness Source code

var float BaseAggressiveness;

BaseAlertness Source code

var float BaseAlertness;

bCanFire Source code

var bool bCanFire;

bChangeDir Source code

var bool bChangeDir;

bDodgingForward Source code

var bool bDodgingForward;

bEnemyEngaged Source code

var bool bEnemyEngaged;

bEnemyIsVisible Source code

var bool bEnemyIsVisible;

bFinalStretch Source code

var bool bFinalStretch;

bFireSuccess Source code

var bool bFireSuccess;

bForcedDirection Source code

var bool bForcedDirection;

bFrustrated Source code

var bool bFrustrated;

bHasFired Source code

var bool bHasFired;

bHasImpactHammer Source code

var bool bHasImpactHammer;

bHasSuperWeapon Source code

var bool bHasSuperWeapon;

bHasTranslocator Source code

var bool bHasTranslocator;

bIgnoreEnemyChange Source code

var bool bIgnoreEnemyChange;

bInitLifeMessage Source code

var bool bInitLifeMessage;

bInstantAck Source code

var bool bInstantAck;

bJumpy Source code

var bool bJumpy;

bJustLanded Source code

var bool bJustLanded;

bLeadTarget Source code

var bool bLeadTarget;

BlockedPath Source code

var NavigationPoint BlockedPath;

bMustCharge Source code

var bool bMustCharge;

bPlannedShot Source code

var bool bPlannedShot;

bPursuingFlag Source code

var bool bPursuingFlag;

bReachedGatherPoint Source code

var bool bReachedGatherPoint;

bRecommendFastMove Source code

var bool bRecommendFastMove;

bShieldSelf Source code

var bool bShieldSelf;

bSingleTestSection Source code

var bool bSingleTestSection;

bStoppedFiring Source code

var bool bStoppedFiring;

bStrafeDir Source code

var bool bStrafeDir;

bTacticalDoubleJump Source code

var bool bTacticalDoubleJump;

bTranslocatorHop Source code

var bool bTranslocatorHop;

bWasNearObjective Source code

var bool bWasNearObjective;

CampTime Source code

var float CampTime;

ChooseAttackCounter Source code

var int ChooseAttackCounter;

ChooseAttackTime Source code

var float ChooseAttackTime;

ChoosingAttackLevel Source code

var int ChoosingAttackLevel;

CombatStyle Source code

var float CombatStyle;

ComboNames[4] Source code

var string ComboNames[4];

EnemyAcquisitionScript Source code

var UnrealScriptedSequence EnemyAcquisitionScript;

EnemyVisibilityTime Source code

var float EnemyVisibilityTime;

FailedHuntEnemy Source code

var Pawn FailedHuntEnemy;

FailedHuntTime Source code

var float FailedHuntTime;

FavoriteWeapon Source code

var class<Weapon> FavoriteWeapon;

FormationPosition Source code

var int FormationPosition;

FormerVehicle Source code

var Vehicle FormerVehicle;

GatherTime Source code

var float GatherTime;

GoalScript Source code

var UnrealScriptedSequence GoalScript;

GoalString Source code

var string GoalString;

HidingSpot Source code

var vector HidingSpot;

ImpactTarget Source code

var actor ImpactTarget;

Jumpiness Source code

var float Jumpiness;

LastAttractCheck Source code

var float LastAttractCheck;

LastFireAttempt Source code

var float LastFireAttempt;

LastKillerPosition Source code

var vector LastKillerPosition;

LastKnownPosition Source code

var vector LastKnownPosition;

LastRespawnTime Source code

var float LastRespawnTime;

LastSearchTime Source code

var float LastSearchTime;

LastSearchWeight Source code

var float LastSearchWeight;

LastTaunt Source code

var int LastTaunt;

LastUnderFire Source code

var float LastUnderFire;

LoseEnemyCheckTime Source code

var float LoseEnemyCheckTime;

NextSquadMember Source code

var Bot NextSquadMember;

NextTranslocTime Source code

var float NextTranslocTime;

NumRandomJumps Source code

var int NumRandomJumps;

OldEnemy Source code

var pawn OldEnemy;

OldMessageID Source code

var int OldMessageID;

OldMessageType Source code

var name OldMessageType;

OldOrderGiver Source code

var Controller OldOrderGiver;

OldOrders Source code

var name OldOrders;

ReactionTime Source code

var float ReactionTime;

RealTranslocationTarget Source code

var actor RealTranslocationTarget;

ReTaskTime Source code

var float ReTaskTime;

ScriptedCombat Source code

var EScriptFollow ScriptedCombat;

SoakString Source code

var string SoakString;

Squad Source code

var SquadAI Squad;

StartleActor Source code

var actor StartleActor;

StartTacticalTime Source code

var float StartTacticalTime;

StopStartTime Source code

var float StopStartTime;

StrafingAbility Source code

var float StrafingAbility;

Tactics Source code

var float Tactics;

TestLabel Source code

var name TestLabel;

TestPath Source code

var int TestPath;

TestStart Source code

var NavigationPoint TestStart;

TranslocationTarget Source code

var actor TranslocationTarget;

TranslocFreq Source code

var float TranslocFreq;

TranslocUse Source code

var float TranslocUse;

VisibleEnemy Source code

var pawn VisibleEnemy;

Bot

OrderNames[16] Source code

var(Bot) name OrderNames[16];


Enumerations Detail

EScriptFollow Source code

enum EScriptFollow
{
FOLLOWSCRIPT_IgnoreAllStimuli, FOLLOWSCRIPT_IgnoreEnemies, FOLLOWSCRIPT_StayOnScript, FOLLOWSCRIPT_LeaveScriptForCombat
};


Functions Detail

AbortScript Scripting Source code

function AbortScript ( )

AdjustAim Source code

function rotator AdjustAim ( FireProperties FiredAmmunition, vector projStart, int aimerror )

AdjustAim StakeOut Source code

function rotator AdjustAim ( FireProperties FiredAmmunition, vector projStart, int aimerror )

AdjustAimError Source code

function float AdjustAimError ( float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow )

AdjustAround Source code

function bool AdjustAround ( Pawn Other )

AllowDetourTo Source code

event bool AllowDetourTo ( NavigationPoint N )

AlternateTranslocDest Source code

function Actor AlternateTranslocDest ( )

AssignSquadResponsibility Source code

function bool AssignSquadResponsibility ( )

AutoTaunt Source code

function bool AutoTaunt ( )

AvoidCertainDeath Testing Source code

function bool AvoidCertainDeath ( )

BeginState Dead Source code

function BeginState ( )

BeginState FindAir Source code

function BeginState ( )

BeginState GameEnded Source code

function BeginState ( )

BeginState Hunting Source code

function BeginState ( )

BeginState MoveToGoal Source code

function BeginState ( )

BeginState RangedAttack Source code

function BeginState ( )

BeginState RestFormation Source code

function BeginState ( )

BeginState Retreating Source code

function BeginState ( )

BeginState ShieldSelf Source code

function BeginState ( )

BeginState StakeOut Source code

function BeginState ( )

BeginState Startled Source code

function BeginState ( )

BeginState TacticalMove Source code

function BeginState ( )

BeginState Testing Source code

function BeginState ( )

BeginState WaitingForLanding Source code

function BeginState ( )

BotVoiceMessage Source code

function BotVoiceMessage ( name messagetype, byte MessageID, Controller Sender )

CanAttack Source code

function bool CanAttack ( Actor Other )

CanAttack StakeOut Source code

function bool CanAttack ( Actor Other )

CancelCampFor Source code

function CancelCampFor ( Controller C )

CancelCampFor RangedAttack Source code

function CancelCampFor ( Controller C )

CancelCampFor RestFormation Source code

function CancelCampFor ( Controller C )

CancelCampFor Scripting Source code

function CancelCampFor ( Controller C )

CancelCampFor ShieldSelf Source code

function CancelCampFor ( Controller C )

CanCombo Source code

function bool CanCombo ( )

CanComboMoving Source code

function bool CanComboMoving ( )

CanDoubleJump Source code

function bool CanDoubleJump ( Pawn Other )

CanImpactJump Source code

function bool CanImpactJump ( )

CanStakeOut Source code

function bool CanStakeOut ( )

CanUseTranslocator Source code

function bool CanUseTranslocator ( )

Celebrate Source code

function Celebrate ( )

Celebrate Dead Source code

function Celebrate ( )

Celebrate GameEnded Source code

function Celebrate ( )

Celebrate Testing Source code

function Celebrate ( )

ChangedWeapon Source code

function ChangedWeapon ( )

ChangeStrafe Source code

function ChangeStrafe ( )

ChangeStrafe TacticalMove Source code

function ChangeStrafe ( )

CheckFutureSight Source code

function bool CheckFutureSight ( float deltatime )

CheckIfShouldCrouch Source code

function CheckIfShouldCrouch ( vector StartPosition, vector TargetPosition, float probability )

CheckPathToGoalAround Source code

function bool CheckPathToGoalAround ( Pawn P )

CheckPathToGoalAround MoveToGoal Source code

function bool CheckPathToGoalAround ( Pawn P )

ChooseAttackMode Source code

function ChooseAttackMode ( )

ClearPathFor Source code

function ClearPathFor ( Controller C )

ClearPathFor Scripting Source code

function ClearPathFor ( Controller C )

ClearShot Source code

function bool ClearShot ( Vector TargetLoc, bool bImmediateFire )

ClearTemporaryOrders Source code

function ClearTemporaryOrders ( )

CompleteAction Scripting Source code

function CompleteAction ( )

DamageAttitudeTo Source code

function DamageAttitudeTo ( Pawn Other, float Damage )

DefendMelee Source code

function bool DefendMelee ( float Dist )

DelayedWarning Source code

event DelayedWarning ( )

DelayedWarning Dead Source code

event DelayedWarning ( )

DelayedWarning GameEnded Source code

event DelayedWarning ( )

Desireability Source code

event float Desireability ( Pickup P )

Destroyed Source code

function Destroyed ( )

DirectedWander Source code

function DirectedWander ( vector WanderDir )

DisplayDebug Source code

function DisplayDebug ( Canvas Canvas, out float YL, out float YPos )

DoCharge Source code

function DoCharge ( )

DontReuseTaunt Source code

function bool DontReuseTaunt ( int T )

DoRangedAttackOn Source code

function DoRangedAttackOn ( Actor A )

DoRangedAttackOn Dead Source code

function DoRangedAttackOn ( Actor A )

DoRangedAttackOn RangedAttack Source code

function DoRangedAttackOn ( Actor A )

DoRetreat Source code

function DoRetreat ( )

DoStakeOut Source code

function DoStakeOut ( )

DoStakeOut StakeOut Source code

function DoStakeOut ( )

DoTacticalMove Source code

function DoTacticalMove ( )

DoWaitForLanding Source code

function bool DoWaitForLanding ( )

DoWaitForLanding WaitingForLanding Source code

function bool DoWaitForLanding ( )

EndState Charging Source code

function EndState ( )

EndState FindAir Source code

function EndState ( )

EndState Hunting Source code

function EndState ( )

EndState RestFormation Source code

function EndState ( )

EndState Scripting Source code

function EndState ( )

EndState StakeOut Source code

function EndState ( )

EndState TacticalMove Source code

function EndState ( )

EndState Testing Source code

function EndState ( )

EnemyChanged Source code

function EnemyChanged ( bool bNewEnemyVisible )

EnemyChanged Dead Source code

function EnemyChanged ( bool bNewEnemyVisible )

EnemyChanged Fallback Source code

function EnemyChanged ( bool bNewEnemyVisible )

EnemyChanged GameEnded Source code

function EnemyChanged ( bool bNewEnemyVisible )

EnemyChanged MoveToGoalNoEnemy Source code

function EnemyChanged ( bool bNewEnemyVisible )

EnemyChanged NoGoal Source code

function EnemyChanged ( bool bNewEnemyVisible )

EnemyChanged Testing Source code

function EnemyChanged ( bool bNewEnemyVisible )

EnemyNotVisible Charging Source code

function EnemyNotVisible ( )

EnemyNotVisible Fallback Source code

function EnemyNotVisible ( )

EnemyNotVisible FindAir Source code

function EnemyNotVisible ( )

EnemyNotVisible RangedAttack Source code

function EnemyNotVisible ( )

EnemyNotVisible TacticalMove Source code

function EnemyNotVisible ( )

EnemyNotVisible VehicleCharging Source code

function EnemyNotVisible ( )

EnemyVisible Source code

function bool EnemyVisible ( )

EngageDirection TacticalMove Source code

function bool EngageDirection ( vector StrafeDir, bool bForced )

ExecuteWhatToDoNext Source code

function ExecuteWhatToDoNext ( )

FaceActor Source code

function Actor FaceActor ( float StrafingModifier )

FaceActor Retreating Source code

function Actor FaceActor ( float StrafingModifier )

FaceMoveTarget Source code

function Actor FaceMoveTarget ( )

FearThisSpot Source code

function FearThisSpot ( AvoidMarker aSpot )

FightEnemy Source code

function FightEnemy ( bool bCanCharge, float EnemyStrength )

FindBestPathToward Source code

function bool FindBestPathToward ( Actor A, bool bCheckedReach, bool bAllowDetour )

FindDestination VehicleCharging Source code

function FindDestination ( )

FindInventoryGoal Source code

function bool FindInventoryGoal ( float BestWeight )

FindNewStakeOutDir StakeOut Source code

function FindNewStakeOutDir ( )

FindNextJumpTarget Testing Source code

function FindNextJumpTarget ( )

FindNextMoveTarget Testing Source code

function FindNextMoveTarget ( )

FindRoamDest Source code

function bool FindRoamDest ( )

FindSuperPickup Source code

function bool FindSuperPickup ( float MaxDist )

FindViewSpot Source code

function bool FindViewSpot ( )

FindViewSpot Hunting Source code

function bool FindViewSpot ( )

FireWeaponAt Source code

function bool FireWeaponAt ( Actor A )

FireWeaponAt Fallback Source code

function bool FireWeaponAt ( Actor A )

ForceCelebrate Source code

function ForceCelebrate ( )

ForceGiveWeapon Source code

function ForceGiveWeapon ( )

Formation Source code

function bool Formation ( )

Formation RestFormation Source code

function bool Formation ( )

FreeScript Source code

function FreeScript ( )

GetDesiredOffset Source code

function float GetDesiredOffset ( )

GetEnemyName Source code

function string GetEnemyName ( )

GetMessageIndex Source code

function byte GetMessageIndex ( name PhraseName )

GetMyPlayer Source code

function Pawn GetMyPlayer ( )

GetOldEnemyName Source code

function string GetOldEnemyName ( )

GetOrderObject Source code

function actor GetOrderObject ( )

GetOrders Source code

function name GetOrders ( )

GetOutOfVehicle Source code

function GetOutOfVehicle ( )

HasSuperWeapon Source code

function weapon HasSuperWeapon ( )

HearNoise Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

ImpactJump Source code

function ImpactJump ( )

InitializeSkill Source code

function InitializeSkill ( float InSkill )

InitPlayerReplicationInfo Source code

function InitPlayerReplicationInfo ( )

IsHunting Source code

function bool IsHunting ( )

IsHunting Hunting Source code

function bool IsHunting ( )

IsRetreating Source code

function bool IsRetreating ( )

IsRetreating Fallback Source code

function bool IsRetreating ( )

IsRetreating Retreating Source code

function bool IsRetreating ( )

IsShootingObjective Source code

function bool IsShootingObjective ( )

IsShootingObjective RangedAttack Source code

function bool IsShootingObjective ( )

IsSniping Source code

function bool IsSniping ( )

IsStrafing Source code

function bool IsStrafing ( )

IsStrafing TacticalMove Source code

function bool IsStrafing ( )

LeaveScripting Scripting Source code

function LeaveScripting ( )

LoseEnemy Source code

function bool LoseEnemy ( )

LostContact Source code

function bool LostContact ( float MaxTime )

MayDodgeToMoveTarget Source code

event MayDodgeToMoveTarget ( )

MayFall Charging Source code

function MayFall ( )

MayFall Fallback Source code

function MayFall ( )

MayFall Hunting Source code

function MayFall ( )

MayFall Roaming Source code

function MayFall ( )

MayShootAtEnemy Scripting Source code

function MayShootAtEnemy ( )

MissedDodge Source code

event MissedDodge ( )

MonitoredPawnAlert RestFormation Source code

event MonitoredPawnAlert ( )

NearWall Source code

function bool NearWall ( float walldist )

NeedToTurn Source code

function bool NeedToTurn ( vector targ )

NeedWeapon Source code

function bool NeedWeapon ( )

NotifyAddInventory Source code

function NotifyAddInventory ( inventory NewItem )

NotifyBump Source code

event bool NotifyBump ( actor Other )

NotifyBump Charging Source code

event bool NotifyBump ( actor Other )

NotifyBump Fallback Source code

event bool NotifyBump ( actor Other )

NotifyFallingHitWall Source code

event NotifyFallingHitWall ( vector HitNormal, actor HitActor )

NotifyHeadVolumeChange FindAir Source code

function bool NotifyHeadVolumeChange ( PhysicsVolume NewHeadVolume )

NotifyHitWall Source code

event bool NotifyHitWall ( vector HitNormal, actor Wall )

NotifyHitWall FindAir Source code

function bool NotifyHitWall ( vector HitNormal, actor Wall )

NotifyHitWall TacticalMove Source code

function bool NotifyHitWall ( vector HitNormal, actor Wall )

NotifyJumpApex Source code

event NotifyJumpApex ( )

NotifyJumpApex TacticalMove Source code

event NotifyJumpApex ( )

NotifyKilled Source code

function NotifyKilled ( Controller Killer, Controller Killed, pawn KilledPawn )

NotifyLanded Source code

function bool NotifyLanded ( vector HitNormal )

NotifyLanded WaitingForLanding Source code

function bool NotifyLanded ( vector HitNormal )

NotifyMissedJump Source code

event NotifyMissedJump ( )

NotifyPhysicsVolumeChange Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume )

NotifyPostLanded Source code

event NotifyPostLanded ( )

NotifyTakeHit Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum )

NotifyTakeHit Charging Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum )

NotifyTakeHit Hunting Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum )

NotifyTakeHit StakeOut Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum )

PawnIsInPain TacticalMove Source code

function PawnIsInPain ( PhysicsVolume PainVolume )

PickDestination FindAir Source code

function PickDestination ( bool bNoCharge )

PickDestination Hunting Source code

function PickDestination ( )

PickDestination RestFormation Source code

function PickDestination ( )

PickDestination TacticalMove Source code

function PickDestination ( )

PickRetreatDestination Source code

function bool PickRetreatDestination ( )

Possess Source code

function Possess ( Pawn aPawn )

PostBeginPlay Source code

function PostBeginPlay ( )

PriorityObjective Source code

function bool PriorityObjective ( )

ProficientWithWeapon Source code

function bool ProficientWithWeapon ( )

RateWeapon Source code

simulated function float RateWeapon ( Weapon w )

ReceiveProjectileWarning Source code

function ReceiveProjectileWarning ( Projectile proj )

ReceiveWarning Source code

function ReceiveWarning ( Pawn shooter, float projSpeed, vector FireDir )

RecoverFromBadStateCode Source code

event RecoverFromBadStateCode ( )

RelativeStrength Source code

function float RelativeStrength ( Pawn Other )

Reset Source code

function Reset ( )

ResetSkill Source code

function ResetSkill ( )

Restart Source code

function Restart ( )

Restart Scripting Source code

function Restart ( )

ScriptingOverridesAI Source code

function bool ScriptingOverridesAI ( )

SeePlayer Source code

event SeePlayer ( Pawn SeenPlayer )

SeePlayer Hunting Source code

function SeePlayer ( Pawn SeenPlayer )

SeePlayer StakeOut Source code

event SeePlayer ( Pawn SeenPlayer )

SendMessage Source code

function SendMessage ( PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType )

SetAlertness Source code

function SetAlertness ( float NewAlertness )

SetAttractionState Source code

function SetAttractionState ( )

SetAttractionState Dead Source code

function SetAttractionState ( )

SetAttractionState GameEnded Source code

function SetAttractionState ( )

SetAttractionState Testing Source code

function SetAttractionState ( )

SetCombatTimer Source code

function SetCombatTimer ( )

SetEnemyInfo Source code

function SetEnemyInfo ( bool bNewEnemyVisible )

SetEnemyReaction Source code

function SetEnemyReaction ( int AlertnessLevel )

SetFall Source code

function SetFall ( )

SetFall TacticalMove Source code

function SetFall ( )

SetFocus StakeOut Source code

function SetFocus ( )

SetLowGrav Testing Source code

function SetLowGrav ( bool bSet )

SetMaxDesiredSpeed Source code

function SetMaxDesiredSpeed ( )

SetMoveTarget Scripting Source code

function SetMoveTarget ( )

SetNewScript Source code

function SetNewScript ( ScriptedSequence NewScript )

SetOrders Source code

function SetOrders ( name NewOrders, Controller OrderGiver )

SetPeripheralVision Source code

function SetPeripheralVision ( )

SetRouteToGoal Source code

function bool SetRouteToGoal ( Actor A )

SetRouteToGoal Dead Source code

function bool SetRouteToGoal ( Actor A )

SetTemporaryOrders Source code

function SetTemporaryOrders ( name NewOrders, Controller OrderGiver )

SetupSpecialPathAbilities Source code

event SetupSpecialPathAbilities ( )

ShouldFireAgain Source code

function bool ShouldFireAgain ( float RefireRate )

ShouldKeepShielding Source code

function bool ShouldKeepShielding ( )

ShouldPerformScript Source code

function bool ShouldPerformScript ( )

ShouldStrafeTo Source code

function bool ShouldStrafeTo ( Actor WayPoint )

SoakStop Source code

event SoakStop ( string problem )

Startle Source code

function Startle ( Actor Feared )

Startle Startled Source code

function Startle ( Actor Feared )

StartMoveToward Source code

function bool StartMoveToward ( Actor O )

StopFiring Source code

function StopFiring ( )

StopFiring RangedAttack Source code

function StopFiring ( )

StopFiring ShieldSelf Source code

function StopFiring ( )

Stopped Source code

function bool Stopped ( )

Stopped RangedAttack Source code

function bool Stopped ( )

Stopped ShieldSelf Source code

function bool Stopped ( )

Stopped StakeOut Source code

function bool Stopped ( )

StrafeFromDamage Source code

function bool StrafeFromDamage ( float Damage, class<DamageType> DamageType, bool bFindDest )

StrafeFromDamage Charging Source code

function bool StrafeFromDamage ( float Damage, class<DamageType> DamageType, bool bFindDest )

SuperDesireability Source code

event float SuperDesireability ( Pickup P )

SuperPickupNotSpokenFor Source code

function bool SuperPickupNotSpokenFor ( Pickup P )

SwitchToBestWeapon GameEnded Source code

function SwitchToBestWeapon ( )

TestDirection Source code

function bool TestDirection ( vector dir, out vector pick )

TimedFireWeaponAtEnemy Source code

function TimedFireWeaponAtEnemy ( )

Timer Charging Source code

function Timer ( )

Timer Dead Source code

function Timer ( )

Timer FindAir Source code

function Timer ( )

Timer GameEnded Source code

function Timer ( )

Timer Hunting Source code

function Timer ( )

Timer MoveToGoal Source code

function Timer ( )

Timer MoveToGoalWithEnemy Source code

function Timer ( )

Timer RangedAttack Source code

function Timer ( )

Timer RestFormation Source code

function Timer ( )

Timer Scripting Source code

function Timer ( )

Timer StakeOut Source code

function Timer ( )

Timer TacticalMove Source code

function Timer ( )

Timer Testing Source code

function Timer ( )

Timer VehicleCharging Source code

function Timer ( )

Timer WaitingForLanding Source code

function Timer ( )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator )

TryCombo Source code

function TryCombo ( string ComboName )

TryStrafe Charging Source code

function bool TryStrafe ( vector sideDir )

TryToDuck Source code

function bool TryToDuck ( vector duckDir, bool bReversed )

TryToDuck Charging Source code

function bool TryToDuck ( vector duckDir, bool bReversed )

TryWallDodge Source code

function bool TryWallDodge ( vector HitNormal, actor HitActor )

UnPossess Scripting Source code

function UnPossess ( )

UpdatePawnViewPitch Source code

function UpdatePawnViewPitch ( )

VehicleFightEnemy Source code

function VehicleFightEnemy ( bool bCanCharge, float EnemyStrength )

WaitForMover Source code

function WaitForMover ( Mover M )

WanderOrCamp Source code

function WanderOrCamp ( bool bMayCrouch )

WanderOrCamp Dead Source code

function WanderOrCamp ( bool bMayCrouch )

WanderOrCamp GameEnded Source code

function WanderOrCamp ( bool bMayCrouch )

WanderOrCamp Testing Source code

function WanderOrCamp ( bool bMayCrouch )

WasKilledBy Source code

function WasKilledBy ( Controller Other )

WeaponFireAgain Source code

function bool WeaponFireAgain ( float RefireRate, bool bFinishedFire )

WeaponPreference Source code

function float WeaponPreference ( Weapon W )

WhatToDoNext Source code

function WhatToDoNext ( byte CallingByte )

WhatToDoNext Dead Source code

function WhatToDoNext ( byte CallingByte )

WhatToDoNext GameEnded Source code

function WhatToDoNext ( byte CallingByte )

WhatToDoNext Testing Source code

function WhatToDoNext ( byte CallingByte )

YellAt Source code

function YellAt ( Pawn Moron )


Defaultproperties

defaultproperties
{
     bLeadTarget=True
     Aggressiveness=0.400000
     LastAttractCheck=-10000.000000
     BaseAggressiveness=0.400000
     CombatStyle=0.200000
     TranslocUse=1.000000
     ScriptedCombat=FOLLOWSCRIPT_LeaveScriptForCombat
     LastSearchTime=-10000.000000
     ComboNames(0)="xGame.ComboSpeed"
     ComboNames(1)="xGame.ComboBerserk"
     ComboNames(2)="xGame.ComboDefensive"
     ComboNames(3)="xGame.ComboInvis"
     OrderNames(0)="Defend"
     OrderNames(1)="HOLD"
     OrderNames(2)="Attack"
     OrderNames(3)="Follow"
     OrderNames(4)="Freelance"
     OrderNames(10)="Attack"
     OrderNames(11)="Defend"
     OrderNames(12)="Defend"
     OrderNames(13)="Attack"
     OrderNames(14)="Attack"
     FovAngle=85.000000
     bIsPlayer=True
     OldMessageTime=-100.000000
     PlayerReplicationInfoClass=Class'UnrealGame.TeamPlayerReplicationInfo'
}

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Creation time: Wed 7/2/2007 19:15:52.453 - Created with UnCodeX