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KFChar.BossZombieController

Extends
KFMonsterController

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.AIController
         |   
         +-- GamePlay.ScriptedController
            |   
            +-- Old2K4.MonsterController
               |   
               +-- KFMod.KFMonsterController
                  |   
                  +-- KFChar.BossZombieController

Constants Summary
Inherited Contants from Old2K4.MonsterController
ENEMYLOCATIONFUZZ, MAXSTAKEOUTDIST, MINSTRAFEDIST, MINVIEWDIST, TACTICALHEIGHTADVANTAGE

Variables Summary
intAnimWaitChannel
nameAnimWaitingFor
boolbAlreadyFoundEnemy
NavigationPointHidingSpots
floatWaitAnimTimeout
Inherited Variables from KFMod.KFMonsterController
AvoidMonster, bAboutToGetDoor, BlockedWay, bTriggeredFirstEvent, bUseFreezeHack, bUseThreatAssessment, ChargeStart, CorpseBiteCount, EvaluateTime, ExtraCostWay, FarMult, GetOutOfTheWayDirection, GetOutOfTheWayOrigin, InitialPathGoal, ItsSet, KFM, KickTarget, KillAssistants, LastCorpseTime, LastResult, MoanTime, NearMult, NumAttmpts, PathFindState, ScriptedMoveTarget, StartleActor, TargetCorpse, TargetDoor, ThreatTime, TimeToSet
Inherited Variables from Old2K4.MonsterController
Accuracy, AcquireTime, bCanFire, bChangeDir, bEnemyIsVisible, bForcedDirection, bHasFired, bJustLanded, bLeadTarget, bMustCharge, bRecommendFastMove, bStrafeDir, ChallengeTime, ChooseAttackCounter, ChooseAttackTime, ChoosingAttackLevel, CombatStyle, EnemyVisibilityTime, FailedHuntEnemy, FailedHuntTime, GoalString, HidingSpot, LastRespawnTime, LoseEnemyCheckTime, NumRandomJumps, OldEnemy, ReactionTime, SoakString, StartTacticalTime, StopStartTime, StrafingAbility, VisibleEnemy

Structures Summary
Inherited Structures from KFMod.KFMonsterController
KillAssistant

Functions Summary
event AnimEnd (int Channel))
WaitForAnim
function BeginState ()))
InitialHunting
function BeginState ()))
RunSomewhere
function BeginState ()))
SyrRetreat
functionbool CanKillMeYet ()))
function EndState ()))
InitialHunting
function EndState ()))
WaitForAnim
function FightEnemy (bool bCanCharge))
function FindHideSpot ()))
SyrRetreat
functionbool PlayerSeesMe ()))
event SeePlayer (Pawn SeenPlayer))
InitialHunting
event SeePlayer (Pawn SeenPlayer))
RunSomewhere
event SeePlayer (Pawn SeenPlayer))
SyrRetreat
function SetWaitForAnimTimout (float NewWaitAnimTimeout, name AnimToWaitFor))
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest))
ZombieCharge
function Tick (float Delta ))
WaitForAnim
function TimedFireWeaponAtEnemy ()))
function Timer ()))
RunSomewhere
function Timer ()))
SyrRetreat
function Timer ()))
ZombieCharge
functionbool TryStrafe (vector sideDir))
ZombieCharge
function WaitTimeout ()))
WaitForAnim
Inherited Functions from KFMod.KFMonsterController
AddKillAssistant, AdjustAim, AnimEnd, AttackCorpse, AttackDoor, AvoidThisMonster, BeginState, BreakUpDoor, CancelCampFor, CanKillMeYet, Celebrate, CheckIfShouldCrouch, DamageAttitudeTo, Destroyed, DirectedWander, DoCharge, DoStakeOut, DoTacticalMove, EndState, EnemyNotVisible, EnemyThreatChanged, ExecuteWhatToDoNext, FearThisSpot, FightEnemy, FindBestPathToward, FindFreshBody, FindNewEnemy, FindRoamDest, FindViewSpot, Formation, GetOutOfTheWayOfShot, HearNoise, HitTheDirt, InitializeSkill, MonitoredPawnAlert, NotifyBump, NotifyTakeHit, PickDestination, PostBeginPlay, Reset, ResetSkill, Restart, SeePlayer, SetEnemy, SetFocus, SetMaxDesiredSpeed, SetPeripheralVision, Startle, StrafeFromDamage, tick, Timer, Trigger, TryStrafe, WaitForMover, WanderOrCamp, ZombieMoan
Inherited Functions from Old2K4.MonsterController
AdjustAim, AdjustAimError, AdjustAround, AnimEnd, BeginState, CanAttack, CancelCampFor, Celebrate, ChangeEnemy, CheckFutureSight, CheckIfShouldCrouch, ChooseAttackMode, ClearShot, DamageAttitudeTo, DefendMelee, Desireability, DirectedWander, DisplayDebug, DoCharge, DoRangedAttackOn, DoStakeOut, DoTacticalMove, DoWaitForLanding, EndState, EnemyChanged, EnemyNotVisible, EnemyVisible, EngageDirection, ExecuteWhatToDoNext, FaceActor, FaceMoveTarget, FearThisSpot, FightEnemy, FindBestPathToward, FindNewEnemy, FindNewStakeOutDir, FindRoamDest, FindViewSpot, FireWeaponAt, Formation, GameHasEnded, GetEnemyName, GetOldEnemyName, HearNoise, InitializeSkill, IsHunting, IsStrafing, MayFall, MonitoredPawnAlert, NearWall, NeedToTurn, NotifyBump, NotifyHitWall, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyTakeHit, PawnIsInPain, PickDestination, Possess, PostBeginPlay, ReceiveWarning, ResetSkill, Restart, SeePlayer, SetCombatTimer, SetEnemy, SetEnemyInfo, SetFall, SetFocus, SetMaxDesiredSpeed, SetPeripheralVision, ShouldStrafeTo, SoakStop, StopFiring, Stopped, StrafeFromDamage, TestDirection, TimedFireWeaponAtEnemy, Timer, Trigger, TryStrafe, TryToDuck, TryToWalk, WaitForMover, WanderOrCamp, WhatToDoNext

States Summary
InitialHunting Source code
state InitialHunting extends Hunting
BeginState, EndState, SeePlayer
RunSomewhere Source code
state RunSomewhere
BeginState, SeePlayer, Timer
SyrRetreat Source code
state SyrRetreat
BeginState, FindHideSpot, SeePlayer, Timer
WaitForAnim Source code
state WaitForAnim
AnimEnd, EndState, Tick, WaitTimeout
ZombieCharge Source code
state ZombieCharge
StrafeFromDamage, Timer, TryStrafe


Variables Detail

AnimWaitChannel Source code

var int AnimWaitChannel;

AnimWaitingFor Source code

var name AnimWaitingFor;

bAlreadyFoundEnemy Source code

var bool bAlreadyFoundEnemy;

HidingSpots Source code

var NavigationPoint HidingSpots;

WaitAnimTimeout Source code

var float WaitAnimTimeout;


Functions Detail

AnimEnd WaitForAnim Source code

event AnimEnd ( int Channel) )

BeginState InitialHunting Source code

function BeginState ( ) )

BeginState RunSomewhere Source code

function BeginState ( ) )

BeginState SyrRetreat Source code

function BeginState ( ) )

CanKillMeYet Source code

function bool CanKillMeYet ( ) )

EndState InitialHunting Source code

function EndState ( ) )

EndState WaitForAnim Source code

function EndState ( ) )

FightEnemy Source code

function FightEnemy ( bool bCanCharge) )

FindHideSpot SyrRetreat Source code

function FindHideSpot ( ) )

PlayerSeesMe Source code

function bool PlayerSeesMe ( ) )

SeePlayer InitialHunting Source code

event SeePlayer ( Pawn SeenPlayer) )

SeePlayer RunSomewhere Source code

event SeePlayer ( Pawn SeenPlayer) )

SeePlayer SyrRetreat Source code

event SeePlayer ( Pawn SeenPlayer) )

SetWaitForAnimTimout Source code

function SetWaitForAnimTimout ( float NewWaitAnimTimeout, name AnimToWaitFor) )

StrafeFromDamage ZombieCharge Source code

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

Tick WaitForAnim Source code

function Tick ( float Delta ) )

TimedFireWeaponAtEnemy Source code

function TimedFireWeaponAtEnemy ( ) )

Timer RunSomewhere Source code

function Timer ( ) )

Timer SyrRetreat Source code

function Timer ( ) )

Timer ZombieCharge Source code

function Timer ( ) )

TryStrafe ZombieCharge Source code

function bool TryStrafe ( vector sideDir) )

WaitTimeout WaitForAnim Source code

function WaitTimeout ( ) )


Defaultproperties

defaultproperties
{
}

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Creation time: Fri 13-10-2023 03:18:41.765 - Created with UnCodeX