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KFChar.HuskZombieController

Extends
KFMonsterController

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

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

Variables Summary
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
functionrotator AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror))
functionbool FireWeaponAt (Actor A))
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


Functions Detail

AdjustAim Source code

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

FireWeaponAt Source code

function bool FireWeaponAt ( Actor A) )


Defaultproperties

defaultproperties
{
}

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Creation time: Fri 13-10-2023 03:18:45.714 - Created with UnCodeX