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KFMod.KFMonsterController

Extends
MonsterController

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

Direct Known Subclasses:

BloatZombieController, BossZombieController, CrawlerController, FleshpoundZombieController, FriendlyMonsterAI, GorefastController, HuskZombieController, SawZombieController, SirenZombieController, SoldierZombieController

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

Variables Summary
KFMonsterAvoidMonster
boolbAboutToGetDoor
NavigationPointBlockedWay
boolbTriggeredFirstEvent
boolbUseFreezeHack
boolbUseThreatAssessment
floatChargeStart
byteCorpseBiteCount
intEvaluateTime
NavigationPointExtraCostWay
floatFarMult
vectorGetOutOfTheWayDirection
vectorGetOutOfTheWayOrigin
ActorInitialPathGoal
boolItsSet
KFMonsterKFM
KActorKickTarget
array<KillAssistant>KillAssistants
floatLastCorpseTime
ActorLastResult
intMoanTime
floatNearMult
byteNumAttmpts
bytePathFindState
PathNodeScriptedMoveTarget
actorStartleActor
PlayerDeathMarkTargetCorpse
KFDoorMoverTargetDoor
intThreatTime
intTimeToSet
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
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

Structures Summary
KillAssistant
PC, Damage

Functions Summary
function AddKillAssistant (Controller PC, float Damage))
functionrotator AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror))
StakeOut
event AnimEnd (int Channel))
WaitForAnim
function AttackCorpse ()))
CorpseFeeding
function AttackDoor ()))
DoorBashing
function AvoidThisMonster (KFMonster Feared))
function AvoidThisMonster (KFMonster Feared))
MonsterAvoid
function BeginState ()))
MonsterAvoid
function BeginState ()))
ScriptedMoveTo
function BeginState ()))
StakeOut
function BeginState ()))
Startled
function BeginState ()))
WaitForAnim
function BeginState ()))
ZombieHunt
function BeginState ()))
ZombieRestFormation
function BreakUpDoor (KFDoorMover Other, bool bTryDistanceAttack ))
function CancelCampFor (Controller C))
ZombieRestFormation
functionbool CanKillMeYet ()))
function Celebrate ()
function CheckIfShouldCrouch (vector StartPosition, vector TargetPosition, float probability)
function DamageAttitudeTo (Pawn Other, float Damage))
DoorBashing
function DamageAttitudeTo (Pawn Other, float Damage))
ZombieCharge
event Destroyed ()))
function DirectedWander (vector WanderDir))
function DoCharge ()))
function DoStakeOut ()))
StakeOut
function DoTacticalMove ()
function EndState ()))
DoorBashing
function EndState ()))
MonsterAvoid
function EndState ()))
WaitForAnim
function EndState ()))
WaitToStart
function EndState ()))
ZombieHunt
function EndState ()))
ZombieRestFormation
function EnemyNotVisible ()
functionbool EnemyThreatChanged ()))
function ExecuteWhatToDoNext ()))
function FearThisSpot (AvoidMarker aSpot))
function FightEnemy (bool bCanCharge))
functionbool FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour))
functionbool FindFreshBody ()))
functionbool FindNewEnemy ()))
functionbool FindRoamDest ()))
functionbool FindViewSpot ()))
ZombieRestFormation
functionbool Formation ()))
ZombieRestFormation
function GetOutOfTheWayOfShot (vector ShotDirection, vector ShotOrigin))
function GetOutOfTheWayOfShot (vector ShotDirection, vector ShotOrigin)
CorpseFeeding
function GetOutOfTheWayOfShot (vector ShotDirection, vector ShotOrigin)
KnockDown
function GetOutOfTheWayOfShot (vector ShotDirection, vector ShotOrigin)
WaitForAnim
function HearNoise (float Loudness, Actor NoiseMaker))
function HearNoise (float Loudness, Actor NoiseMaker))
DoorBashing
function HearNoise (float Loudness, Actor NoiseMaker))
ZombieCharge
function HitTheDirt ()))
GettingOutOfTheWayOfShot
function HitTheDirt ()))
MonsterAvoid
function InitializeSkill (float InSkill)
event MonitoredPawnAlert ()))
ZombieRestFormation
eventbool NotifyBump (actor Other))
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))
ZombieCharge
function PickDestination ()))
ZombieHunt
function PickDestination ()))
ZombieRestFormation
function PostBeginPlay ()))
function Reset ()))
function ResetSkill ()
function Restart ()))
event SeePlayer (Pawn SeenPlayer))
function SeePlayer (Pawn Seen ))
DoorBashing
function SeePlayer (Pawn Seen ))
ZombieCharge
functionbool SetEnemy (Pawn NewEnemy, optional bool bHateMonster, optional float MonsterHateChanceOverride ))
functionbool SetEnemy (Pawn NewEnemy, optional bool bHateMonster, optional float MonsterHateChanceOverride ))
WaitToStart
function SetFocus ()))
StakeOut
function SetMaxDesiredSpeed ()))
function SetPeripheralVision ()
function Startle (Actor Feared))
function Startle (Actor Feared))
Startled
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest))
ZombieCharge
function tick (float DeltaTime))
function Tick (float Delta ))
DoorBashing
function Tick (float Delta ))
WaitForAnim
function Timer ()
function Timer ()))
CorpseFeeding
function Timer ()))
DoorBashing
event Timer ()))
MonsterAvoid
function Timer ()))
ZombieHunt
function Timer ()))
ZombieRestFormation
function Timer ()))
ZombieRoam
function Trigger (actor Other, pawn EventInstigator ))
function Trigger (actor Other, pawn EventInstigator ))
WaitToStart
functionbool TryStrafe (vector sideDir))
ZombieCharge
function WaitForMover (Mover M))
function WanderOrCamp (bool bMayCrouch))
function 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
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

States Summary
CorpseFeeding Source code
state CorpseFeeding
AttackCorpse, GetOutOfTheWayOfShot, Timer
DoorBashing Source code
state DoorBashing extends MoveToGoalNoEnemy
AttackDoor, DamageAttitudeTo, EndState, HearNoise, SeePlayer, Tick, Timer
GettingOutOfTheWayOfShot Source code
state GettingOutOfTheWayOfShot
HitTheDirt
Kicking Source code
state Kicking
KnockDown Source code
state KnockDown
GetOutOfTheWayOfShot
MonsterAvoid Source code
state MonsterAvoid
AvoidThisMonster, BeginState, EndState, HitTheDirt, Timer
ScriptedMoveTo Source code
state ScriptedMoveTo
BeginState
StakeOut Source code
state StakeOut
AdjustAim, BeginState, DoStakeOut, SetFocus
Startled Source code
state Startled
BeginState, Startle
WaitForAnim Source code
state WaitForAnim
AnimEnd, BeginState, EndState, GetOutOfTheWayOfShot, Tick
WaitToStart Source code
state WaitToStart
EndState, SetEnemy, Trigger
ZombieCharge Source code
state ZombieCharge extends Charging
DamageAttitudeTo, HearNoise, NotifyTakeHit, SeePlayer, StrafeFromDamage, TryStrafe
ZombieHunt Source code
state ZombieHunt extends Hunting
BeginState, EndState, PickDestination, Timer
ZombieRestFormation Source code
state ZombieRestFormation extends RestFormation
BeginState, CancelCampFor, EndState, FindViewSpot, Formation, MonitoredPawnAlert, PickDestination, Timer
ZombieRoam Source code
state ZombieRoam extends Roaming
Timer


Variables Detail

AvoidMonster Source code

var KFMonster AvoidMonster;

bAboutToGetDoor Source code

var bool bAboutToGetDoor;

BlockedWay Source code

var NavigationPoint BlockedWay;

bTriggeredFirstEvent Source code

var bool bTriggeredFirstEvent;

bUseFreezeHack Source code

var bool bUseFreezeHack;

bUseThreatAssessment Source code

var bool bUseThreatAssessment;

ChargeStart Source code

var float ChargeStart;

CorpseBiteCount Source code

var byte CorpseBiteCount;

EvaluateTime Source code

var int EvaluateTime;

ExtraCostWay Source code

var NavigationPoint ExtraCostWay;

FarMult Source code

var float FarMult;

GetOutOfTheWayDirection Source code

var vector GetOutOfTheWayDirection;

GetOutOfTheWayOrigin Source code

var vector GetOutOfTheWayOrigin;

InitialPathGoal Source code

var Actor InitialPathGoal;

ItsSet Source code

var bool ItsSet;

KFM Source code

var KFMonster KFM;

KickTarget Source code

var KActor KickTarget;

KillAssistants Source code

var array<KillAssistant> KillAssistants;

LastCorpseTime Source code

var float LastCorpseTime;

LastResult Source code

var Actor LastResult;

MoanTime Source code

var int MoanTime;

NearMult Source code

var float NearMult;

NumAttmpts Source code

var byte NumAttmpts;

PathFindState Source code

var byte PathFindState;

ScriptedMoveTarget Source code

var PathNode ScriptedMoveTarget;

StartleActor Source code

var actor StartleActor;

TargetCorpse Source code

var PlayerDeathMark TargetCorpse;

TargetDoor Source code

var KFDoorMover TargetDoor;

ThreatTime Source code

var int ThreatTime;

TimeToSet Source code

var int TimeToSet;


Structures Detail

KillAssistant Source code

struct KillAssistant
{
var float Damage;
var Controller PC;
};



Functions Detail

AddKillAssistant Source code

simulated function AddKillAssistant ( Controller PC, float Damage) )

AdjustAim StakeOut Source code

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

AnimEnd WaitForAnim Source code

event AnimEnd ( int Channel) )

AttackCorpse CorpseFeeding Source code

function AttackCorpse ( ) )

AttackDoor DoorBashing Source code

function AttackDoor ( ) )

AvoidThisMonster Source code

function AvoidThisMonster ( KFMonster Feared) )

AvoidThisMonster MonsterAvoid Source code

function AvoidThisMonster ( KFMonster Feared) )

BeginState MonsterAvoid Source code

function BeginState ( ) )

BeginState ScriptedMoveTo Source code

function BeginState ( ) )

BeginState StakeOut Source code

function BeginState ( ) )

BeginState Startled Source code

function BeginState ( ) )

BeginState WaitForAnim Source code

function BeginState ( ) )

BeginState ZombieHunt Source code

function BeginState ( ) )

BeginState ZombieRestFormation Source code

function BeginState ( ) )

BreakUpDoor Source code

function BreakUpDoor ( KFDoorMover Other, bool bTryDistanceAttack ) )

CancelCampFor ZombieRestFormation Source code

function CancelCampFor ( Controller C) )

CanKillMeYet Source code

function bool CanKillMeYet ( ) )

Celebrate Source code

function Celebrate ( )

CheckIfShouldCrouch Source code

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

DamageAttitudeTo DoorBashing Source code

function DamageAttitudeTo ( Pawn Other, float Damage) )

DamageAttitudeTo ZombieCharge Source code

function DamageAttitudeTo ( Pawn Other, float Damage) )

Destroyed Source code

simulated event Destroyed ( ) )

DirectedWander Source code

function DirectedWander ( vector WanderDir) )

DoCharge Source code

function DoCharge ( ) )

DoStakeOut StakeOut Source code

function DoStakeOut ( ) )

DoTacticalMove Source code

function DoTacticalMove ( )

EndState DoorBashing Source code

function EndState ( ) )

EndState MonsterAvoid Source code

function EndState ( ) )

EndState WaitForAnim Source code

function EndState ( ) )

EndState WaitToStart Source code

function EndState ( ) )

EndState ZombieHunt Source code

function EndState ( ) )

EndState ZombieRestFormation Source code

function EndState ( ) )

EnemyNotVisible Source code

function EnemyNotVisible ( )

EnemyThreatChanged Source code

function bool EnemyThreatChanged ( ) )

ExecuteWhatToDoNext Source code

function ExecuteWhatToDoNext ( ) )

FearThisSpot Source code

function FearThisSpot ( AvoidMarker aSpot) )

FightEnemy Source code

function FightEnemy ( bool bCanCharge) )

FindBestPathToward Source code

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

FindFreshBody Source code

function bool FindFreshBody ( ) )

FindNewEnemy Source code

function bool FindNewEnemy ( ) )

FindRoamDest Source code

function bool FindRoamDest ( ) )

FindViewSpot ZombieRestFormation Source code

function bool FindViewSpot ( ) )

Formation ZombieRestFormation Source code

function bool Formation ( ) )

GetOutOfTheWayOfShot Source code

function GetOutOfTheWayOfShot ( vector ShotDirection, vector ShotOrigin) )

GetOutOfTheWayOfShot CorpseFeeding Source code

function GetOutOfTheWayOfShot ( vector ShotDirection, vector ShotOrigin )

GetOutOfTheWayOfShot KnockDown Source code

function GetOutOfTheWayOfShot ( vector ShotDirection, vector ShotOrigin )

GetOutOfTheWayOfShot WaitForAnim Source code

function GetOutOfTheWayOfShot ( vector ShotDirection, vector ShotOrigin )

HearNoise Source code

function HearNoise ( float Loudness, Actor NoiseMaker) )

HearNoise DoorBashing Source code

function HearNoise ( float Loudness, Actor NoiseMaker) )

HearNoise ZombieCharge Source code

function HearNoise ( float Loudness, Actor NoiseMaker) )

HitTheDirt GettingOutOfTheWayOfShot Source code

function HitTheDirt ( ) )

HitTheDirt MonsterAvoid Source code

function HitTheDirt ( ) )

InitializeSkill Source code

function InitializeSkill ( float InSkill )

MonitoredPawnAlert ZombieRestFormation Source code

event MonitoredPawnAlert ( ) )

NotifyBump Source code

event bool NotifyBump ( actor Other) )

NotifyTakeHit Source code

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

NotifyTakeHit ZombieCharge Source code

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

PickDestination ZombieHunt Source code

function PickDestination ( ) )

PickDestination ZombieRestFormation Source code

function PickDestination ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

Reset Source code

function Reset ( ) )

ResetSkill Source code

function ResetSkill ( )

Restart Source code

function Restart ( ) )

SeePlayer Source code

event SeePlayer ( Pawn SeenPlayer) )

SeePlayer DoorBashing Source code

function SeePlayer ( Pawn Seen ) )

SeePlayer ZombieCharge Source code

function SeePlayer ( Pawn Seen ) )

SetEnemy Source code

function bool SetEnemy ( Pawn NewEnemy, optional bool bHateMonster, optional float MonsterHateChanceOverride ) )

SetEnemy WaitToStart Source code

function bool SetEnemy ( Pawn NewEnemy, optional bool bHateMonster, optional float MonsterHateChanceOverride ) )

SetFocus StakeOut Source code

function SetFocus ( ) )

SetMaxDesiredSpeed Source code

function SetMaxDesiredSpeed ( ) )

SetPeripheralVision Source code

function SetPeripheralVision ( )

Startle Source code

function Startle ( Actor Feared) )

Startle Startled Source code

function Startle ( Actor Feared) )

StrafeFromDamage ZombieCharge Source code

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

tick Source code

function tick ( float DeltaTime) )

Tick DoorBashing Source code

function Tick ( float Delta ) )

Tick WaitForAnim Source code

function Tick ( float Delta ) )

Timer Source code

function Timer ( )

Timer CorpseFeeding Source code

function Timer ( ) )

Timer DoorBashing Source code

function Timer ( ) )

Timer MonsterAvoid Source code

event Timer ( ) )

Timer ZombieHunt Source code

function Timer ( ) )

Timer ZombieRestFormation Source code

function Timer ( ) )

Timer ZombieRoam Source code

function Timer ( ) )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator ) )

Trigger WaitToStart Source code

function Trigger ( actor Other, pawn EventInstigator ) )

TryStrafe ZombieCharge Source code

function bool TryStrafe ( vector sideDir) )

WaitForMover Source code

function WaitForMover ( Mover M) )

WanderOrCamp Source code

function WanderOrCamp ( bool bMayCrouch) )

ZombieMoan Source code

function ZombieMoan ( ) )


Defaultproperties

defaultproperties
{
     NearMult=1.500000
     FarMult=3.000000
     StrafingAbility=-1.000000
     CombatStyle=1.000000
     ReactionTime=1.000000
}

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Creation time: Fri 13-10-2023 03:18:46.970 - Created with UnCodeX