1. ilmenwe
  2. UnrealMagicOfDoomOhYeah

Source

UnrealMagicOfDoomOhYeah / GameCrowdAgent.txt

GameFramework/Classes/GameCrowdAgent.uc
class GameCrowdAgent extends CrowdAgentBase

    event ActivateBehavior(GameCrowdAgentBehavior NewBehaviorArchetype)
    event HandlePotentialAgentEncounter()
    event InitNavigationHandle()
    event NotifySeePlayer(PlayerController PC)
    event OverlappedActorEvent(Actor A);
    event SetCurrentDestination(GameCrowdDestination NewDest)
    event StopBehavior()
    event UpdateIntermediatePoint(optional Actor DestinationActor)
    event WaitForGroupMembers()
    event vector GeneratePathToActor( Actor Goal, optional float WithinDistance, optional bool bAllowPartialPath )
    final native function SetCurrentBehavior(GameCrowdAgentBehavior BehaviorArchetype);
    function ActivateInstancedBehavior(GameCrowdAgentBehavior NewBehaviorObject)
    function PlaySpawnBehavior()
    function ResetSeePlayer()
    function SetMaxSpeed()
    function SetPanic(actor PanicActor, bool bNewPanic)
    function TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
    function TryRandomBehavior()
    function bool IsPanicked()
    function bool PickBehaviorFrom(array<BehaviorEntry> BehaviorList, optional vector BestCameraLoc=vect(0,0,0) )
    function string GetBehaviorString()
    function string GetDestString()
    native function PlayDeath(vector KillMomentum);
    native function bool IsIdle();
    simulated event FireDeathEvent()
    simulated event PlayIdleAnimation();
    simulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
    simulated event StopIdleAnimation();
    simulated function Destroyed()
    simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
    simulated function InitializeAgent(Actor SpawnLoc, GameCrowdAgent AgentTemplate, GameCrowdGroup NewGroup, float AgentWarmUpTime)
    simulated function OnPlayAgentAnimation(SeqAct_PlayAgentAnimation Action)
    simulated function PostBeginPlay()
    simulated function SetLighting(bool bEnableLightEnvironment, LightingChannelContainer AgentLightingChannel, bool bCastShadows)
    simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
    simulated native function NativePostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir);