1. ilmenwe
  2. UnrealMagicOfDoomOhYeah

Source

UnrealMagicOfDoomOhYeah / UTSquadAI.txt

UTGame/Classes/UTSquadAI.uc
class UTSquadAI extends ReplicationInfo

    	function Tick(float DeltaTime)
    event SetLeader(Controller C)
    function Actor GetTowingDestination(UTVehicle Towed);
    function AddBot(UTBot B)
    function AddTransientCosts(UTBot B, float f)
    function BotEnteredVehicle(UTBot B)
    function CriticalObjectiveWarning(Pawn NewEnemy)
    function Destroyed()
    function Initialize(UTTeamInfo T, UTGameObjective O, Controller C)
    function LeaveVehicleAtParkingSpot(UTBot B, Actor O)
    function MarkHuntingSpots(UTBot B);
    function MergeWith(UTSquadAI S)
    function ModifyAggression(UTBot B, out float Aggression)
    function NavigationPoint FindDefensivePositionFor(UTBot B)
    function NotifyKilled(Controller Killer, Controller Killed, pawn KilledPawn)
    function PickNewLeader()
    function RemoveBot(UTBot B)
    function RemoveEnemy(Pawn E)
    function RemovePlayer(PlayerController P)
    function Reset()
    function Retask(UTBot B)
    function SetAlternatePathTo(NavigationPoint NewRouteObjective, UTBot RouteMaker)
    function SetDefenseScriptFor(UTBot B)
    function SetObjective(UTGameObjective O, bool bForceUpdate)
    function UTBot PickBotToReassign()
    function UTGameObjective GetStartObjective(UTBot B)
    function UTVehicle GetLinkVehicle(UTBot B)
    function actor FormationCenter(Controller C)
    function actor SetFacingActor(UTBot B)
    function bool AcceptableDefensivePosition(NavigationPoint N, UTBot B)
    function bool AddEnemy(Pawn NewEnemy)
    function bool AllowContinueOnFoot(UTBot B, UTVehicle V)
    function bool AllowDetourTo(UTBot B,NavigationPoint N)
    function bool AllowImpactJumpBy(UTBot B)
    function bool AllowTaunt(UTBot B)
    function bool AssignSquadResponsibility(UTBot B)
    function bool BeDevious(Pawn Enemy)
    function bool CheckHoverboard(UTBot B)
    function bool CheckSquadObjectives(UTBot B)
    function bool CheckSuperItem(UTBot B, float SuperDist)
    function bool CheckTowing(UTBot B, UTVehicle V)
    function bool CheckVehicle(UTBot B)
    function bool ClearPathFor(Controller C)
    function bool CloseEnoughToObjective(UTBot B, Actor O)
    function bool CloseToLeader(Pawn P)
    function bool EnterAndExitVehicle(UTBot B)
    function bool FindNewEnemyFor(UTBot B, bool bSeeEnemy)
    function bool FindPathToObjective(UTBot B, Actor O)
    function bool FriendlyToward(Pawn Other)
    function bool GetOnHoverboard(UTBot B)
    function bool GotoVehicle(UTVehicle SquadVehicle, UTBot B)
    function bool HandlePathObstruction(UTBot B, Actor BlockedBy)
    function bool HasOtherVisibleEnemy(UTBot B)
    function bool IsDefending(UTBot B)
    function bool IsOnPathToSquadObjective(Actor Goal)
    function bool IsOnSquad(Controller C)
    function bool LeaveVehicleToReachObjective(UTBot B, Actor O)
    function bool LostEnemy(UTBot B)
    function bool MustCompleteOnFoot(Actor O, optional Pawn P)
    function bool MustKeepEnemy(Pawn E)
    function bool NearFormationCenter(Pawn P)
    function bool NeverBail(Pawn P)
    function bool OverrideFollowPlayer(UTBot B)
    function bool PickRetreatDestination(UTBot B)
    function bool SetEnemy( UTBot B, Pawn NewEnemy )
    function bool ShouldCheckSuperVehicle(UTBot B)
    function bool ShouldDeferTo(Controller C)
    function bool ShouldSuppressEnemy(UTBot B)
    function bool ShouldUseAlternatePaths()
    function bool ShouldUseHoverboard(UTBot B)
    function bool TellBotToFollow(UTBot B, Controller C)
    function bool TryToIntercept(UTBot B, Pawn P, Actor RouteGoal)
    function bool UnderFire(Pawn NewThreat, UTBot Ignored)
    function bool ValidEnemy(Pawn NewEnemy)
    function bool WaitAtThisPosition(Pawn P)
    function bool WanderNearLeader(UTBot B)
    function byte PriorityObjective(UTBot B)
    function float AssessThreat( UTBot B, Pawn NewThreat, bool bThreatVisible )
    function float BotSuitability(UTBot B)
    function float GetMaxDefenseDistanceFrom(Actor Center, UTBot B)
    function float MaxVehicleDist(Pawn P)
    function float ModifyThreat(float current, Pawn NewThreat, bool bThreatVisible, UTBot B)
    function float RateDefensivePosition(NavigationPoint N, UTBot CurrentBot, Actor Center)
    function float VehicleDesireability(UTVehicle V, UTBot B)
    function int GetSize()
    function name GetOrders()
    function rotator GetFacingRotation()
    simulated function DisplayDebug(HUD HUD, out float YL, out float YPos)
    simulated function String GetOrderStringFor(UTPlayerReplicationInfo PRI)
    simulated function String GetShortOrderStringFor(UTPlayerReplicationInfo PRI)
    simulated native function byte GetTeamNum();