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# Gameplay.BaseAICharacter

Extends
  Character
Modifiers
  native

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.Ragdoll
                |
                +-- Gameplay.Character
                   |
                   +-- Gameplay.BaseAICharacter

Constants Summary
DODGING_DELAY_TIME | = | 0.5f
MAX_BUMP_TIME | = | 1.0f
MIN_BUMP_TIME | = | 0.3f
PAIN_REACTION_FLINCH_TIME | = | 1.0f
PAIN_REACTION_FREEZE_TIME | = | 1.5f
SPEEDPACK_DISTANCE | = | 1500.0f

Inherited Contants from Gameplay.Character
DAMAGE_LARGE, GM_Any_Int, GM_Run_Int, GM_Sprint_Int, GM_Walk_Int, NUM_WEAPON_SLOTS, ROPE_MESH_LENGTH

Variables Summary
bool | bLogEnergyUsage
float | firstBumpTime
Actor | lastBumpActor
float | noAttackUntil
float | noMovementUntil
AI
bool | bCanSeeIntoWater
bool | bTaunt
bool | bUsePackActiveEffect
CombatMovementCategories | combatMovementCategory
CombatRangeCategories | combatRangeCategory
DodgingCategories | dodgingCategory
FiringWhileMovingStates | firingWhileMovingState
GrenadeUseCategories | grenadeUseCategory
PainReactionCategories | painReactionCategory
SpeedPackUseCategories | speedPackUseCategory
float | tauntAnimFrequency
BaseAICharacter
Mesh | armsMesh
float | healthModifier
class<Jetpack> | jetpackClass

Inherited Variables from Gameplay.Character
alertAimAnimationRootBone, altWeapon, animationChannels, animationHeightSpring, animationManager, animationStates, animationVelocitySpring, armAnimationRootBone, armorClass, arms, bActivatingEffect, bActivatingEffectStarted, bActiveEffect, bActiveEffectStarted, bApplyHealthFilter, bAttached, bCanZoom, bDeactivatingEffect, bDisableJetting, bDisableSkiing, bDisallowEquipmentDropOnDeath, bDontAllowCarryablePickups, bDontAllowCommandScreen, bDontInteractWithTerritories, bGodMode, bHiddenVehicleOccupant, bHitRegistered, bIsLocalCharacter, bLocalActivatingEffect, bLocalActivatingEffectStarted, bLocalActiveEffect, bLocalActiveEffectStarted, bLocalAttached, bLocalDeactivatingEffect, bLocalObjectHit, bLocalTempInvincible, bLocalUnactivatingEffect, bLocalUnactivatingEffectStarted, bLocalUnactiveEffect, bLocalUnactiveEffectStarted, bLocalUndeactivatingEffect, blockMovementDamage, bObjectHit, bReelIn, bSpawningAtVehicle, bTempInvincible, bUnactivatingEffect, bUnactivatingEffectStarted, bUnactiveEffect, bUnactiveEffectStarted, bUndeactivatingEffect, bZoomed, bZoomOutOnSpawn, carryableReference, carryables, CharacterName, CharacterNameLocalisationTag, clientPainType, collisionMaterialObject, combatAimAnimationRootBone, combatRole, deployable, dummy[4], energy, energyMaximum, energyMinimum, energyRechargeRate, energyRechargeScale, energyWeaponDepleted, eyeBoneIndex, eyeBoneName, eyeBoneOffset, fallbackWeapon, grapplerCharacters, grapplerClass, HeadHeight, healthInjectionAmount, healthInjectionRatePerSecond, heldPackClass, invicibilityMaterial, jetCompetency, jetpack, jetpackBone, lastCarryableNumber, lastHitObject, lastMovementCollisionTime, lastMovementDamageTime, lastPossessor, leftPack, loadout, loadoutClass, localCombatRole, localHealth, localPackClass, LocalQCAnimData, LocalQCTalkData, motor, movementAirborne, movementAltitude, movementClose, movementCollided, movementCollisionMaterial, movementConfiguration, movementDirectionalSpeed, movementDisplacement, movementDisplacementRate, movementDynamic, movementElevator, movementExtraMass, movementFrozen, movementGrounded, movementGroundState, movementHorizontalSpeed, movementImpulseChaos, movementKnockbackScale, movementNormal, movementOldThrusting, movementOldVelocity, movementPushing, movementResting, movementSimProxyInputJump, movementSimProxyInputSki, movementSimProxyInputThrust, movementSimProxyInputX, movementSimProxyInputY, movementSimProxyPitch, movementSkiInput, movementSpeed, movementSphereRadius, movementSphyllHalfHeight, movementSphyllRadius, movementSplashChaos, movementStrafe, movementTangentialSpeed, movementThrusting, movementTouching, movementUnderWater, movementVerticalSpeed, movementWater, movementWaterPenetration, movementZeroGravity, m_bManualAnimation, m_bOldManualAnimation, m_equipmentHead, needToPlayArmAnim, neutralAimAnimationRootBone, numCarryables, numPermanentCarryables, pack, packDrawScale, packLeftBone, packRightBone, playerNameMP, potentialEquipment, previousPhysics, primaryAnimationLayer, proj, pseudoWeapon, QCAnimData, QCTalkData, regenerationActive, regenerationRateHealthPerSecond, rightPack, rope, ropeNaturalLength, runAnimationSpeed, secondaryAnimationLayer, shieldActive, shieldFractionDamageBlocked, skiCompetency, sprintAnimationSpeed, tribesReplicationInfo, upperBodyAnimationRootBone, userSkinClass, vehicleTeamCrushingDamageModifier, visualisation, VoiceSetPackageName, walkAnimationSpeed, weapon, weaponBone, weaponNotHeldTime, weaponPlayingArmAnimation, weaponSlots[NUM_WEAPON_SLOTS]

Inherited Variables from Gameplay.Ragdoll
bPlayedDeath, bTearOffLocationValid, disableJetpackDeath, HavokParamsClass, jetpack, jetpackDuration, jetpackLinearForce, jetpackTime, jetpackTwirlyForce, movement, ragdollDeathLift, ragdollInheritedVelocity, ragdollLifeSpan, ragdollMaximumImpulse, ragdollScale, ragdollTickCount, ragdollTouchedGround, TearOffLocation

Enumerations Summary
CombatMovementCategories CM_SIDE_STEP, CM_SEEK_COVER, CM_ZIGZAG, CM_DONT_REPOSITION
CombatRangeCategories CR_STAND_GROUND, CR_CLOSE_TO_RANGE, CR_STAY_AT_RANGE, CR_FLANKING, CR_DRAW_OUT
DodgingCategories DODGING_POOR, DODGING_GOOD
FiringWhileMovingStates FWM_NEVER, FWM_POOR, FWM_GOOD
GrenadeUseCategories GU_NONE, GU_NEVER, GU_USE
PainReactionCategories PR_NONE, PR_FLINCH, PR_FREEZE
SpeedPackUseCategories SP_ON_FIRST_ATTACK, SP_WHEN_CLOSE, SP_ESTHER

Inherited Enumerations from Gameplay.Character
AnimationStateEnum, EClientPainType, GroundMovementLevels, HitPosition, JetCompetencyLevels, MovementDirectionalInput, SkiCompetencyLevels

Inherited Enumerations from Gameplay.Ragdoll
MovementState

Structures Summary

Inherited Structures from Gameplay.Character
QuickChatInfo

Functions Summary
|  | Bump (Actor Other ))
| bool | cleanupAI ()))
|  | initCharacterAI ()))
|  | initialiseEquipment ()))
|  | playTauntAnim ()))
|  | PostBeginPlay ()))
|  | PostTakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor))
|  | rematchGoals ()))
| bool | scaleByWeaponRefireRate (optional Weapon _weapon ))
|  | Tick (float Delta))
| bool | weaponUseEnergy (float quantity))

Inherited Functions from Gameplay.Character
activatePack, addEquipment, addGrapplerCharacter, addGrenades, addImpulse, addPack, allocateAnimationChannels, allocateAnimationStates, attachGrapple, BaseChange, bIsInMount, BreakGrapple, Bump, calculateExtents, CalculateHitPosition, canBeSensed, changeEnergy, changeHealth, CheckBob, checkManualAnimation, clampHealthInjection, clearCarryables, clientWeaponUseEnergy, composeCarryables, createRope, createThirdPersonMesh, DamageTag, debugMovement, destroyAnimationSystem, Destroyed, destroyEquipment, destroyFallbackWeapon, destroyThirdPersonMesh, detachGrapple, Died, DisplayDebug, dropCarryables, dropEquipment, dropWeapon, energyRequiredToJet, enterManualAnimationState, equipFallbackWeapon, equipmentHead, equipmentTail, exitManualAnimationState, exitMount, firingMotor, forceMovement, forceMovementState, getAirSpace, GetAltWeapon, getArmAnimation, getControllingCharacter, getDrivenVehicle, GetGrappleData, getHealthInjectionAmount, GetHumanReadableName, GetKillerController, getMaxAmmo, getModifiedAmmo, getMount, GetOtherGrappleCount, GetOtherGrappleData, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, giveDefaultWeapon, gravity, healthInjection, hideJetpack, InGodMode, initialiseEquipment, initializeAnimationSystem, isFemale, isInAir, isLoopingAnimation, isLoopingArmAnimation, isLoopingUpperBodyAnimation, isPlayingAnimation, isPlayingUpperBodyAnimation, isTouchingEnergyBarrier, isZoomed, KilledBy, loopAnimation, loopArmAnimation, loopUpperBodyAnimation, newEquipment, newGrenades, newPack, nextEquipment, numDroppableCarryables, numHealthKitsCarried, numWeaponsCarried, OnChangeAirborne, OnChangeCollisionMaterial, OnChangeEffects, OnChangeMovement, OnChangeSkiInput, OnChangeUnderwater, OnChangeWater, OnHitObject, OnMovementCollision, OnMovementCollisionDamage, OnMovementCrushingDamage, OnMovementJump, OnViewerLostPawn, OnViewerSawPawn, pickupCarryable, playAnimation, playAttachedAnim, PlayDeathSound, PlayDying, playDynamicSpeech, playFireAnimation, playFlinchAnimation, PlayHurtSound, PlayMovementSpeech, playPackEffect, playPlayerScriptedSpeech, PlayQCAnimation, PlayQCSpeech, playQuickChatSpeech, playScriptedSpeech, playUpperBodyAnimation, PossessedBy, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PrecacheSpeech, prefixMovement, prevEquipment, putInWeaponSlot, removeEquipment, removeFromWeaponSlot, removeGrapplerCharacter, removeTempInvincibility, resetMovementAnimations, ropeObstructionTrace, serverDoInventoryRefill, setAnimationState, setArmsMesh, setJetpack, SetNaturalRopeLength, setTeam, setupAnimationChannels, setupAnimationLayers, setupAnimationManager, setupAnimationSprings, setupAnimationStates, setupVisionBone, setVelocity, setZoomed, ShouldActorsBlockSplash, shouldBreakRope, ShouldProjectileHit, showJetpack, spawnFallbackWeapon, StartGroundBasedLoopingEffect, stopAnimation, stopArmAnimation, stopHealthInjection, StopMovementEffects, stopPackEffect, stopUpperBodyAnimation, switchEquipment, team, teamClass, teleportTo, Tick, tickGrappler, Timer, Touch, TravelPostAccept, TravelPreAccept, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddVelocity, unifiedGetGravity, unifiedSetAcceleration, unifiedSetPosition, unifiedSetVelocity, Unpossessed, UnTouch, updateCasts, updateGrapplerRopeEquippedFirstPerson, updateGrapplerRopeThirdPerson, updatePackEffects, updateRopeDrawScale, updateUserSkin, useEnergy, useHealthKit, VelocityTag, wake, weaponUseEnergy

Inherited Functions from Gameplay.Ragdoll
BeginState, PlayDying, PostLoadGame, PostTakeDamage, StartHavokRagdoll, Tick, Timer, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition

Constants Detail

#### DODGING_DELAY_TIME Source code

const DODGING_DELAY_TIME = 0.5f;

#### MAX_BUMP_TIME Source code

const MAX_BUMP_TIME = 1.0f;

#### MIN_BUMP_TIME Source code

const MIN_BUMP_TIME = 0.3f;

#### PAIN_REACTION_FLINCH_TIME Source code

const PAIN_REACTION_FLINCH_TIME = 1.0f;

#### PAIN_REACTION_FREEZE_TIME Source code

const PAIN_REACTION_FREEZE_TIME = 1.5f;

#### SPEEDPACK_DISTANCE Source code

const SPEEDPACK_DISTANCE = 1500.0f;

Variables Detail

#### bLogEnergyUsage Source code

var bool bLogEnergyUsage;

#### firstBumpTime Source code

var float firstBumpTime;

#### lastBumpActor Source code

var Actor lastBumpActor;

#### noAttackUntil Source code

var float noAttackUntil;

#### noMovementUntil Source code

var float noMovementUntil;

### AI

#### bCanSeeIntoWater Source code

var(AI) bool bCanSeeIntoWater;

#### bTaunt Source code

var(AI) bool bTaunt;

> should this AI taunt his/her enemies?

#### bUsePackActiveEffect Source code

var(AI) bool bUsePackActiveEffect;

#### combatMovementCategory Source code

var(AI) CombatMovementCategories combatMovementCategory;

#### combatRangeCategory Source code

var(AI) CombatRangeCategories combatRangeCategory;

#### dodgingCategory Source code

var(AI) DodgingCategories dodgingCategory;

#### firingWhileMovingState Source code

var(AI) FiringWhileMovingStates firingWhileMovingState;

#### grenadeUseCategory Source code

var(AI) GrenadeUseCategories grenadeUseCategory;

#### painReactionCategory Source code

var(AI) PainReactionCategories painReactionCategory;

#### speedPackUseCategory Source code

var(AI) SpeedPackUseCategories speedPackUseCategory;

#### tauntAnimFrequency Source code

var(AI) float tauntAnimFrequency;

> percentage of time AI's plays taunt animation if you miss him

### BaseAICharacter

#### armsMesh Source code

var(BaseAICharacter) Mesh armsMesh;

#### healthModifier Source code

var(BaseAICharacter) float healthModifier;

#### jetpackClass Source code

var(BaseAICharacter) class<Jetpack> jetpackClass;

Enumerations Detail

#### CombatMovementCategories Source code

enum CombatMovementCategories
{

> CM_SIDE_STEP, CM_SEEK_COVER, CM_ZIGZAG, CM_DONT_REPOSITION

};

#### CombatRangeCategories Source code

enum CombatRangeCategories
{

> CR_STAND_GROUND, CR_CLOSE_TO_RANGE, CR_STAY_AT_RANGE, CR_FLANKING, CR_DRAW_OUT

};

#### DodgingCategories Source code

enum DodgingCategories
{

> DODGING_POOR, DODGING_GOOD

};

#### FiringWhileMovingStates Source code

enum FiringWhileMovingStates
{

> FWM_NEVER, FWM_POOR, FWM_GOOD

};

#### GrenadeUseCategories Source code

enum GrenadeUseCategories
{

> GU_NONE, GU_NEVER, GU_USE

};

#### PainReactionCategories Source code

enum PainReactionCategories
{

> PR_NONE, PR_FLINCH, PR_FREEZE

};

#### SpeedPackUseCategories Source code

enum SpeedPackUseCategories
{

> SP_ON_FIRST_ATTACK, SP_WHEN_CLOSE, SP_ESTHER

};

Functions Detail

#### Bump Source code

function Bump ( Actor Other ) )

#### cleanupAI Source code

event bool cleanupAI ( ) )

#### initCharacterAI Source code

function initCharacterAI ( ) )

#### initialiseEquipment Source code

function initialiseEquipment ( ) )

#### playTauntAnim Source code

final function playTauntAnim ( ) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### PostTakeDamage Source code

function PostTakeDamage ( float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor) )

#### rematchGoals Source code

function rematchGoals ( ) )

#### scaleByWeaponRefireRate Source code

final function bool scaleByWeaponRefireRate ( optional Weapon _weapon ) )

#### Tick Source code

simulated function Tick ( float Delta) )

#### weaponUseEnergy Source code

function bool weaponUseEnergy ( float quantity) )

Defaultproperties

    defaultproperties
    {
    	firingWhileMovingState	= FWM_GOOD
    	combatRangeCategory		= CR_STAY_AT_RANGE
    	combatMovementCategory	= CM_SIDE_STEP
    	dodgingCategory			= DODGING_GOOD
    	painReactionCategory	= PR_NONE
    	grenadeUseCategory		= GU_USE
    	speedPackUseCategory	= SP_ON_FIRST_ATTACK
    	tauntAnimFrequency		= 0.1
    	bCanSeeIntoWater		= true
    	bUsePackActiveEffect	= true
    	bTaunt					= true

    	bShowTyrionCharacterDebug	= false
    	bShowTyrionMovementDebug	= false
    	bShowTyrionWeaponDebug		= false
    	bShowNavigationDebug		= false
    	bShowSensingDebug		= false
    	logNavigationSystem		= false
    	logTyrion				= false
    	logDLM					= false
    	logAlertnessChanges		= false
    	bShowLOADebug			= false
    	bShowJSDebug			= false
    	bLogEnergyUsage			= false

    	alertness				= ALERTNESS_Neutral
    	RotationRate			= (Pitch=4096,Yaw=40000,Roll=3072)

    	AI_LOD_Level			= AILOD_IDLE

    	peripheralVision		= 0.1
    	peripheralVisionZAngle	= 0.7854
    	SightRadius				= 6000.0
    	VisionUpdateRange		= (Min=0.4,Max=0.6)
    	visionMemory			= 10.0

    	healthModifier			= 1.0
    }

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Creation time: st 23.5.2018 00:10:28.355 - Created with UnCodeX