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SkaarjPack.Monster

Extends
xPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealGame.UnrealPawn
         |   
         +-- XGame.xPawn
            |   
            +-- SkaarjPack.Monster

Direct Known Subclasses:

Brute, GasBag, Krall, Manta, RazorFly, Skaarj, SkaarjPupae, Warlord

Variables Summary
class<Ammunition>AmmunitionClass
boolbAlwaysStrafe
boolbBoss
boolbCanDodge
boolbMeleeFighter
boolbShotAnim
boolbTryToWalk
boolbVictoryNext
soundChallengeSound[4]
soundDeathSound[4]
floatDodgeSkillAdjust
soundFireSound
soundHitSound[4]
AmmunitionMyAmmo
FirePropertiesSavedFireProperties
intScoringValue
Inherited Variables from XGame.xPawn
bAlreadySetup, bBerserk, bCanBoostDodge, bCanDodgeDoubleJump, bClearWeaponOffsets, bDeRes, bFlaming, bFrozenBody, bGibbed, bInvis, bOldInvis, bRubbery, bSkeletized, bSpawnDone, bSpawnIn, CurrentCombo, DeResFX, DeResGravScale, DeResLateralFriction, DeResLiftSoftness, DeResLiftVel, DeResMat0, DeResMat1, DeResTime, FireHeavyBurstAnim, FireHeavyRapidAnim, FireRifleBurstAnim, FireRifleRapidAnim, FireRootBone, FireState, FootstepVolume, GibCountCalf, GibCountForearm, GibCountHead, GibCountTorso, GibCountUpperArm, GibGroupClass, GruntVolume, HeadShotMessage, IdleHeavyAnim, IdleRifleAnim, InvisMaterial, LastUDamageSoundTime, MaxMultiJump, MinTimeBetweenPainSounds, MultiJumpBoost, MultiJumpRemaining, OldController, PlacedCharacterName, PlacedFemaleCharacterName, PlayerShadow, RagConvulseMaterial, RagDeathUpKick, RagDeathVel, RagdollLifeSpan, RagdollOverride, RagGravScale, RagImpactSoundInterval, RagImpactSounds, RagImpactVolume, RagInvInertia, RagLastSoundTime, RagShootStrength, RagSpinScale, RealSkins[4], RepeaterDeathCount, ShieldHitMat, ShieldHitMatTime, ShieldStrengthMax, SimHitFxTicker, SkeletonMesh, SmallShieldStrength, SoundFootsteps[11], SoundGroupClass, Species, TeamSkin, TeleportFXClass, TransEffects[2], TransOutEffect[2], UDamageSound, UDamageTime, UDamageTimer, UDamageWeaponMaterial, VoiceClass, WallDodgeAnims[4], WeaponAttachment
Inherited Variables from UnrealGame.UnrealPawn
AttackSuitability, bAcceptAllInventory, bBlobShadow, bIsSquadLeader, bKeepTaunting, bNoDefaultInventory, bPlayerShadows, bPlayOwnFootsteps, bSoakDebug, CurrentDir, GameObjOffset, GameObjRot, LastFootStepTime, LoadOut, OptionalEquipment[16], RequiredEquipment[16], SelectedEquipment[16], spree, SquadName, VoiceType

Enumerations Summary
Inherited Enumerations from XGame.xPawn
EFireAnimState

Functions Summary
function AnimEnd (int Channel)
function AssignInitialPose ()
functionbool CanAttack (Actor A)
function CreateGib (Name boneName, class<DamageType> DamageType, Rotator r)
function Destroyed ()
function Fire (optional float F)
function FireProjectile ()
functionbool ForceDefaultCharacter ()
functionfloat GetDamageRadius ()
functionvector GetFireStart (vector X, vector Y, vector Z)
functionbool HasRangedAttack ()
functionbool IsHeadShot (vector loc, vector ray, float AdditionalScale)
functionbool IsPlayerPawn ()
function Landed (vector HitNormal)
Dying
function LandThump ()
functionbool MeleeDamageTarget (int hitdamage, vector pushdir)
function PlayChallengeSound ()
function PlayDying (class<DamageType> DamageType, vector HitLoc)
function PlayDyingSound ()
function PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType)
function PlayVictory ()
function PlayVictoryAnimation ()
event PostBeginPlay ()
functionbool PreferMelee ()
function ProcessHitFX ()
function RangedAttack (Actor A)
functionfloat RangedAttackTime ()
functionbool RecommendSplashDamage ()
functionbool SameSpeciesAs (Pawn P)
event SetAnimAction (name NewAction)
function SetMovementPhysics ()
function SpawnGiblet (class<Gib> GibClass, Vector Location, Rotator Rotation, float GibPerterbation)
functionbool SplashDamage ()
function StartDeRes ()
function StopFiring ()
function Timer ()
Dying
function TurnOff ()
Inherited Functions from XGame.xPawn
AddShieldStrength, AdjustedStrength, AltFire, AnimEnd, AssignInitialPose, AttachEffect, BeginState, BotDodge, CalcHitLoc, CanDoubleJump, CanMultiJump, CanUseShield, ChangedWeapon, CheckReflect, CheckValidFemaleDefault, CheckValidMaleDefault, ClientDying, ClientRestart, ClientSetUDamageTime, DeactivateSpawnProtection, Destroyed, DisableUDamage, DoCombo, DoComboName, DoDamageFX, DoDerezEffect, Dodge, DoDoubleJump, DoJump, DoTranslocateOut, EnableUDamage, FellOutOfWorld, FindValidTaunt, Fire, FootStepping, ForceDefaultCharacter, Gasp, GetAnimSequence, GetDefaultCharacter, GetGibClass, GetKillerController, GetOffhandBoneFor, GetPlacedRoster, GetShieldStrength, GetShieldStrengthMax, GetSound, GetTeam, GetTeamNum, GetWeaponBoneFor, HasUDamage, HideBone, InCurrentCombo, KImpact, KSkelConvulse, KVelDropBelow, Landed, LandThump, NotifyTeamChanged, PerformDodge, PhysicsVolumeChange, PlayDirectionalDeath, PlayDirectionalHit, PlayDoubleJump, PlayDying, PlayDyingAnimation, PlayDyingSound, PlayFootStepLeft, PlayFootStepRight, PlayHit, PlayMoverHitSound, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PostNetBeginPlay, PostNetReceive, ProcessHitFX, RandSpin, RemoveFlamingEffects, RemovePowerups, ResetPhysicsBasedAnim, ServerChangedWeapon, SetAnimAction, SetHeadScale, SetInvisibility, SetOverlayMaterial, Setup, SetWeaponAttachment, SetWeaponOverlay, ShieldAbsorb, SpawnGiblet, SpawnGibs, StartDeRes, StartDriving, StartFiring, StopDriving, StopFiring, TakeDamage, Tick, TickDeRes, TickFX, Timer, WasPlayerPawn
Inherited Functions from UnrealGame.UnrealPawn
AddDefaultInventory, BaseChange, BeginState, BotDodge, CheckBob, ChunkUp, CreateInventory, DisplayDebug, Dodge, DropFlag, EndJump, FindValidTaunt, FootStepping, GetDebugName, GetPlacedRoster, GetSpree, GetWeaponBoneFor, gibbedBy, HoldFlag, HoldGameObject, IncrementSpree, IsInLoadout, Landed, PerformDodge, PlayFootStep, PostBeginPlay, PostNetBeginPlay, SetAnimAction, SetMovementPhysics, ShouldUnCrouch, SpawnGibs, TakeDamage, TakeDrowningDamage

States Summary
Dying Source code
state Dying
Landed, Timer


Variables Detail

AmmunitionClass Source code

var class<Ammunition> AmmunitionClass;

bAlwaysStrafe Source code

var bool bAlwaysStrafe;

bBoss Source code

var bool bBoss;

bCanDodge Source code

var bool bCanDodge;

bMeleeFighter Source code

var bool bMeleeFighter;

bShotAnim Source code

var bool bShotAnim;

bTryToWalk Source code

var bool bTryToWalk;

bVictoryNext Source code

var bool bVictoryNext;

ChallengeSound[4] Source code

var sound ChallengeSound[4];

DeathSound[4] Source code

var sound DeathSound[4];

DodgeSkillAdjust Source code

var float DodgeSkillAdjust;

FireSound Source code

var sound FireSound;

HitSound[4] Source code

var sound HitSound[4];

MyAmmo Source code

var Ammunition MyAmmo;

SavedFireProperties Source code

var FireProperties SavedFireProperties;

ScoringValue Source code

var int ScoringValue;


Functions Detail

AnimEnd Source code

simulated function AnimEnd ( int Channel )

AssignInitialPose Source code

simulated function AssignInitialPose ( )

CanAttack Source code

function bool CanAttack ( Actor A )

CreateGib Source code

function CreateGib ( Name boneName, class<DamageType> DamageType, Rotator r )

Destroyed Source code

function Destroyed ( )

Fire Source code

function Fire ( optional float F )

FireProjectile Source code

function FireProjectile ( )

ForceDefaultCharacter Source code

simulated function bool ForceDefaultCharacter ( )

GetDamageRadius Source code

function float GetDamageRadius ( )

GetFireStart Source code

function vector GetFireStart ( vector X, vector Y, vector Z )

HasRangedAttack Source code

function bool HasRangedAttack ( )

IsHeadShot Source code

function bool IsHeadShot ( vector loc, vector ray, float AdditionalScale )

IsPlayerPawn Source code

function bool IsPlayerPawn ( )

Landed Dying Source code

function Landed ( vector HitNormal )

LandThump Source code

function LandThump ( )

MeleeDamageTarget Source code

function bool MeleeDamageTarget ( int hitdamage, vector pushdir )

PlayChallengeSound Source code

function PlayChallengeSound ( )

PlayDying Source code

simulated function PlayDying ( class<DamageType> DamageType, vector HitLoc )

PlayDyingSound Source code

function PlayDyingSound ( )

PlayTakeHit Source code

function PlayTakeHit ( vector HitLocation, int Damage, class<DamageType> DamageType )

PlayVictory Source code

function PlayVictory ( )

PlayVictoryAnimation Source code

function PlayVictoryAnimation ( )

PostBeginPlay Source code

event PostBeginPlay ( )

PreferMelee Source code

function bool PreferMelee ( )

ProcessHitFX Source code

simulated function ProcessHitFX ( )

RangedAttack Source code

function RangedAttack ( Actor A )

RangedAttackTime Source code

function float RangedAttackTime ( )

RecommendSplashDamage Source code

function bool RecommendSplashDamage ( )

SameSpeciesAs Source code

function bool SameSpeciesAs ( Pawn P )

SetAnimAction Source code

simulated event SetAnimAction ( name NewAction )

SetMovementPhysics Source code

function SetMovementPhysics ( )

SpawnGiblet Source code

simulated function SpawnGiblet ( class<Gib> GibClass, Vector Location, Rotator Rotation, float GibPerterbation )

SplashDamage Source code

function bool SplashDamage ( )

StartDeRes Source code

simulated function StartDeRes ( )

StopFiring Source code

function StopFiring ( )

Timer Dying Source code

simulated function Timer ( )

TurnOff Source code

simulated function TurnOff ( )


Defaultproperties

defaultproperties
{
     bMeleeFighter=Wahr
     bCanDodge=Wahr
     ScoringValue=1
     IdleHeavyAnim="Idle_Rest"
     IdleRifleAnim="Idle_Rest"
     bCanCrouch=Falsch
     bCanPickupInventory=Falsch
     MeleeRange=90.000000
     WalkingPct=0.300000
     CrouchedPct=0.300000
     ControllerClass=Class'SkaarjPack.MonsterController'
     TurnLeftAnim="Turn"
     TurnRightAnim="Turn"
     CrouchAnims(0)="Crouch"
     CrouchAnims(1)="Crouch"
     CrouchAnims(2)="Crouch"
     CrouchAnims(3)="Crouch"
     AirAnims(0)="Jump"
     AirAnims(1)="Jump"
     AirAnims(2)="Jump"
     AirAnims(3)="Jump"
     TakeoffAnims(0)="Jump"
     TakeoffAnims(1)="Jump"
     TakeoffAnims(2)="Jump"
     TakeoffAnims(3)="Jump"
     LandAnims(0)="Land"
     LandAnims(1)="Land"
     LandAnims(2)="Land"
     LandAnims(3)="Land"
     DoubleJumpAnims(0)="Jump"
     DoubleJumpAnims(1)="Jump"
     DoubleJumpAnims(2)="Jump"
     DoubleJumpAnims(3)="Jump"
     DodgeAnims(0)="Jump"
     DodgeAnims(1)="Jump"
     DodgeAnims(2)="Jump"
     DodgeAnims(3)="Jump"
     AirStillAnim="Jump"
     TakeoffStillAnim="Jump"
     CrouchTurnRightAnim="Crouch"
     CrouchTurnLeftAnim="Crouch"
     IdleWeaponAnim="Idle_Rest"
     AmbientGlow=60
     TransientSoundVolume=0.600000
     TransientSoundRadius=500.000000
}

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Creation time: Mo 16.4.2007 11:20:24.828 - Created with UnCodeX