- Extends
- xPawn
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- UnrealGame.UnrealPawn
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+-- XGame.xPawn
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+-- SkaarjPack.Monster
Direct Known Subclasses:
Brute, GasBag, Krall, Manta, RazorFly, Skaarj, SkaarjPupae, Warlord
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 |
Functions Summary |
| | AnimEnd (int Channel)
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| | AssignInitialPose ()
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| bool | CanAttack (Actor A)
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| | CreateGib (Name boneName, class<DamageType> DamageType, Rotator r)
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| | Destroyed ()
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| | Fire (optional float F)
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| | FireProjectile ()
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| bool | ForceDefaultCharacter ()
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| float | GetDamageRadius ()
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| vector | GetFireStart (vector X, vector Y, vector Z)
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| bool | HasRangedAttack ()
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| bool | IsHeadShot (vector loc, vector ray, float AdditionalScale)
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| bool | IsPlayerPawn ()
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| | Landed (vector HitNormal) Dying |
| | LandThump ()
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| bool | MeleeDamageTarget (int hitdamage, vector pushdir)
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| | PlayChallengeSound ()
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| | PlayDying (class<DamageType> DamageType, vector HitLoc)
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| | PlayDyingSound ()
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| | PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType)
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| | PlayVictory ()
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| | PlayVictoryAnimation ()
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| | PostBeginPlay ()
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| bool | PreferMelee ()
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| | ProcessHitFX ()
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| | RangedAttack (Actor A)
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| float | RangedAttackTime ()
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| bool | RecommendSplashDamage ()
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| bool | SameSpeciesAs (Pawn P)
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| | SetAnimAction (name NewAction)
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| | SetMovementPhysics ()
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| | SpawnGiblet (class<Gib> GibClass, Vector Location, Rotator Rotation, float GibPerterbation)
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| bool | SplashDamage ()
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| | StartDeRes ()
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| | StopFiring ()
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| | Timer () Dying |
| | TurnOff ()
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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 |
var bool bAlwaysStrafe;
var bool bBoss;
var bool bCanDodge;
var bool bMeleeFighter;
var bool bShotAnim;
var bool bTryToWalk;
var bool bVictoryNext;
var sound ChallengeSound[
4];
var float DodgeSkillAdjust;
var int ScoringValue;
simulated function AnimEnd ( int Channel )
simulated function AssignInitialPose ( )
function bool CanAttack (
Actor A )
function Destroyed ( )
function Fire ( optional float F )
function FireProjectile ( )
simulated function bool ForceDefaultCharacter ( )
function float GetDamageRadius ( )
function bool HasRangedAttack ( )
function bool IsHeadShot (
vector loc,
vector ray,
float AdditionalScale )
function bool IsPlayerPawn ( )
function Landed (
vector HitNormal )
function LandThump ( )
function bool MeleeDamageTarget (
int hitdamage,
vector pushdir )
function PlayChallengeSound ( )
function PlayDyingSound ( )
function PlayVictory ( )
function PlayVictoryAnimation ( )
event PostBeginPlay ( )
function bool PreferMelee ( )
simulated function ProcessHitFX ( )
function RangedAttack (
Actor A )
function float RangedAttackTime ( )
function bool RecommendSplashDamage ( )
function bool SameSpeciesAs (
Pawn P )
simulated event SetAnimAction ( name NewAction )
function SetMovementPhysics ( )
simulated function SpawnGiblet (
class<
Gib> GibClass,
Vector Location,
Rotator Rotation,
float GibPerterbation )
function bool SplashDamage ( )
simulated function StartDeRes ( )
function StopFiring ( )
simulated function Timer ( )
simulated function TurnOff ( )
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