- 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
{
ControllerClass=class'SkaarjPack.MonsterController'
bMeleeFighter=true
bCanCrouch=false
bCanDodge=true
bCanPickupInventory=false
MeleeRange=+90.0
ScoringValue=1
WalkingPct=+0.3
CrouchedPct=+0.3
IdleWeaponAnim=Idle_Rest
IdleHeavyAnim=Idle_Rest
IdleRifleAnim=Idle_Rest
TurnRightAnim=Turn
TurnLeftAnim=Turn
CrouchAnims(0)=Crouch
CrouchAnims(1)=Crouch
CrouchAnims(2)=Crouch
CrouchAnims(3)=Crouch
CrouchTurnRightAnim=Crouch
CrouchTurnLeftAnim=Crouch
AirStillAnim=Jump
AirAnims(0)=Jump
AirAnims(1)=Jump
AirAnims(2)=Jump
AirAnims(3)=Jump
TakeoffStillAnim=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
DodgeAnims(0)=Jump
DodgeAnims(1)=Jump
DodgeAnims(2)=Jump
DodgeAnims(3)=Jump
DoubleJumpAnims(0)=Jump
DoubleJumpAnims(1)=Jump
DoubleJumpAnims(2)=Jump
DoubleJumpAnims(3)=Jump
TransientSoundVolume=0.6
TransientSoundRadius=500.0
AmbientGlow=60
} |
Creation time: Do 14.8.2014 09:58:14.604 - Created with
UnCodeX