- Extends
- UnrealPawn
- Modifiers
- config ( User ) dependsOn ( xUtil ) dependsOn ( xPawnSoundGroup ) dependsOn ( xPawnGibGroup )
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- UnrealGame.UnrealPawn
|
+-- XGame.xPawn
Direct Known Subclasses:
BetrayalPawn, Monster, xMutantPawn
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 |
Inherited Variables from Engine.Pawn |
AccelRate, AirAnims[4], AirControl, AirSpeed, AirStillAnim, AIScriptTag, Alertness, AmbientSoundScaling, Anchor, AnimAction, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, bAroundCornerHearing, BaseEyeHeight, bAutoActivate, bAutoFire, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanPickupInventory, bCanStrafe, bCanSwim, bCanUse, bCanWalk, bCanWalkOffLedges, bCanWallDodge, bClientCollision, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bDoTorsoTwist, bDrawCorona, bFlyingKarma, bHideRegularHUD, bIgnoreForces, bIgnorePlayFiring, bInitializeAnimation, bInvulnerableBody, bIsCrouched, bIsFemale, bIsIdle, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, bLandRecovery, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNoCoronas, bNoJumpAdjust, bNoTeamBeacon, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bReverseRun, bRollToDesired, bSameZoneHearing, bScriptPostRender, bServerMoveSetPawnRot, bSetPCRotOnPossess, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialCrosshair, bSpecialHUD, bStationary, bSteadyFiring, bStopAtLedges, bSuperSize, bThumped, bTryToUncrouch, bUpAndOut, bUpdateEyeheight, bUpdatingDisplay, bUseCompressedPosition, bWaitForAnim, bWantsToCrouch, bWarping, bWasCrouched, bWasOnGround, bWasWalking, bWaterStepup, bWeaponBob, ConstantAcceleration, Controller, ControllerClass, CrouchAnims[4], CrouchedPct, CrouchHeight, CrouchRadius, CrouchTurnLeftAnim, CrouchTurnRightAnim, DamageScaling, DelayedDamageInstigatorController, DesiredSpeed, DestinationOffset, DodgeAnims[4], DodgeSpeedFactor, DodgeSpeedZ, DoubleJumpAnims[4], DrivenVehicle, DrivingHeight, DrivingRadius, EyeHeight, FindAnchorFailedTime, FlashCount, Floor, FootRot, FootStill, FootTurning, ForwardStrafeBias, GroundSpeed, HeadBone, HeadHeight, HeadRadius, HeadScale, HeadVolume, Health, HealthMax, HearingThreshold, HitDamageType, HitFxTicker, HitFx[8], IdleChatAnim, IdleCrouchAnim, IdleRestAnim, IdleSwimAnim, IdleTime, IdleWeaponAnim, ImpactVelocity, JumpZ, LadderSpeed, LandAnims[4], LandBob, LandMovementState, LastAnchor, LastHitBy, LastLocTime, LastPainSound, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, LowGoreBlood, MaxDesiredSpeed, MaxFallSpeed, MaxRotation, MeleeRange, MenuName, MinFlySpeed, MovementAnims[4], MovementBlendStartTime, NavigationPointRange, NetRelevancyTime, NextPathRadius, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldAnimDir, OldPhysics, OldRotYaw, OldVelocity, OldZ, OnLadder, OwnerName, PawnPosition, PendingWeapon, PeripheralVision, PitchDownLimit, PitchUpLimit, PlayerReplicationInfo, ReducedDamageType, RootBone, SelectedItem, SerpentineDir, SerpentineDist, SerpentineTime, Shadow, ShieldStrength, SightRadius, SkillModifier, SmoothViewPitch, SmoothViewYaw, SoundDampening, SpawnTime, SpineBone1, SpineBone2, SplashTime, SuperHealthMax, SwimAnims[4], TakeHitLocation, TakeoffAnims[4], TakeoffStillAnim, TauntAnimNames[16], TauntAnims, TearOffMomentum, TurnDir, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, ViewPitch, Visibility, WalkAnims[4], WalkBob, WalkingPct, WaterMovementState, WaterSpeed, Weapon |
Enumerations Summary |
EFireAnimState FS_None,
FS_PlayOnce,
FS_Looping,
FS_Ready |
Functions Summary |
| bool | AddShieldStrength (int ShieldAmount))
|
| float | AdjustedStrength ()))
|
| | AltFire (optional float F ))
|
| | AnimEnd (int Channel))
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| | AnimEnd (int Channel )) Dying |
| | AssignInitialPose ()))
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| | AttachEffect (class<xEmitter> EmitterClass, Name BoneName, Vector Location, Rotator Rotation ))
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| | BeginState ())) Dying |
| vector | BotDodge (Vector Dir))
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| | CalcHitLoc (Vector hitLoc, Vector hitRay, out Name boneName, out float dist ))
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| bool | CanDoubleJump ()))
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| bool | CanMultiJump ()))
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| int | CanUseShield (int ShieldAmount))
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| | ChangedWeapon ()))
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| bool | CheckReflect (Vector HitLocation, out Vector RefNormal, int Damage ))
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| bool | CheckValidFemaleDefault ()))
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| bool | CheckValidMaleDefault ()))
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| | ClientDying (class<DamageType> DamageType, vector HitLocation))
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| | ClientRestart ()))
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| | ClientSetUDamageTime (float NewUDam))
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| | DeactivateSpawnProtection ()))
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| | Destroyed ()))
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| | DisableUDamage ()))
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| | DoCombo (class ComboClass ))
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| | DoComboName (string ComboClassName ))
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| | DoDamageFX (Name boneName, int Damage, class<DamageType> DamageType, Rotator r ))
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| | DoDerezEffect ()))
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| bool | Dodge (eDoubleClickDir DoubleClickMove))
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| | DoDoubleJump (bool bUpdating ))
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| bool | DoJump (bool bUpdating ))
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| | DoTranslocateOut (Vector PrevLocation))
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| | EnableUDamage (float amount))
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| | FellOutOfWorld (eKillZType KillType)) Dying |
| bool | FindValidTaunt (out name Sequence ))
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| | Fire (optional float F ))
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| | FootStepping (int Side))
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| bool | ForceDefaultCharacter ()))
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| | Gasp ()))
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| name | GetAnimSequence ()))
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| string | GetDefaultCharacter ()))
|
| class<Gib> | GetGibClass (xPawnGibGroup.EGibType gibType))
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| Controller | GetKillerController ()))
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| name | GetOffhandBoneFor (Inventory I))
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| RosterEntry | GetPlacedRoster ()))
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| float | GetShieldStrength ()))
|
| float | GetShieldStrengthMax ()))
|
| Sound | GetSound (xPawnSoundGroup.ESoundType soundType))
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| TeamInfo | GetTeam ()))
|
| int | GetTeamNum ()))
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| name | GetWeaponBoneFor (Inventory I))
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| bool | HasUDamage ()))
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| | HideBone (name boneName))
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| bool | InCurrentCombo ()))
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| | KImpact (actor other, vector pos, vector impactVel, vector impactNorm))
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| | KSkelConvulse ()))
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| | KVelDropBelow ())) Dying |
| | Landed (vector HitNormal))
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| | LandThump ())) Dying |
| | NotifyTeamChanged ()))
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| bool | PerformDodge (eDoubleClickDir DoubleClickMove, vector Dir, vector Cross))
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| | PhysicsVolumeChange (PhysicsVolume NewVolume ))
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| | PlayDirectionalDeath (Vector HitLoc))
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| | PlayDirectionalHit (Vector HitLoc))
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| | PlayDoubleJump ()))
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| | PlayDying (class<DamageType> DamageType, vector HitLoc))
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| | PlayDyingAnimation (class<DamageType> DamageType, vector HitLoc))
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| | PlayDyingSound ()))
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| | PlayFootStepLeft ()))
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| | PlayFootStepRight ()))
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| | PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum))
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| | PlayMoverHitSound ()))
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| | PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType))
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| | PlayTeleportEffect (bool bOut, bool bSound))
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| | PlayVictoryAnimation ()))
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| | PlayWaiting ()))
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| | PlayWeaponSwitch (Weapon NewWeapon))
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| | PossessedBy (Controller C))
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| | PostBeginPlay ()))
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| | PostNetBeginPlay ()))
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| | PostNetReceive ()))
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| | ProcessHitFX ()))
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| | RandSpin (float spinRate))
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| | RemoveFlamingEffects ()))
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| | RemovePowerups ()))
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| | ResetPhysicsBasedAnim ()))
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| | ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon))
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| | SetAnimAction (name NewAction))
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| | SetHeadScale (float NewScale))
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| | SetInvisibility (float time))
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| | SetOverlayMaterial (Material mat, float time, bool bOverride ))
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| | Setup (xUtil.PlayerRecord rec, optional bool bLoadNow))
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| | SetWeaponAttachment (xWeaponAttachment NewAtt))
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| | SetWeaponOverlay (Material mat, float time, bool override))
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| int | ShieldAbsorb (int dam ))
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| | SpawnGiblet (class<Gib> GibClass, Vector Location, Rotator Rotation, float GibPerterbation ))
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| | SpawnGibs (Rotator HitRotation, float ChunkPerterbation))
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| | StartDeRes ()))
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| | StartDriving (Vehicle V))
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| | StartFiring (bool bHeavy, bool bRapid))
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| | StopDriving (Vehicle V))
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| | StopFiring ()))
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| | TakeDamage (int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType)) Dying |
| | Tick (float DeltaTime))
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| | TickDeRes (float DeltaTime))
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| | TickFX (float DeltaTime))
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| | Timer ())) Dying |
| bool | 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 |
Inherited Functions from Engine.Pawn |
AddInventory, AddShieldStrength, AddVelocity, AdjustAim, AdjustedStrength, AltFire, AnimEnd, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CalcDrawOffset, CameraShake, CanAttack, CanDoubleJump, CanGrabLadder, CanMultiJump, CannotJumpNow, CanSplash, CanThrowWeapon, CanTrigger, CanUseShield, ChangeAnimation, ChangedWeapon, CheatFly, CheatGhost, CheatWalk, CheckBob, CheckTauntValid, CheckWaterJump, ChooseFireAt, ChunkUp, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, DeactivateSpawnProtection, DeleteInventory, Destroyed, Died, DisableUDamage, DisplayDebug, DoComboName, Dodge, DoDoubleJump, DoJump, DrawHUD, DropFlag, DropToGround, EnableUDamage, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, EyePosition, FaceRotation, Falling, FellOutOfWorld, FindInventoryType, FindValidTaunt, FinishedInterpolation, Fire, FireOnRelease, ForceCrouch, Gasp, Get4WayDirection, GetAimTarget, GetDemoRecordingWeapon, GetHumanReadableName, GetKillerController, GetMoveTarget, GetOffhandBoneFor, GetPathTo, GetShieldStrength, GetShieldStrengthMax, GetSpree, GetTargetLocation, GetTeam, GetTeamNum, GetVehicleBase, GetViewRotation, GetWeaponBoneFor, gibbedBy, GiveHealth, GiveWeapon, HandlePickup, HasUDamage, HasWeapon, HeadVolumeChange, HitWall, HoldFlag, IncrementSpree, InCurrentCombo, InGodMode, IsFiring, IsFirstPerson, IsHeadShot, IsHumanControlled, IsInLoadout, IsInPain, IsLocallyControlled, IsPlayerPawn, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LimitPitch, LineOfSightTo, ModifiedPlayerViewOffset, ModifyThreat, ModifyVelocity, NearMoveTarget, NeedToTurn, NextItem, NextWeapon, NotifyTeamChanged, PerformDodge, PlayDying, PlayDyingSound, PlayerChangedTeam, PlayFalling, PlayFiring, PlayHit, PlayJump, PlayLanded, PlayLandingAnimation, PlayMoverHitSound, PlayMoving, PlayNextAnimation, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PlayWeaponSwitch, PointOfView, PossessedBy, PostBeginPlay, PostNetBeginPlay, PostRender2D, PreBeginPlay, PressingAltFire, PressingFire, PrevWeapon, ProcessMove, RangedAttackTime, RawInput, ReachedDestination, ReceiveLocalizedMessage, RecommendLongRangedAttack, ReduceCylinder, RefireRate, RemovePowerups, Reset, RestartPlayer, ServerChangedWeapon, ServerNoTranslocator, SetAnimAction, SetBaseEyeheight, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetHeadScale, SetMesh, SetMovementPhysics, SetMoveTarget, SetTwistLook, SetViewPitch, SetViewRotation, SetWalking, ShieldAbsorb, ShootSpecial, ShouldCrouch, SpecialCalcView, SpecialDrawCrosshair, SpectatorSpecialCalcView, StartCrouch, StartDriving, StaticPrecache, StopDriving, StopPlayFiring, StopWeaponFiring, Suicide, SwitchToLastWeapon, SwitchWeapon, TakeDamage, TakeDrowningDamage, TakeFallingDamage, Timer, TooCloseToAttack, TossWeapon, TouchingWaterVolume, Trigger, TurnOff, UnPossessed, UpdateEyeHeight, UpdateRocketAcceleration, WasPlayerPawn, WeaponBob |
var bool bAlreadySetup;
var bool bBerserk;
var bool bCanBoostDodge;
var bool bCanDodgeDoubleJump;
var bool bClearWeaponOffsets;
var bool bDeRes;
var bool bFlaming;
var bool bFrozenBody;
var bool bGibbed;
var bool bInvis;
var bool bOldInvis;
var bool bRubbery;
var bool bSkeletized;
var bool bSpawnDone;
var bool bSpawnIn;
var float DeResTime;
var name FireHeavyBurstAnim;
var name FireHeavyRapidAnim;
var name FireRifleBurstAnim;
var name FireRifleRapidAnim;
var name FireRootBone;
var localized string HeadShotMessage;
var name IdleHeavyAnim;
var name IdleRifleAnim;
var float LastUDamageSoundTime;
var int MaxMultiJump;
MinTimeBetweenPainSounds Source code
var float MinTimeBetweenPainSounds;
var int MultiJumpBoost;
var int MultiJumpRemaining;
PlacedFemaleCharacterName Source code
var globalconfig string PlacedFemaleCharacterName;
var string RagdollOverride;
var transient float RagLastSoundTime;
var int RepeaterDeathCount;
var transient int SimHitFxTicker;
var Mesh SkeletonMesh;
var float SmallShieldStrength;
var byte TeamSkin;
var
class<
Actor> TeleportFXClass;
var
class<
Actor> TransEffects[
2];
var
class<
Actor> TransOutEffect[
2];
var float UDamageTime;
var name WallDodgeAnims[4];
AI
var(AI) globalconfig string PlacedCharacterName;
DeRes
var(DeRes) float DeResGravScale;
var(DeRes) float DeResLateralFriction;
Gib
var(
Gib)
int GibCountCalf;
var(
Gib)
int GibCountForearm;
var(
Gib)
int GibCountHead;
var(
Gib)
int GibCountTorso;
var(
Gib)
int GibCountUpperArm;
Karma
var(Karma)
material RagConvulseMaterial;
var(Karma) float RagDeathUpKick;
var(Karma) float RagDeathVel;
var(Karma) float RagdollLifeSpan;
var(Karma) float RagGravScale;
RagImpactSoundInterval Source code
var(Karma) float RagImpactSoundInterval;
var(Karma) array<
sound> RagImpactSounds;
var(Karma) float RagImpactVolume;
var(Karma) float RagInvInertia;
var(Karma) float RagShootStrength;
var(Karma) float RagSpinScale;
Shield
var(Shield) float ShieldHitMatTime;
var(Shield) float ShieldStrengthMax;
Sounds
var(Sounds) float FootstepVolume;
var(Sounds) float GruntVolume;
var(Sounds)
Sound SoundFootsteps[
11];
UDamage
var(UDamage)
Sound UDamageSound;
var(UDamage)
Material UDamageWeaponMaterial;
function bool AddShieldStrength ( int ShieldAmount) )
function float AdjustedStrength ( ) )
simulated function AltFire ( optional float F ) )
simulated function AnimEnd ( int Channel) )
simulated function AnimEnd ( int Channel ) )
simulated function AssignInitialPose ( ) )
simulated function AttachEffect (
class<
xEmitter> EmitterClass,
Name BoneName,
Vector Location,
Rotator Rotation ) )
simulated function BeginState ( ) )
function CalcHitLoc (
Vector hitLoc,
Vector hitRay, out
Name boneName, out
float dist ) )
function bool CanDoubleJump ( ) )
function bool CanMultiJump ( ) )
function int CanUseShield ( int ShieldAmount) )
function ChangedWeapon ( ) )
function
bool CheckReflect (
Vector HitLocation, out
Vector RefNormal,
int Damage ) )
CheckValidFemaleDefault Source code
simulated function bool CheckValidFemaleDefault ( ) )
simulated function bool CheckValidMaleDefault ( ) )
simulated function ClientRestart ( ) )
function ClientSetUDamageTime ( float NewUDam) )
DeactivateSpawnProtection Source code
function DeactivateSpawnProtection ( ) )
simulated function Destroyed ( ) )
function DisableUDamage ( ) )
function DoCombo (
class<
Combo>
ComboClass ) )
function DoComboName ( string ComboClassName ) )
simulated function DoDerezEffect ( ) )
function DoDoubleJump ( bool bUpdating ) )
function bool DoJump ( bool bUpdating ) )
function DoTranslocateOut (
Vector PrevLocation) )
function EnableUDamage ( float amount) )
simulated function bool FindValidTaunt ( out name Sequence ) )
simulated function Fire ( optional float F ) )
simulated function FootStepping ( int Side) )
simulated function bool ForceDefaultCharacter ( ) )
function Gasp ( ) )
simulated function name GetAnimSequence ( ) )
simulated function string GetDefaultCharacter ( ) )
function
name GetOffhandBoneFor (
Inventory I) )
function float GetShieldStrength ( ) )
function float GetShieldStrengthMax ( ) )
simulated function int GetTeamNum ( ) )
function
name GetWeaponBoneFor (
Inventory I) )
simulated function bool HasUDamage ( ) )
simulated function HideBone ( name boneName) )
function bool InCurrentCombo ( ) )
event KSkelConvulse ( ) )
event KVelDropBelow ( ) )
event Landed (
vector HitNormal) )
function LandThump ( ) )
simulated function NotifyTeamChanged ( ) )
simulated event PhysicsVolumeChange (
PhysicsVolume NewVolume ) )
simulated function PlayDirectionalDeath (
Vector HitLoc) )
simulated function PlayDirectionalHit (
Vector HitLoc) )
simulated function PlayDoubleJump ( ) )
function PlayDyingSound ( ) )
simulated function PlayFootStepLeft ( ) )
simulated function PlayFootStepRight ( ) )
function PlayMoverHitSound ( ) )
function PlayTeleportEffect ( bool bOut, bool bSound) )
function PlayVictoryAnimation ( ) )
simulated function PlayWaiting ( ) )
function PlayWeaponSwitch (
Weapon NewWeapon) )
simulated function PostBeginPlay ( ) )
simulated function PostNetBeginPlay ( ) )
simulated event PostNetReceive ( ) )
simulated function ProcessHitFX ( ) )
simulated final function RandSpin ( float spinRate) )
simulated function RemoveFlamingEffects ( ) )
function RemovePowerups ( ) )
simulated function ResetPhysicsBasedAnim ( ) )
function ServerChangedWeapon (
Weapon OldWeapon,
Weapon NewWeapon) )
simulated event SetAnimAction ( name NewAction) )
simulated event SetHeadScale ( float NewScale) )
function SetInvisibility (
float time) )
simulated function SetOverlayMaterial (
Material mat,
float time,
bool bOverride ) )
function SetWeaponOverlay (
Material mat,
float time,
bool override) )
function int ShieldAbsorb ( int dam ) )
simulated function SpawnGiblet (
class<
Gib> GibClass,
Vector Location,
Rotator Rotation,
float GibPerterbation ) )
simulated function SpawnGibs (
Rotator HitRotation,
float ChunkPerterbation) )
simulated function StartDeRes ( ) )
simulated function StartDriving (
Vehicle V) )
simulated function StartFiring ( bool bHeavy, bool bRapid) )
simulated function StopDriving (
Vehicle V) )
simulated function StopFiring ( ) )
simulated function Tick ( float DeltaTime) )
simulated function TickDeRes ( float DeltaTime) )
simulated function TickFX ( float DeltaTime) )
simulated function Timer ( ) )
simulated function bool WasPlayerPawn ( ) )
defaultproperties
{
bNetNotify=true
Mesh=Mesh'ThunderCrash.JakobM'
Skins(0)=Texture'DemoPlayerSkins.Jakob_Body'
Skins(1)=Texture'DemoPlayerSkins.Jakob_NewHead'
Species=class'SPECIES_Merc'
SoundGroupClass=class'xMercMaleSoundGroup'
GibGroupClass=class'xPawnGibGroup'
bStatic=False
DrawScale=1.0
Buoyancy=+00099.000000
UnderWaterTime=+00020.000000
bCanStrafe=True
DrawType=DT_Mesh
Style=STY_Normal
LightBrightness=255
LightHue=204
LightSaturation=0
LightRadius=3
RotationRate=(Pitch=3072,Yaw=20000,Roll=2048)
BloodEffect=class'BloodJet'
LowGoreBlood=class'AlienSmallHit'
AirControl=+0.35
bStasis=false
bCanCrouch=true
bCanClimbLadders=True
bCanPickupInventory=True
WalkingPct=+0.4
CrouchedPct=+0.4
BaseEyeHeight=38.0
EyeHeight=38.0
CollisionRadius=25.0
CollisionHeight=44.0
GroundSpeed=440.0
AirSpeed=440.0
WaterSpeed=220.0
DodgeSpeedFactor=1.5
DodgeSpeedZ=210.0
AccelRate=2048.0
JumpZ=340.0
CrouchHeight=29.0
CrouchRadius=25.0
LODBias=1.8
ShieldStrengthMax=150.0
PrePivot=(X=0.0,Y=0.0,Z=-5.0);
ControllerClass=class'XGame.xBot'
SoundFootsteps(0)=Sound'PlayerSounds.Final.FootstepDefault'
SoundFootsteps(1)=Sound'PlayerSounds.Final.FootstepRock'
SoundFootsteps(2)=Sound'PlayerSounds.Final.FootstepDirt'
SoundFootsteps(3)=Sound'PlayerSounds.Final.FootStepMetal'
SoundFootsteps(4)=Sound'PlayerSounds.Final.FootstepWood'
SoundFootsteps(5)=Sound'PlayerSounds.Final.FootstepPlant'
SoundFootsteps(6)=Sound'PlayerSounds.Final.FootstepFlesh'
SoundFootsteps(7)=Sound'PlayerSounds.Final.FootstepIce'
SoundFootsteps(8)=Sound'PlayerSounds.Final.FootstepSnow'
SoundFootsteps(9)=Sound'PlayerSounds.Final.FootstepWater'
SoundFootsteps(10)=Sound'PlayerSounds.Final.FootstepGlass'
RequiredEquipment(0)="XWeapons.AssaultRifle"
RequiredEquipment(1)="XWeapons.ShieldGun"
MinTimeBetweenPainSounds=0.35
ScaleGlow=1.0
AmbientGlow=40
TeleportFXClass=class'TransEffect'
GibCountCalf=4
GibCountForearm=2
GibCountHead=2
GibCountTorso=2
GibCountUpperArm=2
bDoTorsoTwist=true
bActorShadows=true
bPlayerShadows=true
ShieldHitMat=Material'XGameShaders.PlayerShaders.PlayerShieldSh'
ShieldHitMatTime=1.0
UDamageWeaponMaterial=Material'XGameShaders.PlayerShaders.WeaponUDamageShader'
InvisMaterial=FinalBlend'XEffectMat.InvisOverlayFB'
bPhysicsAnimUpdate=true
MovementAnims(0)=RunF
MovementAnims(1)=RunB
MovementAnims(2)=RunL
MovementAnims(3)=RunR
SwimAnims(0)=SwimF
SwimAnims(1)=SwimB
SwimAnims(2)=SwimL
SwimAnims(3)=SwimR
CrouchAnims(0)=CrouchF
CrouchAnims(1)=CrouchB
CrouchAnims(2)=CrouchL
CrouchAnims(3)=CrouchR
WalkAnims(0)=WalkF
WalkAnims(1)=WalkB
WalkAnims(2)=WalkL
WalkAnims(3)=WalkR
AirStillAnim=Jump_Mid
AirAnims(0)=JumpF_Mid
AirAnims(1)=JumpB_Mid
AirAnims(2)=JumpL_Mid
AirAnims(3)=JumpR_Mid
TakeoffStillAnim=Jump_Takeoff
TakeoffAnims(0)=JumpF_Takeoff
TakeoffAnims(1)=JumpB_Takeoff
TakeoffAnims(2)=JumpL_Takeoff
TakeoffAnims(3)=JumpR_Takeoff
LandAnims(0)=JumpF_Land
LandAnims(1)=JumpB_Land
LandAnims(2)=JumpL_Land
LandAnims(3)=JumpR_Land
DoubleJumpAnims(0)=DoubleJumpF
DoubleJumpAnims(1)=DoubleJumpB
DoubleJumpAnims(2)=DoubleJumpL
DoubleJumpAnims(3)=DoubleJumpR
DodgeAnims(0)=DodgeF
DodgeAnims(1)=DodgeB
DodgeAnims(2)=DodgeL
DodgeAnims(3)=DodgeR
WallDodgeAnims(0)=WallDodgeF
WallDodgeAnims(1)=WallDodgeB
WallDodgeAnims(2)=WallDodgeL
WallDodgeAnims(3)=WallDodgeR
TurnRightAnim=TurnR
TurnLeftAnim=TurnL
CrouchTurnRightAnim=Crouch_TurnR
CrouchTurnLeftAnim=Crouch_TurnL
IdleRestAnim=Idle_Rest
IdleCrouchAnim=Crouch
IdleSwimAnim=Swim_Tread
IdleWeaponAnim=Idle_Rifle
IdleHeavyAnim=Idle_Biggun
IdleRifleAnim=Idle_Rifle
IdleChatAnim=Idle_Chat
FireHeavyRapidAnim=Biggun_Burst
FireHeavyBurstAnim=Biggun_Aimed
FireRifleRapidAnim=Rifle_Burst
FireRifleBurstAnim=Rifle_Aimed
MaxMultiJump=1
MultiJumpRemaining=1
MultiJumpBoost=25
RagdollLifeSpan=13
RagDeathVel=200
RagInvInertia=4
RagShootStrength=8000
RagSpinScale=2.5
RagDeathUpKick=150
RagGravScale=1.0
Begin Object Class=KarmaParamsSkel Name=PawnKParams
KFriction=0.6
KRestitution=0.3
KAngularDamping=0.05
KLinearDamping=0.15
KBuoyancy=1
KStartEnabled=True
KImpactThreshold=500
KVelDropBelowThreshold=50
KConvulseSpacing=(Min=0.5,Max=2.2)
bHighDetailOnly=False
Name="PawnKParams"
End Object
KParams=KarmaParams'PawnKParams'
RagImpactSounds(0)=sound'GeneralImpacts.Breakbone_01'
RagImpactSounds(1)=sound'GeneralImpacts.Breakbone_02'
RagImpactSounds(2)=sound'GeneralImpacts.Breakbone_03'
RagImpactVolume=2.5
RagImpactSoundInterval=0.5
VoiceType="xGame.MercMaleVoice"
RootBone="Bip01"
HeadBone="Bip01 Head"
SpineBone1="Bip01 Spine1"
SpineBone2="Bip01 Spine2"
FireRootBone="Bip01 Spine"
UDamageSound=Sound'GameSounds.UDamageFire'
GruntVolume=0.18
FootstepVolume=0.15
DeResTime=6.0
DeResMat0=FinalBlend'DeRez.DeRezFinalBody'
DeResMat1=FinalBlend'DeRez.DeRezFinalHead'
DeResLiftVel=(Points=((InVal=0,OutVal=0),(InVal=2.5,OutVal=32),(InVal=100,OutVal=32)))
DeResLiftSoftness=(Points=((InVal=0,OutVal=0.3),(InVal=2.5,OutVal=0.05),(InVal=100,OutVal=0.05)))
DeResGravScale=0.0
DeResLateralFriction=0.3
TransOutEffect(0)=class'NewTransDeResRed'
TransOutEffect(1)=class'NewTransDeResBlue'
TransEffects(0)=class'NewTransEffect'
TransEffects(1)=class'NewTransEffectBlue'
PlacedCharacterName="Jakob"
PlacedFemaleCharacterName="Tamika"
MaxLights=8
bDramaticLighting=true
bCanDodgeDoubleJump=true
bCanWallDodge=true
bNoCoronas=false
Texture=Texture'RedMarker_t'
}
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Creation time: Do 14.8.2014 09:58:30.685 - Created with
UnCodeX