- Extends
- ScriptedPawn
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- UnrealI.ScriptedPawn
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+-- UnrealI.Mercenary
Direct Known Subclasses:
MercenaryElite
Inherited Variables from UnrealI.ScriptedPawn |
Acquire, Aggressiveness, bCanBePissed, bCanDuck, bCanFire, bCanSpeak, bChangeDir, bClearShot, bCrouching, bDelayedPatrol, bFiringPaused, bFirstHatePlayer, bFirstShot, bFrustrated, bGreenBlood, bHasRangedAttack, bHateWhenTriggered, bIgnoreFriends, bInitialFear, bIsBoss, bIsSpeaking, bIsWuss, bLeadTarget, bMoraleBoosted, bMovingRangedAttack, bNoWait, bQuiet, bReadyToAttack, bSpecialGoal, bSpecialPausing, bStrafeDir, bTeamLeader, bTeamSpeaking, bWarnTarget, CarcassType, Fear, FirstHatePlayerEvent, Hated, HidingSpot, HuntStartTime, LastPainAnim, LastPainTime, NextAnim, numHuntPaths, OldEnemy, OrderObject, Orders, OrderTag, ProjectileSpeed, RangedProjectile, ReFireRate, Roam, RoamStartTime, TeamID, TeamLeader, TeamTag, Threaten, TimeBetweenAttacks, WalkingSpeed |
Inherited Variables from Engine.Pawn |
AccelRate, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFromWall, bHitSlopedWall, bHunting, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStrafe, bUpAndOut, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MinHitWall, MoveTarget, MoveTimer, NextLabel, nextPawn, NextState, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OrthoZoom, PainTime, PendingWeapon, PeripheralVision, PlayerName, ReducedDamagePct, ReducedDamageType, score, SecretCount, SelectedItem, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialPause, SpeechTime, SplashTime, Stimulus, Team, TeamName, UnderWaterTime, ViewRotation, Visibility, WalkBob, WaterSpeed, WaterStep, Weapon |
Functions Summary |
 | | AnimEnd () Invulnerable |
 | eAttitude | AttitudeToCreature (Pawn Other)
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 | | BecomeInvulnerable ()
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 | | BecomeNormal ()
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 | | BeginState () RangedAttack |
 | bool | CanFireAtEnemy ()
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 | | ChooseLeaderAttack ()
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 | | EnemyNotVisible () SpeakOrders |
 | | FootZoneChange (ZoneInfo newFootZone)
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 | | HeadZoneChange (ZoneInfo newHeadZone)
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 | | HitDamageTarget ()
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 | | Killed (pawn Killer, pawn Other, name damageType) SpeakOrders |
 | | PainTimer ()
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 | | PlayBigDeath (name DamageType)
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 | | PlayChallenge ()
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 | | PlayDive ()
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 | | PlayGutDeath (name DamageType)
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 | | PlayHeadDeath (name DamageType)
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 | | PlayInAir ()
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 | | PlayLanded (float impactVel)
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 | | PlayLeftDeath (name DamageType)
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 | | PlayMeleeAttack ()
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 | | PlayMovingAttack ()
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 | | PlayOutOfWater ()
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 | | PlayPatrolStop ()
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 | | PlayRangedAttack ()
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 | | PlayRightDeath (name DamageType)
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 | | PlayRunning ()
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 | | PlaySwimming ()
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 | | PlayThreatening ()
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 | | PlayTurning ()
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 | | PlayVictoryDance ()
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 | | PlayWaiting ()
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 | | PlayWaitingAmbush ()
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 | | PlayWalking ()
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 | | PreBeginPlay ()
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 | | SetMovementPhysics ()
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 | | SpawnRocket ()
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 | | Speak ()
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 | | SpeakOrderTo (ScriptedPawn TeamMember)
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 | | SpeakTo (ScriptedPawn Other)
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 | | SpeechTimer ()
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 | | SprayTarget ()
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 | | Step ()
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 | | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
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 | | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) SpeakOrders |
 | | TryToDuck (vector duckDir, bool bReversed)
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 | | TryToDuck (vector duckDir, bool bReversed) Invulnerable |
 | | TryToDuck (vector duckDir, bool bReversed) RangedAttack |
 | | TweenToFalling ()
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 | | TweenToFighter (float tweentime)
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 | | TweenToPatrolStop (float tweentime)
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 | | TweenToRunning (float tweentime)
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 | | TweenToSwimming (float tweentime)
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 | | TweenToWaiting (float tweentime)
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 | | TweenToWalking (float tweentime)
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 | | WalkStep ()
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 | | WarnTarget (Pawn shooter, float projSpeed, vector FireDir)
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 | | ZoneChange (ZoneInfo newZone)
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Inherited Functions from UnrealI.ScriptedPawn |
AdjustAim, adjustJump, AdjustToss, AlarmDone, AnimEnd, AnnoyedBy, AttitudeTo, AttitudeToCreature, AttitudeWithFear, BeginState, Bump, CanFireAtEnemy, CanStakeOut, ChangeDestination, ChooseAttackMode, ChooseLeaderAttack, ChooseTeamAttackFor, damageAttitudeTo, EndState, EnemyAcquired, EnemyNotVisible, Falling, FearThisSpot, FindAlarm, FindAmbush, FindBestPathToward, FindNextPatrol, FindShootTarget, FindViewSpot, FireProjectile, FireWeapon, Gibbed, GiveUpTactical, HearNoise, HitWall, InitAmbushLoc, InitPatrolLoc, JumpOffPawn, JumpOutOfWater, KeepAttacking, Killed, Landed, LongFall, MayFall, MeleeDamageTarget, NearWall, NeedToTurn, PickDestination, PickGuardDestination, PickNextSpot, PickThreatenDestination, PlayAcquisitionSound, PlayChallenge, PlayCombatMove, PlayDeathHit, PlayFearSound, PlayFiring, PlayGutHit, PlayHeadHit, PlayHit, PlayHitAnim, PlayLeftHit, PlayMeleeAttack, PlayRangedAttack, PlayRightHit, PlayRoamingSound, PlayThreateningSound, PlayWaitAround, PreBeginPlay, ReachedHome, RelativeStrength, SeePlayer, SetAlarm, SetAlertness, SetEnemy, SetFall, SetHome, SetMovementPhysics, SetTeam, SpawnCarcass, SpawnGibbedCarcass, Speak, SpeakOrderTo, SpeakTo, StartRoaming, StopFiring, StopWaiting, StrafeAdjust, StrafeFromDamage, TakeDamage, TestDirection, Timer, Touch, Trigger, TriggerFirstHate, TryToCrouch, TryToDuck, ValidRecovery, WarnTarget, WhatToDoNext, ZoneChange |
Inherited Functions from Engine.Pawn |
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustHitLocation, AdjustToss, BaseChange, BeginState, CanSee, ChangedWeapon, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientReStart, ClientSetRotation, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, Gibbed, gibbedBy, GrabDecoration, HeadZoneChange, HearNoise, HidePlayer, JumpOffPawn, Killed, Landed, LineOfSightTo, LongFall, MayFall, MoveTo, MoveToward, NextItem, PainTimer, PickAnyTarget, PickTarget, PickWallAdjust, PlayBigDeath, PlayCrawling, PlayDeathHit, PlayDive, PlayDuck, PlayDying, PlayerTimeOut, PlayFiring, PlayGutDeath, PlayGutHit, PlayHeadDeath, PlayHeadHit, PlayHit, PlayInAir, PlayLanded, PlayLeftDeath, PlayLeftHit, PlayMovingAttack, PlayOutOfWater, PlayPatrolStop, PlayRightDeath, PlayRightHit, PlayRunning, PlayTakeHit, PlayTakeHitSound, PlayThreatening, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PreBeginPlay, PreSetMovement, RemovePawn, SeePlayer, SetMovementPhysics, SpawnCarcass, SpawnGibbedCarcass, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UpdateEyeHeight, WaitForLanding, WarnTarget, [ |
var bool bAlertedTeam;
var bool bIsInvulnerable;
var bool bPatroling;
var float invulnerableTime;
var name phrase;
var byte phrasesyllable;
var int sprayoffset;
var float voicePitch;
Mercenary
bCanFireWhileInvulnerable Source code
var(
Mercenary)
bool bCanFireWhileInvulnerable;
bHasInvulnerableShield Source code
Sounds
var(Sounds) sound breath;
var(Sounds) sound CheckWeapon;
var(Sounds) sound Flip;
var(Sounds) sound footstep1;
var(Sounds) sound Punch;
var(Sounds) sound PunchHit;
var(Sounds) sound syllable1;
var(Sounds) sound syllable2;
var(Sounds) sound syllable3;
var(Sounds) sound syllable4;
var(Sounds) sound syllable5;
var(Sounds) sound syllable6;
var(Sounds) sound WeaponSpray;
function AnimEnd ( )
function BecomeInvulnerable ( )
function BecomeNormal ( )
BeginState RangedAttack Source code
function BeginState ( )
function bool CanFireAtEnemy ( )
function ChooseLeaderAttack ( )
EnemyNotVisible SpeakOrders Source code
function EnemyNotVisible ( )
event FootZoneChange (
ZoneInfo newFootZone )
event HeadZoneChange (
ZoneInfo newHeadZone )
function HitDamageTarget ( )
function PainTimer ( )
function PlayChallenge ( )
function PlayDive ( )
function PlayInAir ( )
function PlayLanded ( float impactVel )
function PlayMeleeAttack ( )
function PlayMovingAttack ( )
function PlayOutOfWater ( )
function PlayPatrolStop ( )
function PlayRangedAttack ( )
function PlayRunning ( )
function PlaySwimming ( )
function PlayThreatening ( )
function PlayTurning ( )
function PlayVictoryDance ( )
function PlayWaiting ( )
function PlayWaitingAmbush ( )
function PlayWalking ( )
function PreBeginPlay ( )
function SetMovementPhysics ( )
function SpawnRocket ( )
function Speak ( )
function SpeechTimer ( )
function SprayTarget ( )
function Step ( )
TakeDamage SpeakOrders Source code
function TryToDuck (
vector duckDir,
bool bReversed )
TryToDuck Invulnerable Source code
function TryToDuck (
vector duckDir,
bool bReversed )
TryToDuck RangedAttack Source code
function TryToDuck (
vector duckDir,
bool bReversed )
function TweenToFalling ( )
function TweenToFighter ( float tweentime )
function TweenToPatrolStop ( float tweentime )
function TweenToRunning ( float tweentime )
function TweenToSwimming ( float tweentime )
function TweenToWaiting ( float tweentime )
function TweenToWalking ( float tweentime )
function WalkStep ( )
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir )
function ZoneChange (
ZoneInfo newZone )
Creation time: za 22-4-2006 12:53:40.937 - Created with
UnCodeX