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UnrealI.SkaarjTrooper

Extends
Skaarj

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealI.ScriptedPawn
         |   
         +-- UnrealI.Skaarj
            |   
            +-- UnrealI.SkaarjTrooper

Direct Known Subclasses:

SkaarjGunner, SkaarjInfantry, SkaarjOfficer, SkaarjSniper

Variables Summary
floatduckTime
WeaponmyWeapon
SkaarjTrooper
class<weapon>WeaponType
Inherited Variables from UnrealI.Skaarj
AttackSuccess, bButtonPusher, bFakeDeath, claw, ClawDamage, Die2, Footstep, Footstep2, hairflip, hitsound3, hitsound4, lunge, LungeDamage, phrase, phrasesyllable, slice, spin, SpinDamage, syllable1, syllable2, syllable3, syllable4, syllable5, syllable6, voicePitch
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

Functions Summary
function AnimEnd ()
RangedAttack
function BeginState ()
Startup
function BeginState ()
TakeHit
function Bump (Actor Other)
RangedAttack
functionbool CanFireAtEnemy ()
function ChangedWeapon ()
function Died (pawn Killer, name damageType, vector HitLocation)
function EndState ()
Charging
function EndState ()
Hunting
function EndState ()
RangedAttack
function EndState ()
Retreating
function EndState ()
TacticalMove
function KeepAttacking ()
RangedAttack
function PlayChallenge ()
function PlayCock ()
function PlayFiring ()
function PlayLanded (float impactVel)
function PlayMovingAttack ()
function PlayPatrolStop ()
function PlayRangedAttack ()
function PlayRangedAttack ()
RangedAttack
function PlayRunning ()
function PlayTakeHit (float tweentime, vector HitLoc, int damage)
function PlayThreatening ()
function PlayVictoryDance ()
function PreBeginPlay ()
function SetHome ()
Startup
function Shield ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
RangedAttack
function TossWeapon ()
function TryToDuck (vector duckDir, bool bReversed)
function TryToDuck (vector duckDir, bool bReversed)
RangedAttack
function WarnTarget (Pawn shooter, float projSpeed, vector FireDir)
Inherited Functions from UnrealI.Skaarj
AttitudeToCreature, BeginState, Bump, ClawDamageTarget, EndState, Landed, LungeDamageTarget, PlayAcquisitionSound, PlayBigDeath, PlayCock, PlayDive, PlayFearSound, PlayGutDeath, PlayHeadDeath, PlayInAir, PlayLanded, PlayLeftDeath, PlayMeleeAttack, PlayOutOfWater, PlayRangedAttack, PlayRightDeath, PlayRoamingSound, PlaySwimming, PlayTakeHit, PlayTakeHitSound, PlayThreateningSound, PlayTurning, PlayWaiting, PlayWaitingAmbush, PlayWalking, PreBeginPlay, PreSetMovement, PushButtons, RunStep, SetMovementPhysics, Speak, SpeakOrderTo, SpeakTo, SpeechTimer, SpinDamageTarget, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, WalkStep, ZoneChange
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

States Summary
Charging Source code
state Charging
EndState
Hunting Source code
state Hunting
EndState
MeleeAttack Source code
state MeleeAttack
RangedAttack Source code
state RangedAttack
AnimEnd, Bump, EndState, KeepAttacking, PlayRangedAttack, TakeDamage, TryToDuck
Retreating Source code
state Retreating
EndState
Startup Source code
auto state Startup
BeginState, SetHome
TacticalMove Source code
state TacticalMove
EndState
TakeHit Source code
state TakeHit
BeginState


Variables Detail

duckTime Source code

var float duckTime;

myWeapon Source code

var Weapon myWeapon;

SkaarjTrooper

WeaponType Source code

var(SkaarjTrooper) class<weapon> WeaponType;


Functions Detail

AnimEnd RangedAttack Source code

function AnimEnd ( )

BeginState Startup Source code

function BeginState ( )

BeginState TakeHit Source code

function BeginState ( )

Bump RangedAttack Source code

function Bump ( Actor Other )

CanFireAtEnemy Source code

function bool CanFireAtEnemy ( )

ChangedWeapon Source code

function ChangedWeapon ( )

Died Source code

function Died ( pawn Killer, name damageType, vector HitLocation )

EndState Charging Source code

function EndState ( )

EndState Hunting Source code

function EndState ( )

EndState RangedAttack Source code

function EndState ( )

EndState Retreating Source code

function EndState ( )

EndState TacticalMove Source code

function EndState ( )

KeepAttacking RangedAttack Source code

function KeepAttacking ( )

PlayChallenge Source code

function PlayChallenge ( )

PlayCock Source code

function PlayCock ( )

PlayFiring Source code

function PlayFiring ( )

PlayLanded Source code

function PlayLanded ( float impactVel )

PlayMovingAttack Source code

function PlayMovingAttack ( )

PlayPatrolStop Source code

function PlayPatrolStop ( )

PlayRangedAttack Source code

function PlayRangedAttack ( )

PlayRangedAttack RangedAttack Source code

function PlayRangedAttack ( )

PlayRunning Source code

function PlayRunning ( )

PlayTakeHit Source code

function PlayTakeHit ( float tweentime, vector HitLoc, int damage )

PlayThreatening Source code

function PlayThreatening ( )

PlayVictoryDance Source code

function PlayVictoryDance ( )

PreBeginPlay Source code

function PreBeginPlay ( )

SetHome Startup Source code

function SetHome ( )

Shield Source code

function Shield ( )

TakeDamage RangedAttack Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )

TossWeapon Source code

function TossWeapon ( )

TryToDuck Source code

function TryToDuck ( vector duckDir, bool bReversed )

TryToDuck RangedAttack Source code

function TryToDuck ( vector duckDir, bool bReversed )

WarnTarget Source code

function WarnTarget ( Pawn shooter, float projSpeed, vector FireDir )



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Creation time: za 22-4-2006 12:53:42.296 - Created with UnCodeX