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UnrealI.Bloblet

Extends
FlockPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.FlockPawn
         |   
         +-- UnrealI.Bloblet

Variables Summary
floatLastParentTime
vectorOrientation
parentBlobparentBlob
Inherited Variables from Engine.Pawn
AccelRate, AirControl, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bCountJumps, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsFemale, bIsHuman, bIsMultiSkinned, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStopAtLedges, bStrafe, bUpAndOut, bUpdatingDisplay, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, FaceTarget, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, LastSeenTime, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MinHitWall, MoveTarget, MoveTimer, NameArticle, NextLabel, nextPawn, NextState, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldMessageTime, OrthoZoom, PainTime, PendingWeapon, PeripheralVision, PlayerReplicationInfo, PlayerReplicationInfoClass, PlayerReStartState, ReducedDamagePct, ReducedDamageType, RouteCache[16], SecretCount, SelectedItem, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialPause, SpeechTime, SplashTime, Spree, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoicePitch, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence

Functions Summary
function AnimEnd ()
active
function BaseChange ()
function Died (pawn Killer, name damageType, vector HitLocation)
function HitWall (vector HitNormal, actor Wall)
fired
function Landed (vector HitNormal)
active
function Landed (vector HitNormal)
asleep
function Landed (vector HitNormal)
DiedState
function Landed (vector HitNormal)
fired
function PlayGlob (float rate)
function PostBeginPlay ()
function PreSetMovement ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
function Tick (float DeltaTime)
DiedState
function Timer ()
function wakeup ()
Inherited Functions from Engine.Pawn
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustDesireFor, AdjustHitLocation, AdjustToss, BaseChange, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClientVoiceMessage, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FearThisSpot, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetHumanName, GetMultiSkin, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, JumpOffPawn, Killed, KillMessage, 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, PlayRecoil, PlayRightDeath, PlayRightHit, PlayRunning, PlayTakeHit, PlayTakeHitSound, PlayThreatening, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PostBeginPlay, PreBeginPlay, PreSetMovement, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, SetMovementPhysics, SetMultiSkin, SetSkinElement, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UnderLift, UpdateEyeHeight, WaitForLanding, WalkTexture, WarnTarget

States Summary
active Source code
state active
AnimEnd, Landed
asleep Source code
auto state asleep
Landed
DiedState Source code
state DiedState
Landed, Tick
fired Source code
state fired
HitWall, Landed


Variables Detail

LastParentTime Source code

var float LastParentTime;

Orientation Source code

var vector Orientation;

parentBlob Source code

var parentBlob parentBlob;


Functions Detail

AnimEnd active Source code

function AnimEnd ( )

BaseChange Source code

function BaseChange ( )

Died Source code

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

HitWall fired Source code

function HitWall ( vector HitNormal, actor Wall )

Landed active Source code

function Landed ( vector HitNormal )

Landed asleep Source code

function Landed ( vector HitNormal )

Landed DiedState Source code

function Landed ( vector HitNormal )

Landed fired Source code

function Landed ( vector HitNormal )

PlayGlob Source code

function PlayGlob ( float rate )

PostBeginPlay Source code

function PostBeginPlay ( )

PreSetMovement Source code

function PreSetMovement ( )

TakeDamage Source code

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

Tick DiedState Source code

function Tick ( float DeltaTime )

Timer Source code

function Timer ( )

wakeup Source code

function wakeup ( )


Defaultproperties

defaultproperties
{
     GroundSpeed=450.000000
     AccelRate=1200.000000
     JumpZ=-1.000000
     SightRadius=3000.000000
     Health=120
     ReducedDamageType=exploded
     ReducedDamagePct=0.250000
     HitSound1=Sound'UnrealI.Blob.BlobInjur'
     Land=Sound'UnrealShare.BioRifle.GelHit'
     Die=Sound'UnrealI.Blob.BlobDeath'
     Tag=blob1
     DrawType=DT_Mesh
     Texture=Texture'UnrealI.Skins.JBlob1'
     Mesh=LodMesh'UnrealI.MiniBlob'
     bMeshEnviroMap=True
     CollisionRadius=6.000000
     CollisionHeight=6.000000
     bBlockActors=False
     bBlockPlayers=False
     Mass=40.000000
     RotationRate=(Pitch=0,Yaw=0,Roll=0)
}

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Creation time: za 22-4-2006 13:07:17.218 - Created with UnCodeX