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UnrealShare.BiterFish

Extends
FlockPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.FlockPawn
         |   
         +-- UnrealShare.BiterFish

Variables Summary
floatAirTime
textureFishSkins[6]
vectorOldSchoolDestination
BiterFishSchoolSchool
BiterFish
byteBiteDamage
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 ()
Flopping
function BeginState ()
Flopping
function Died (pawn Killer, name damageType, vector HitLocation)
function FootZoneChange (ZoneInfo newFootZone)
function Landed (vector HitNormal)
function Landed (vector HitNormal)
Dying
function Landed (vector HitNormal)
Flopping
function PickDestination ()
Swimming
function PostBeginPlay ()
function PreSetMovement ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
function Timer ()
Dying
function Timer ()
Flopping
function Touch (Actor Other)
Swimming
function ZoneChange (ZoneInfo NewZone)
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
Dying Source code
state Dying
Landed, Timer
Flopping Source code
state Flopping
AnimEnd, BeginState, Landed, Timer
Swimming Source code
Auto state Swimming
PickDestination, Touch


Variables Detail

AirTime Source code

var float AirTime;

FishSkins[6] Source code

var texture FishSkins[6];

OldSchoolDestination Source code

var vector OldSchoolDestination;

School Source code

var BiterFishSchool School;

BiterFish

BiteDamage Source code

var(BiterFish) byte BiteDamage;


Functions Detail

AnimEnd Flopping Source code

function AnimEnd ( )

BeginState Flopping Source code

function BeginState ( )

Died Source code

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

FootZoneChange Source code

function FootZoneChange ( ZoneInfo newFootZone )

Landed Source code

function Landed ( vector HitNormal )

Landed Dying Source code

function Landed ( vector HitNormal )

Landed Flopping Source code

function Landed ( vector HitNormal )

PickDestination Swimming Source code

function PickDestination ( )

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 )

Timer Dying Source code

function Timer ( )

Timer Flopping Source code

function Timer ( )

Touch Swimming Source code

function Touch ( Actor Other )

ZoneChange Source code

function ZoneChange ( ZoneInfo NewZone )


Defaultproperties

defaultproperties
{
     FishSkins(0)=Texture'UnrealShare.Skins.Jfish21'
     FishSkins(1)=Texture'UnrealShare.Skins.Jfish22'
     FishSkins(2)=Texture'UnrealShare.Skins.Jfish23'
     FishSkins(3)=Texture'UnrealShare.Skins.Jfish24'
     FishSkins(4)=Texture'UnrealShare.Skins.Jfish25'
     FishSkins(5)=Texture'UnrealShare.Skins.Jfish26'
     bCanStrafe=True
     WaterSpeed=180.000000
     AccelRate=700.000000
     SightRadius=3000.000000
     Health=5
     ReducedDamageType=exploded
     ReducedDamagePct=0.900000
     UnderWaterTime=-1.000000
     DrawType=DT_Mesh
     Skin=Texture'UnrealShare.Skins.Jfish21'
     Mesh=LodMesh'UnrealShare.AmbientFish'
     CollisionRadius=8.000000
     CollisionHeight=6.000000
     bBlockPlayers=False
     Buoyancy=5.000000
     RotationRate=(Pitch=8192,Yaw=128000,Roll=16384)
}

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Creation time: za 22-4-2006 13:07:17.187 - Created with UnCodeX