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UnrealI.Squid

Extends
ScriptedPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.ScriptedPawn
         |   
         +-- UnrealI.Squid

Variables Summary
floatAirTime
Sounds
soundflop
soundgrab
soundslap
soundslapgrabhit
soundspin
soundthrust
soundthrusthit
soundturn
Squid
byteSlapDamage
byteThrustDamage
Inherited Variables from UnrealShare.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, bTriggerAutoTargeting, bWarnTarget, CarcassType, Fear, FirstHatePlayerEvent, FollowingPawn, Hated, HeadOffset, HeadRadius, HidingSpot, HuntStartTime, LastPainAnim, LastPainTime, NextAnim, numHuntPaths, OldEnemy, OrderObject, Orders, OrderTag, ProjectileSpeed, RangedProjectile, ReFireRate, Roam, RoamStartTime, Team, TeamID, TeamLeader, TeamTag, Threaten, TimeBetweenAttacks, WalkingSpeed
Inherited Variables from Engine.Pawn
AccelRate, AirControl, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bClientSimFall, bClientTick, bCountJumps, bDoAutoSerpentine, bDrowning, bDuck, BeaconOffset, bEnhancedSightCheck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsBleeding, bIsCrawler, bIsFemale, bIsHuman, bIsMultiSkinned, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, BleedingActor, bLook, bLOSflag, bNeverSwitchOnPickup, bNoStopAtLedge, bPostRender2D, bReducedSpeed, bRepHealth, bRun, bShootSpecial, bSnapLevel, bStopAtLedges, bStrafe, bUpAndOut, bUpdatingDisplay, bUseNoWalkInAir, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, FaceTarget, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, HuntOffDistance, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, LastSeenTime, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MenuNameDative, MinHitWall, MovementStart, 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, SerpentineDist, SerpentineTime, Shadow, SharedAlarmTag, SightCheckType, SightCounter, SightDistanceMulti, 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, EPawnSightCheck

Functions Summary
function AnimEnd ()))
Flopping
function AnimEnd ()))
MeleeAttack
function BeginState ()))
MeleeAttack
function BeginState ()))
TacticalMove
function EndState ()))
MeleeAttack
function EnemyNotVisible ()))
MeleeAttack
function GrabTarget ()))
functionbool IsHeadshot (vector HitLocation, vector TraceDir ))
function KeepAttacking ()))
MeleeAttack
function Landed (vector HitNormal))
Flopping
functionbool MeleeDamageTarget (int hitdamage, vector pushdir))
function PlayChallenge ()))
function PlayDying (name DamageType, vector HitLocation))
function PlayInAir ()))
function PlayLanded (float impactVel))
function PlayMeleeAttack ()))
function PlayPatrolStop ()))
function PlayRunning ()))
function PlayTakeHit (float tweentime, vector HitLoc, int damage))
function PlayThreatening ()))
function PlayTurning ()))
function PlayVictoryDance ()))
function PlayWaiting ()))
function PlayWaitingAmbush ()))
function PlayWalking ()))
function PreSetMovement ()))
function SetMovementPhysics ()))
function SlapTarget ()))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
MeleeAttack
function ThrustTarget ()))
function Timer ()))
Flopping
function Timer ()))
TacticalMove
function TweenToFalling ()))
function TweenToFighter (float tweentime))
function TweenToPatrolStop (float tweentime))
function TweenToRunning (float tweentime))
function TweenToWaiting (float tweentime))
function TweenToWalking (float tweentime))
function ZoneChange (ZoneInfo newZone))
function ZoneChange (ZoneInfo NewZone ))
Flopping
Inherited Functions from UnrealShare.ScriptedPawn
AdjustAim, adjustJump, AdjustToss, AlarmDone, AnimEnd, AnnoyedBy, AttitudeTo, AttitudeToCreature, AttitudeWithFear, BeginPlay, BeginState, Bump, CanFireAtEnemy, CanStakeOut, ChangeDestination, CheckWithHeadRegion, ChooseAttackMode, ChooseLeaderAttack, ChooseTeamAttackFor, damageAttitudeTo, EndState, EnemyAcquired, EnemyNotVisible, Falling, FearThisSpot, FindAlarm, FindAmbush, FindBestPathToward, FindNextPatrol, FindShootTarget, FindViewSpot, FindWanderDest, FireProjectile, FireWeapon, FollowTargetAquired, Gibbed, GiveUpTactical, HearNoise, HitWall, InitAmbushLoc, InitPatrolLoc, IsHeadShot, 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, 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, EndClimbing, EnemyNotVisible, Falling, FearThisSpot, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetHumanName, GetModifiedAttitude, GetMultiSkin, GetRating, GetTeamNum, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, IsHeadShot, 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, PostRender2D, PreBeginPlay, PreSetMovement, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, SetMovementPhysics, SetMultiSkin, SetSkinElement, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StartClimbing, 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
Flopping Source code
state Flopping
AnimEnd, Landed, Timer, ZoneChange
MeleeAttack Source code
state MeleeAttack
AnimEnd, BeginState, EndState, EnemyNotVisible, KeepAttacking, TakeDamage
TacticalMove Source code
state TacticalMove
BeginState, Timer


Variables Detail

AirTime Source code

var float AirTime;

Sounds

flop Source code

var(Sounds) sound flop;

grab Source code

var(Sounds) sound grab;

slap Source code

var(Sounds) sound slap;

slapgrabhit Source code

var(Sounds) sound slapgrabhit;

spin Source code

var(Sounds) sound spin;

thrust Source code

var(Sounds) sound thrust;

thrusthit Source code

var(Sounds) sound thrusthit;

turn Source code

var(Sounds) sound turn;

Squid

SlapDamage Source code

var(Squid) byte SlapDamage;

ThrustDamage Source code

var(Squid) byte ThrustDamage;


Functions Detail

AnimEnd Flopping Source code

function AnimEnd ( ) )

AnimEnd MeleeAttack Source code

function AnimEnd ( ) )

BeginState MeleeAttack Source code

function BeginState ( ) )

BeginState TacticalMove Source code

function BeginState ( ) )

EndState MeleeAttack Source code

function EndState ( ) )

EnemyNotVisible MeleeAttack Source code

function EnemyNotVisible ( ) )

GrabTarget Source code

function GrabTarget ( ) )

IsHeadshot Source code

simulated function bool IsHeadshot ( vector HitLocation, vector TraceDir ) )

KeepAttacking MeleeAttack Source code

function KeepAttacking ( ) )

Landed Flopping Source code

function Landed ( vector HitNormal) )

MeleeDamageTarget Source code

function bool MeleeDamageTarget ( int hitdamage, vector pushdir) )

PlayChallenge Source code

function PlayChallenge ( ) )

PlayDying Source code

function PlayDying ( name DamageType, vector HitLocation) )

PlayInAir Source code

function PlayInAir ( ) )

PlayLanded Source code

function PlayLanded ( float impactVel) )

PlayMeleeAttack Source code

function PlayMeleeAttack ( ) )

PlayPatrolStop Source code

function PlayPatrolStop ( ) )

PlayRunning Source code

function PlayRunning ( ) )

PlayTakeHit Source code

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

PlayThreatening Source code

function PlayThreatening ( ) )

PlayTurning Source code

function PlayTurning ( ) )

PlayVictoryDance Source code

function PlayVictoryDance ( ) )

PlayWaiting Source code

function PlayWaiting ( ) )

PlayWaitingAmbush Source code

function PlayWaitingAmbush ( ) )

PlayWalking Source code

function PlayWalking ( ) )

PreSetMovement Source code

function PreSetMovement ( ) )

SetMovementPhysics Source code

function SetMovementPhysics ( ) )

SlapTarget Source code

function SlapTarget ( ) )

TakeDamage MeleeAttack Source code

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

ThrustTarget Source code

function ThrustTarget ( ) )

Timer Flopping Source code

function Timer ( ) )

Timer TacticalMove Source code

function Timer ( ) )

TweenToFalling Source code

function TweenToFalling ( ) )

TweenToFighter Source code

function TweenToFighter ( float tweentime) )

TweenToPatrolStop Source code

function TweenToPatrolStop ( float tweentime) )

TweenToRunning Source code

function TweenToRunning ( float tweentime) )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime) )

TweenToWalking Source code

function TweenToWalking ( float tweentime) )

ZoneChange Source code

function ZoneChange ( ZoneInfo newZone) )

ZoneChange Flopping Source code

function ZoneChange ( ZoneInfo NewZone ) )


Defaultproperties

defaultproperties
{
				ThrustDamage=35
				SlapDamage=30
				Thrust=Sound'UnrealI.Squid.thrust1sq'
				slapgrabhit=Sound'UnrealI.Squid.hit1sq'
				thrusthit=Sound'UnrealI.Squid.hit1sq'
				Slap=Sound'UnrealI.Squid.slap1sq'
				Turn=Sound'UnrealI.Squid.turn1sq'
				Grab=Sound'UnrealI.Squid.grab1sq'
				CarcassType=Class'UnrealI.SquidCarcass'
				Aggressiveness=0.800000
				HeadOffset=(X=-20.000000)
				HeadRadius=10.000000
				MeleeRange=70.000000
				GroundSpeed=0.000000
				WaterSpeed=430.000000
				AirSpeed=0.000000
				MaxStepHeight=0.000000
				SightRadius=2000.000000
				PeripheralVision=-0.500000
				Health=260
				Intelligence=BRAINS_REPTILE
				HitSound1=Sound'UnrealI.Squid.injur1sq'
				HitSound2=Sound'UnrealI.Squid.injur2sq'
				Die=Sound'UnrealI.Squid.death1sq'
				MenuName="Squid"
				DrawType=DT_Mesh
				Mesh=LodMesh'UnrealI.Squid1'
				AmbientSound=Sound'UnrealI.Squid.amb1sq'
				CollisionRadius=40.000000
				CollisionHeight=60.000000
				Mass=200.000000
				Buoyancy=200.000000
				RotationRate=(Pitch=26000,Roll=13000)
}

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Creation time: zo 11-11-2012 21:14:12.912 - Created with UnCodeX