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UnrealShare.Brute

Extends
ScriptedPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.ScriptedPawn
         |   
         +-- UnrealShare.Brute

Direct Known Subclasses:

Behemoth, LesserBrute, TransitionBrute

Variables Summary
boolbBerserk
boolbLongBerserk
Brute
boolbTurret
byteWhipDamage
Sounds
soundDie2
soundFootstep
soundFootstep2
soundGutShot
soundPistolHit
soundPistolWhip
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 ()))
Charging
functioneAttitude AttitudeToCreature (Pawn Other))
function BeginState ()))
Charging
functionbool CanFireAtEnemy ()))
function ChooseAttackMode ()))
Attacking
function EndState ()))
Charging
function GoBerserk ()))
function GutShotTarget ()))
function PlayBigDeath (name DamageType))
function PlayChallenge ()))
function PlayGutDeath (name DamageType))
function PlayHeadDeath (name DamageType))
function PlayLeftDeath (name DamageType))
function PlayMeleeAttack ()))
function PlayMovingAttack ()))
function PlayPatrolStop ()))
function PlayRangedAttack ()))
function PlayRightDeath (name DamageType))
function PlayRunning ()))
function PlayThreatening ()))
function PlayTurning ()))
function PlayVictoryDance ()))
function PlayWaiting ()))
function PlayWaitingAmbush ()))
function PlayWalking ()))
function PostBeginPlay ()))
function SpawnLeftShot ()))
function SpawnRightShot ()))
function Step ()))
function Timer ()))
Charging
function TweenToFighter (float tweentime))
function TweenToFighter (float TweenTime))
RangedAttack
function TweenToPatrolStop (float tweentime))
function TweenToRunning (float tweentime))
function TweenToWaiting (float tweentime))
function TweenToWalking (float tweentime))
function WhipDamageTarget ()))
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
Attacking Source code
state Attacking
ChooseAttackMode
Charging Source code
state Charging
AnimEnd, BeginState, EndState, Timer
RangedAttack Source code
state RangedAttack
TweenToFighter


Variables Detail

bBerserk Source code

var bool bBerserk;

bLongBerserk Source code

var bool bLongBerserk;

Brute

bTurret Source code

var(Brute) bool bTurret;

WhipDamage Source code

var(Brute) byte WhipDamage;

Sounds

Die2 Source code

var(Sounds) sound Die2;

Footstep Source code

var(Sounds) sound Footstep;

Footstep2 Source code

var(Sounds) sound Footstep2;

GutShot Source code

var(Sounds) sound GutShot;

PistolHit Source code

var(Sounds) sound PistolHit;

PistolWhip Source code

var(Sounds) sound PistolWhip;


Functions Detail

AnimEnd Charging Source code

function AnimEnd ( ) )

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other) )

BeginState Charging Source code

function BeginState ( ) )

CanFireAtEnemy Source code

function bool CanFireAtEnemy ( ) )

ChooseAttackMode Attacking Source code

function ChooseAttackMode ( ) )

EndState Charging Source code

function EndState ( ) )

GoBerserk Source code

function GoBerserk ( ) )

GutShotTarget Source code

function GutShotTarget ( ) )

PlayBigDeath Source code

function PlayBigDeath ( name DamageType) )

PlayChallenge Source code

function PlayChallenge ( ) )

PlayGutDeath Source code

function PlayGutDeath ( name DamageType) )

PlayHeadDeath Source code

function PlayHeadDeath ( name DamageType) )

PlayLeftDeath Source code

function PlayLeftDeath ( name DamageType) )

PlayMeleeAttack Source code

function PlayMeleeAttack ( ) )

PlayMovingAttack Source code

function PlayMovingAttack ( ) )

PlayPatrolStop Source code

function PlayPatrolStop ( ) )

PlayRangedAttack Source code

function PlayRangedAttack ( ) )

PlayRightDeath Source code

function PlayRightDeath ( name DamageType) )

PlayRunning Source code

function PlayRunning ( ) )

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 ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

SpawnLeftShot Source code

function SpawnLeftShot ( ) )

SpawnRightShot Source code

function SpawnRightShot ( ) )

Step Source code

function Step ( ) )

Timer Charging Source code

function Timer ( ) )

TweenToFighter Source code

function TweenToFighter ( float tweentime) )

TweenToFighter RangedAttack 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) )

WhipDamageTarget Source code

function WhipDamageTarget ( ) )


Defaultproperties

defaultproperties
{
				WhipDamage=20
				Footstep=Sound'UnrealShare.Brute.walk1br'
				Footstep2=Sound'UnrealShare.Brute.walk2br'
				PistolWhip=Sound'UnrealShare.Brute.pwhip1br'
				PistolHit=Sound'UnrealShare.Brute.pstlhit1br'
				Die2=Sound'UnrealShare.Brute.death2br'
				CarcassType=Class'UnrealShare.BruteCarcass'
				Aggressiveness=1.000000
				RefireRate=0.300000
				WalkingSpeed=0.600000
				bHasRangedAttack=True
				bMovingRangedAttack=True
				bLeadTarget=False
				RangedProjectile=Class'UnrealShare.BruteProjectile'
				ProjectileSpeed=700.000000
				HeadOffset=(X=9.000000,Z=50.000000)
				HeadRadius=14.000000
				Acquire=Sound'UnrealShare.Brute.yell1br'
				Fear=Sound'UnrealShare.Brute.injur2br'
				Roam=Sound'UnrealShare.Brute.nearby2br'
				Threaten=Sound'UnrealShare.Brute.yell2br'
				bCanStrafe=True
				MeleeRange=70.000000
				GroundSpeed=140.000000
				WaterSpeed=100.000000
				JumpZ=-1.000000
				Visibility=150
				SightRadius=1500.000000
				Health=340
				ReducedDamageType="exploded"
				ReducedDamagePct=0.300000
				UnderWaterTime=60.000000
				HitSound1=Sound'UnrealShare.Brute.injur1br'
				HitSound2=Sound'UnrealShare.Brute.injur2br'
				Land=None
				Die=Sound'UnrealShare.Brute.death1br'
				WaterStep=None
				CombatStyle=0.800000
				DrawType=DT_Mesh
				Mesh=LodMesh'UnrealShare.Brute1'
				AmbientSound=Sound'UnrealShare.Brute.amb1br'
				TransientSoundVolume=3.000000
				CollisionRadius=52.000000
				CollisionHeight=52.000000
				Mass=400.000000
				Buoyancy=390.000000
				RotationRate=(Pitch=3072,Yaw=45000,Roll=0)
}

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Creation time: zo 11-11-2012 21:14:08.490 - Created with UnCodeX