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UnrealShare.Cow

Extends
ScriptedPawn

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

Direct Known Subclasses:

BabyCow, TransitionCow

Variables Summary
babyCowbaby
boolbForage
PawnScaryGuy
vectorStartLocation
floatVoicePitch
Cow
boolbHasBaby
boolbStayClose
floatWanderRadius
Sounds
soundfootstep
soundshake
soundswish
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 ()))
Grazing
functioneAttitude AttitudeToCreature (Pawn Other))
functioneAttitude AttitudeWithFear ()))
function BeginState ()))
Grazing
function Bump (actor Other))
Grazing
function EndState ()))
Grazing
function EnemyAcquired ()))
Grazing
function Help (Cow Other))
function Help (Cow Other))
Grazing
function HitWall (vector HitNormal, actor Wall))
Grazing
functionbool IsHeadshot (vector HitLocation, vector TraceDir ))
function PickDestination ()))
Grazing
function PlayChallenge ()))
function PlayDying (name DamageType, vector HitLocation))
function PlayInAir ()))
function PlayLanded (float impactVel))
function PlayPatrolStop ()))
function PlayRangedAttack ()))
function PlayRunning ()))
function PlayTakeHit (float tweentime, vector HitLoc, int damage))
function PlayThreatening ()))
function PlayTurning ()))
function PlayVictoryDance ()))
function PlayWaiting ()))
function PlayWaitingAmbush ()))
function PlayWalking ()))
function PostBeginPlay ()))
function SeePlayer (Actor SeenPlayer))
Grazing
function SetFall ()))
Grazing
function SetTurn ()))
Grazing
function Step ()))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
Grazing
functionbool TestDirection (vector dir, out vector pick, bool bAlongWall))
Grazing
function timer ()))
Grazing
function TweenToFalling ()))
function TweenToFighter (float tweentime))
function TweenToPatrolStop (float tweentime))
function TweenToRunning (float tweentime))
function TweenToWaiting (float tweentime))
function TweenToWalking (float tweentime))
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
Grazing Source code
state Grazing
AnimEnd, BeginState, Bump, EndState, EnemyAcquired, Help, HitWall, PickDestination, SeePlayer, SetFall, SetTurn, TakeDamage, TestDirection, timer


Variables Detail

baby Source code

var babyCow baby;

bForage Source code

var bool bForage;

ScaryGuy Source code

var Pawn ScaryGuy;

StartLocation Source code

var vector StartLocation;

VoicePitch Source code

var float VoicePitch;

Cow

bHasBaby Source code

var(Cow) bool bHasBaby;

bStayClose Source code

var(Cow) bool bStayClose;

WanderRadius Source code

var(Cow) float WanderRadius;

Sounds

footstep Source code

var(Sounds) sound footstep;

shake Source code

var(Sounds) sound shake;

swish Source code

var(Sounds) sound swish;


Functions Detail

AnimEnd Grazing Source code

function AnimEnd ( ) )

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other) )

AttitudeWithFear Source code

function eAttitude AttitudeWithFear ( ) )

BeginState Grazing Source code

function BeginState ( ) )

Bump Grazing Source code

function Bump ( actor Other) )

EndState Grazing Source code

function EndState ( ) )

EnemyAcquired Grazing Source code

function EnemyAcquired ( ) )

Help Source code

function Help ( Cow Other) )

Help Grazing Source code

function Help ( Cow Other) )

HitWall Grazing Source code

function HitWall ( vector HitNormal, actor Wall) )

IsHeadshot Source code

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

PickDestination Grazing Source code

function PickDestination ( ) )

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) )

PlayPatrolStop Source code

function PlayPatrolStop ( ) )

PlayRangedAttack 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 ( ) )

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 ( ) )

SeePlayer Grazing Source code

function SeePlayer ( Actor SeenPlayer) )

SetFall Grazing Source code

function SetFall ( ) )

SetTurn Grazing Source code

function SetTurn ( ) )

Step Source code

function Step ( ) )

TakeDamage Grazing Source code

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

TestDirection Grazing Source code

function bool TestDirection ( vector dir, out vector pick, bool bAlongWall) )

timer Grazing 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) )


Defaultproperties

defaultproperties
{
				bStayClose=True
				WanderRadius=500.000000
				shake=Sound'UnrealShare.Cow.shakeC'
				Swish=Sound'UnrealShare.Cow.swishC'
				Footstep=Sound'UnrealShare.Cow.walkC'
				CarcassType=Class'UnrealShare.CowCarcass'
				Orders="Grazing"
				Aggressiveness=0.500000
				bHasRangedAttack=True
				bIsWuss=True
				HeadOffset=(X=42.000000,Z=5.000000)
				HeadRadius=14.000000
				Acquire=Sound'UnrealShare.Cow.cMoo1c'
				Roam=Sound'UnrealShare.Cow.cMoo2c'
				Threaten=Sound'UnrealShare.Cow.cMoo2c'
				GroundSpeed=180.000000
				WaterSpeed=100.000000
				JumpZ=-1.000000
				MaxStepHeight=17.000000
				bIsCrawler=True
				SightRadius=1500.000000
				PeripheralVision=-10.000000
				HearingThreshold=0.700000
				Health=60
				UnderWaterTime=40.000000
				AttitudeToPlayer=ATTITUDE_Ignore
				Intelligence=BRAINS_REPTILE
				HitSound1=Sound'UnrealShare.Cow.injurC1c'
				HitSound2=Sound'UnrealShare.Cow.injurC2c'
				Die=Sound'UnrealShare.Cow.DeathC1c'
				CombatStyle=-1.000000
				MenuName="Cow"
				AnimSequence="Walk"
				DrawType=DT_Mesh
				Mesh=LodMesh'UnrealShare.NaliCow'
				AmbientSound=Sound'UnrealShare.Cow.ambCow'
				CollisionRadius=48.000000
				CollisionHeight=32.000000
				Mass=120.000000
				RotationRate=(Pitch=2048,Yaw=30000,Roll=0)
}

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Creation time: zo 11-11-2012 21:14:08.881 - Created with UnCodeX