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UnrealShare.Slith

Extends
ScriptedPawn

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

Variables Summary
boolbFirstAttack
HeadRegion
vectorSwimmingHeadOffset
Slith
byteClawDamage
Sounds
soundcharge
sounddie2
sounddive
soundscratch
soundslash
soundslice
soundslick
soundslither
soundsurface
soundswim
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
functioneAttitude AttitudeToCreature (Pawn Other))
function BeginState ()))
MeleeAttack
functionbool CanFireAtEnemy ()))
function ClawDamageTarget ()))
function EndState ()))
MeleeAttack
functionbool IsHeadshot (vector HitLocation, vector TraceDir ))
function JumpOutOfWater (vector jumpDir))
function PlayAcquisitionSound ()))
function PlayChallenge ()))
function PlayDive ()))
function PlayDying (name DamageType, vector HitLocation))
function PlayInAir ()))
function PlayLanded (float impactVel))
function PlayMeleeAttack ()))
function PlayMeleeAttack ()))
MeleeAttack
function PlayMovingAttack ()))
function PlayOutOfWater ()))
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 PreSetMovement ()))
function SetFall ()))
function SetMovementPhysics ()))
function ShootTarget ()))
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
MeleeAttack Source code
state MeleeAttack
BeginState, EndState, PlayMeleeAttack


Variables Detail

bFirstAttack Source code

var bool bFirstAttack;

HeadRegion

SwimmingHeadOffset Source code

var(HeadRegion) vector SwimmingHeadOffset;

Slith

ClawDamage Source code

var(Slith) byte ClawDamage;

Sounds

charge Source code

var(Sounds) sound charge;

die2 Source code

var(Sounds) sound die2;

dive Source code

var(Sounds) sound dive;

scratch Source code

var(Sounds) sound scratch;

slash Source code

var(Sounds) sound slash;

slice Source code

var(Sounds) sound slice;

slick Source code

var(Sounds) sound slick;

slither Source code

var(Sounds) sound slither;

surface Source code

var(Sounds) sound surface;

swim Source code

var(Sounds) sound swim;


Functions Detail

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other) )

BeginState MeleeAttack Source code

function BeginState ( ) )

CanFireAtEnemy Source code

function bool CanFireAtEnemy ( ) )

ClawDamageTarget Source code

function ClawDamageTarget ( ) )

EndState MeleeAttack Source code

function EndState ( ) )

IsHeadshot Source code

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

JumpOutOfWater Source code

function JumpOutOfWater ( vector jumpDir) )

PlayAcquisitionSound Source code

function PlayAcquisitionSound ( ) )

PlayChallenge Source code

function PlayChallenge ( ) )

PlayDive Source code

function PlayDive ( ) )

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 ( ) )

PlayMeleeAttack MeleeAttack Source code

function PlayMeleeAttack ( ) )

PlayMovingAttack Source code

function PlayMovingAttack ( ) )

PlayOutOfWater Source code

function PlayOutOfWater ( ) )

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 ( ) )

PreSetMovement Source code

function PreSetMovement ( ) )

SetFall Source code

function SetFall ( ) )

SetMovementPhysics Source code

function SetMovementPhysics ( ) )

ShootTarget Source code

function ShootTarget ( ) )

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
{
				ClawDamage=25
				Die2=Sound'UnrealShare.Slith.deathWsl'
				SLASH=Sound'UnrealShare.Slith.yell4sl'
				SLITHER=Sound'UnrealShare.Slith.slithr1sl'
				Swim=Sound'UnrealShare.Slith.swim1sl'
				DIVE=Sound'UnrealShare.Slith.dive2sl'
				Surface=Sound'UnrealShare.Slith.surf1sl'
				SCRATCH=Sound'UnrealShare.Slith.scratch1sl'
				SwimmingHeadOffset=(X=40.000000,Z=-13.000000)
				CarcassType=Class'UnrealShare.SlithCarcass'
				TimeBetweenAttacks=1.200000
				Aggressiveness=0.700000
				RefireRate=0.400000
				WalkingSpeed=0.300000
				bHasRangedAttack=True
				bMovingRangedAttack=True
				RangedProjectile=Class'UnrealShare.SlithProjectile'
				ProjectileSpeed=750.000000
				HeadOffset=(X=17.000000,Z=35.000000)
				HeadRadius=14.000000
				Acquire=Sound'UnrealShare.Slith.yell1sl'
				Fear=Sound'UnrealShare.Slith.yell3sl'
				Roam=Sound'UnrealShare.Slith.roam1sl'
				Threaten=Sound'UnrealShare.Slith.yell2sl'
				MeleeRange=50.000000
				GroundSpeed=250.000000
				WaterSpeed=280.000000
				AccelRate=850.000000
				JumpZ=120.000000
				Visibility=150
				SightRadius=2000.000000
				Health=210
				ReducedDamageType="Corroded"
				ReducedDamagePct=1.000000
				UnderWaterTime=-1.000000
				HitSound1=Sound'UnrealShare.Slith.injur1sl'
				HitSound2=Sound'UnrealShare.Slith.injur2sl'
				Die=Sound'UnrealShare.Slith.deathLsl'
				CombatStyle=0.850000
				AnimSequence="LFighter"
				DrawType=DT_Mesh
				Style=STY_Masked
				Mesh=LodMesh'UnrealShare.Slith1'
				AmbientSound=Sound'UnrealShare.Slith.amb1sl'
				CollisionRadius=48.000000
				CollisionHeight=44.000000
				Mass=200.000000
				Buoyancy=200.000000
				RotationRate=(Pitch=3072,Yaw=40000,Roll=6000)
}

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Creation time: zo 11-11-2012 21:14:12.569 - Created with UnCodeX