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UPak.SpaceMarine

Extends
MaleBot

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.Bots
         |   
         +-- UnrealShare.HumanBot
            |   
            +-- UnrealShare.MaleBot
               |   
               +-- UPak.SpaceMarine

Direct Known Subclasses:

MarineArctic, MarineDesert, MarineJungle

Variables Summary
boolbBeamingIn
boolbCommunicateTargetInRange
boolbCommunicating
UPakShieldEffectBeamEffect
boolbFemale
boolbHuntingTransmitted
boolbTransmissionDead
boolbWarnedFriends
PawnCommunicateTarget
intCounting
floatIncomingMessageLength
MarineWaveInfoMarineBeamController
PawnMsgReceivedFrom
weaponmyWeapon
MarineVoiceControllerPhraseDirector
PawnSaluteTarget
class<Weapon>StartWeapon
SpaceMarine
MarineSoundVoiceList[20]

Structures Summary
MarineSound
Duration, UsedInState, SoundName, bPlayed, LastSaidBy

Functions Summary
function AnimEnd ()
Hunting
function AnimEnd ()
TacticalMove
functioneAttitude AttitudeTo (Pawn Other)
function BeginState ()
AcknowledgeWarning
function BeginState ()
Acquisition
function BeginState ()
BeamingIn
function BeginState ()
Charging
function BeginState ()
Dying
function BeginState ()
Hunting
function BeginState ()
ReceiveIncomingMessage
function BeginState ()
StartUp
function BeginState ()
TacticalMove
function BeginState ()
TransmitHuntingMessage
function BeginState ()
WarnFriends
function Bump (actor Other)
Hunting
function Died (pawn Killer, name damageType, vector HitLocation)
function EndState ()
Dying
function EndState ()
Hunting
function EndState ()
ReceiveIncomingMessage
function EndState ()
TacticalMove
function EnemyNotVisible ()
TacticalMove
function FearThisSpot (Actor aSpot)
Hunting
function FearThisSpot (Actor aSpot)
TacticalMove
functionPawn FindCommunicateTarget ()
functionbool FindViewSpot ()
Hunting
function FireWeapon ()
functionPawn GetCommunicateTarget ()
functionMarineSound GetPhrase ()
function GiveUpTactical (bool bNoCharge)
TacticalMove
function HearNoise (float Loudness, Actor NoiseMaker)
Hunting
function HitWall (vector HitNormal, actor Wall)
Hunting
function HitWall (vector HitNormal, actor Wall)
TacticalMove
functionbool MarinesTalk ()
function MayFall ()
Hunting
function MessagePlayers ()
AcknowledgeWarning
function MessagePlayers ()
TransmitHuntingMessage
function MessagePlayers ()
WarnFriends
functionbool MultipleMarineCheck ()
function PainTimer ()
TacticalMove
function PickDestination ()
Hunting
function PickDestination (bool bNoCharge)
TacticalMove
function PickRegDestination (bool bNoCharge)
TacticalMove
function PlayChallenge ()
function PlayCrawling ()
function PlayDuck ()
function PlayDying (name DamageType, vector HitLoc)
function PlayDyingSound ()
function PlayFeignDeath ()
function PlayFiring ()
function PlayGutHit (float tweentime)
function PlayHeadHit (float tweentime)
function PlayInAir ()
function PlayLanded (float impactVel)
function PlayLeftHit (float tweentime)
function PlayRightHit (float tweentime)
function PlayRising ()
function PlayRunning ()
function PlaySwimming ()
function PlayTurning ()
function PlayVictoryDance ()
function PlayWaiting ()
function PlayWalking ()
function PlayWeaponSwitch (Weapon NewWeapon)
function PostBeginPlay ()
function ReStartPlayer ()
Dying
functionbool SetEnemy (Pawn NewEnemy)
Hunting
function SetFall ()
Hunting
function SetFall ()
TacticalMove
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
AcknowledgeWarning
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Dying
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Hunting
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
TacticalMove
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
WarnFriends
function Tick (float DeltaTime)
BeamingIn
function Timer ()
BeamingIn
function Timer ()
Hunting
function Timer ()
TacticalMove
functionbool TryToward (inventory Inv, float Weight)
TacticalMove
function TweenToFighter (float tweentime)
function TweenToRunning (float tweentime)
function TweenToSwimming (float tweentime)
function TweenToWaiting (float tweentime)
function TweenToWalking (float tweentime)
functionbool ValidRecovery ()
TacticalMove
function WarnTarget (Pawn shooter, float projSpeed, vector FireDir)
TacticalMove
Inherited Functions from UnrealShare.MaleBot
PlayDying, PlayGutHit, PlayHeadHit, PlayLeftHit, PlayRightHit
Inherited Functions from UnrealShare.HumanBot
PlayChallenge, PlayCrawling, PlayDuck, PlayDying, PlayFeignDeath, PlayFiring, PlayGutHit, PlayHeadHit, PlayInAir, PlayLanded, PlayLeftHit, PlayRightHit, PlayRising, PlayRunning, PlaySwimming, PlayTurning, PlayWaiting, PlayWalking, PlayWeaponSwitch, TweenToFighter, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking

States Summary
AcknowledgeWarning Source code
state AcknowledgeWarning extends Acquisition
BeginState, MessagePlayers, TakeDamage
Acquisition Source code
state Acquisition
BeginState
BeamingIn Source code
state BeamingIn
BeginState, Tick, Timer
Charging Source code
state Charging
BeginState
Dying Source code
state Dying
BeginState, EndState, ReStartPlayer, TakeDamage
Hunting Source code
state Hunting
AnimEnd, BeginState, Bump, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer
ReceiveIncomingMessage Source code
state ReceiveIncomingMessage extends Acquisition
BeginState, EndState
StartUp Source code
auto state StartUp
BeginState
TacticalMove Source code
state TacticalMove
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, GiveUpTactical, HitWall, PainTimer, PickDestination, PickRegDestination, SetFall, TakeDamage, Timer, TryToward, ValidRecovery, WarnTarget
TransmitHuntingMessage Source code
state TransmitHuntingMessage extends Hunting
BeginState, MessagePlayers
Victory Source code
state Victory
WarnFriends Source code
state WarnFriends extends Acquisition
BeginState, MessagePlayers, TakeDamage


Variables Detail

bBeamingIn Source code

var bool bBeamingIn;

bCommunicateTargetInRange Source code

var bool bCommunicateTargetInRange;

bCommunicating Source code

var bool bCommunicating;

BeamEffect Source code

var UPakShieldEffect BeamEffect;

bFemale Source code

var bool bFemale;

bHuntingTransmitted Source code

var bool bHuntingTransmitted;

bTransmissionDead Source code

var bool bTransmissionDead;

bWarnedFriends Source code

var bool bWarnedFriends;

CommunicateTarget Source code

var Pawn CommunicateTarget;

Counting Source code

var int Counting;

IncomingMessageLength Source code

var float IncomingMessageLength;

MarineBeamController Source code

var MarineWaveInfo MarineBeamController;

MsgReceivedFrom Source code

var Pawn MsgReceivedFrom;

myWeapon Source code

var weapon myWeapon;

PhraseDirector Source code

var MarineVoiceController PhraseDirector;

SaluteTarget Source code

var Pawn SaluteTarget;

StartWeapon Source code

var class<Weapon> StartWeapon;

SpaceMarine

VoiceList[20] Source code

var(SpaceMarine) MarineSound VoiceList[20];


Structures Detail

MarineSound Source code

struct MarineSound
{
var byte bPlayed;
var(SpaceMarine) float Duration;
var SpaceMarine LastSaidBy;
var(SpaceMarine) Sound SoundName;
var(SpaceMarine) name UsedInState;
};



Functions Detail

AnimEnd Hunting Source code

function AnimEnd ( )

AnimEnd TacticalMove Source code

function AnimEnd ( )

AttitudeTo Source code

function eAttitude AttitudeTo ( Pawn Other )

BeginState AcknowledgeWarning Source code

function BeginState ( )

BeginState Acquisition Source code

function BeginState ( )

BeginState BeamingIn Source code

function BeginState ( )

BeginState Charging Source code

function BeginState ( )

BeginState Dying Source code

function BeginState ( )

BeginState Hunting Source code

function BeginState ( )

BeginState ReceiveIncomingMessage Source code

function BeginState ( )

BeginState StartUp Source code

function BeginState ( )

BeginState TacticalMove Source code

function BeginState ( )

BeginState TransmitHuntingMessage Source code

function BeginState ( )

BeginState WarnFriends Source code

function BeginState ( )

Bump Hunting Source code

function Bump ( actor Other )

Died Source code

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

EndState Dying Source code

function EndState ( )

EndState Hunting Source code

function EndState ( )

EndState ReceiveIncomingMessage Source code

function EndState ( )

EndState TacticalMove Source code

function EndState ( )

EnemyNotVisible TacticalMove Source code

function EnemyNotVisible ( )

FearThisSpot Hunting Source code

function FearThisSpot ( Actor aSpot )

FearThisSpot TacticalMove Source code

function FearThisSpot ( Actor aSpot )

FindCommunicateTarget Source code

function Pawn FindCommunicateTarget ( )

FindViewSpot Hunting Source code

function bool FindViewSpot ( )

FireWeapon Source code

function FireWeapon ( )

GetCommunicateTarget Source code

function Pawn GetCommunicateTarget ( )

GetPhrase Source code

function MarineSound GetPhrase ( )

GiveUpTactical TacticalMove Source code

function GiveUpTactical ( bool bNoCharge )

HearNoise Hunting Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

HitWall Hunting Source code

function HitWall ( vector HitNormal, actor Wall )

HitWall TacticalMove Source code

function HitWall ( vector HitNormal, actor Wall )

MarinesTalk Source code

function bool MarinesTalk ( )

MayFall Hunting Source code

function MayFall ( )

MessagePlayers AcknowledgeWarning Source code

function MessagePlayers ( )

MessagePlayers TransmitHuntingMessage Source code

function MessagePlayers ( )

MessagePlayers WarnFriends Source code

function MessagePlayers ( )

MultipleMarineCheck Source code

function bool MultipleMarineCheck ( )

PainTimer TacticalMove Source code

function PainTimer ( )

PickDestination Hunting Source code

function PickDestination ( )

PickDestination TacticalMove Source code

function PickDestination ( bool bNoCharge )

PickRegDestination TacticalMove Source code

function PickRegDestination ( bool bNoCharge )

PlayChallenge Source code

function PlayChallenge ( )

PlayCrawling Source code

function PlayCrawling ( )

PlayDuck Source code

function PlayDuck ( )

PlayDying Source code

function PlayDying ( name DamageType, vector HitLoc )

PlayDyingSound Source code

function PlayDyingSound ( )

PlayFeignDeath Source code

function PlayFeignDeath ( )

PlayFiring Source code

function PlayFiring ( )

PlayGutHit Source code

function PlayGutHit ( float tweentime )

PlayHeadHit Source code

function PlayHeadHit ( float tweentime )

PlayInAir Source code

function PlayInAir ( )

PlayLanded Source code

function PlayLanded ( float impactVel )

PlayLeftHit Source code

function PlayLeftHit ( float tweentime )

PlayRightHit Source code

function PlayRightHit ( float tweentime )

PlayRising Source code

function PlayRising ( )

PlayRunning Source code

function PlayRunning ( )

PlaySwimming Source code

function PlaySwimming ( )

PlayTurning Source code

function PlayTurning ( )

PlayVictoryDance Source code

function PlayVictoryDance ( )

PlayWaiting Source code

function PlayWaiting ( )

PlayWalking Source code

function PlayWalking ( )

PlayWeaponSwitch Source code

function PlayWeaponSwitch ( Weapon NewWeapon )

PostBeginPlay Source code

function PostBeginPlay ( )

ReStartPlayer Dying Source code

function ReStartPlayer ( )

SetEnemy Hunting Source code

function bool SetEnemy ( Pawn NewEnemy )

SetFall Hunting Source code

function SetFall ( )

SetFall TacticalMove Source code

function SetFall ( )

TakeDamage AcknowledgeWarning Source code

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

TakeDamage Dying Source code

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

TakeDamage Hunting Source code

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

TakeDamage TacticalMove Source code

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

TakeDamage WarnFriends Source code

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

Tick BeamingIn Source code

function Tick ( float DeltaTime )

Timer BeamingIn Source code

function Timer ( )

Timer Hunting Source code

function Timer ( )

Timer TacticalMove Source code

function Timer ( )

TryToward TacticalMove Source code

function bool TryToward ( inventory Inv, float Weight )

TweenToFighter Source code

function TweenToFighter ( float tweentime )

TweenToRunning Source code

function TweenToRunning ( float tweentime )

TweenToSwimming Source code

function TweenToSwimming ( float tweentime )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime )

TweenToWalking Source code

function TweenToWalking ( float tweentime )

ValidRecovery TacticalMove Source code

function bool ValidRecovery ( )

WarnTarget TacticalMove Source code

function WarnTarget ( Pawn shooter, float projSpeed, vector FireDir )


Defaultproperties

defaultproperties
{
     VoiceList(0)=(duration=3.500000,UsedInState=WarnFriends)
     VoiceList(1)=(duration=2.500000,UsedInState=TransmitHuntingMessage)
     VoiceList(2)=(duration=2.500000,UsedInState=AcknowledgeWarning)
     CarcassType=Class'UPak.SpaceMarineCarcass'
     RefireRate=0.700000
     bIsWuss=True
     bLeadTarget=False
     GroundSpeed=300.000000
     AccelRate=1500.000000
     JumpZ=300.000000
     SightRadius=1000.000000
     Health=80
     AttitudeToPlayer=ATTITUDE_Ignore
     Intelligence=BRAINS_MAMMAL
     AnimSequence=Breath1L
     Mesh=LodMesh'UPak.marine'
     MultiSkins(1)=Texture'UPak.Skins.JMarine7'
     MultiSkins(2)=Texture'UPak.Skins.JMarine8'
     CollisionRadius=20.500000
     CollisionHeight=41.000000
     Mass=125.000000
}

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Creation time: za 22-4-2006 13:29:20.812 - Created with UnCodeX