- Extends
- Skaarj
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- UnrealShare.ScriptedPawn
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+-- UnrealShare.Skaarj
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+-- UnrealI.SkaarjTrooper
Direct Known Subclasses:
SkaarjGunner, SkaarjInfantry, SkaarjOfficer, SkaarjSniper
Inherited Variables from UnrealShare.Skaarj |
AttackSuccess, bButtonPusher, bFakeDeath, claw, ClawDamage, Die2, Footstep, Footstep2, hairflip, hitsound3, hitsound4, lunge, LungeDamage, phrase, phrasesyllable, slice, spin, SpinDamage, syllable1, syllable2, syllable3, syllable4, syllable5, syllable6, voicePitch |
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, bWarnTarget, CarcassType, Fear, FirstHatePlayerEvent, Hated, HidingSpot, HuntStartTime, LastPainAnim, LastPainTime, NextAnim, numHuntPaths, OldEnemy, OrderObject, Orders, OrderTag, ProjectileSpeed, RangedProjectile, ReFireRate, Roam, RoamStartTime, Team, TeamID, TeamLeader, TeamTag, Threaten, TimeBetweenAttacks, WalkingSpeed |
Functions Summary |
| | AnimEnd ())) RangedAttack |
| | BeginState ())) Startup |
| | BeginState ())) TakeHit |
| | Bump (Actor Other)) RangedAttack |
| bool | CanFireAtEnemy ()))
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| | ChangedWeapon ()))
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| | Died (pawn Killer, name damageType, vector HitLocation))
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| | EndState ())) Charging |
| | EndState ())) Hunting |
| | EndState ())) RangedAttack |
| | EndState ())) Retreating |
| | EndState ())) TacticalMove |
| | KeepAttacking ())) RangedAttack |
| | PlayChallenge ()))
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| | PlayCock ()))
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| | PlayFiring ()))
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| | PlayLanded (float impactVel))
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| | PlayMovingAttack ()))
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| | PlayPatrolStop ()))
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| | PlayRangedAttack ()))
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| | PlayRangedAttack ())) RangedAttack |
| | PlayRunning ()))
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| | PlayTakeHit (float tweentime, vector HitLoc, int damage))
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| | PlayThreatening ()))
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| | PlayVictoryDance ()))
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| | PreBeginPlay ()))
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| | SetHome ())) Startup |
| | Shield ()))
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) RangedAttack |
| | TossWeapon ()))
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| | TryToDuck (vector duckDir, bool bReversed))
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| | TryToDuck (vector duckDir, bool bReversed)) RangedAttack |
| | WarnTarget (Pawn shooter, float projSpeed, vector FireDir))
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Inherited Functions from UnrealShare.Skaarj |
AttitudeToCreature, BeginState, Bump, ClawDamageTarget, EndState, Landed, LungeDamageTarget, PlayAcquisitionSound, PlayBigDeath, PlayCock, PlayDive, PlayFearSound, PlayGutDeath, PlayHeadDeath, PlayInAir, PlayLanded, PlayLeftDeath, PlayMeleeAttack, PlayOutOfWater, PlayRangedAttack, PlayRightDeath, PlayRoamingSound, PlaySwimming, PlayTakeHit, PlayTakeHitSound, PlayThreateningSound, PlayTurning, PlayWaiting, PlayWaitingAmbush, PlayWalking, PreBeginPlay, PreSetMovement, PushButtons, RunStep, SetMovementPhysics, Speak, SpeakOrderTo, SpeakTo, SpeechTimer, SpinDamageTarget, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, WalkStep, ZoneChange |
Inherited Functions from UnrealShare.ScriptedPawn |
AdjustAim, adjustJump, AdjustToss, AlarmDone, AnimEnd, AnnoyedBy, AttitudeTo, AttitudeToCreature, AttitudeWithFear, BeginState, Bump, CanFireAtEnemy, CanStakeOut, ChangeDestination, ChooseAttackMode, ChooseLeaderAttack, ChooseTeamAttackFor, damageAttitudeTo, EndState, EnemyAcquired, EnemyNotVisible, Falling, FearThisSpot, FindAlarm, FindAmbush, FindBestPathToward, FindNextPatrol, FindShootTarget, FindViewSpot, FireProjectile, FireWeapon, Gibbed, GiveUpTactical, HearNoise, HitWall, InitAmbushLoc, InitPatrolLoc, 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 |
var float duckTime;
SkaarjTrooper
function AnimEnd ( ) )
function BeginState ( ) )
function BeginState ( ) )
function Bump (
Actor Other) )
function bool CanFireAtEnemy ( ) )
function ChangedWeapon ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
KeepAttacking RangedAttack Source code
function KeepAttacking ( ) )
function PlayChallenge ( ) )
function PlayCock ( ) )
function PlayFiring ( ) )
function PlayLanded ( float impactVel) )
function PlayMovingAttack ( ) )
function PlayPatrolStop ( ) )
function PlayRangedAttack ( ) )
PlayRangedAttack RangedAttack Source code
function PlayRangedAttack ( ) )
function PlayRunning ( ) )
function PlayTakeHit (
float tweentime,
vector HitLoc,
int damage) )
function PlayThreatening ( ) )
function PlayVictoryDance ( ) )
function PreBeginPlay ( ) )
function SetHome ( ) )
TakeDamage RangedAttack Source code
function TossWeapon ( ) )
function TryToDuck (
vector duckDir,
bool bReversed) )
TryToDuck RangedAttack Source code
function TryToDuck (
vector duckDir,
bool bReversed) )
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir) )
defaultproperties
{
WeaponType=Class'UnrealShare.DispersionPistol'
LungeDamage=20
SpinDamage=15
ClawDamage=10
CarcassType=Class'UnrealI.TrooperCarcass'
RangedProjectile=None
GroundSpeed=400.000000
Health=170
CombatStyle=0.300000
Skin=Texture'UnrealI.Skins.sktrooper1'
Mesh=LodMesh'UnrealI.sktrooper'
CollisionRadius=32.000000
CollisionHeight=42.000000
Mass=125.000000
Buoyancy=125.000000
}
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Creation time: Fr 7.6.2013 13:15:01.605 - Created with
UnCodeX