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UnrealShare.DevilFish

Extends
ScriptedPawn

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

Variables Summary
floatAirTime
boolbAttackBump
DevilFish
byteBiteDamage
byteRipDamage
Sounds
soundbite
soundrip
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
Inherited Variables from Engine.Pawn
AccelRate, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsHuman, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStrafe, bUpAndOut, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MinHitWall, 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, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialPause, SpeechTime, SplashTime, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence

Functions Summary
function AnimEnd ()
Flopping
functioneAttitude AttitudeToCreature (Pawn Other)
function Bump (actor Other)
MeleeAttack
function Bump (Actor Other)
TacticalMove
function KeepAttacking ()
MeleeAttack
function Landed (vector HitNormal)
function Landed (vector HitNormal)
Ambushing
function Landed (vector HitNormal)
FallingState
function Landed (vector HitNormal)
Flopping
function Landed (vector HitNormal)
TakeHit
function Landed (vector HitNormal)
Waiting
function PickDestination (bool bNoCharge)
TacticalMove
function PlayDying (name DamageType, vector HitLocation)
function PlayInAir ()
function PlayLanded (float impactVel)
function PlayMeleeAttack ()
function PlayPatrolStop ()
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 SetMovementPhysics ()
function Timer ()
Flopping
function TweenToFalling ()
function TweenToFighter (float tweentime)
function TweenToPatrolStop (float tweentime)
function TweenToRunning (float tweentime)
function TweenToWaiting (float tweentime)
function TweenToWalking (float tweentime)
function WhatToDoNext (name LikelyState, name LikelyLabel)
function ZoneChange (ZoneInfo newZone)
function ZoneChange (ZoneInfo NewZone)
Flopping
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
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, ClientSetRotation, ClientVoiceMessage, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, JumpOffPawn, Killed, 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, PlayRightDeath, PlayRightHit, PlayRunning, PlayTakeHit, PlayTakeHitSound, PlayThreatening, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PostBeginPlay, PreBeginPlay, PreSetMovement, RemovePawn, RestartPlayer, SeePlayer, SendVoiceMessage, SetMovementPhysics, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UpdateEyeHeight, WaitForLanding, WarnTarget, [

States Summary
Ambushing Source code
state Ambushing
Landed
FallingState Source code
state FallingState
Landed
Flopping Source code
state Flopping
AnimEnd, Landed, Timer, ZoneChange
MeleeAttack Source code
state MeleeAttack
Bump, KeepAttacking
TacticalMove Source code
state TacticalMove
Bump, PickDestination
TakeHit Source code
state TakeHit
Landed
Waiting Source code
state Waiting
Landed


Variables Detail

AirTime Source code

var float AirTime;

bAttackBump Source code

var bool bAttackBump;

DevilFish

BiteDamage Source code

var(DevilFish) byte BiteDamage;

RipDamage Source code

var(DevilFish) byte RipDamage;

Sounds

bite Source code

var(Sounds) sound bite;

rip Source code

var(Sounds) sound rip;


Functions Detail

AnimEnd Flopping Source code

function AnimEnd ( )

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other )

Bump MeleeAttack Source code

singular function Bump ( actor Other )

Bump TacticalMove Source code

function Bump ( Actor Other )

KeepAttacking MeleeAttack Source code

function KeepAttacking ( )

Landed Source code

function Landed ( vector HitNormal )

Landed Ambushing Source code

function Landed ( vector HitNormal )

Landed FallingState Source code

function Landed ( vector HitNormal )

Landed Flopping Source code

function Landed ( vector HitNormal )

Landed TakeHit Source code

function Landed ( vector HitNormal )

Landed Waiting Source code

function Landed ( vector HitNormal )

PickDestination TacticalMove Source code

function PickDestination ( bool bNoCharge )

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 ( )

PlayPatrolStop Source code

function PlayPatrolStop ( )

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 ( )

SetMovementPhysics Source code

function SetMovementPhysics ( )

Timer Flopping 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 )

WhatToDoNext Source code

function WhatToDoNext ( name LikelyState, name LikelyLabel )

ZoneChange Source code

function ZoneChange ( ZoneInfo newZone )

ZoneChange Flopping Source code

function ZoneChange ( ZoneInfo NewZone )


Defaultproperties

defaultproperties
{
     BiteDamage=15
     RipDamage=25
     rip=Sound'UnrealShare.Razorfish.tear1fs'
     CarcassType=Class'UnrealShare.DevilfishCarcass'
     TimeBetweenAttacks=0.500000
     Aggressiveness=1.000000
     MeleeRange=40.000000
     WaterSpeed=250.000000
     Visibility=120
     SightRadius=1250.000000
     Health=70
     UnderWaterTime=-1.000000
     Intelligence=BRAINS_NONE
     HitSound1=Sound'UnrealShare.Razorfish.chomp1fs'
     HitSound2=Sound'UnrealShare.Razorfish.miss1fs'
     Land=Sound'UnrealShare.Razorfish.flop1fs'
     Die=Sound'UnrealShare.Razorfish.death1fs'
     CombatStyle=1.000000
     DrawType=DT_Mesh
     Mesh=Mesh'UnrealShare.fish'
     AmbientSound=Sound'UnrealShare.Razorfish.ambfs'
     CollisionRadius=35.000000
     CollisionHeight=20.000000
     Mass=60.000000
     Buoyancy=60.000000
     RotationRate=(Pitch=8192,Roll=8192)
}

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Creation time: Sun 21/2/2010 23:49:46.844 - Created with UnCodeX