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UnrealShare.NaliRabbit

Extends
FlockPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.FlockPawn
         |   
         +-- UnrealShare.NaliRabbit

Variables Summary
vectorStartLocation
NaliRabbit
boolbStayClose
floatWanderRadius
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 ()
Grazing
function Attach (actor Other)
function BeginState ()
Grazing
function Bump (actor Other)
Evade
function Bump (actor Other)
Grazing
function EndState ()
Grazing
function EnemyNotVisible ()
Evade
function Falling ()
function Landed (vector HitNormal)
function PickDestination ()
Evade
function PickDestination ()
Grazing
function SeePlayer (actor Seen)
Grazing
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
functionbool TestDirection (vector dir, out vector pick)
Evade
functionbool TestDirection (vector dir, out vector pick, bool bAlongWall)
Grazing
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
Evade Source code
state Evade
Bump, EnemyNotVisible, PickDestination, TestDirection
Grazing Source code
auto state Grazing
AnimEnd, BeginState, Bump, EndState, PickDestination, SeePlayer, TestDirection


Variables Detail

StartLocation Source code

var vector StartLocation;

NaliRabbit

bStayClose Source code

var(NaliRabbit) bool bStayClose;

WanderRadius Source code

var(NaliRabbit) float WanderRadius;


Functions Detail

AnimEnd Grazing Source code

function AnimEnd ( )

Attach Source code

function Attach ( actor Other )

BeginState Grazing Source code

function BeginState ( )

Bump Evade Source code

function Bump ( actor Other )

Bump Grazing Source code

function Bump ( actor Other )

EndState Grazing Source code

function EndState ( )

EnemyNotVisible Evade Source code

function EnemyNotVisible ( )

Falling Source code

function Falling ( )

Landed Source code

function Landed ( vector HitNormal )

PickDestination Evade Source code

function PickDestination ( )

PickDestination Grazing Source code

function PickDestination ( )

SeePlayer Grazing Source code

function SeePlayer ( actor Seen )

TakeDamage Source code

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

TestDirection Evade Source code

function bool TestDirection ( vector dir, out vector pick )

TestDirection Grazing Source code

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


Defaultproperties

defaultproperties
{
     bStayClose=True
     WanderRadius=350.000000
     GroundSpeed=400.000000
     AccelRate=1500.000000
     JumpZ=190.000000
     MinHitWall=-0.100000
     SightRadius=1000.000000
     PeripheralVision=-10.000000
     UnderWaterTime=3.000000
     DrawType=DT_Mesh
     Mesh=Mesh'UnrealShare.Rabbit'
     CollisionRadius=18.299999
     CollisionHeight=13.300000
     Mass=20.000000
     Buoyancy=21.000000
}

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Creation time: Sun 21/2/2010 23:49:48.264 - Created with UnCodeX