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UnrealI.Mercenary

Extends
ScriptedPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.ScriptedPawn
         |   
         +-- UnrealI.Mercenary

Direct Known Subclasses:

MercenaryElite

Variables Summary
boolbAlertedTeam
boolbIsInvulnerable
boolbPatroling
floatinvulnerableTime
namephrase
bytephrasesyllable
intsprayoffset
floatvoicePitch
Mercenary
boolbButtonPusher
boolbCanFireWhileInvulnerable
boolbHasInvulnerableShield
boolbSquatter
boolbTalker
floatinvulnerableCharge
byteOrdersGiven
bytePunchDamage
Sounds
soundbreath
soundCheckWeapon
soundFlip
soundfootstep1
soundPunch
soundPunchHit
soundsyllable1
soundsyllable2
soundsyllable3
soundsyllable4
soundsyllable5
soundsyllable6
soundWeaponSpray
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, AirControl, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAdvancedTactics, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bCountJumps, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsFemale, bIsHuman, bIsMultiSkinned, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStopAtLedges, bStrafe, bUpAndOut, bUpdatingDisplay, bViewTarget, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, FaceTarget, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, LastSeenTime, 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, SelectionMesh, Shadow, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialMesh, SpecialPause, SpeechTime, SplashTime, Spree, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoicePitch, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence

Functions Summary
function AnimEnd ()))
Invulnerable
functioneAttitude AttitudeToCreature (Pawn Other))
function BecomeInvulnerable ()))
function BecomeNormal ()))
function BeginState ()))
RangedAttack
functionbool CanFireAtEnemy ()))
function ChooseLeaderAttack ()))
function EnemyNotVisible ()))
SpeakOrders
event FootZoneChange (ZoneInfo newFootZone))
event HeadZoneChange (ZoneInfo newHeadZone))
function HitDamageTarget ()))
function Killed (pawn Killer, pawn Other, name damageType))
SpeakOrders
function PainTimer ()))
function PlayBigDeath (name DamageType))
function PlayChallenge ()))
function PlayDive ()))
function PlayGutDeath (name DamageType))
function PlayHeadDeath (name DamageType))
function PlayInAir ()))
function PlayLanded (float impactVel))
function PlayLeftDeath (name DamageType))
function PlayMeleeAttack ()))
function PlayMovingAttack ()))
function PlayOutOfWater ()))
function PlayPatrolStop ()))
function PlayRangedAttack ()))
function PlayRightDeath (name DamageType))
function PlayRunning ()))
function PlaySwimming ()))
function PlayThreatening ()))
function PlayTurning ()))
function PlayVictoryDance ()))
function PlayWaiting ()))
function PlayWaitingAmbush ()))
function PlayWalking ()))
function PreBeginPlay ()))
function SetMovementPhysics ()))
function SpawnRocket ()))
function Speak ()))
function SpeakOrderTo (ScriptedPawn TeamMember))
function SpeakTo (ScriptedPawn Other))
function SpeechTimer ()))
function SprayTarget ()))
function Step ()))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
SpeakOrders
function TryToDuck (vector duckDir, bool bReversed))
function TryToDuck (vector duckDir, bool bReversed))
Invulnerable
function TryToDuck (vector duckDir, bool bReversed))
RangedAttack
function TweenToFalling ()))
function TweenToFighter (float tweentime))
function TweenToPatrolStop (float tweentime))
function TweenToRunning (float tweentime))
function TweenToSwimming (float tweentime))
function TweenToWaiting (float tweentime))
function TweenToWalking (float tweentime))
function WalkStep ()))
function WarnTarget (Pawn shooter, float projSpeed, vector FireDir))
function ZoneChange (ZoneInfo newZone))
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, AlterDestination, BaseChange, BecomeViewTarget, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckValidSkinPackage, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientPutDown, ClientReStart, ClientSetLocation, ClientSetRotation, ClientVoiceMessage, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FearThisSpot, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetHumanName, GetMultiSkin, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, 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, PostNetBeginPlay, PreBeginPlay, PreSetMovement, ReceiveLocalizedMessage, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendGlobalMessage, SendTeamMessage, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, SetMesh, SetMovementPhysics, SetMultiSkin, SetSkinElement, ShakeView, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TakeFallingDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UnderLift, UpdateEyeHeight, UpdateTactics, WaitForLanding, WalkTexture, WarnTarget

States Summary
Invulnerable Source code
state Invulnerable
AnimEnd, TryToDuck
RangedAttack Source code
state RangedAttack
BeginState, TryToDuck
SpeakOrders Source code
state SpeakOrders
EnemyNotVisible, Killed, TakeDamage


Variables Detail

bAlertedTeam Source code

var bool bAlertedTeam;

bIsInvulnerable Source code

var bool bIsInvulnerable;

bPatroling Source code

var bool bPatroling;

invulnerableTime Source code

var float invulnerableTime;

phrase Source code

var name phrase;

phrasesyllable Source code

var byte phrasesyllable;

sprayoffset Source code

var int sprayoffset;

voicePitch Source code

var float voicePitch;

Mercenary

bButtonPusher Source code

var(Mercenary) bool bButtonPusher;

bCanFireWhileInvulnerable Source code

var(Mercenary) bool bCanFireWhileInvulnerable;

bHasInvulnerableShield Source code

var(Mercenary) bool bHasInvulnerableShield;

bSquatter Source code

var(Mercenary) bool bSquatter;

bTalker Source code

var(Mercenary) bool bTalker;

invulnerableCharge Source code

var(Mercenary) float invulnerableCharge;

OrdersGiven Source code

var(Mercenary) byte OrdersGiven;

PunchDamage Source code

var(Mercenary) byte PunchDamage;

Sounds

breath Source code

var(Sounds) sound breath;

CheckWeapon Source code

var(Sounds) sound CheckWeapon;

Flip Source code

var(Sounds) sound Flip;

footstep1 Source code

var(Sounds) sound footstep1;

Punch Source code

var(Sounds) sound Punch;

PunchHit Source code

var(Sounds) sound PunchHit;

syllable1 Source code

var(Sounds) sound syllable1;

syllable2 Source code

var(Sounds) sound syllable2;

syllable3 Source code

var(Sounds) sound syllable3;

syllable4 Source code

var(Sounds) sound syllable4;

syllable5 Source code

var(Sounds) sound syllable5;

syllable6 Source code

var(Sounds) sound syllable6;

WeaponSpray Source code

var(Sounds) sound WeaponSpray;


Functions Detail

AnimEnd Invulnerable Source code

function AnimEnd ( ) )

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other) )

BecomeInvulnerable Source code

function BecomeInvulnerable ( ) )

BecomeNormal Source code

function BecomeNormal ( ) )

BeginState RangedAttack Source code

function BeginState ( ) )

CanFireAtEnemy Source code

function bool CanFireAtEnemy ( ) )

ChooseLeaderAttack Source code

function ChooseLeaderAttack ( ) )

EnemyNotVisible SpeakOrders Source code

function EnemyNotVisible ( ) )

FootZoneChange Source code

event FootZoneChange ( ZoneInfo newFootZone) )

HeadZoneChange Source code

event HeadZoneChange ( ZoneInfo newHeadZone) )

HitDamageTarget Source code

function HitDamageTarget ( ) )

Killed SpeakOrders Source code

function Killed ( pawn Killer, pawn Other, name damageType) )

PainTimer Source code

function PainTimer ( ) )

PlayBigDeath Source code

function PlayBigDeath ( name DamageType) )

PlayChallenge Source code

function PlayChallenge ( ) )

PlayDive Source code

function PlayDive ( ) )

PlayGutDeath Source code

function PlayGutDeath ( name DamageType) )

PlayHeadDeath Source code

function PlayHeadDeath ( name DamageType) )

PlayInAir Source code

function PlayInAir ( ) )

PlayLanded Source code

function PlayLanded ( float impactVel) )

PlayLeftDeath Source code

function PlayLeftDeath ( name DamageType) )

PlayMeleeAttack Source code

function PlayMeleeAttack ( ) )

PlayMovingAttack Source code

function PlayMovingAttack ( ) )

PlayOutOfWater Source code

function PlayOutOfWater ( ) )

PlayPatrolStop Source code

function PlayPatrolStop ( ) )

PlayRangedAttack Source code

function PlayRangedAttack ( ) )

PlayRightDeath Source code

function PlayRightDeath ( name DamageType) )

PlayRunning Source code

function PlayRunning ( ) )

PlaySwimming Source code

function PlaySwimming ( ) )

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 ( ) )

PreBeginPlay Source code

function PreBeginPlay ( ) )

SetMovementPhysics Source code

function SetMovementPhysics ( ) )

SpawnRocket Source code

function SpawnRocket ( ) )

Speak Source code

function Speak ( ) )

SpeakOrderTo Source code

function SpeakOrderTo ( ScriptedPawn TeamMember) )

SpeakTo Source code

function SpeakTo ( ScriptedPawn Other) )

SpeechTimer Source code

function SpeechTimer ( ) )

SprayTarget Source code

function SprayTarget ( ) )

Step Source code

function Step ( ) )

TakeDamage Source code

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

TakeDamage SpeakOrders Source code

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

TryToDuck Source code

function TryToDuck ( vector duckDir, bool bReversed) )

TryToDuck Invulnerable Source code

function TryToDuck ( vector duckDir, bool bReversed) )

TryToDuck RangedAttack Source code

function TryToDuck ( vector duckDir, bool bReversed) )

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) )

TweenToSwimming Source code

function TweenToSwimming ( float tweentime) )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime) )

TweenToWalking Source code

function TweenToWalking ( float tweentime) )

WalkStep Source code

function WalkStep ( ) )

WarnTarget Source code

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

ZoneChange Source code

function ZoneChange ( ZoneInfo newZone) )


Defaultproperties

defaultproperties
{
     PunchDamage=20
     bHasInvulnerableShield=True
     Punch=Sound'UnrealI.Mercenary.swat1mr'
     PunchHit=Sound'UnrealI.Mercenary.hit1mr'
     Flip=Sound'UnrealI.Mercenary.flip1mr'
     CheckWeapon=Sound'UnrealI.Mercenary.weapon1mr'
     WeaponSpray=Sound'UnrealI.Mercenary.spray1mr'
     syllable1=Sound'UnrealI.Mercenary.syl1mr'
     syllable2=Sound'UnrealI.Mercenary.syl2mr'
     syllable3=Sound'UnrealI.Mercenary.syl3mr'
     syllable4=Sound'UnrealI.Mercenary.syl4mr'
     syllable5=Sound'UnrealI.Mercenary.syl5mr'
     syllable6=Sound'UnrealI.Mercenary.syl6mr'
     Footstep1=Sound'UnrealI.Mercenary.walk2mr'
     invulnerableCharge=9.000000
     CarcassType=Class'UnrealI.MercCarcass'
     Aggressiveness=0.500000
     RefireRate=0.500000
     bHasRangedAttack=True
     bMovingRangedAttack=True
     bGreenBlood=True
     RangedProjectile=Class'UnrealI.MercRocket'
     Acquire=Sound'UnrealI.Mercenary.chlng2mr'
     Fear=Sound'UnrealI.Mercenary.chlng3mr'
     Roam=Sound'UnrealI.Mercenary.nearbymr'
     Threaten=Sound'UnrealI.Mercenary.chlng3mr'
     bCanStrafe=True
     MeleeRange=50.000000
     GroundSpeed=280.000000
     AirSpeed=300.000000
     AccelRate=800.000000
     Health=180
     UnderWaterTime=-1.000000
     Intelligence=BRAINS_HUMAN
     HitSound1=Sound'UnrealI.Mercenary.injur2mr'
     HitSound2=Sound'UnrealI.Mercenary.injur3mr'
     Land=Sound'UnrealI.Mercenary.land1mr'
     Die=Sound'UnrealI.Mercenary.death1mr'
     CombatStyle=0.500000
     AmbientSound=Sound'UnrealI.Mercenary.amb1mr'
     DrawType=DT_Mesh
     Texture=Texture'UnrealI.Skins.Silver'
     Mesh=LodMesh'UnrealI.Merc'
     CollisionRadius=35.000000
     CollisionHeight=48.000000
     LightEffect=LE_NonIncidence
     LightBrightness=255
     LightHue=170
     LightSaturation=96
     LightRadius=12
     Mass=150.000000
     Buoyancy=150.000000
     RotationRate=(Pitch=3072,Yaw=65000,Roll=0)
}

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Creation time: Fr 7.6.2013 13:14:38.453 - Created with UnCodeX