- Extends
- ScriptedPawn
- Modifiers
- abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- DeusEx.ScriptedPawn
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+-- DeusEx.Animal
Direct Known Subclasses:
Bird, Cat, Dog, Fishes, Fly, Gray, Greasel, Karkian, Rat
Inherited Variables from DeusEx.ScriptedPawn |
ActorAvoiding, AgitationCheckTimer, AgitationDecayRate, AgitationSustainTime, AgitationTimer, AlarmActor, AlarmTimer, AlliancesEx[16], AvoidAccuracy, AvoidBumpTimer, AvoidWallTimer, bAcceptBump, BackpedalTimer, bAimForHead, bAlliancesChanged, bAlwaysPatrol, BaseAccuracy, BaseAssHeight, bAttacking, bAvoidAim, bAvoidHarm, bBurnedToDeath, bCanBleed, bCanConverse, bCanCrouch, bCanFire, bCanSit, bCanTurnHead, bClearedObstacle, bCloakOn, bConvEndState, bConversationEndedNormally, bCower, bCrouching, bDancing, bDefendHome, bDisappear, bDistressed, BeamCheckTimer, bEmitDistress, bEnableCheckDest, bFacingTarget, bFearAlarm, bFearCarcass, bFearDistress, bFearHacking, bFearIndirectInjury, bFearInjury, bFearProjectiles, bFearShot, bFearWeapon, bHasCloak, bHasShadow, bHateCarcass, bHateDistress, bHateHacking, bHateIndirectInjury, bHateInjury, bHateShot, bHateWeapon, bHighlight, bHokeyPokey, bImportant, bInConversation, bInitialized, bInterruptSeek, bInterruptState, bInTransientState, bInvincible, bInWorld, bKeepWeaponDrawn, bLeaveAfterFleeing, BleedRate, bLikesNeutral, bLookingForAlarm, bLookingForCarcass, bLookingForDistress, bLookingForEnemy, bLookingForFutz, bLookingForHacking, bLookingForIndirectInjury, bLookingForInjury, bLookingForLoudNoise, bLookingForProjectiles, bLookingForShot, bLookingForWeapon, bMustFaceTarget, bNoNegativeAlliances, BodyIndex, bPausing, bPlayIdle, bReactAlarm, bReactCarcass, bReactDistress, bReactFutz, bReactLoudNoise, bReactPresence, bReactProjectiles, bReactShot, bReadyToReload, bReverseAlliances, bRunningStealthy, bSeatHackUsed, bSeatLocationValid, bSeekCover, bSeekLocation, bSeekPostCombat, bShowPain, bSitAnywhere, bSitInterpolation, bSitting, bSpawnBubbles, bSprint, bStandInterpolation, bStaring, bStunned, bTickVisibleOnly, BurnPeriod, bUseFallbackWeapons, bUseFirstSeatOnly, bUseHome, bUseSecondaryAttack, bWalkAround, bWorldBlockActors, bWorldBlockPlayers, bWorldCollideActors, CarcassCheckTimer, Carcasses[4], CarcassHateTimer, CarcassTimer, CarcassType, CheckPeriod, CloakEMPTimer, CloakThreshold, CloseCombatMult, ClotPeriod, ConversationActor, ConvOrders, ConvOrderTag, Cowardice, CrouchRate, CrouchTimer, CycleCandidate, CycleCumulative, CycleDistance, CycleIndex, CyclePeriod, CycleTimer, DeathTimer, DesiredPrePivot, DestAttempts, destLoc, destPoint, DistressTimer, DropCounter, EnemyLastSeen, EnemyReadiness, EnemyTimeout, EnemyTimer, FearDecayRate, FearLevel, FearSustainTime, FearTimer, FireAngle, FireElevation, FireTimer, FutzTimer, HarmAccuracy, HomeActor, HomeExtent, HomeLoc, HomeRot, HomeTag, InitialAlliances[8], InitialInventory[8], LastDestLoc, LastDestPoint, LastPainAnim, LastPainTime, lastPoints[2], MaxProvocations, MaxRange, MinHealth, MinRange, NextAnim, NextDirection, NumCarcasses, ObstacleTimer, OrderActor, Orders, OrderTag, PlayerAgitationTimer, poisonCounter, poisonDamage, Poisoner, poisonTimer, PotentialEnemyAlliance, PotentialEnemyTimer, PrePivotOffset, PrePivotTime, ProjectileSpeed, RaiseAlarm, RandomWandering, ReactionLevel, ReloadTimer, remainingSitTime, remainingStandTime, Restlessness, runAnimMult, SeatActor, SeatHack, SeatLocation, SeatSlot, seekDistance, SeekLevel, SeekPawn, SeekType, ShadowScale, SightPercentage, sleepTime, SpecialTimer, SprintRate, StandRate, SurprisePeriod, swimBubbleTimer, TakeHitTimer, TurnDirection, useLoc, useRot, walkAnimMult, WalkingSpeed, WalkSound, Wanderlust, WeaponTimer, WorldPosition |
Inherited Variables from Engine.Pawn |
AccelRate, AIAddViewRotation, AIHorizontalFov, AirControl, AirSpeed, AlarmTag, Alertness, Alliance, AngularResolution, animTimer[4], AspectRatio, AttitudeToPlayer, AvgPhysicsTime, bAdvancedTactics, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanGlide, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bCountJumps, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsFemale, bIsHuman, bIsMultiSkinned, bIsPlayer, bIsSpeaking, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bOnFire, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStopAtLedges, bStrafe, bUpAndOut, bUpdatingDisplay, burnTimer, bViewTarget, bWarping, bWasSpeaking, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, FaceTarget, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HealthArmLeft, HealthArmRight, HealthHead, HealthLegLeft, HealthLegRight, HealthTorso, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, lastPhoneme, LastSeeingPos, LastSeenPos, LastSeenTime, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MinAngularSize, MinHitWall, MoveTarget, MoveTimer, NameArticle, NextLabel, nextPawn, nextPhoneme, 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, SmellThreshold, SoundDampening, SpecialGoal, SpecialMesh, SpecialPause, SpeechTime, SplashTime, Spree, Stimulus, UnderWaterTime, ViewRotation, Visibility, VisibilityThreshold, VoicePitch, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon |
Functions Summary |
 | | AnimEnd ())) Eating |
 | | BeginState ())) Eating |
 | | Chomp ()))
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 | | ComputeFallDirection (float totalTime, int numFrames, out vector moveDir, out float stopTime))
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 | | EndState ())) Eating |
 | | FleeFromPawn (Pawn fleePawn))
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 | Pawn | FrightenedByPawn ()))
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 | vector | GetChompPosition ()))
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 | bool | GetFeedSpot (Actor foodActor, out vector feedSpot))
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 | float | GetMaxDistance (Actor foodActor))
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 | vector | GetSwimPivot ()))
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 | | GotoDisabledState (name damageType, EHitLocation hitPos))
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 | EHitLocation | HandleDamage (int Damage, Vector hitLocation, Vector offset, name damageType))
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 | | HitWall (vector HitNormal, actor Wall)) Eating |
 | bool | InterestedInFood ()))
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 | bool | IsInRange (Actor foodActor))
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 | bool | IsValidFood (Actor foodActor))
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 | float | ModifyDamage (int Damage, Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType))
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 | | Munch (Actor foodActor))
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 | | PickDestination ())) Fleeing |
 | | PickDestination ())) Wandering |
 | | PlayAreaSecureSound ()))
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 | | PlayAttack ()))
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 | | PlayCowerBegin ()))
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 | | PlayCowerEnd ()))
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 | | PlayCowering ()))
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 | | PlayCrawling ()))
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 | | PlayCriticalDamageSound ()))
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 | | PlayDuck ()))
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 | | PlayDying (name damageType, vector hitLoc))
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 | | PlayEating ()))
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 | | PlayEatingSound ()))
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 | | PlayFalling ()))
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 | | PlayFiring ()))
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 | | PlayGoingForAlarmSound ()))
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 | | PlayIdleSound ()))
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 | | PlayLanded (float impactVel))
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 | | PlayOutOfAmmoSound ()))
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 | | PlayPanicRunning ()))
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 | | PlayPauseWhenEating ()))
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 | | PlayPushing ()))
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 | | PlayRising ()))
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 | | PlayRubbingEyes ()))
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 | | PlayRubbingEyesEnd ()))
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 | | PlayRubbingEyesStart ()))
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 | | PlayRunning ()))
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 | | PlayRunningAndFiring ()))
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 | | PlayScanningSound ()))
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 | | PlaySearchingSound ()))
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 | | PlayShoot ()))
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 | | PlaySitting ()))
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 | | PlaySittingDown ()))
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 | | PlayStandingUp ()))
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 | | PlayStartEating ()))
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 | | PlayStopEating ()))
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 | | PlayStunned ()))
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 | | PlaySwimming ()))
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 | | PlayTakingHit (EHitLocation hitPos))
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 | | PlayTargetAcquiredSound ()))
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 | | PlayTargetLostSound ()))
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 | | PlayTurning ()))
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 | | PlayWaiting ()))
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 | | PlayWalking ()))
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 | | SetFall ())) Eating |
 | bool | ShouldBeStartled (Pawn startler))
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 | bool | ShouldDropWeapon ()))
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 | bool | ShouldFlee ()))
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 | | SpewBlood (vector Position))
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 | | Tick (float deltaSeconds))
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 | | Tick (float deltaSeconds)) Eating |
 | | Tick (float deltaSeconds)) Wandering |
 | | TweenToAttack (float tweentime))
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 | | TweenToRunning (float tweentime))
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 | | TweenToShoot (float tweentime))
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 | | TweenToSwimming (float tweentime))
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 | | TweenToWaiting (float tweentime))
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 | | TweenToWalking (float tweentime))
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Inherited Functions from DeusEx.ScriptedPawn |
AddCarcass, AddInitialInventory, AddProjectileToList, AddVelocity, AdjustAim, AdjustJump, AgitateAlliance, AICanShoot, AISafeToShoot, AISafeToThrow, AlterDestination, AnimEnd, BackOff, BaseChange, BeginState, BlockReactions, Bump, CanConverse, CanConverseWithPlayer, CanShowPain, CatchFire, ChangeAlly, ChangedWeapon, CheckAttack, CheckBeamPresence, CheckCarcassPresence, CheckCycle, CheckDestLoc, CheckEnemyParams, CheckEnemyPresence, CheckOpenDoor, CheckWaterJump, ClearHomeBase, ClearNextState, ComputeActorVisibility, ComputeAwayVector, ComputeBestFiringPosition, ComputeFallDirection, ComputeTargetLead, ComputeThrowAngles, ConBindEvents, CreateShadow, DecreaseAgitation, Destroyed, Died, DistanceToTarget, DistressScore, DoneReloading, DoorEncroaches, DrawShield, DropWeapon, EnableCheckDestLoc, EnableCloak, EnableCollision, EnableShadow, EncroachedBy, EncroachedByMover, EndConversation, EndCrouch, EndState, EnterConversationState, EnterWorld, ExtinguishFire, Falling, FilterDamageType, FindAlarmPosition, FindBackupPoint, FindBestEnemy, FindBestSeat, FindBestSlot, FindOrderActor, FindTaggedActor, FindTarget, FinishFleeing, FireIfClearShot, FocusDirection, FollowOrders, FollowSeatFallbackOrders, Frob, FrobDoor, Gasp, GenerateTotalHealth, GetAllianceType, GetCarcassData, GetCrouchHeight, GetDefaultCollisionHeight, GetDestinationPosition, GetFloorMaterial, GetNextAlarmPoint, GetNextLocation, GetNextVector, GetNextWaypoint, GetOvershootDestination, GetPawnAllianceType, GetPawnWeaponRanges, GetProjectileList, GetSitHeight, GetStyleTexture, GetSwimPivot, GetWalkingSpeed, GetWeaponBestRange, GoHome, GotoDisabledState, GotoNextState, HandleAlarm, HandleDamage, HandleDistress, HandleEnemy, HandleFutz, HandleHacking, HandleLoudNoise, HandleProjectiles, HandleShot, HandleSighting, HandleTurn, HandleWeapon, HandToHandAttack, HasEnemyTimedOut, HasNextState, HasTwoHandedWeapon, HaveSeenCarcass, HearNoise, HitWall, ImpartMomentum, IncreaseAgitation, IncreaseFear, InitializeAlliances, InitializeHomeBase, InitializeInventory, InitializePawn, InSeat, InstigatorToPawn, IsAlarmInRange, IsAlarmReady, IsDoor, IsFearful, IsHandToHand, IsIntersectingSeat, IsLocationDangerous, IsNearHome, IsPointInCylinder, IsPrimaryDamageType, IsProjectileDangerous, IsSeatValid, IsThrownWeapon, IsValidEnemy, IsWeaponReloading, JumpOffPawn, JumpOutOfWater, Killed, KillShadow, Landed, LeaveWorld, LongFall, LoopAnimPivot, LoopBaseConvoAnim, LoopHeadConvoAnim, LoudNoiseScore, MakePawnIgnored, ModifyDamage, MoveFallingBody, PainTimer, PickDestination, PickStartPoint, PlayAllianceFriendlySound, PlayAllianceHostileSound, PlayAnimPivot, PlayAreaSecureSound, PlayAttack, PlayBeginAttack, PlayBodyThud, PlayCarcassSound, PlayChallenge, PlayCowerBegin, PlayCowerEnd, PlayCowering, PlayCrawling, PlayCriticalDamageSound, PlayCrouchShoot, PlayDancing, PlayDeathHit, PlayDuck, PlayDying, PlayDyingSound, PlayFalling, PlayFootStep, PlayFutzSound, PlayGoingForAlarmSound, PlayHit, PlayHitAnim, PlayIdle, PlayIdleSound, PlayLanded, PlayNewTargetSound, PlayOnFireSound, PlayOutOfAmmoSound, PlayPanicRunning, PlayPostAttackSearchingSound, PlayPreAttackSearchingSound, PlayPreAttackSightingSound, PlayPushing, PlayReload, PlayReloadBegin, PlayReloadEnd, PlayRising, PlayRubbingEyes, PlayRubbingEyesEnd, PlayRubbingEyesStart, PlayRunning, PlayRunningAndFiring, PlayScanningSound, PlaySearchGiveUpSound, PlayShoot, PlaySitting, PlaySittingDown, PlayStandingUp, PlayStunned, PlaySurpriseSound, PlaySwimming, PlayTakeHitSound, PlayTakingHit, PlayTargetAcquiredSound, PlayTargetLostSound, PlayTearGasSound, PlayTurnHead, PlayTurning, PlayWaiting, PlayWalking, PlayWeaponSwitch, PostBeginPlay, PostPostBeginPlay, PreBeginPlay, PreSetMovement, PutInWorld, RandomPitch, ReactToFutz, ReactToInjury, ReactToProjectiles, ReadyForNewEnemy, ReadyForWeapon, Reloading, ResetBasedPawnSize, ResetConvOrders, ResetDestLoc, ResetReactions, ResetSkinStyle, SeePlayer, SetAlliance, SetAttackAngle, SetBasedPawnSize, SetDistress, SetDistressTimer, SetEnemy, SetFall, SetHomeBase, SetMovementPhysics, SetNextState, SetOrders, SetReactions, SetSeekLocation, SetSkinStyle, SetState, SetupWeapon, SetWeapon, ShieldDamage, ShouldBeStartled, ShouldCrouch, ShouldDropWeapon, ShouldFlee, ShouldPlayTurn, ShouldPlayWalk, ShouldReactToInjuryType, ShouldStrafe, SitPosition, SpawnCarcass, SpurtBlood, StandUp, StartCrouch, StartFalling, StartPoison, StopBlendAnims, StopPoison, StopStanding, StopWaiting, SupportActor, SwitchToBestWeapon, TakeDamage, TakeDamageBase, TakeHit, Tick, Timer, Touch, Trigger, TriggerAlarm, TryLocation, TweenAnimPivot, TweenToAttack, TweenToCrouchShoot, TweenToRunning, TweenToShoot, TweenToSwimming, TweenToWaiting, TweenToWalking, UpdateActorVisibility, UpdateAgitation, UpdateFear, UpdateFire, UpdatePoison, UpdateReactionCallbacks, UpdateReactionLevel, UpdateStanding, WeaponDrawnScore, WillTakeStompDamage, ZoneChange |
Inherited Functions from Engine.Pawn |
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustDesireFor, AdjustHitLocation, AdjustToss, AICanHear, AICanSee, AICanSmell, AIDirectionReachable, AIPickRandomDestination, AlterDestination, BaseChange, BecomeViewTarget, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientPutDown, ClientReStart, ClientSetLocation, ClientSetRotation, ClientVoiceMessage, ComputePathnodeDistances, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachedByMover, 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, LipSynch, LongFall, LookAtActor, LookAtVector, LoopBaseConvoAnim, LoopHeadConvoAnim, 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, PlayTurnHead, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, PreSetMovement, ReachablePathnodes, ReceiveLocalizedMessage, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendGlobalMessage, SendTeamMessage, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, 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 |
var float aggressiveTimer;
var bool bBefriendFoodGiver;
var float BestDist;
var bool bFleeBigPawns;
var bool bFoodOverridesAttack;
var bool bMessyEater;
var bool bPauseWhenEating;
var bool bPlayDying;
var float checkAggTimer;
var float fleePawnTimer;
var Class<
Actor> FoodClass;
var int FoodDamage;
var int FoodHealth;
var int FoodIndex;
var float FoodTimer;
function AnimEnd ( ) )
function BeginState ( ) )
function Chomp ( ) )
function ComputeFallDirection (
float totalTime,
int numFrames,
out vector moveDir,
out float stopTime) )
function EndState ( ) )
function FleeFromPawn (
Pawn fleePawn) )
function Pawn FrightenedByPawn ( ) )
function vector GetChompPosition ( ) )
function bool GetFeedSpot (
Actor foodActor,
out vector feedSpot) )
function float GetMaxDistance (
Actor foodActor) )
function vector GetSwimPivot ( ) )
function bool InterestedInFood ( ) )
function bool IsInRange (
Actor foodActor) )
function bool IsValidFood (
Actor foodActor) )
function Munch (
Actor foodActor) )
PickDestination Fleeing Source code
function PickDestination ( ) )
PickDestination Wandering Source code
function PickDestination ( ) )
function PlayAreaSecureSound ( ) )
function PlayAttack ( ) )
function PlayCowerBegin ( ) )
function PlayCowerEnd ( ) )
function PlayCowering ( ) )
function PlayCrawling ( ) )
PlayCriticalDamageSound Source code
function PlayCriticalDamageSound ( ) )
function PlayDuck ( ) )
function PlayEating ( ) )
function PlayEatingSound ( ) )
function PlayFalling ( ) )
function PlayFiring ( ) )
PlayGoingForAlarmSound Source code
function PlayGoingForAlarmSound ( ) )
function PlayIdleSound ( ) )
function PlayLanded ( float impactVel) )
function PlayOutOfAmmoSound ( ) )
function PlayPanicRunning ( ) )
function PlayPauseWhenEating ( ) )
function PlayPushing ( ) )
function PlayRising ( ) )
function PlayRubbingEyes ( ) )
function PlayRubbingEyesEnd ( ) )
function PlayRubbingEyesStart ( ) )
function PlayRunning ( ) )
function PlayRunningAndFiring ( ) )
function PlayScanningSound ( ) )
function PlaySearchingSound ( ) )
function PlayShoot ( ) )
function PlaySitting ( ) )
function PlaySittingDown ( ) )
function PlayStandingUp ( ) )
function PlayStartEating ( ) )
function PlayStopEating ( ) )
function PlayStunned ( ) )
function PlaySwimming ( ) )
PlayTargetAcquiredSound Source code
function PlayTargetAcquiredSound ( ) )
function PlayTargetLostSound ( ) )
function PlayTurning ( ) )
function PlayWaiting ( ) )
function PlayWalking ( ) )
function SetFall ( ) )
function bool ShouldBeStartled (
Pawn startler) )
function bool ShouldDropWeapon ( ) )
function bool ShouldFlee ( ) )
function SpewBlood (
vector Position) )
function Tick ( float deltaSeconds) )
function Tick ( float deltaSeconds) )
function Tick ( float deltaSeconds) )
function TweenToAttack ( float tweentime) )
function TweenToRunning ( float tweentime) )
function TweenToShoot ( float tweentime) )
function TweenToSwimming ( float tweentime) )
function TweenToWaiting ( float tweentime) )
function TweenToWalking ( float tweentime) )
defaultproperties
{
FoodDamage=10
FoodHealth=3
maxRange=512.000000
MinHealth=5.000000
bCanBleed=False
bCanSit=False
bAvoidAim=False
bAvoidHarm=False
bHateShot=False
bReactProjectiles=False
bFearIndirectInjury=True
bEmitDistress=False
RaiseAlarm=RAISEALARM_Never
MaxProvocations=0
SurprisePeriod=0.000000
ShadowScale=0.500000
walkAnimMult=1.000000
bCanStrafe=False
bCanSwim=False
bCanOpenDoors=False
bIsHuman=False
bCanGlide=True
Health=10
VisibilityThreshold=0.006000
BindName="Animal"
}
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Creation time: Mon 8/11/2021 16:31:02.265 - Created with
UnCodeX