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DeusEx.Animal

Extends
ScriptedPawn
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- DeusEx.ScriptedPawn
         |   
         +-- DeusEx.Animal

Direct Known Subclasses:

Bird, Cat, Dog, Fishes, Fly, Gray, Greasel, Karkian, Rat

Variables Summary
floataggressiveTimer
boolbBefriendFoodGiver
floatBestDist
ActorBestFood
boolbFleeBigPawns
boolbFoodOverridesAttack
boolbMessyEater
boolbPauseWhenEating
boolbPlayDying
floatcheckAggTimer
floatfleePawnTimer
ActorFood
Class<Actor>FoodClass
intFoodDamage
intFoodHealth
intFoodIndex
floatFoodTimer
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

Enumerations Summary
Inherited Enumerations from DeusEx.ScriptedPawn
EAllianceType, EDestinationType, EHitLocation, ERaiseAlarmType, ESeekType, ETurning
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence, ELookDirection

Structures Summary
Inherited Structures from DeusEx.ScriptedPawn
AllianceInfoEx, FleeCandidates, InitialAllianceInfo, InventoryItem, NearbyProjectile, NearbyProjectileList, WanderCandidates

Functions Summary
function AnimEnd ()))
Eating
function BeginState ()))
Eating
function Chomp ()))
function ComputeFallDirection (float totalTime, int numFrames, out vector moveDir, out float stopTime))
function EndState ()))
Eating
function FleeFromPawn (Pawn fleePawn))
functionPawn FrightenedByPawn ()))
functionvector GetChompPosition ()))
functionbool GetFeedSpot (Actor foodActor, out vector feedSpot))
functionfloat GetMaxDistance (Actor foodActor))
functionvector GetSwimPivot ()))
function GotoDisabledState (name damageType, EHitLocation hitPos))
functionEHitLocation HandleDamage (int Damage, Vector hitLocation, Vector offset, name damageType))
function HitWall (vector HitNormal, actor Wall))
Eating
functionbool InterestedInFood ()))
functionbool IsInRange (Actor foodActor))
functionbool IsValidFood (Actor foodActor))
functionfloat ModifyDamage (int Damage, Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType))
function Munch (Actor foodActor))
function PickDestination ()))
Fleeing
function PickDestination ()))
Wandering
function PlayAreaSecureSound ()))
function PlayAttack ()))
function PlayCowerBegin ()))
function PlayCowerEnd ()))
function PlayCowering ()))
function PlayCrawling ()))
function PlayCriticalDamageSound ()))
function PlayDuck ()))
function PlayDying (name damageType, vector hitLoc))
function PlayEating ()))
function PlayEatingSound ()))
function PlayFalling ()))
function PlayFiring ()))
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 ()))
function PlayTakingHit (EHitLocation hitPos))
function PlayTargetAcquiredSound ()))
function PlayTargetLostSound ()))
function PlayTurning ()))
function PlayWaiting ()))
function PlayWalking ()))
function SetFall ()))
Eating
functionbool ShouldBeStartled (Pawn startler))
functionbool ShouldDropWeapon ()))
functionbool ShouldFlee ()))
function SpewBlood (vector Position))
function Tick (float deltaSeconds))
function Tick (float deltaSeconds))
Eating
function Tick (float deltaSeconds))
Wandering
function TweenToAttack (float tweentime))
function TweenToRunning (float tweentime))
function TweenToShoot (float tweentime))
function TweenToSwimming (float tweentime))
function TweenToWaiting (float tweentime))
function TweenToWalking (float tweentime))
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

States Summary
Eating Source code
state Eating
AnimEnd, BeginState, EndState, HitWall, SetFall, Tick
Fleeing Source code
state Fleeing
PickDestination
RubbingEyes Source code
state RubbingEyes
Wandering Source code
state Wandering
PickDestination, Tick


Variables Detail

aggressiveTimer Source code

var float aggressiveTimer;

bBefriendFoodGiver Source code

var bool bBefriendFoodGiver;

BestDist Source code

var float BestDist;

BestFood Source code

var Actor BestFood;

bFleeBigPawns Source code

var bool bFleeBigPawns;

bFoodOverridesAttack Source code

var bool bFoodOverridesAttack;

bMessyEater Source code

var bool bMessyEater;

bPauseWhenEating Source code

var bool bPauseWhenEating;

bPlayDying Source code

var bool bPlayDying;

checkAggTimer Source code

var float checkAggTimer;

fleePawnTimer Source code

var float fleePawnTimer;

Food Source code

var Actor Food;

FoodClass Source code

var Class<Actor> FoodClass;

FoodDamage Source code

var int FoodDamage;

FoodHealth Source code

var int FoodHealth;

FoodIndex Source code

var int FoodIndex;

FoodTimer Source code

var float FoodTimer;


Functions Detail

AnimEnd Eating Source code

function AnimEnd ( ) )

BeginState Eating Source code

function BeginState ( ) )

Chomp Source code

function Chomp ( ) )

ComputeFallDirection Source code

function ComputeFallDirection ( float totalTime, int numFrames, out vector moveDir, out float stopTime) )

EndState Eating Source code

function EndState ( ) )

FleeFromPawn Source code

function FleeFromPawn ( Pawn fleePawn) )

FrightenedByPawn Source code

function Pawn FrightenedByPawn ( ) )

GetChompPosition Source code

function vector GetChompPosition ( ) )

GetFeedSpot Source code

function bool GetFeedSpot ( Actor foodActor, out vector feedSpot) )

GetMaxDistance Source code

function float GetMaxDistance ( Actor foodActor) )

GetSwimPivot Source code

function vector GetSwimPivot ( ) )

GotoDisabledState Source code

function GotoDisabledState ( name damageType, EHitLocation hitPos) )

HandleDamage Source code

function EHitLocation HandleDamage ( int Damage, Vector hitLocation, Vector offset, name damageType) )

HitWall Eating Source code

function HitWall ( vector HitNormal, actor Wall) )

InterestedInFood Source code

function bool InterestedInFood ( ) )

IsInRange Source code

function bool IsInRange ( Actor foodActor) )

IsValidFood Source code

function bool IsValidFood ( Actor foodActor) )

ModifyDamage Source code

function float ModifyDamage ( int Damage, Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType) )

Munch Source code

function Munch ( Actor foodActor) )

PickDestination Fleeing Source code

function PickDestination ( ) )

PickDestination Wandering Source code

function PickDestination ( ) )

PlayAreaSecureSound Source code

function PlayAreaSecureSound ( ) )

PlayAttack Source code

function PlayAttack ( ) )

PlayCowerBegin Source code

function PlayCowerBegin ( ) )

PlayCowerEnd Source code

function PlayCowerEnd ( ) )

PlayCowering Source code

function PlayCowering ( ) )

PlayCrawling Source code

function PlayCrawling ( ) )

PlayCriticalDamageSound Source code

function PlayCriticalDamageSound ( ) )

PlayDuck Source code

function PlayDuck ( ) )

PlayDying Source code

function PlayDying ( name damageType, vector hitLoc) )

PlayEating Source code

function PlayEating ( ) )

PlayEatingSound Source code

function PlayEatingSound ( ) )

PlayFalling Source code

function PlayFalling ( ) )

PlayFiring Source code

function PlayFiring ( ) )

PlayGoingForAlarmSound Source code

function PlayGoingForAlarmSound ( ) )

PlayIdleSound Source code

function PlayIdleSound ( ) )

PlayLanded Source code

function PlayLanded ( float impactVel) )

PlayOutOfAmmoSound Source code

function PlayOutOfAmmoSound ( ) )

PlayPanicRunning Source code

function PlayPanicRunning ( ) )

PlayPauseWhenEating Source code

function PlayPauseWhenEating ( ) )

PlayPushing Source code

function PlayPushing ( ) )

PlayRising Source code

function PlayRising ( ) )

PlayRubbingEyes Source code

function PlayRubbingEyes ( ) )

PlayRubbingEyesEnd Source code

function PlayRubbingEyesEnd ( ) )

PlayRubbingEyesStart Source code

function PlayRubbingEyesStart ( ) )

PlayRunning Source code

function PlayRunning ( ) )

PlayRunningAndFiring Source code

function PlayRunningAndFiring ( ) )

PlayScanningSound Source code

function PlayScanningSound ( ) )

PlaySearchingSound Source code

function PlaySearchingSound ( ) )

PlayShoot Source code

function PlayShoot ( ) )

PlaySitting Source code

function PlaySitting ( ) )

PlaySittingDown Source code

function PlaySittingDown ( ) )

PlayStandingUp Source code

function PlayStandingUp ( ) )

PlayStartEating Source code

function PlayStartEating ( ) )

PlayStopEating Source code

function PlayStopEating ( ) )

PlayStunned Source code

function PlayStunned ( ) )

PlaySwimming Source code

function PlaySwimming ( ) )

PlayTakingHit Source code

function PlayTakingHit ( EHitLocation hitPos) )

PlayTargetAcquiredSound Source code

function PlayTargetAcquiredSound ( ) )

PlayTargetLostSound Source code

function PlayTargetLostSound ( ) )

PlayTurning Source code

function PlayTurning ( ) )

PlayWaiting Source code

function PlayWaiting ( ) )

PlayWalking Source code

function PlayWalking ( ) )

SetFall Eating Source code

function SetFall ( ) )

ShouldBeStartled Source code

function bool ShouldBeStartled ( Pawn startler) )

ShouldDropWeapon Source code

function bool ShouldDropWeapon ( ) )

ShouldFlee Source code

function bool ShouldFlee ( ) )

SpewBlood Source code

function SpewBlood ( vector Position) )

Tick Source code

function Tick ( float deltaSeconds) )

Tick Eating Source code

function Tick ( float deltaSeconds) )

Tick Wandering Source code

function Tick ( float deltaSeconds) )

TweenToAttack Source code

function TweenToAttack ( float tweentime) )

TweenToRunning Source code

function TweenToRunning ( float tweentime) )

TweenToShoot Source code

function TweenToShoot ( float tweentime) )

TweenToSwimming Source code

function TweenToSwimming ( float tweentime) )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime) )

TweenToWalking Source code

function TweenToWalking ( float tweentime) )


Defaultproperties

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