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DeusEx.Bird

Extends
Animal
Modifiers
abstract

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

Direct Known Subclasses:

Pigeon, Seagull

Variables Summary
floatfright
floathitTimer
floatinitialRate
floatlastCheck
floatstuck
nameWaitAnim
AI
floatLikesFlying
Inherited Variables from DeusEx.Animal
aggressiveTimer, bBefriendFoodGiver, BestDist, BestFood, bFleeBigPawns, bFoodOverridesAttack, bMessyEater, bPauseWhenEating, bPlayDying, checkAggTimer, fleePawnTimer, Food, FoodClass, FoodDamage, FoodHealth, FoodIndex, FoodTimer
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

Enumerations Summary
Inherited Enumerations from DeusEx.ScriptedPawn
EAllianceType, EDestinationType, EHitLocation, ERaiseAlarmType, ESeekType, ETurning

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

Functions Summary
function BeginPlay ()))
function BeginState ()))
Flying
function BeginState ()))
Wandering
functionbool CheckDestination (vector dest, out float magnitude, float minDist))
Flying
function CheckStuck ()))
Flying
function EndState ()))
Flying
function EndState ()))
Wandering
function FleeFromPawn (Pawn fleePawn))
function HeardNoise (Name eventName, EAIEventState state, XAIParams params))
Flying
function HeardNoise (Name eventName, EAIEventState state, XAIParams params))
Wandering
function HitWall (vector HitNormal, actor Wall))
Flying
function MakeFrightened ()))
function PickDestination ()))
Flying
function PickDestination ()))
Wandering
functionbool PickFinalDestination ()))
Flying
function PickInitialDestination ()))
Flying
function PlayFlying ()))
function PlayWaiting ()))
functionbool ReadyToLand ()))
Flying
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
Wandering
function Tick (float deltaSeconds))
function Tick (float deltaSeconds))
Flying
function Tick (float deltaSeconds))
Wandering
function TweenToWaiting (float tweentime))
Inherited Functions from DeusEx.Animal
AnimEnd, BeginState, Chomp, ComputeFallDirection, EndState, FleeFromPawn, FrightenedByPawn, GetChompPosition, GetFeedSpot, GetMaxDistance, GetSwimPivot, GotoDisabledState, HandleDamage, HitWall, InterestedInFood, IsInRange, IsValidFood, ModifyDamage, Munch, PickDestination, PlayAreaSecureSound, PlayAttack, PlayCowerBegin, PlayCowerEnd, PlayCowering, PlayCrawling, PlayCriticalDamageSound, PlayDuck, PlayDying, PlayEating, PlayEatingSound, PlayFalling, PlayFiring, PlayGoingForAlarmSound, PlayIdleSound, PlayLanded, PlayOutOfAmmoSound, PlayPanicRunning, PlayPauseWhenEating, PlayPushing, PlayRising, PlayRubbingEyes, PlayRubbingEyesEnd, PlayRubbingEyesStart, PlayRunning, PlayRunningAndFiring, PlayScanningSound, PlaySearchingSound, PlayShoot, PlaySitting, PlaySittingDown, PlayStandingUp, PlayStartEating, PlayStopEating, PlayStunned, PlaySwimming, PlayTakingHit, PlayTargetAcquiredSound, PlayTargetLostSound, PlayTurning, PlayWaiting, PlayWalking, SetFall, ShouldBeStartled, ShouldDropWeapon, ShouldFlee, SpewBlood, Tick, TweenToAttack, TweenToRunning, TweenToShoot, TweenToSwimming, TweenToWaiting, TweenToWalking
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

States Summary
Attacking Source code
state Attacking
Fleeing Source code
state Fleeing
Flying Source code
state Flying
BeginState, CheckDestination, CheckStuck, EndState, HeardNoise, HitWall, PickDestination, PickFinalDestination, PickInitialDestination, ReadyToLand, Tick
Wandering Source code
state Wandering
BeginState, EndState, HeardNoise, PickDestination, TakeDamage, Tick


Variables Detail

fright Source code

var float fright;

hitTimer Source code

var float hitTimer;

initialRate Source code

var float initialRate;

lastCheck Source code

var float lastCheck;

stuck Source code

var float stuck;

WaitAnim Source code

var name WaitAnim;

AI

LikesFlying Source code

var(AI) float LikesFlying;


Functions Detail

BeginPlay Source code

function BeginPlay ( ) )

BeginState Flying Source code

function BeginState ( ) )

BeginState Wandering Source code

function BeginState ( ) )

CheckDestination Flying Source code

function bool CheckDestination ( vector dest, out float magnitude, float minDist) )

CheckStuck Flying Source code

function CheckStuck ( ) )

EndState Flying Source code

function EndState ( ) )

EndState Wandering Source code

function EndState ( ) )

FleeFromPawn Source code

function FleeFromPawn ( Pawn fleePawn) )

HeardNoise Flying Source code

function HeardNoise ( Name eventName, EAIEventState state, XAIParams params) )

HeardNoise Wandering Source code

function HeardNoise ( Name eventName, EAIEventState state, XAIParams params) )

HitWall Flying Source code

simulated function HitWall ( vector HitNormal, actor Wall) )

MakeFrightened Source code

function MakeFrightened ( ) )

PickDestination Flying Source code

function PickDestination ( ) )

PickDestination Wandering Source code

function PickDestination ( ) )

PickFinalDestination Flying Source code

function bool PickFinalDestination ( ) )

PickInitialDestination Flying Source code

function PickInitialDestination ( ) )

PlayFlying Source code

function PlayFlying ( ) )

PlayWaiting Source code

function PlayWaiting ( ) )

ReadyToLand Flying Source code

function bool ReadyToLand ( ) )

TakeDamage Source code

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

TakeDamage Wandering Source code

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

Tick Source code

function Tick ( float deltaSeconds) )

Tick Flying Source code

function Tick ( float deltaSeconds) )

Tick Wandering Source code

function Tick ( float deltaSeconds) )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime) )


Defaultproperties

defaultproperties
{
     WaitAnim=Idle1
     LikesFlying=0.250000
     bFleeBigPawns=True
     Restlessness=1.000000
     Wanderlust=0.050000
     Cowardice=0.200000
     bCanFly=True
     MaxStepHeight=2.000000
}

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Creation time: Mon 8/11/2021 16:31:02.827 - Created with UnCodeX