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DeusEx.Gray

Extends
Animal

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

Variables Summary
floatdamageAmount
floatdamageInterval
floatdamageRadius
floatdamageTime
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 ComputeFallDirection (float totalTime, int numFrames, out vector moveDir, out float stopTime))
functionbool FilterDamageType (Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType))
function GotoDisabledState (name damageType, EHitLocation hitPos))
function PlayAttack ()))
function PlayCriticalDamageSound ()))
function PlayIdleSound ()))
function PlayPanicRunning ()))
function PlayRunning ()))
function PlayScanningSound ()))
function PlayTakingHit (EHitLocation hitPos))
function PlayTargetAcquiredSound ()))
function PlayTurning ()))
function PlayWaiting ()))
function PlayWalking ()))
function Tick (float deltaTime))
function TweenToAttack (float tweentime))
function TweenToRunning (float tweentime))
function TweenToWaiting (float tweentime))
function TweenToWalking (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


Variables Detail

damageAmount Source code

var float damageAmount;

damageInterval Source code

var float damageInterval;

damageRadius Source code

var float damageRadius;

damageTime Source code

var float damageTime;


Functions Detail

ComputeFallDirection Source code

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

FilterDamageType Source code

function bool FilterDamageType ( Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType) )

GotoDisabledState Source code

function GotoDisabledState ( name damageType, EHitLocation hitPos) )

PlayAttack Source code

function PlayAttack ( ) )

PlayCriticalDamageSound Source code

function PlayCriticalDamageSound ( ) )

PlayIdleSound Source code

function PlayIdleSound ( ) )

PlayPanicRunning Source code

function PlayPanicRunning ( ) )

PlayRunning Source code

function PlayRunning ( ) )

PlayScanningSound Source code

function PlayScanningSound ( ) )

PlayTakingHit Source code

function PlayTakingHit ( EHitLocation hitPos) )

PlayTargetAcquiredSound Source code

function PlayTargetAcquiredSound ( ) )

PlayTurning Source code

function PlayTurning ( ) )

PlayWaiting Source code

function PlayWaiting ( ) )

PlayWalking Source code

function PlayWalking ( ) )

Tick Source code

function Tick ( float deltaTime) )

TweenToAttack Source code

function TweenToAttack ( float tweentime) )

TweenToRunning Source code

function TweenToRunning ( float tweentime) )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime) )

TweenToWalking Source code

function TweenToWalking ( float tweentime) )


Defaultproperties

defaultproperties
{
     DamageRadius=256.000000
     damageInterval=1.000000
     DamageAmount=10.000000
     bPlayDying=True
     MinHealth=10.000000
     CarcassType=Class'DeusEx.GrayCarcass'
     WalkingSpeed=0.280000
     bCanBleed=True
     CloseCombatMult=0.500000
     ShadowScale=0.750000
     InitialInventory(0)=(Inventory=Class'DeusEx.WeaponGraySwipe')
     InitialInventory(1)=(Inventory=Class'DeusEx.WeaponGraySpit')
     InitialInventory(2)=(Inventory=Class'DeusEx.AmmoGraySpit',Count=9999)
     WalkSound=Sound'DeusExSounds.Animal.GrayFootstep'
     GroundSpeed=350.000000
     WaterSpeed=50.000000
     AirSpeed=144.000000
     AccelRate=500.000000
     BaseEyeHeight=25.000000
     Health=50
     ReducedDamageType=Radiation
     ReducedDamagePct=1.000000
     UnderWaterTime=20.000000
     AttitudeToPlayer=ATTITUDE_Ignore
     HitSound1=Sound'DeusExSounds.Animal.GrayPainSmall'
     HitSound2=Sound'DeusExSounds.Animal.GrayPainLarge'
     Die=Sound'DeusExSounds.Animal.GrayDeath'
     Alliance=Gray
     DrawType=DT_Mesh
     Mesh=LodMesh'DeusExCharacters.Gray'
     AmbientGlow=12
     SoundRadius=14
     SoundVolume=255
     AmbientSound=Sound'Ambient.Ambient.GeigerLoop'
     CollisionRadius=28.540001
     CollisionHeight=36.000000
     LightType=LT_Steady
     LightBrightness=32
     LightHue=96
     LightSaturation=128
     LightRadius=5
     Mass=120.000000
     Buoyancy=97.000000
     BindName="Gray"
     FamiliarName="Gray"
     UnfamiliarName="Gray"
}

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Creation time: Mon 8/11/2021 16:31:07.570 - Created with UnCodeX