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DeusEx.Greasel

Extends
Animal

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

Variables Summary
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
functionbool FilterDamageType (Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType))
functionvector GetChompPosition ()))
functionvector GetSwimPivot ()))
function GotoDisabledState (name damageType, EHitLocation hitPos))
function PlayAttack ()))
function PlayCriticalDamageSound ()))
function PlayEating ()))
function PlayEatingSound ()))
function PlayIdleSound ()))
function PlayPanicRunning ()))
function PlayRunning ()))
function PlayScanningSound ()))
function PlayTakingHit (EHitLocation hitPos))
function PlayTargetAcquiredSound ()))
function PlayTurning ()))
function PlayWaiting ()))
function PlayWalking ()))
function SpewBlood (vector Position))
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


Functions Detail

FilterDamageType Source code

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

GetChompPosition Source code

function vector GetChompPosition ( ) )

GetSwimPivot Source code

function vector GetSwimPivot ( ) )

GotoDisabledState Source code

function GotoDisabledState ( name damageType, EHitLocation hitPos) )

PlayAttack Source code

function PlayAttack ( ) )

PlayCriticalDamageSound Source code

function PlayCriticalDamageSound ( ) )

PlayEating Source code

function PlayEating ( ) )

PlayEatingSound Source code

function PlayEatingSound ( ) )

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 ( ) )

SpewBlood Source code

function SpewBlood ( vector Position) )

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
{
     bPlayDying=True
     FoodClass=Class'DeusEx.DeusExCarcass'
     FoodDamage=5
     FoodHealth=2
     bMessyEater=True
     MinHealth=20.000000
     CarcassType=Class'DeusEx.GreaselCarcass'
     WalkingSpeed=0.080000
     bCanBleed=True
     ShadowScale=1.000000
     InitialAlliances(0)=(AllianceName=Karkian,AllianceLevel=1.000000,bPermanent=True)
     InitialInventory(0)=(Inventory=Class'DeusEx.WeaponGreaselSpit')
     InitialInventory(1)=(Inventory=Class'DeusEx.AmmoGreaselSpit',Count=9999)
     WalkSound=Sound'DeusExSounds.Animal.GreaselFootstep'
     bSpawnBubbles=False
     bCanSwim=True
     bCanGlide=False
     GroundSpeed=350.000000
     WaterSpeed=50.000000
     AirSpeed=144.000000
     AccelRate=500.000000
     BaseEyeHeight=12.500000
     Health=100
     UnderWaterTime=99999.000000
     AttitudeToPlayer=ATTITUDE_Ignore
     HitSound1=Sound'DeusExSounds.Animal.GreaselPainSmall'
     HitSound2=Sound'DeusExSounds.Animal.GreaselPainLarge'
     Die=Sound'DeusExSounds.Animal.GreaselDeath'
     Alliance=Greasel
     DrawType=DT_Mesh
     Mesh=LodMesh'DeusExCharacters.Greasel'
     CollisionHeight=17.879999
     Mass=40.000000
     Buoyancy=40.000000
     BindName="Greasel"
     FamiliarName="Greasel"
     UnfamiliarName="Greasel"
}

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Creation time: Mon 8/11/2021 16:31:07.594 - Created with UnCodeX