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DeusEx.MJ12Commando

Extends
HumanMilitary

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- DeusEx.ScriptedPawn
         |   
         +-- DeusEx.HumanMilitary
            |   
            +-- DeusEx.MJ12Commando

Variables Summary
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 GotoDisabledState (name damageType, EHitLocation hitPos))
functionBool HasTwoHandedWeapon ()))
functionbool IgnoreDamageType (Name damageType))
function PlayIdle ()))
function PlayReload ()))
function PlayReloadBegin ()))
function PlayReloadEnd ()))
function PlayShoot ()))
functionfloat ShieldDamage (Name damageType))
function TweenToShoot (float tweentime))
Inherited Functions from DeusEx.HumanMilitary
PostBeginPlay, WillTakeStompDamage
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

GotoDisabledState Source code

function GotoDisabledState ( name damageType, EHitLocation hitPos) )

HasTwoHandedWeapon Source code

function Bool HasTwoHandedWeapon ( ) )

IgnoreDamageType Source code

function bool IgnoreDamageType ( Name damageType) )

PlayIdle Source code

function PlayIdle ( ) )

PlayReload Source code

function PlayReload ( ) )

PlayReloadBegin Source code

function PlayReloadBegin ( ) )

PlayReloadEnd Source code

function PlayReloadEnd ( ) )

PlayShoot Source code

function PlayShoot ( ) )

ShieldDamage Source code

function float ShieldDamage ( Name damageType) )

TweenToShoot Source code

function TweenToShoot ( float tweentime) )


Defaultproperties

defaultproperties
{
     MinHealth=0.000000
     CarcassType=Class'DeusEx.MJ12CommandoCarcass'
     WalkingSpeed=0.296000
     bCanCrouch=False
     CloseCombatMult=0.500000
     InitialInventory(0)=(Inventory=Class'DeusEx.WeaponMJ12Commando')
     InitialInventory(1)=(Inventory=Class'DeusEx.Ammo762mm',Count=24)
     InitialInventory(2)=(Inventory=Class'DeusEx.WeaponMJ12Rocket')
     InitialInventory(3)=(Inventory=Class'DeusEx.AmmoRocketMini',Count=10)
     BurnPeriod=0.000000
     GroundSpeed=200.000000
     HealthHead=250
     HealthTorso=250
     HealthLegLeft=250
     HealthLegRight=250
     HealthArmLeft=250
     HealthArmRight=250
     Mesh=LodMesh'DeusExCharacters.GM_ScaryTroop'
     MultiSkins(0)=Texture'DeusExCharacters.Skins.MJ12CommandoTex1'
     MultiSkins(1)=Texture'DeusExCharacters.Skins.MJ12CommandoTex1'
     MultiSkins(2)=Texture'DeusExCharacters.Skins.MJ12CommandoTex0'
     MultiSkins(3)=Texture'DeusExCharacters.Skins.MJ12CommandoTex1'
     CollisionRadius=28.000000
     CollisionHeight=49.880001
     BindName="MJ12Commando"
     FamiliarName="MJ12 Commando"
     UnfamiliarName="MJ12 Commando"
}

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Creation time: Mon 8/11/2021 16:31:12.517 - Created with UnCodeX