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Function Summary |
void |
AfterSpawningInventory()
//================================================
//
// AfterSpawningInventory
//
// Sets the babycrab to low damage if necessary
// This is only used on the first level so that players aren't
// immediately destroyed by the crabs while they are getting their
// bearing and getting used to the game.
//================================================
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bool |
BodyPartSeverable(int BodyPart)
//============================================================
//
// BodyPartSeverable
//
//============================================================
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void |
CrabAttack() |
void |
CrabWalking(vector src, vector dst, rotator rot) |
bool |
DamageBodyPart(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType, int bodypart)
//============================================================
//
// DamageBodyPart
//
//============================================================
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int |
LimbPassThrough(int BodyPart, int Blunt, int Sever)
//============================================================
//
// LimbPassThrough
//
// Determines what damage is passed through to body
//============================================================
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EMatterType |
MatterForJoint(int joint)
//============================================================
//
// MatterForJoint
//
// Returns what kind of material joint is associated with
//============================================================
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void |
PlayMoving(optional float) |