|
Function Summary |
eAttitude |
AttitudeToCreature(Pawn Other) |
void |
Destroyed() |
void |
Died(Pawn Killer, name damageType, vector HitLocation)
//=============================================================================
//
// Died
//
//=============================================================================
|
void |
FootStep()
//=============================================================================
//
// FootStep Notify
//
//=============================================================================
|
bool |
InAttackRange(Actor Other)
//------------------------------------------------
//
// InAttackRange
//
// When within attack range, state changes from
// charging to fighting
//------------------------------------------------
|
bool |
JointDamaged(int Damage, Pawn EventInstigator, vector HitLoc, vector Momentum, name DamageType, int joint) |
Texture |
PainSkin(int BodyPart) |
void |
PlayDeath(name DamageType) |
void |
PlayFrontHit(optional float) |
void |
PlayInAir(optional float) |
void |
PlayMoving(optional float) |
void |
PlayRipping() |
void |
PlayTurning(optional float) |
void |
PlayWaiting(optional float)
//============================================================
// Animation functions
//============================================================
|
void |
PostBeginPlay()
// FUNCTIONS ------------------------------------------------------------------
|
void |
PreSetMovement() |
bool |
SetEnemy(Actor NewEnemy) |
void |
SetMovementPhysics() |
void |
TweenToFalling() |
void |
TweenToMoving(float tweentime) |
void |
TweenToWaiting(float tweentime) |
void |
ZoneChange(ZoneInfo newZone) |