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Function Summary |
void |
AfterSpawningInventory()
//================================================
//
// AfterSpawningInventory
//
// Used to spawn additional chained weapon
//================================================
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void |
ApplyPainToJoint(int joint, vector Momentum) |
bool |
BodyPartCritical(int BodyPart)
//================================================
//
// BodyPartCritical
//
//================================================
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int |
BodyPartForJoint(int joint)
//================================================
//
// BodyPartForJoint
//
// Returns the body part a joint is associated with
//================================================
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int |
BodyPartForPolyGroup(int polygroup)
//================================================
//
// BodyPartForPolyGroup
//
//================================================
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bool |
BodyPartSeverable(int BodyPart)
//================================================
//
// BodyPartSeverable
//
//================================================
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bool |
CanPickup(Inventory item)
//================================================
//
// CanPickup
//
// Let's pawn dictate what it can pick up
//================================================
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void |
DropLeftWeapon() |
void |
DropRightWeapon() |
bool |
InAttackRange(Actor Other)
//================================================
//
// InAttackRange
//
//================================================
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int |
LimbPassThrough(int BodyPart, out int, out int)
//============================================================
//
// LimbPassThrough
//
// Determines what damage is passed through to body
//============================================================
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void |
LimbSevered(int BodyPart, vector Momentum)
//================================================
//
// LimbSevered
//
//================================================
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void |
LongFall() |
EMatterType |
MatterForJoint(int joint)
//============================================================
//
// MatterForJoint
//
// Returns what kind of material joint is associated with
//============================================================
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Texture |
PainSkin(int BodyPart)
//================================================
//
// PainSkin
//
// returns the pain skin for a given polygroup
//================================================
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void |
PlayBodyHit(optional float) |
void |
PlayClawAttack() |
void |
PlayDeath(name DamageType) |
void |
PlayFire() |
void |
PlayFrontHit(float tweentime) |
void |
PlayHeadHit(optional float) |
void |
PlayHighAttack() |
void |
PlayHuntStop(optional float) |
void |
PlayInAir(optional float) |
void |
PlayJumping(optional float) |
void |
PlayLArmHit(optional float) |
void |
PlayLLegHit(optional float) |
void |
PlayLanding(optional float) |
void |
PlayLowAttack() |
void |
PlayMeleeHigh(optional float) |
void |
PlayMissileAttack() |
void |
PlayMoving(optional float) |
void |
PlayPlant() |
void |
PlayPlantIdle() |
void |
PlayPropAttack() |
void |
PlayRArmHit(optional float) |
void |
PlayRLegHit(optional float) |
void |
PlayTaunting(optional float) |
void |
PlayThrowing(optional float) |
void |
PlayTurning(optional float) |
void |
PlayUnPlant() |
void |
PlayWaiting(optional float)
//-----------------------------------------------------------------------------
// Animation functions
//-----------------------------------------------------------------------------
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void |
PostBeginPlay()
// SLOT_None
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void |
SetHeadLook() |
void |
SetTorsoLook() |
void |
TweenToHuntStop(float time) |
void |
TweenToJumping(float time) |
void |
TweenToMeleeHigh(float time) |
void |
TweenToMoving(float time) |
void |
TweenToThrowing(float time) |
void |
TweenToTurning(float time) |
void |
TweenToWaiting(float time)
// Tween functions
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