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Function Summary |
void |
AfterSpawningInventory()
//================================================
//
// AfterSpawningInventory
//
// Used to spawn additional chained weapon
//================================================
|
void |
Attach(Actor Other) |
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
//
//============================================================
|
bool |
BodyPartSeverable(int BodyPart)
//============================================================
//
// BodyPartSeverable
//
//============================================================
|
void |
Bump(Actor Other)
//===================================================================
//
// Bump
//
// If Pawns bump a destroyable decoration, they should smash it
//===================================================================
|
bool |
CanPickup(Inventory item)
//================================================
//
// CanPickup
//
// Let's pawn dictate what it can pick up
//================================================
|
void |
CrabAttack() |
void |
CrabWalking(vector src, vector dst, rotator rot)
//============================================================
// Animation functions
//============================================================
|
bool |
DamageBodyPart(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType, int bodypart)
//============================================================
//
// DamageBodyPart
//
//============================================================
|
void |
DropLeftWeapon() |
void |
DropRightWeapon() |
name |
GetGroup(name sequence) |
int |
LimbPassThrough(int BodyPart, int Blunt, int Sever)
//============================================================
//
// LimbPassThrough
//
// Determines what damage is passed through to body
//============================================================
|
void |
LimbSevered(int BodyPart, vector Momentum)
//============================================================
//
// LimbSevered
//
//============================================================
|
void |
MakeTwitchable()
//------------------------------------------------------------
//
// MakeTwitchable
//
// TODO: Move logic into carcass
//------------------------------------------------------------
|
EMatterType |
MatterForJoint(int joint)
//============================================================
//
// MatterForJoint
//
// Returns what kind of material joint is associated with
//============================================================
|
Texture |
PainSkin(int BodyPart)
//============================================================
//
// PainSkin
//
// returns the pain skin for a given polygroup
//============================================================
|
void |
PlayDeath(name DamageType) |
void |
PlayMoving(optional float) |
void |
PlayTurnTo(rotator targetangle) |
void |
PlayWaiting(optional float) |
void |
PostBeginPlay() |
void |
ThrowOffMonkeys() |