|
Function Summary |
void |
AfterSpawningInventory()
//================================================
//
// AfterSpawningInventory
//
// Used to spawn additional chained weapon
//================================================
|
eAttitude |
AttitudeToCreature(Pawn Other)
//------------------------------------------------
//
// AttitudeToCreature
//
//------------------------------------------------
|
bool |
BodyPartCritical(int BodyPart)
//============================================================
//
// BodyPartCritical
//
//============================================================
|
int |
BodyPartForJoint(int joint)
//============================================================
//
// BodyPartForJoint
//
// Returns the body part a joint is associated with
//============================================================
|
int |
BodyPartForPolyGroup(int polygroup)
//============================================================
//
// BodyPartForPolyGroup
//
//============================================================
|
bool |
BodyPartSeverable(int BodyPart)
//============================================================
//
// BodyPartSeverable
//
//============================================================
|
void |
Breath()
//============================================================
//
// Breath
//
//============================================================
|
bool |
CanGotoPainState()
//------------------------------------------------
//
// CanGotoPainState
//
// Special functionality added to keep the beast from going into pain while threatening
//------------------------------------------------
|
bool |
CanPickup(Inventory item)
//================================================
//
// CanPickup
//
// Let's pawn dictate what it can pick up
//================================================
|
void |
Destroyed() |
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)
//------------------------------------------------
//
// JointDamaged
//
//------------------------------------------------
|
void |
MakeTwitchable()
//------------------------------------------------------------
//
// MakeTwitchable
//
// TODO: Move to carcass
//------------------------------------------------------------
|
Texture |
PainSkin(int BodyPart)
//============================================================
//
// PainSkin
//
// returns the pain skin for a given polygroup
//============================================================
|
void |
PlayBackDeath(name DamageType) |
void |
PlayBite() |
void |
PlayCower(optional float) |
void |
PlayDeath(name DamageType) |
void |
PlayDrownDeath(name DamageType) |
void |
PlayDrowning(optional float) |
void |
PlayFrontHit(float tween) |
void |
PlayHeadDeath(name DamageType) |
void |
PlayHuntStop(optional float) |
void |
PlayJumping(optional float) |
void |
PlayLeftDeath(name DamageType) |
void |
PlayLunge() |
void |
PlayMoving(optional float) |
void |
PlayRightDeath(name DamageType) |
void |
PlaySwingLeft() |
void |
PlaySwingRight() |
void |
PlayThreatening(optional float) |
void |
PlayTurning(optional float) |
void |
PlayWaiting(optional float)
//============================================================
// Animation functions
//============================================================
|
void |
TweenToHuntStop(float time) |
void |
TweenToMoving(float time) |
void |
TweenToWaiting(float time) |