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Function Summary |
void |
BeginState()
/*
Scripting now being used
State() ChainedUp
{
ignores KilledBy, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, Falling, WarnTarget, LongFall, PainTimer, CheckForEnemies;
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bool |
DamageBodyPart(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType, int bodypart)
{
GotoState('ChainedUp', 'Cower');
return false;
}
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void |
EndState()
{
SetTimer(0.5, false);
SpeechTime=0.5;
}
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void |
EnemyAcquired()
{
if (Enemy != None)
{
GotoState('ChainedUp', 'Angry');
}
SetTimer(RandRange(0.2, 5.0), false);
}
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void |
EnemyNotVisible()
{
LookAt(Enemy);
}
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bool |
JointDamaged(int Damage, Pawn EventInstigator, vector HitLoc, vector Momentum, name DamageType, int joint)
{
Enemy = None;
}
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bool |
JointDamaged(int Damage, Pawn EventInstigator, vector HitLoc, vector Momentum, name DamageType, int joint)
{
Enemy = None;
}
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Texture |
PainSkin(int BodyPart)
//============================================================
//
// PainSkin
//
// returns the pain skin for a given polygroup
//============================================================
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void |
SeePlayer(Actor seen)
// Can't turn head this far
LookToward(GetJointPos(JointNamed('rwrist')),true);
break;
case 2:
LookAt(thePlayer, true);
break;
}
SpeechTime = RandRange(0.25, 2);
}
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void |
SpeechTimer()
{
Jaws.FinishAttack();
}
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void |
Timer()
{
if (PlayerPawn(seen)!=None)
theplayer = PlayerPawn(seen);
Super.SeePlayer(seen);
}
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void |
WeaponActivate()
{
SetTimer(0, false);
SpeechTime=0;
SetMovementPhysics();
}
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void |
WeaponDeactivate()
{
Jaws.StartAttack();
}
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