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Function Summary |
void |
AfterSpawningInventory()
//================================================
//
// AfterSpawningInventory
//
// Used to spawn additional chained weapon
//================================================
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eAttitude |
AttitudeToCreature(Pawn Other)
//------------------------------------------------
//
// AttitudeToCreature
//
//------------------------------------------------
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bool |
CanPickup(Inventory item)
//================================================
//
// CanPickup
//
// Let's pawn dictate what it can pick up
//================================================
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bool |
DamageBodyPart(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType, int bodypart)
//============================================================
//
// DamageBodyPart
//
// StoneGuards are immortal
//============================================================
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EMatterType |
MatterForJoint(int joint)
//============================================================
//
// MatterForJoint
//
// Returns what kind of material joint is associated with
//============================================================
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void |
PlayMoving(optional float) |
void |
PlayWaiting(optional float) |