|
Function Summary |
eAttitude |
AttitudeToCreature(Pawn Other) |
void |
CalcJumpVelocity() |
void |
CalcStrafePosition() |
void |
CalcStrafePosition2() |
bool |
CanDirectlyThreaten()
//------------------------------------------------
//
// CanDirectlyThreaten
//
//------------------------------------------------
|
bool |
CanPickup(Inventory item)
//============================================================
//
// CanPickup
//
// Let's pawn dictate what it can pick up
//============================================================
|
void |
ChangeInPossession(Pawn Other) |
void |
CheckForEnemies()
// CheckForEnemies
//
// Allows scriptpawns to target other scriptpawns, as well as
// Could be changed to a radius actors check
|
Pawn |
CheckForPlayerInFront(Actor Target) |
bool |
CheckForThrowAtGoal() |
bool |
CheckStrafeLeft() |
bool |
CheckStrafeRight() |
bool |
DamageBodyPart(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType, int bodypart)
//------------------------------------------------------------
//
// DamageBodyPart
//
//------------------------------------------------------------
|
void |
Died(Pawn Killer, name damagetype, vector HitLocation) |
bool |
DoIHaveTheBall() |
void |
DoJump(optional float)
//Player Jumped
|
void |
DoThrow()
//------------------------------------------------
//
// DoThrow (notify)
//
// Throws actor attached to weapon joint at
// Enemy or OrderObject
//------------------------------------------------
|
void |
DrawPrimaryWeapon() |
void |
DropWeapon()
//------------------------------------------------------------
//
// DropWeapon
//
//------------------------------------------------------------
|
Actor |
GetGreenGong() |
Name |
GetGroup(Name AnimSequence)
//=============================================================================
//
// GetGroup
//
//=============================================================================
|
Actor |
GetRedGong() |
Actor |
GetTeamGong() |
vector |
GoalLocation() |
bool |
HasSarkBall(Pawn Other) |
void |
HearNoise(float Loudness, Actor NoiseMaker)
//------------------------------------------------
//
// HearNoise
//
//------------------------------------------------
|
String |
IdentifyMe() |
bool |
InCombatRange(Actor Other)
//============================================================
//
// InCombatRange
//
//============================================================
|
bool |
InDangerFromAttack() |
void |
InstantStow() |
bool |
IsSameTeam(Pawn OtherPawn) |
bool |
JointDamaged(int Damage, Pawn EventInstigator, vector HitLoc, vector Momentum, name DamageType, int joint) |
void |
Landed(vector HitNormal, Actor HitActor)
//------------------------------------------------
//
// Global Landed
//
//------------------------------------------------
|
SarkBall |
LocateSarkBall() |
void |
MyDebug(String psFunction, String psTest) |
Texture |
PainSkin(int BodyPart)
//============================================================
//
// PainSkin
//
// returns the pain skin for a given polygroup
//============================================================
|
void |
PlayJumping(optional float) |
void |
PostBeginPlay()
//============================================================
//
// PostBeginPlay
//
//============================================================
|
void |
PreBeginPlay() |
bool |
SetEnemy(Actor NewEnemy) |
void |
SetStowedWeapon(int stowindex, Weapon w)
//=============================================================================
//
// SetStowedWeapon
//
//=============================================================================
|
bool |
ShouldDefend() |
void |
Spawned() |
void |
StowWeapon(Weapon oldWeapon)
//=============================================================================
//
// StowWeapon
//
//=============================================================================
|
void |
SwitchToBattleAxe() |
bool |
ValidEnemy()
// Used to stop attacking when conditions are met
|