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Function Summary |
void |
ApplyGoreCap(int BodyPart)
//============================================================
//
// ApplyGoreCap
//
//============================================================
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eAttitude |
AttitudeToCreature(Pawn Other)
//------------------------------------------------
//
// AttitudeToCreature
//
//------------------------------------------------
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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
//
//================================================
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bool |
BodyPartSeverable(int BodyPart)
//================================================
//
// BodyPartSeverable
//
//================================================
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void |
Breath()
//------------------------------------------------
//
// Breath
//
//------------------------------------------------
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bool |
CanPickup(Inventory item)
//================================================
//
// CanPickup
//
// Let's pawn dictate what it can pick up
//================================================
|
void |
DoStow()
//------------------------------------------------
//
// DoStow(notify)
//
// Creates a new weapon for the Dwarf (if he has already thrown his weapon)
//------------------------------------------------
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bool |
InAttackRange(Actor Other)
//================================================
//
// InAttackRange
//
//================================================
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bool |
JointDamaged(int Damage, Pawn EventInstigator, vector HitLoc, vector Momentum, name DamageType, int joint)
//================================================
//
// JointDamaged
//
//================================================
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void |
LimbSevered(int BodyPart, vector Momentum)
//================================================
//
// LimbSevered
//
//================================================
|
void |
LongFall() |
Texture |
PainSkin(int BodyPart)
//================================================
//
// PainSkin
//
// returns the pain skin for a given polygroup
//================================================
|
void |
PlayAttack1(optional float) |
void |
PlayAttack2(optional float) |
void |
PlayAttack3(optional float) |
void |
PlayBackDeath(name DamageType) |
void |
PlayBackup(optional float) |
void |
PlayBlockHigh(optional float) |
void |
PlayBlockLow(optional float) |
void |
PlayBodyHit(optional float) |
void |
PlayCower(optional float) |
void |
PlayDeath(name DamageType) |
void |
PlayDodgeBack(optional float) |
void |
PlayDodgeBackflip(optional float) |
void |
PlayDodgeDuck(optional float) |
void |
PlayDodgeForward(optional float) |
void |
PlayDodgeLeft(optional float) |
void |
PlayDodgeRight(optional float) |
void |
PlayDrownDeath(name DamageType) |
void |
PlayDrowning(optional float) |
void |
PlayFrontHit(float tweentime) |
void |
PlayHeadDeath(name DamageType) |
void |
PlayHeadHit(optional float) |
void |
PlayHuntStop(optional float) |
void |
PlayInAir(optional float) |
void |
PlayJumping(optional float) |
void |
PlayLArmHit(optional float) |
void |
PlayLLegHit(optional float) |
void |
PlayLanding(optional float) |
void |
PlayLeftDeath(name DamageType) |
void |
PlayMoving(optional float) |
void |
PlayRArmHit(optional float) |
void |
PlayRLegHit(optional float) |
void |
PlayRightDeath(name DamageType) |
void |
PlaySkewerDeath(name DamageType) |
void |
PlayStrafeLeft(optional float) |
void |
PlayStrafeRight(optional float) |
void |
PlayTaunting(optional float) |
void |
PlayThrowing(optional float) |
void |
PlayTurning(optional float) |
void |
PlayWaiting(optional float)
//-----------------------------------------------------------------------------
// Animation functions
//-----------------------------------------------------------------------------
|
void |
PostBeginPlay()
//===================================================================
//
// PostBeginPlay
//
//===================================================================
|
void |
TweenToHuntStop(float time) |
void |
TweenToJumping(float time) |
void |
TweenToMeleeHigh(float time) |
void |
TweenToMeleeLow(float time) |
void |
TweenToMoving(float time) |
void |
TweenToThrowing(float time) |
void |
TweenToTurning(float time) |
void |
TweenToWaiting(float time)
// Tween functions
|