Core.Object | +--Engine.Actor | +--Engine.Pawn | +--UnrealShare.ScriptedPawn | +--UnrealI.Warlord
Direct Known Subclasses:None |
Variables | |
float |
LastDuckTime |
byte |
StrikeDamage |
bool |
bTeleportWhenHurt |
States | |
Mutilating, Teleporting, TacticalMove, Charging |
Function Summary | |
bool |
CanFireAtEnemy() |
void |
Died(Pawn Killer, name damageType, vector HitLocation) |
void |
Falling() |
void |
Flap() |
void |
PlayChallenge() |
void |
PlayDying(name DamageType, vector HitLocation) |
void |
PlayInAir() |
void |
PlayLanded(float impactVel) |
void |
PlayMeleeAttack() |
void |
PlayMovingAttack() |
void |
PlayPatrolStop() |
void |
PlayRangedAttack() |
void |
PlayRunning() |
void |
PlayTakeHit(float tweentime, vector HitLoc, int damage) |
void |
PlayThreatening() |
void |
PlayTurning() |
void |
PlayVictoryDance() |
void |
PlayWaiting() |
void |
PlayWaitingAmbush() |
void |
PlayWalking() |
void |
PreSetMovement() |
void |
SetMovementPhysics() |
void |
Step() |
void |
TryToDuck(vector duckDir, bool bReversed) |
void |
TweenToFalling() |
void |
TweenToFighter(float tweentime) |
void |
TweenToPatrolStop(float tweentime) |
void |
TweenToRunning(float tweentime) |
void |
TweenToWaiting(float tweentime) |
void |
TweenToWalking(float tweentime) |
State Mutilating Function Summary | |
void |
BeginState() |
void |
Landed(vector HitNormal) |
void |
AnimEnd() |
void |
EnemyAcquired() |
void |
Bump(Actor Other) |
void |
TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) |
State Teleporting Function Summary | |
void |
BeginState() |
void |
Tick(float DeltaTime) |
State TacticalMove Function Summary | |
void |
BeginState() |
void |
HitWall(vector HitNormal, Actor Wall) |
State Charging Function Summary | |
void |
BeginState() |
void |
HitWall(vector HitNormal, Actor Wall) |