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Function Summary |
void |
AddVelocity(vector NewVelocity)
//_____________________________________________________________________________
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bool |
BeingGrabbed()
//_____________________________________________________________________________
// ELR Used for being grabbed by someone (Here we are alive (taken as prisonner)
// Redefined in Dying state for grabbing corpses.
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bool |
CanGrabCorpse(optional XIIIPawn)
//_____________________________________________________________________________
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bool |
CanSplash()
//_____________________________________________________________________________
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bool |
CanStun(optional XIIIPawn)
//_____________________________________________________________________________
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bool |
CanTakePrisonner(optional XIIIPawn)
//_____________________________________________________________________________
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void |
ChangedWeapon()
//_____________________________________________________________________________
// Just changed to pendingWeapon
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void |
CheckMaluses()
//_____________________________________________________________________________
// ELR used to Check Maluses for Low Health on located body parts, now just used by LHand to grab corpses/hostages
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void |
ChunkUp(int Damage)
//_____________________________________________________________________________
// To be sure we do get Get Rid of destruction of the body.
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void |
DBAnim(bool b)
//_____________________________________________________________________________
exec |
void |
DBAnimStatus(name St)
//_____________________________________________________________________________
exec |
void |
DBAutoAim(bool b)
//_____________________________________________________________________________
exec |
void |
DBCartoon(bool b)
//_____________________________________________________________________________
exec |
void |
DBPawnAnim(bool b)
//_____________________________________________________________________________
exec |
simulated |
DisplayDebug(Canvas C, out float, out float)
//_____________________________________________________________________________
// ELR Add some info to the ShowDebug Exec
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void |
DoJump(bool bUpdating)
//_____________________________________________________________________________
//Player Jumped
// ELR Added bAllowJump (Pawn Grabbed)
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Powerups |
FindPowerUpItemName(string DesiredName)
//_____________________________________________________________________________
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Powerups |
FindPowerUpItemNameForTrigger(name DesiredName)
//_____________________________________________________________________________
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XIIIDocuments |
FindXXDoc(int NumPerso)
//_____________________________________________________________________________
// Used for Menu (unable to access AllActors in Object SubClass, must be Actor SubClass).
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void |
Gasp()
//_____________________________________________________________________________
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DamageLocations |
GetDamageLocation(vector HitLoc, vector HitDir)
//_____________________________________________________________________________
// ELR CheckDamageLocation
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int |
GetDamageSide(vector HitLocation)
//_____________________________________________________________________________
// ELR CheckDamageLocation
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name |
GetItemBoneFor(Inventory I)
//_____________________________________________________________________________
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name |
GetWeaponBoneFor(Inventory I)
//_____________________________________________________________________________
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void |
GoHooking(Hook H)
//_____________________________________________________________________________
// ELR Player is hooking
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void |
Heal(int H)
//_____________________________________________________________________________
// ELR to heal
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float |
HealthPercent()
//_____________________________________________________________________________
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bool |
IsDead()
//_____________________________________________________________________________
// ELR Already dead if any body part HS
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bool |
IsWounded()
//_____________________________________________________________________________
// ELR To test if wounded
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void |
JumpOffPawn()
//_____________________________________________________________________________
// Also, non-players will jump off pawns immediately
// ELR Decrease Z speed.
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void |
KilledBy(Pawn EventInstigator)
//_____________________________________________________________________________
// ::DBUG::
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simulated |
LandedSpecial(optional bool)
//_____________________________________________________________________________
// Landed modded to have body in the right place.
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simulated |
NextItem()
//_____________________________________________________________________________
// The player/bot wants to select next item
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simulated |
PlayLandSound()
//_____________________________________________________________________________
// Land sounds are footStepSounds w/ negative velocity to warn the Harmonix Script that it is a land
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simulated |
ReduceMyCylinder()
//_____________________________________________________________________________
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void |
ServerChangedItem(Powerups OldItem, Powerups I)
//_____________________________________________________________________________
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void |
ServerChangedWeapon(Weapon OldWeapon, Weapon W)
//_____________________________________________________________________________
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void |
SetBreatheOn()
//_____________________________________________________________________________
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void |
SetGroundSpeed(float SpeedFactor)
//_____________________________________________________________________________
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void |
SpawnCadavre()
//_____________________________________________________________________________
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void |
TD(int ammount)
//_____________________________________________________________________________
// ELR ::DBUG:: To check damages effects
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void |
TakeDrowningDamage()
//_____________________________________________________________________________
// ELR
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void |
TakeFallingDamage()
//_____________________________________________________________________________
// ELR Executed in Landed()
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bool |
UnGrabbed(vector Loc, vector Dir)
//_____________________________________________________________________________
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