Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 |
//============================================================================= // KFPawn //============================================================================= class KFHumanPawnEnemy extends KFHumanPawn; var() enum ESoldierOrders { ORDER_Guarding, // Just stand still fooling around... ORDER_Wander, // Randomly walk around ... ORDER_Hunt, // Actively hunt for enemies ORDER_Patrol // Follow patroling points (start as guarding if bStartPatrolOnTrigger) } SoldierOrders; var() enum ESoldierAttitude { ATTITUDE_Hate, // Shoot right away ATTITUDE_Ignore, // Ignore as long as not being bumped or damaged ATTITUDE_Friendly, // Act as a friend ATTITUDE_FollowOnUse, // Follow when used, stop following when used again. ATTITUDE_FollowOnSee // Follow on see } AttitudeToPlayer,AttitudeToSpecimen; var() float Accuracy,ReactionTime; var() int HealthMod; var() class<Weapon> WeaponType; var() bool bStationaryCombat,bStartPatrolOnTrigger; var() edfindable PatrolingPoint FirstPatrolPoint; simulated function PostNetBeginPlay(){} function AddDefaultInventory(); function GiveDefaultWeapon() { CreateInventory(string(WeaponType)); if ( inventory != None ) inventory.OwnerEvent('LoadOut'); Controller.ClientSwitchToBestWeapon(); } function vector GetFireStart(vector X, vector Y, vector Z) { return Weapon.GetFireStart(x,y,z); } function CreateInventory(string InventoryClassName) { local Inventory Inv; local class<Inventory> InventoryClass; InventoryClass = Level.Game.BaseMutator.GetInventoryClass(InventoryClassName); if( (InventoryClass!=None) && (FindInventoryType(InventoryClass)==None) ) { Inv = Spawn(InventoryClass); if( Inv != None ) { Inv.GiveTo(self); if ( Inv != None ) Inv.PickupFunction(self); } } } event PostBeginPlay() { Super(xpawn).PostBeginPlay(); AddDefaultInventory(); Health = HealthMod; if ( (ControllerClass != None) && (Controller == None) ) { Controller = spawn(ControllerClass); if ( Controller != None ) Controller.Possess(self); } } function bool PreferMelee() { if (Weapon != none) return Weapon.bMeleeWeapon; } function bool RecommendSplashDamage() { if( LAW(Weapon) != none || Flamethrower(Weapon) != none ) return true; return false; } function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { if( Controller!=None ) Controller.bIsPlayer = False; Super.Died(Killer,damageType,HitLocation); } defaultproperties { AttitudeToPlayer=ATTITUDE_Friendly ReactionTime=1.000000 HealthMod=125 WeaponType=Class'KFMod.Single' MaxMultiJump=1 GroundSpeed=270.000000 WaterSpeed=250.000000 AirSpeed=250.000000 JumpZ=300.000000 MaxFallSpeed=6000.000000 HealthMax=125.000000 Health=125 ControllerClass=Class'KFMod.KFFriendlyAI' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |