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KFChar.FleshpoundZombieController

Extends
KFMonsterController

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.AIController
         |   
         +-- GamePlay.ScriptedController
            |   
            +-- Old2K4.MonsterController
               |   
               +-- KFMod.KFMonsterController
                  |   
                  +-- KFChar.FleshpoundZombieController

Constants Summary
Inherited Contants from Old2K4.MonsterController
ENEMYLOCATIONFUZZ, MAXSTAKEOUTDIST, MINSTRAFEDIST, MINVIEWDIST, TACTICALHEIGHTADVANTAGE

Variables Summary
boolbDoneSpottedCheck
floatRageAnimTimeout
floatRageFrustrationThreshhold
floatRageFrustrationTimer
Inherited Variables from KFMod.KFMonsterController
AvoidMonster, bAboutToGetDoor, BlockedWay, bTriggeredFirstEvent, bUseFreezeHack, bUseThreatAssessment, ChargeStart, CorpseBiteCount, EvaluateTime, ExtraCostWay, FarMult, GetOutOfTheWayDirection, GetOutOfTheWayOrigin, InitialPathGoal, ItsSet, KFM, KickTarget, KillAssistants, LastCorpseTime, LastResult, MoanTime, NearMult, NumAttmpts, PathFindState, ScriptedMoveTarget, StartleActor, TargetCorpse, TargetDoor, ThreatTime, TimeToSet
Inherited Variables from Old2K4.MonsterController
Accuracy, AcquireTime, bCanFire, bChangeDir, bEnemyIsVisible, bForcedDirection, bHasFired, bJustLanded, bLeadTarget, bMustCharge, bRecommendFastMove, bStrafeDir, ChallengeTime, ChooseAttackCounter, ChooseAttackTime, ChoosingAttackLevel, CombatStyle, EnemyVisibilityTime, FailedHuntEnemy, FailedHuntTime, GoalString, HidingSpot, LastRespawnTime, LoseEnemyCheckTime, NumRandomJumps, OldEnemy, ReactionTime, SoakString, StartTacticalTime, StopStartTime, StrafingAbility, VisibleEnemy

Structures Summary
Inherited Structures from KFMod.KFMonsterController
KillAssistant

Functions Summary
function BeginState ()))
WaitForAnim
function BeginState ()))
ZombieCharge
function DoSpinDamage ()))
SpinAttack
function EndState ()))
WaitForAnim
function GetOutOfTheWayOfShot (vector ShotDirection, vector ShotOrigin)
SpinAttack
function GetOutOfTheWayOfShot (vector ShotDirection, vector ShotOrigin)
WaitForAnim
function RageTimeout ()))
WaitForAnim
event SeePlayer (Pawn SeenPlayer))
ZombieHunt
function SetPoundRageTimout (float NewRageTimeOut))
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest))
ZombieCharge
function Tick (float Delta ))
WaitForAnim
function Tick (float Delta ))
ZombieCharge
function TimedFireWeaponAtEnemy ()))
function Timer ()))
ZombieCharge
functionbool TryStrafe (vector sideDir))
ZombieCharge
Inherited Functions from KFMod.KFMonsterController
AddKillAssistant, AdjustAim, AnimEnd, AttackCorpse, AttackDoor, AvoidThisMonster, BeginState, BreakUpDoor, CancelCampFor, CanKillMeYet, Celebrate, CheckIfShouldCrouch, DamageAttitudeTo, Destroyed, DirectedWander, DoCharge, DoStakeOut, DoTacticalMove, EndState, EnemyNotVisible, EnemyThreatChanged, ExecuteWhatToDoNext, FearThisSpot, FightEnemy, FindBestPathToward, FindFreshBody, FindNewEnemy, FindRoamDest, FindViewSpot, Formation, GetOutOfTheWayOfShot, HearNoise, HitTheDirt, InitializeSkill, MonitoredPawnAlert, NotifyBump, NotifyTakeHit, PickDestination, PostBeginPlay, Reset, ResetSkill, Restart, SeePlayer, SetEnemy, SetFocus, SetMaxDesiredSpeed, SetPeripheralVision, Startle, StrafeFromDamage, tick, Timer, Trigger, TryStrafe, WaitForMover, WanderOrCamp, ZombieMoan
Inherited Functions from Old2K4.MonsterController
AdjustAim, AdjustAimError, AdjustAround, AnimEnd, BeginState, CanAttack, CancelCampFor, Celebrate, ChangeEnemy, CheckFutureSight, CheckIfShouldCrouch, ChooseAttackMode, ClearShot, DamageAttitudeTo, DefendMelee, Desireability, DirectedWander, DisplayDebug, DoCharge, DoRangedAttackOn, DoStakeOut, DoTacticalMove, DoWaitForLanding, EndState, EnemyChanged, EnemyNotVisible, EnemyVisible, EngageDirection, ExecuteWhatToDoNext, FaceActor, FaceMoveTarget, FearThisSpot, FightEnemy, FindBestPathToward, FindNewEnemy, FindNewStakeOutDir, FindRoamDest, FindViewSpot, FireWeaponAt, Formation, GameHasEnded, GetEnemyName, GetOldEnemyName, HearNoise, InitializeSkill, IsHunting, IsStrafing, MayFall, MonitoredPawnAlert, NearWall, NeedToTurn, NotifyBump, NotifyHitWall, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyTakeHit, PawnIsInPain, PickDestination, Possess, PostBeginPlay, ReceiveWarning, ResetSkill, Restart, SeePlayer, SetCombatTimer, SetEnemy, SetEnemyInfo, SetFall, SetFocus, SetMaxDesiredSpeed, SetPeripheralVision, ShouldStrafeTo, SoakStop, StopFiring, Stopped, StrafeFromDamage, TestDirection, TimedFireWeaponAtEnemy, Timer, Trigger, TryStrafe, TryToDuck, TryToWalk, WaitForMover, WanderOrCamp, WhatToDoNext

States Summary
SpinAttack Source code
state SpinAttack
DoSpinDamage, GetOutOfTheWayOfShot
WaitForAnim Source code
state WaitForAnim
BeginState, EndState, GetOutOfTheWayOfShot, RageTimeout, Tick
ZombieCharge Source code
state ZombieCharge
BeginState, StrafeFromDamage, Tick, Timer, TryStrafe
ZombieHunt Source code
state ZombieHunt
SeePlayer


Variables Detail

bDoneSpottedCheck Source code

var bool bDoneSpottedCheck;

RageAnimTimeout Source code

var float RageAnimTimeout;

RageFrustrationThreshhold Source code

var float RageFrustrationThreshhold;

RageFrustrationTimer Source code

var float RageFrustrationTimer;


Functions Detail

BeginState WaitForAnim Source code

function BeginState ( ) )

BeginState ZombieCharge Source code

function BeginState ( ) )

DoSpinDamage SpinAttack Source code

function DoSpinDamage ( ) )

EndState WaitForAnim Source code

function EndState ( ) )

GetOutOfTheWayOfShot SpinAttack Source code

function GetOutOfTheWayOfShot ( vector ShotDirection, vector ShotOrigin )

GetOutOfTheWayOfShot WaitForAnim Source code

function GetOutOfTheWayOfShot ( vector ShotDirection, vector ShotOrigin )

RageTimeout WaitForAnim Source code

function RageTimeout ( ) )

SeePlayer ZombieHunt Source code

event SeePlayer ( Pawn SeenPlayer) )

SetPoundRageTimout Source code

function SetPoundRageTimout ( float NewRageTimeOut) )

StrafeFromDamage ZombieCharge Source code

function bool StrafeFromDamage ( float Damage, class<DamageType> DamageType, bool bFindDest) )

Tick WaitForAnim Source code

function Tick ( float Delta ) )

Tick ZombieCharge Source code

function Tick ( float Delta ) )

TimedFireWeaponAtEnemy Source code

function TimedFireWeaponAtEnemy ( ) )

Timer ZombieCharge Source code

function Timer ( ) )

TryStrafe ZombieCharge Source code

function bool TryStrafe ( vector sideDir) )


Defaultproperties

defaultproperties
{
     RageFrustrationThreshhold=10.000000
}

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Creation time: Fri 13-10-2023 03:18:44.247 - Created with UnCodeX