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KFChar.ZombieBoss

Extends
ZombieBossBase
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealGame.UnrealPawn
         |   
         +-- XGame.xPawn
            |   
            +-- Old2K4.Monster
               |   
               +-- Old2K4.Skaarj
                  |   
                  +-- KFMod.KFMonster
                     |   
                     +-- KFMod.ZombieBossBase
                        |   
                        +-- KFChar.ZombieBoss

Direct Known Subclasses:

BrainDeadBoss, ZombieBossMix, ZombieBoss_CIRCUS, ZombieBoss_HALLOWEEN, ZombieBoss_STANDARD, ZombieBoss_XMas

Variables Summary
BossHPNeedleCurrentNeedle
floatLastMeleeExploitCheckTime
intNumLumberJacks
intNumNinjas
Inherited Variables from KFMod.ZombieBossBase
bChargingPlayer, bClientCharg, bClientCloaked, bClientMiniGunning, bFireAtWill, bIsBossView, bMinigunning, ChargeDamage, ChargingAnim, ClawMeleeDamageRange, ClientSyrCount, HealingAmount, HealingLevels[3], ImpaleMeleeDamageRange, LastChainGunTime, LastChargeTime, LastCheckTimes, LastDamageTime, LastForceChargeTime, LastMissileTime, LastSneakedTime, MeleeImpaleHitSound, MGDamage, MGFireCounter, MGFireDuration, MGLostSightTimeout, MiniGunFireSound, MiniGunSpinSound, mMuzzleFlash, mTracer, NumChargeAttacks, PipeBombDamageScale, RageStartTime, RocketFireSound, SneakCount, SneakStartTime, SyringeCount, TraceHitPos
Inherited Variables from KFMod.KFMonster
AdditionalWalkAnims, AltBurnEffect, bAshen, bBackstabbed, bBurnApplied, bBurnified, bCanDistanceAttackDoors, bCannibal, bCloaked, bContorts, bCorpsePositionSet, bCrispified, bDamagedAPlayer, bDecapitated, bDestroyNextTick, bDiffAdjusted, bDistanceAttackingDoor, bFatAss, bHarpoonStunned, bHarpoonToBodyStuns, bHarpoonToHeadStuns, bHeadGibbed, bHealed, BileCount, BileFrequency, BileInstigator, bLaserSightedEBRM14Headshotted, BleedOutDuration, BleedOutTime, bLeftArmGibbed, bLeftLegGibbed, BloodStreakInterval, bMeleeStunImmune, bNoAutoHuntEnemies, bNoBrainBitEmitter, bOldHarpoonStunned, bOldZapped, bOnlyDamagedByCrossbow, bPlayBrainSplash, bPlayGoreSplash, bRanged, bRealtimeShadows, bResetAnimAct, bRightArmGibbed, bRightLegGibbed, bSpotted, bStartUpDisabled, bStunImmune, bSTUNNED, BurnDown, BurnEffect, BurningWalkAnims[3], BurningWalkFAnims[3], BurnInstigator, bUseExtendedCollision, bZapped, bZedUnderControl, ColHeight, ColOffset, ColRadius, CorpseLifeSpan, CorpseStaticTime, CrispUpThreshhold, CurrentDamType, damageForce, DamageToMonsterScale, DECAP, DecapitationSound, DecapTime, DetachedArmClass, DetachedHeadClass, DetachedLegClass, DetachedSpecialArmClass, EventClasses, ExpectingChannel, ExtCollAttachBoneName, FeedThreshold, FireDamageClass, FirstSeePlayerEvent, FlamingFXs, Gored, GoredMat, HeadHealth, HeadLessDeathSound, HeadlessWalkAnims[4], HealthModifer, HeatAmount, HiddenGroundSpeed, HitAnims[3], HitMomentum, HumanBileAggroChance, ImpactVector, Intelligence, JumpSound, KFHitBack, KFHitFront, KFHitLeft, KFHitRight, KFRagdollName, KickLocation, KickTarget, LastBileDamagedByType, LastBurnDamage, LastDamageAmount, LastDamagedBy, LastDamagedByType, LastHitLocation, LastMomentum, LastPainAnim, LastPuntTime, LastSeenOrRelevantTime, LastStreakLocation, LastStreakTime, LastViewCheckTime, LastZapTime, LeftFArmBone, LeftFootBone, LeftHandBone, LeftShoulderBone, LeftThighBone, LimbSpurtEmitterClass, LookRotPitch, LookRotYaw, LookTarget, MaxContortionPercentage, MaxSpineVariation, MeleeAnims[3], MeleeAttackHitSound, MeleeDamage, MinTimeBetweenPainAnims, MiscSound, MoanVoice, MoanVolume, MonsterArmGiblet, MonsterHeadGiblet, MonsterLegGiblet, MonsterLowerTorsoGiblet, MonsterThighGiblet, MonsterTorsoGiblet, MotionDetectorThreat, MyExtCollision, NeckBone, NeckRot, NeckSpurtEmitterClass, NeckSpurtNoGibEmitterClass, NewTorsoRotation, NextBileTime, NumHarpoonsAttached, NumZCDHits, ObliteratedEffectClass, OnlineHeadshotOffset, OnlineHeadshotScale, OriginalGroundSpeed, playedHit, PlayerCountHealthScale, PlayerNumHeadHealthScale, PoundRageBumpDamScale, ProjectileBloodSplatClass, PuntAnim, RagMaxSpinAmount, RealtimeShadow, RemainingZap, ResetAnimActTime, RightFArmBone, RightFootBone, RightHandBone, RightShoulderBone, RightThighBone, SavedExtCollision, ScreamDamage, SeveredArmAttachClass, SeveredArmAttachScale, SeveredHead, SeveredHeadAttachClass, SeveredHeadAttachScale, SeveredLeftArm, SeveredLeftLeg, SeveredLegAttachClass, SeveredLegAttachScale, SeveredRightArm, SeveredRightLeg, SpawningWalkAnim, SpawnVolume, SpinDamConst, SpinDamRand, StunsRemaining, StunTime, TimeSetDestroyNextTickTime, TorsoReturnAlpha, TotalZap, ZapDuration, ZappedBy, ZappedDamageMod, ZappedSpeedMod, ZapResistanceScale, ZapThreshold, ZombieDamType[3], ZombieFlag

Enumerations Summary
Inherited Enumerations from KFMod.KFMonster
EIntelligence

Functions Summary
function AddTraceHitFX (vector HitPos ))
function AnimEnd (int Channel ))
function AnimEnd (int Channel ))
FireChaingun
function AnimEnd (int Channel ))
FireMissile
functionbool AnimNeedsWait (name TestAnim))
function BeginHealing ()))
function BeginHealing ()))
Escaping
function BeginHealing ()))
SneakAround
function BeginState ()))
Charging
function BeginState ()))
FireChaingun
function BeginState ()))
FireMissile
function BeginState ()))
SneakAround
event Bump (actor Other))
function CalcAmbientRelevancyScale ()))
functionbool CanGetOutOfWay ()))
functionbool CanSpeedAdjust ()))
Charging
function ClawDamageTarget ()))
function ClawDamageTarget ()))
RadialAttack
function CloakBoss ()))
functionvector ComputeTrajectoryByTime (vector StartPosition, vector EndPosition, float fTimeEnd ))
function Destroyed ()))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
functionint DoAnimAction (name AnimName ))
function DoorAttack (Actor A))
function DropNeedle ()))
function EndState ()))
Charging
function EndState ()))
Escaping
function EndState ()))
FireChaingun
function EndState ()))
RadialAttack
function EndState ()))
SneakAround
function FireMGShot ()))
FireChaingun
functionbool FlipOver ()))
function HandleBumpGlass ()))
function HandleWaitForAnim (name NewAnim ))
functionbool IsCloseEnuf (Actor A ))
functionbool MakeGrandEntry ()))
functionbool MeleeDamageTarget (int hitdamage, vector pushdir))
functionbool MeleeDamageTarget (int hitdamage, vector pushdir))
Charging
functionbool MeleeDamageTarget (int hitdamage, vector pushdir))
Escaping
functionbool MeleeDamageTarget (int hitdamage, vector pushdir))
SneakAround
functionbool NeedToTurnFor (rotator targ ))
FireChaingun
function NotifySyringeA ()))
function NotifySyringeB ()))
function NotifySyringeC ()))
functionbool OnlyEnemyAround (Pawn Other ))
function PatriarchEntrance ()))
function PatriarchKnockDown ()))
function PatriarchMGPreFire ()))
function PatriarchMisslePreFire ()))
function PatriarchRadialTaunt ()))
function PatriarchVictory ()))
function PlayDirectionalHit (Vector HitLoc)
function PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
function PostNetReceive ()))
function PreCacheMaterials (LevelInfo myLevel))
function ProcessHitFX ()))
function RangedAttack (Actor A))
function RangedAttack (Actor A))
Charging
function RangedAttack (Actor A))
Escaping
function RangedAttack (Actor A))
FireChaingun
function RemoveHead ()
functionbool SameSpeciesAs (Pawn P))
event SetAnimAction (name NewAction))
functionbool SetBossLaught ()))
function SetBurningBehavior ()
function SetZapped (float ZapAmount, Pawn Instigator))
function SetZappedBehavior ()))
functionbool ShouldChargeFromDamage ()))
functionbool ShouldChargeFromDamage ()))
Charging
functionbool ShouldChargeFromDamage ()))
FireChaingun
functionbool ShouldChargeFromDamage ()))
FireMissile
functionbool ShouldChargeFromDamage ()))
Healing
functionbool ShouldChargeFromDamage ()))
KnockDown
functionbool ShouldChargeFromDamage ()))
RadialAttack
functionbool SpectatorSpecialCalcView (PlayerController Viewer, out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation))
function TakeDamage (int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex))
function TakeDamage (int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex))
FireChaingun
function Tick (float DeltaTime))
function Tick (float Delta ))
Charging
function Tick (float Delta ))
Escaping
function Tick (float Delta ))
MakingEntrance
function Tick (float Delta ))
RadialAttack
function UnCloakBoss ()))
function UnSetBurningBehavior ()
function UnSetZappedBehavior ()))
function ZombieMoan ()))
Inherited Functions from KFMod.KFMonster
AddVelocity, AnimEnd, AnimNeedsWait, AttachEmitterEffect, BaseChange, BeginState, BreakGrapple, Bump, CalcAmbientRelevancyScale, CanAttack, CanGetOutOfWay, CanSpeedAdjust, ClawDamageTarget, Cloaked, CorpseAttack, CuteDecapFX, DebugLog, DecapFX, Destroyed, Died, DifficultyDamageModifer, DifficultyHeadHealthModifer, DifficultyHealthModifer, DisplayDebug, DoAnimAction, DoDamageFX, DoDerezEffect, DoJump, DoorAttack, DynamicLoadMeshAndSkins, DynamicLoadSounds, FellDown, FlipOver, GetExposureTo, GetOriginalGroundSpeed, GivenNewMarker, HandleBumpGlass, HideBone, HitCanInterruptAction, IsHeadShot, IsMoreThanHalf, JumpOffPawn, KFSpawnGiblet, KickActor, KImpact, Landed, MakeGrandEntry, MeleeDamageTarget, NumPlayersHeadHealthModifer, NumPlayersHealthModifer, OldPlayHit, PickWallAdjustInLowGravity, PlayDirectionalDeath, PlayDirectionalHit, PlayDying, PlayDyingAnimation, PlayDyingSound, PlayHit, PlayTakeHit, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, PreCacheAssets, PreCacheMaterials, PreCacheStaticMeshes, ProcessHitFX, RangedAttack, RemoveFlamingEffects, RemoveHead, SetAnimAction, SetBossLaught, SetBurningBehavior, SetGroundSpeed, SetMindControlled, SetWalking, SetZapped, SetZappedBehavior, SpawnGibs, SpawnSeveredGiblet, SpecialHideHead, StartBurnFX, StartCharging, StartDeRes, StoodUp, StopBurnFX, TakeBileDamage, TakeDamage, TakeFireDamage, Tick, Timer, ToggleAuxCollision, Trigger, TurnOff, UnSetBurningBehavior, UnSetZappedBehavior, UpdateShadow, ZombieCrispUp, ZombieMoan

States Summary
Charging Source code
state Charging
BeginState, CanSpeedAdjust, EndState, MeleeDamageTarget, RangedAttack, ShouldChargeFromDamage, Tick
Escaping Source code
state Escaping extends Charging
BeginHealing, EndState, MeleeDamageTarget, RangedAttack, Tick
FireChaingun Source code
state FireChaingun
AnimEnd, BeginState, EndState, FireMGShot, NeedToTurnFor, RangedAttack, ShouldChargeFromDamage, TakeDamage
FireMissile Source code
state FireMissile
AnimEnd, BeginState, ShouldChargeFromDamage
Healing Source code
state Healing
ShouldChargeFromDamage
InitialSneak Source code
state InitialSneak extends SneakAround
KnockDown Source code
state KnockDown
ShouldChargeFromDamage
MakingEntrance Source code
state MakingEntrance
Tick
RadialAttack Source code
state RadialAttack
ClawDamageTarget, EndState, ShouldChargeFromDamage, Tick
SneakAround Source code
state SneakAround extends Escaping
BeginHealing, BeginState, EndState, MeleeDamageTarget


Variables Detail

CurrentNeedle Source code

var BossHPNeedle CurrentNeedle;

LastMeleeExploitCheckTime Source code

var float LastMeleeExploitCheckTime;

NumLumberJacks Source code

var int NumLumberJacks;

NumNinjas Source code

var int NumNinjas;


Functions Detail

AddTraceHitFX Source code

simulated function AddTraceHitFX ( vector HitPos ) )

AnimEnd Source code

simulated function AnimEnd ( int Channel ) )

AnimEnd FireChaingun Source code

function AnimEnd ( int Channel ) )

AnimEnd FireMissile Source code

function AnimEnd ( int Channel ) )

AnimNeedsWait Source code

simulated function bool AnimNeedsWait ( name TestAnim) )

BeginHealing Source code

function BeginHealing ( ) )

BeginHealing Escaping Source code

function BeginHealing ( ) )

BeginHealing SneakAround Source code

function BeginHealing ( ) )

BeginState Charging Source code

function BeginState ( ) )

BeginState FireChaingun Source code

function BeginState ( ) )

BeginState FireMissile Source code

function BeginState ( ) )

BeginState SneakAround Source code

function BeginState ( ) )

Bump Source code

event Bump ( actor Other) )

CalcAmbientRelevancyScale Source code

simulated function CalcAmbientRelevancyScale ( ) )

CanGetOutOfWay Source code

function bool CanGetOutOfWay ( ) )

CanSpeedAdjust Charging Source code

function bool CanSpeedAdjust ( ) )

ClawDamageTarget Source code

function ClawDamageTarget ( ) )

ClawDamageTarget RadialAttack Source code

function ClawDamageTarget ( ) )

CloakBoss Source code

simulated function CloakBoss ( ) )

ComputeTrajectoryByTime Source code

function vector ComputeTrajectoryByTime ( vector StartPosition, vector EndPosition, float fTimeEnd ) )

Destroyed Source code

simulated function Destroyed ( ) )

Died Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation) )

DoAnimAction Source code

simulated function int DoAnimAction ( name AnimName ) )

DoorAttack Source code

function DoorAttack ( Actor A) )

DropNeedle Source code

simulated function DropNeedle ( ) )

EndState Charging Source code

function EndState ( ) )

EndState Escaping Source code

function EndState ( ) )

EndState FireChaingun Source code

function EndState ( ) )

EndState RadialAttack Source code

function EndState ( ) )

EndState SneakAround Source code

function EndState ( ) )

FireMGShot FireChaingun Source code

function FireMGShot ( ) )

FlipOver Source code

function bool FlipOver ( ) )

HandleBumpGlass Source code

simulated function HandleBumpGlass ( ) )

HandleWaitForAnim Source code

simulated function HandleWaitForAnim ( name NewAnim ) )

IsCloseEnuf Source code

function bool IsCloseEnuf ( Actor A ) )

MakeGrandEntry Source code

function bool MakeGrandEntry ( ) )

MeleeDamageTarget Source code

function bool MeleeDamageTarget ( int hitdamage, vector pushdir) )

MeleeDamageTarget Charging Source code

function bool MeleeDamageTarget ( int hitdamage, vector pushdir) )

MeleeDamageTarget Escaping Source code

function bool MeleeDamageTarget ( int hitdamage, vector pushdir) )

MeleeDamageTarget SneakAround Source code

function bool MeleeDamageTarget ( int hitdamage, vector pushdir) )

NeedToTurnFor FireChaingun Source code

function bool NeedToTurnFor ( rotator targ ) )

NotifySyringeA Source code

simulated function NotifySyringeA ( ) )

NotifySyringeB Source code

function NotifySyringeB ( ) )

NotifySyringeC Source code

simulated function NotifySyringeC ( ) )

OnlyEnemyAround Source code

function bool OnlyEnemyAround ( Pawn Other ) )

PatriarchEntrance Source code

function PatriarchEntrance ( ) )

PatriarchKnockDown Source code

function PatriarchKnockDown ( ) )

PatriarchMGPreFire Source code

function PatriarchMGPreFire ( ) )

PatriarchMisslePreFire Source code

function PatriarchMisslePreFire ( ) )

PatriarchRadialTaunt Source code

function PatriarchRadialTaunt ( ) )

PatriarchVictory Source code

function PatriarchVictory ( ) )

PlayDirectionalHit Source code

function PlayDirectionalHit ( Vector HitLoc )

PlayTakeHit Source code

function PlayTakeHit ( vector HitLocation, int Damage, class<DamageType> DamageType) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

PreCacheMaterials Source code

static simulated function PreCacheMaterials ( LevelInfo myLevel) )

ProcessHitFX Source code

simulated function ProcessHitFX ( ) )

RangedAttack Source code

function RangedAttack ( Actor A) )

RangedAttack Charging Source code

function RangedAttack ( Actor A) )

RangedAttack Escaping Source code

function RangedAttack ( Actor A) )

RangedAttack FireChaingun Source code

function RangedAttack ( Actor A) )

RemoveHead Source code

function RemoveHead ( )

SameSpeciesAs Source code

function bool SameSpeciesAs ( Pawn P) )

SetAnimAction Source code

simulated event SetAnimAction ( name NewAction) )

SetBossLaught Source code

function bool SetBossLaught ( ) )

SetBurningBehavior Source code

simulated function SetBurningBehavior ( )

SetZapped Source code

function SetZapped ( float ZapAmount, Pawn Instigator) )

SetZappedBehavior Source code

simulated function SetZappedBehavior ( ) )

ShouldChargeFromDamage Source code

function bool ShouldChargeFromDamage ( ) )

ShouldChargeFromDamage Charging Source code

function bool ShouldChargeFromDamage ( ) )

ShouldChargeFromDamage FireChaingun Source code

function bool ShouldChargeFromDamage ( ) )

ShouldChargeFromDamage FireMissile Source code

function bool ShouldChargeFromDamage ( ) )

ShouldChargeFromDamage Healing Source code

function bool ShouldChargeFromDamage ( ) )

ShouldChargeFromDamage KnockDown Source code

function bool ShouldChargeFromDamage ( ) )

ShouldChargeFromDamage RadialAttack Source code

function bool ShouldChargeFromDamage ( ) )

SpectatorSpecialCalcView Source code

simulated function bool SpectatorSpecialCalcView ( PlayerController Viewer, out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex) )

TakeDamage FireChaingun Source code

function TakeDamage ( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex) )

Tick Source code

simulated function Tick ( float DeltaTime) )

Tick Charging Source code

function Tick ( float Delta ) )

Tick Escaping Source code

function Tick ( float Delta ) )

Tick MakingEntrance Source code

function Tick ( float Delta ) )

Tick RadialAttack Source code

function Tick ( float Delta ) )

UnCloakBoss Source code

simulated function UnCloakBoss ( ) )

UnSetBurningBehavior Source code

simulated function UnSetBurningBehavior ( )

UnSetZappedBehavior Source code

simulated function UnSetZappedBehavior ( ) )

ZombieMoan Source code

function ZombieMoan ( ) )


Defaultproperties

defaultproperties
{
     ControllerClass=Class'KFChar.BossZombieController'
}

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Creation time: Fri 13-10-2023 03:18:58.032 - Created with UnCodeX