- Extends
- Skaarj
- Modifiers
- hidecategories ( AnimTweaks , DeRes , Force , Gib , Karma , Udamage , UnrealPawn ) Abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- UnrealGame.UnrealPawn
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+-- XGame.xPawn
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+-- Old2K4.Monster
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+-- Old2K4.Skaarj
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+-- KFMod.KFMonster
Direct Known Subclasses:
ZombieBloatBase, ZombieBossBase, ZombieClotBase, ZombieCrawlerBase, ZombieFleshpoundBase, ZombieGoreFastBase, ZombieHuskBase, ZombieScrakeBase, ZombieSirenBase, ZombieSoldier, ZombieStalkerBase, ZombieWretch
Inherited Variables from Old2K4.Monster |
AmmunitionClass, bAlwaysStrafe, bBoss, bCanDodge, bMeleeFighter, bShotAnim, bTryToWalk, bVictoryNext, ChallengeSound[4], DeathSound[4], DodgeSkillAdjust, FireSound, GibCountCalf, GibCountForearm, GibCountHead, GibCountTorso, GibCountUpperArm, GibGroupClass, HitSound[4], MyAmmo, SavedFireProperties, ScoringValue |
Enumerations Summary |
EIntelligence BRAINS_Retarded,
BRAINS_Stupid,
BRAINS_Mammal,
BRAINS_Human |
Functions Summary |
 | | AddVelocity (vector NewVelocity))
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 | | AnimEnd (int Channel))
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 | bool | AnimNeedsWait (name TestAnim))
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 | | AttachEmitterEffect (class<Emitter> EmitterClass, Name BoneName, Vector Location, Rotator Rotation ))
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 | | BaseChange ()))
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 | | BeginState ())) ZombieDying |
 | | BreakGrapple ()
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 | | Bump (actor Other))
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 | | CalcAmbientRelevancyScale ()))
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 | bool | CanAttack (Actor A))
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 | bool | CanGetOutOfWay ()))
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 | bool | CanGetOutOfWay ())) ZombieDying |
 | bool | CanSpeedAdjust ()))
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 | | ClawDamageTarget ()))
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 | bool | Cloaked ()))
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 | | CorpseAttack (Actor A))
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 | | CuteDecapFX ()))
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 | | DebugLog ()
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 | | DecapFX (Vector DecapLocation, Rotator DecapRotation, bool bSpawnDetachedHead, optional bool bNoBrainBits ))
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 | | Destroyed ()))
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 | | Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
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 | float | DifficultyDamageModifer ()))
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 | float | DifficultyHeadHealthModifer ()))
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 | float | DifficultyHealthModifer ()))
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 | | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
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 | int | DoAnimAction (name AnimName ))
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 | | DoDamageFX (Name boneName, int Damage, class<DamageType> DamageType, Rotator r ))
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 | | DoDerezEffect ()
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 | bool | DoJump (bool bUpdating ))
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 | | DoorAttack (Actor A))
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 | | DynamicLoadMeshAndSkins ()))
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 | | DynamicLoadSounds ()))
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 | | FellDown ()
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 | bool | FlipOver ()))
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 | float | GetExposureTo (vector TestLocation))
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 | float | GetOriginalGroundSpeed ()))
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 | | GivenNewMarker ()))
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 | | HandleBumpGlass ()))
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 | | HideBone (name boneName))
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 | bool | HitCanInterruptAction ()))
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 | bool | HitCanInterruptAction ())) DoorBashing |
 | bool | IsHeadShot (vector loc, vector ray, float AdditionalScale))
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 | bool | IsMoreThanHalf (int AngleRot ))
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 | | JumpOffPawn ()))
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 | | KFSpawnGiblet (class<Gib> GibClass, Vector Location, Rotator Rotation, float GibPerterbation, optional float GibVelocity ))
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 | | KickActor ()))
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 | | KImpact (actor other, vector pos, vector impactVel, vector impactNorm))
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 | | Landed (vector HitNormal)) ZombieDying |
 | bool | MakeGrandEntry ()))
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 | bool | MeleeDamageTarget (int hitdamage, vector pushdir))
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 | float | NumPlayersHeadHealthModifer ()))
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 | float | NumPlayersHealthModifer ()))
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 | | OldPlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex))
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 | | PickWallAdjustInLowGravity (vector WallHitNormal, actor HitActor ))
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 | | PlayDirectionalDeath (Vector HitLoc)
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 | | PlayDirectionalHit (Vector HitLoc))
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 | | PlayDying (class<DamageType> DamageType, vector HitLoc))
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 | | PlayDyingAnimation (class<DamageType> DamageType, vector HitLoc))
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 | | PlayDyingSound ()))
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 | | PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIdx ))
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 | | PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType))
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 | | PostBeginPlay ()))
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 | | PostNetBeginPlay ()))
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 | | PreBeginPlay ()))
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 | | PreCacheAssets (LevelInfo myLevel))
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 | | PreCacheMaterials (LevelInfo myLevel))
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 | | PreCacheStaticMeshes (LevelInfo myLevel))
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 | | ProcessHitFX ()))
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 | | RangedAttack (Actor A))
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 | | RemoveFlamingEffects ()))
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 | | RemoveHead ()))
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 | | SetAnimAction (name NewAction))
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 | bool | SetBossLaught ()))
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 | | SetBurningBehavior ()))
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 | | SetGroundSpeed (float NewGroundSpeed))
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 | | SetMindControlled (bool bNewMindControlled))
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 | | SetWalking (bool bNewIsWalking)
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 | | SetZapped (float ZapAmount, Pawn Instigator))
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 | | SetZappedBehavior ()))
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 | | SpawnGibs (Rotator HitRotation, float ChunkPerterbation))
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 | | SpawnSeveredGiblet (class<SeveredAppendage> GibClass, Vector Location, Rotator Rotation, float GibPerterbation, rotator SpawnRotation ))
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 | | SpecialHideHead ()))
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 | | StartBurnFX ()))
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 | | StartCharging ()
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 | | StartDeRes ()))
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 | | StoodUp ()
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 | | StopBurnFX ()))
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 | | TakeBileDamage ()))
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 | | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional int HitIndex ))
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 | | TakeDamage (int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex )) ZombieDying |
 | | TakeFireDamage (int Damage, awn Instigator))
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 | | Tick (float DeltaTime))
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 | | Tick (float Delta )) DoorBashing |
 | | Timer ()))
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 | | Timer ())) ZombieDying |
 | | ToggleAuxCollision (bool newbCollision))
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 | | Trigger (actor Other, pawn EventInstigator ))
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 | | TurnOff ()))
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 | | UnSetBurningBehavior ()))
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 | | UnSetZappedBehavior ()))
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 | | UpdateShadow ()))
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 | | ZombieCrispUp ()))
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 | | ZombieMoan ()))
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Inherited Functions from Old2K4.Skaarj |
AnimEnd, ClawDamageTarget, GetFireStart, PlayDying, PlayVictory, RangedAttack, RunStep, SameSpeciesAs, SpawnTwoShots, SpinDamageTarget, WalkStep |
Inherited Functions from Old2K4.Monster |
AnimEnd, AssignInitialPose, CanAttack, CreateGib, Destroyed, Fire, FireProjectile, ForceDefaultCharacter, GetDamageRadius, GetFireStart, GetGibClass, HasRangedAttack, IsHeadShot, IsPlayerPawn, Landed, LandThump, MeleeDamageTarget, PlayChallengeSound, PlayDying, PlayDyingSound, PlayTakeHit, PlayVictory, PlayVictoryAnimation, PostBeginPlay, PreferMelee, ProcessHitFX, RangedAttack, RangedAttackTime, RecommendSplashDamage, SameSpeciesAs, SetAnimAction, SetMovementPhysics, SpawnGiblet, SplashDamage, StartDeRes, StopFiring, Timer, TurnOff |
var Array<Name> AdditionalWalkAnims;
var bool bAshen;
var bool bBackstabbed;
var bool bBurnApplied;
var bool bBurnified;
var bool bCloaked;
var bool bCorpsePositionSet;
var bool bCrispified;
var bool bDamagedAPlayer;
var bool bDecapitated;
var bool bDestroyNextTick;
var bool bDiffAdjusted;
bDistanceAttackingDoor Source code
var bool bDistanceAttackingDoor;
var bool bFatAss;
var bool bHarpoonStunned;
var bool bHeadGibbed;
var bool bHealed;
var int BileCount;
var float BileFrequency;
bLaserSightedEBRM14Headshotted Source code
var bool bLaserSightedEBRM14Headshotted;
var float BleedOutTime;
var bool bLeftArmGibbed;
var bool bLeftLegGibbed;
var float BloodStreakInterval;
var bool bNoBrainBitEmitter;
var bool bOldHarpoonStunned;
var bool bOldZapped;
bOnlyDamagedByCrossbow Source code
var bool bOnlyDamagedByCrossbow;
var bool bPlayBrainSplash;
var bool bPlayGoreSplash;
var bool bRanged;
var bool bResetAnimAct;
var bool bRightArmGibbed;
var bool bRightLegGibbed;
var bool bSpotted;
var bool bSTUNNED;
var int BurnDown;
var name BurningWalkAnims[3];
var name BurningWalkFAnims[3];
var bool bZapped;
var bool bZedUnderControl;
var float CorpseLifeSpan;
var float CorpseStaticTime;
var int damageForce;
var float DamageToMonsterScale;
var bool DECAP;
var float DecapTime;
DetachedSpecialArmClass Source code
var array<string> EventClasses;
var int ExpectingChannel;
var float FeedThreshold;
var int Gored;
var name HeadlessWalkAnims[4];
var byte HeatAmount;
var name HitAnims[3];
var int HitMomentum;
var float HumanBileAggroChance;
var name KFHitBack;
var name KFHitFront;
var name KFHitLeft;
var name KFHitRight;
var string KFRagdollName;
var int LastBurnDamage;
var int LastDamageAmount;
var float LastPainAnim;
var float LastPuntTime;
LastSeenOrRelevantTime Source code
var float LastSeenOrRelevantTime;
var
vector LastStreakLocation;
var transient float LastStreakTime;
var float LastViewCheckTime;
var float LastZapTime;
var int LookRotPitch;
var int LookRotYaw;
var name MeleeAnims[3];
var
class<
KFGib> MonsterArmGiblet;
var
class<
KFGib> MonsterHeadGiblet;
var
class<
KFGib> MonsterLegGiblet;
MonsterLowerTorsoGiblet Source code
var
class<
KFGib> MonsterLowerTorsoGiblet;
var
class<
KFGib> MonsterThighGiblet;
var
class<
KFGib> MonsterTorsoGiblet;
NeckSpurtNoGibEmitterClass Source code
var float NextBileTime;
var int NumHarpoonsAttached;
var int NumZCDHits;
ObliteratedEffectClass Source code
var
class<
Emitter> ObliteratedEffectClass;
var float OriginalGroundSpeed;
var bool playedHit;
ProjectileBloodSplatClass Source code
var float RemainingZap;
var float ResetAnimActTime;
var bool SavedExtCollision;
SeveredHeadAttachClass Source code
var Name SpawningWalkAnim;
var float SpinDamConst;
var float SpinDamRand;
var int StunsRemaining;
var float StunTime;
TimeSetDestroyNextTickTime Source code
var float TimeSetDestroyNextTickTime;
var float TorsoReturnAlpha;
var float TotalZap;
AI
bCanDistanceAttackDoors Source code
var(AI) bool bCanDistanceAttackDoors;
var(AI) bool bContorts;
MaxContortionPercentage Source code
var(AI) float MaxContortionPercentage;
var(AI) int MaxSpineVariation;
MinTimeBetweenPainAnims Source code
var(AI) float MinTimeBetweenPainAnims;
ExtendedCollision
var(ExtendedCollision) bool bUseExtendedCollision;
var(ExtendedCollision) float ColHeight;
var(ExtendedCollision)
vector ColOffset;
var(ExtendedCollision) float ColRadius;
var(ExtendedCollision) name ExtCollAttachBoneName;
Gore
var(Gore) float SeveredArmAttachScale;
SeveredHeadAttachScale Source code
var(Gore) float SeveredHeadAttachScale;
var(Gore) float SeveredLegAttachScale;
Karma
var(Karma) float RagMaxSpinAmount;
KFMonster
PlayerCountHealthScale Source code
PlayerNumHeadHealthScale Source code
var(
KFMonster)
float PlayerNumHeadHealthScale;
Pawn
var(
Pawn)
bool bRealtimeShadows;
Sounds
var(Sounds)
sound DecapitationSound;
var(Sounds)
sound HeadLessDeathSound;
var(Sounds)
sound JumpSound;
var(Sounds)
sound MeleeAttackHitSound;
var(Sounds)
sound MoanVoice;
var(Sounds) float MoanVolume;
enum
EIntelligence
{
BRAINS_Retarded,
BRAINS_Stupid,
BRAINS_Mammal,
BRAINS_Human
};
function AddVelocity (
vector NewVelocity) )
simulated function AnimEnd ( int Channel) )
simulated function bool AnimNeedsWait ( name TestAnim) )
simulated function AttachEmitterEffect (
class<
Emitter> EmitterClass,
Name BoneName,
Vector Location,
Rotator Rotation ) )
singular event BaseChange ( ) )
BeginState ZombieDying Source code
simulated function BeginState ( ) )
function BreakGrapple ( )
event Bump (
actor Other) )
CalcAmbientRelevancyScale Source code
simulated function CalcAmbientRelevancyScale ( ) )
function
bool CanAttack (
Actor A) )
function bool CanGetOutOfWay ( ) )
CanGetOutOfWay ZombieDying Source code
function bool CanGetOutOfWay ( ) )
function bool CanSpeedAdjust ( ) )
function ClawDamageTarget ( ) )
function bool Cloaked ( ) )
function CorpseAttack (
Actor A) )
simulated function CuteDecapFX ( ) )
function DebugLog ( )
simulated function DecapFX (
Vector DecapLocation,
Rotator DecapRotation,
bool bSpawnDetachedHead, optional
bool bNoBrainBits ) )
simulated function Destroyed ( ) )
DifficultyDamageModifer Source code
function float DifficultyDamageModifer ( ) )
DifficultyHeadHealthModifer Source code
function float DifficultyHeadHealthModifer ( ) )
DifficultyHealthModifer Source code
function float DifficultyHealthModifer ( ) )
simulated function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
simulated function int DoAnimAction ( name AnimName ) )
simulated function DoDerezEffect ( )
function bool DoJump ( bool bUpdating ) )
function DoorAttack (
Actor A) )
DynamicLoadMeshAndSkins Source code
static simulated function DynamicLoadMeshAndSkins ( ) )
static simulated function DynamicLoadSounds ( ) )
simulated function FellDown ( )
function bool FlipOver ( ) )
function
float GetExposureTo (
vector TestLocation) )
GetOriginalGroundSpeed Source code
simulated function float GetOriginalGroundSpeed ( ) )
function GivenNewMarker ( ) )
simulated function HandleBumpGlass ( ) )
simulated function HideBone ( name boneName) )
simulated function bool HitCanInterruptAction ( ) )
HitCanInterruptAction DoorBashing Source code
simulated function bool HitCanInterruptAction ( ) )
function
bool IsHeadShot (
vector loc,
vector ray,
float AdditionalScale) )
simulated function bool IsMoreThanHalf ( int AngleRot ) )
function JumpOffPawn ( ) )
simulated function KFSpawnGiblet (
class<
Gib> GibClass,
Vector Location,
Rotator Rotation,
float GibPerterbation, optional
float GibVelocity ) )
function KickActor ( ) )
simulated function Landed (
vector HitNormal) )
function bool MakeGrandEntry ( ) )
function
bool MeleeDamageTarget (
int hitdamage,
vector pushdir) )
NumPlayersHeadHealthModifer Source code
function float NumPlayersHeadHealthModifer ( ) )
NumPlayersHealthModifer Source code
function float NumPlayersHealthModifer ( ) )
PickWallAdjustInLowGravity Source code
event PickWallAdjustInLowGravity (
vector WallHitNormal,
actor HitActor ) )
simulated function PlayDirectionalDeath (
Vector HitLoc )
function PlayDirectionalHit (
Vector HitLoc) )
function PlayDyingSound ( ) )
simulated function PostBeginPlay ( ) )
simulated function PostNetBeginPlay ( ) )
event PreBeginPlay ( ) )
static simulated function PreCacheAssets (
LevelInfo myLevel) )
static simulated function PreCacheMaterials (
LevelInfo myLevel) )
static simulated function PreCacheStaticMeshes (
LevelInfo myLevel) )
simulated function ProcessHitFX ( ) )
function RangedAttack (
Actor A) )
simulated function RemoveFlamingEffects ( ) )
function RemoveHead ( ) )
simulated event SetAnimAction ( name NewAction) )
function bool SetBossLaught ( ) )
simulated function SetBurningBehavior ( ) )
simulated function SetGroundSpeed ( float NewGroundSpeed) )
function SetMindControlled ( bool bNewMindControlled) )
event SetWalking ( bool bNewIsWalking )
function SetZapped (
float ZapAmount,
Pawn Instigator) )
simulated function SetZappedBehavior ( ) )
simulated function SpawnGibs (
Rotator HitRotation,
float ChunkPerterbation) )
simulated function SpecialHideHead ( ) )
simulated function StartBurnFX ( ) )
function StartCharging ( )
simulated function StartDeRes ( ) )
simulated function StoodUp ( )
simulated function StopBurnFX ( ) )
function TakeBileDamage ( ) )
TakeDamage ZombieDying Source code
function TakeFireDamage (
int Damage,
pawn Instigator) )
simulated function Tick ( float DeltaTime) )
function Tick ( float Delta ) )
simulated function Timer ( ) )
simulated function Timer ( ) )
simulated function ToggleAuxCollision ( bool newbCollision) )
simulated function TurnOff ( ) )
simulated function UnSetBurningBehavior ( ) )
simulated function UnSetZappedBehavior ( ) )
simulated function UpdateShadow ( ) )
simulated function ZombieCrispUp ( ) )
function ZombieMoan ( ) )
defaultproperties
{
MeleeAnims(0)="Claw"
MeleeAnims(1)="Claw2"
MeleeAnims(2)="Claw3"
HitAnims(0)="HitF"
HitAnims(1)="HitF2"
HitAnims(2)="HitF3"
MoanVolume=1.500000
BileFrequency=0.500000
KFHitFront="HitReactionF"
KFHitBack="HitReactionB"
KFHitLeft="HitReactionL"
KFHitRight="HitReactionR"
RagMaxSpinAmount=100.000000
StunTime=1.000000
StunsRemaining=-1
BleedOutDuration=5.000000
ZapDuration=4.000000
ZappedSpeedMod=0.500000
ZapThreshold=0.250000
ZappedDamageMod=2.000000
ZapResistanceScale=2.000000
bHarpoonToHeadStuns=True
bHarpoonToBodyStuns=True
DamageToMonsterScale=3.000000
HumanBileAggroChance=0.750000
MaxSpineVariation=1000
MaxContortionPercentage=0.250000
MinTimeBetweenPainAnims=0.500000
playedHit=True
FeedThreshold=0.100000
CorpseLifeSpan=120.000000
ZombieDamType(0)=Class'KFMod.ZombieMeleeDamage'
ZombieDamType(1)=Class'KFMod.ZombieMeleeDamage'
ZombieDamType(2)=Class'KFMod.ZombieMeleeDamage'
HeadLessDeathSound=SoundGroup'KF_EnemyGlobalSnd.Zomb_HeadlessDie'
DecapitationSound=SoundGroup'KF_EnemyGlobalSnd.Generic_Decap'
BurnEffect=Class'KFMod.KFMonsterFlame'
AltBurnEffect=Class'KFMod.KFAltMonsterFlame'
CrispUpThreshhold=5
PuntAnim="PoundPunt"
BloodStreakInterval=0.250000
MonsterHeadGiblet=Class'KFMod.ClotGibHead'
MonsterThighGiblet=Class'KFMod.ClotGibThigh'
MonsterArmGiblet=Class'KFMod.ClotGibArm'
MonsterLegGiblet=Class'KFMod.ClotGibLeg'
MonsterTorsoGiblet=Class'KFMod.ClotGibTorso'
MonsterLowerTorsoGiblet=Class'KFMod.ClotGibLowerTorso'
Intelligence=BRAINS_Human
ExtCollAttachBoneName="Bip01"
LeftShoulderBone="lshoulder"
RightShoulderBone="rshoulder"
LeftThighBone="lthigh"
RightThighBone="rthigh"
LeftFArmBone="lfarm"
RightFArmBone="rfarm"
LeftFootBone="lfoot"
RightFootBone="rfoot"
LeftHandBone="lefthand"
RightHandBone="righthand"
NeckBone="CHR_Neck"
SeveredArmAttachScale=1.000000
SeveredLegAttachScale=1.000000
SeveredHeadAttachScale=1.000000
NeckSpurtEmitterClass=Class'KFMod.DismembermentJetHead'
NeckSpurtNoGibEmitterClass=Class'KFMod.DismembermentJetDecapitate'
LimbSpurtEmitterClass=Class'KFMod.DismembermentJetLimb'
SeveredArmAttachClass=Class'ROEffects.SeveredArmAttachment'
SeveredLegAttachClass=Class'ROEffects.SeveredLegAttachment'
SeveredHeadAttachClass=Class'ROEffects.SeveredHeadAttachment'
ProjectileBloodSplatClass=Class'ROEffects.ProjectileBloodSplat'
ObliteratedEffectClass=Class'ROEffects.PlayerObliteratedEmitter'
HeadlessWalkAnims(0)="WalkF_Headless"
HeadlessWalkAnims(1)="WalkB_Headless"
HeadlessWalkAnims(2)="WalkL_Headless"
HeadlessWalkAnims(3)="WalkR_Headless"
BurningWalkFAnims(0)="WalkF_Fire"
BurningWalkFAnims(1)="WalkF_Fire"
BurningWalkFAnims(2)="WalkF_Fire"
BurningWalkAnims(0)="WalkB_Fire"
BurningWalkAnims(1)="WalkL_Fire"
BurningWalkAnims(2)="WalkR_Fire"
PoundRageBumpDamScale=1.000000
HiddenGroundSpeed=300.000000
OnlineHeadshotScale=1.000000
HeadHealth=25.000000
MotionDetectorThreat=1.000000
DeathAnim(0)=
DeathAnim(1)=
DeathAnim(2)=
DeathAnim(3)=
GibGroupClass=Class'KFMod.KFNoGibGroup'
bCanDodge=False
GruntVolume=0.500000
FootstepVolume=1.000000
SoundGroupClass=Class'KFMod.KFMaleZombieSounds'
IdleHeavyAnim="Idle_LargeZombie"
IdleRifleAnim="Idle_LargeZombie"
FireHeavyRapidAnim="MeleeAttack"
FireHeavyBurstAnim="MeleeAttack"
FireRifleRapidAnim="MeleeAttack"
FireRifleBurstAnim="MeleeAttack"
FireRootBone="CHR_Spine1"
DeResMat0=Texture'KFCharacters.KFDeRez'
DeResMat1=Texture'KFCharacters.KFDeRez'
DeResLiftVel=(Points=(,(InVal=0.000000,OutVal=0.000000),(InVal=0.000000,OutVal=0.000000)))
DeResLiftSoftness=(Points=((OutVal=0.000000),(InVal=0.000000,OutVal=0.000000),(InVal=0.000000,OutVal=0.000000)))
DeResLateralFriction=0.000000
RagdollLifeSpan=30.000000
RagDeathVel=100.000000
RagShootStrength=200.000000
RagSpinScale=7.500000
RagDeathUpKick=0.000000
RagImpactSounds(0)=SoundGroup'KF_EnemyGlobalSnd.Zomb_BodyImpact'
RagImpactSoundInterval=0.250000
RequiredEquipment(0)="none"
RequiredEquipment(1)="none"
bCanSwim=False
bCanStrafe=False
bSameZoneHearing=True
bAdjacentZoneHearing=True
bMuffledHearing=False
bAroundCornerHearing=True
bCanUse=False
HearingThreshold=20000.000000
Alertness=1.000000
SightRadius=20000.000000
PeripheralVision=360.000000
SkillModifier=5.000000
MeleeRange=50.000000
JumpZ=320.000000
WalkingPct=1.000000
CrouchedPct=1.000000
MaxFallSpeed=2500.000000
HeadRadius=7.000000
HeadHeight=2.000000
HeadScale=1.100000
ControllerClass=Class'KFMod.KFMonsterController'
TurnLeftAnim="TurnLeft"
TurnRightAnim="TurnRight"
IdleCrouchAnim="Idle_LargeZombie"
IdleWeaponAnim="Idle_LargeZombie"
IdleRestAnim="Idle_LargeZombie"
RootBone="CHR_Pelvis"
HeadBone="head"
SpineBone1="CHR_Spine2"
SpineBone2="CHR_Spine3"
bDramaticLighting=False
AmbientGlow=0
SoundVolume=50
SoundRadius=80.000000
TransientSoundVolume=1.000000
CollisionRadius=26.000000
bBlockKarma=True
Mass=100.000000
Begin Object Class=KarmaParamsSkel Name=PawnKParams
KConvulseSpacing=(Max=2.200000)
KLinearDamping=0.150000
KAngularDamping=0.050000
KBuoyancy=1.000000
KStartEnabled=True
KVelDropBelowThreshold=50.000000
bHighDetailOnly=False
KFriction=1.300000
KRestitution=0.200000
KImpactThreshold=85.000000
End Object
KParams=KarmaParamsSkel'KFMod.KFMonster.PawnKParams'
}
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Creation time: Fri 13-10-2023 03:18:46.952 - Created with
UnCodeX