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KFMod.KFMonster

Extends
Skaarj
Modifiers
hidecategories ( AnimTweaks , DeRes , Force , Gib , Karma , Udamage , UnrealPawn ) Abstract

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

Direct Known Subclasses:

ZombieBloatBase, ZombieBossBase, ZombieClotBase, ZombieCrawlerBase, ZombieFleshpoundBase, ZombieGoreFastBase, ZombieHuskBase, ZombieScrakeBase, ZombieSirenBase, ZombieSoldier, ZombieStalkerBase, ZombieWretch

Variables Summary
Array<Name>AdditionalWalkAnims
class<Emitter>AltBurnEffect
boolbAshen
boolbBackstabbed
boolbBurnApplied
boolbBurnified
boolbCloaked
boolbCorpsePositionSet
boolbCrispified
boolbDamagedAPlayer
boolbDecapitated
boolbDestroyNextTick
boolbDiffAdjusted
boolbDistanceAttackingDoor
boolbFatAss
boolbHarpoonStunned
boolbHeadGibbed
boolbHealed
intBileCount
floatBileFrequency
PawnBileInstigator
boolbLaserSightedEBRM14Headshotted
floatBleedOutTime
boolbLeftArmGibbed
boolbLeftLegGibbed
floatBloodStreakInterval
boolbNoBrainBitEmitter
boolbOldHarpoonStunned
boolbOldZapped
boolbOnlyDamagedByCrossbow
boolbPlayBrainSplash
boolbPlayGoreSplash
boolbRanged
boolbResetAnimAct
boolbRightArmGibbed
boolbRightLegGibbed
boolbSpotted
boolbSTUNNED
intBurnDown
class<Emitter>BurnEffect
nameBurningWalkAnims[3]
nameBurningWalkFAnims[3]
PawnBurnInstigator
boolbZapped
boolbZedUnderControl
floatCorpseLifeSpan
floatCorpseStaticTime
class<DamTypeZombieAttack>CurrentDamType
intdamageForce
floatDamageToMonsterScale
boolDECAP
floatDecapTime
class<SeveredAppendage>DetachedArmClass
class<SeveredAppendage>DetachedHeadClass
class<SeveredAppendage>DetachedLegClass
class<SeveredAppendage>DetachedSpecialArmClass
array<string>EventClasses
intExpectingChannel
floatFeedThreshold
class<DamageType>FireDamageClass
EmitterFlamingFXs
intGored
nameHeadlessWalkAnims[4]
byteHeatAmount
nameHitAnims[3]
intHitMomentum
floatHumanBileAggroChance
vectorImpactVector
nameKFHitBack
nameKFHitFront
nameKFHitLeft
nameKFHitRight
stringKFRagdollName
vectorKickLocation
actorKickTarget
class<DamTypeVomit>LastBileDamagedByType
intLastBurnDamage
intLastDamageAmount
pawnLastDamagedBy
class<damagetype>LastDamagedByType
vectorLastHitLocation
vectorLastMomentum
floatLastPainAnim
floatLastPuntTime
floatLastSeenOrRelevantTime
vectorLastStreakLocation
floatLastStreakTime
floatLastViewCheckTime
floatLastZapTime
class<DismembermentJetLimb>LimbSpurtEmitterClass
intLookRotPitch
intLookRotYaw
PawnLookTarget
nameMeleeAnims[3]
soundMiscSound
class<KFGib>MonsterArmGiblet
class<KFGib>MonsterHeadGiblet
class<KFGib>MonsterLegGiblet
class<KFGib>MonsterLowerTorsoGiblet
class<KFGib>MonsterThighGiblet
class<KFGib>MonsterTorsoGiblet
ExtendedZCollisionMyExtCollision
rotatorNeckRot
class<DismembermentJetHead>NeckSpurtEmitterClass
class<DismembermentJetDecapitate>NeckSpurtNoGibEmitterClass
rotatorNewTorsoRotation
floatNextBileTime
intNumHarpoonsAttached
intNumZCDHits
class<Emitter>ObliteratedEffectClass
floatOriginalGroundSpeed
boolplayedHit
class<ProjectileBloodSplat>ProjectileBloodSplatClass
Effect_ShadowControllerRealtimeShadow
floatRemainingZap
floatResetAnimActTime
boolSavedExtCollision
class<SeveredAppendageAttachment>SeveredArmAttachClass
SeveredAppendageAttachmentSeveredHead
class<SeveredAppendageAttachment>SeveredHeadAttachClass
SeveredAppendageAttachmentSeveredLeftArm
SeveredAppendageAttachmentSeveredLeftLeg
class<SeveredAppendageAttachment>SeveredLegAttachClass
SeveredAppendageAttachmentSeveredRightArm
SeveredAppendageAttachmentSeveredRightLeg
NameSpawningWalkAnim
ZombieVolumeSpawnVolume
floatSpinDamConst
floatSpinDamRand
intStunsRemaining
floatStunTime
floatTimeSetDestroyNextTickTime
floatTorsoReturnAlpha
floatTotalZap
PawnZappedBy
class<DamTypeZombieAttack>ZombieDamType[3]
AI
boolbCanDistanceAttackDoors
boolbContorts
EIntelligenceIntelligence
floatMaxContortionPercentage
intMaxSpineVariation
floatMinTimeBetweenPainAnims
ExtendedCollision
boolbUseExtendedCollision
floatColHeight
vectorColOffset
floatColRadius
nameExtCollAttachBoneName
Gore
floatSeveredArmAttachScale
floatSeveredHeadAttachScale
floatSeveredLegAttachScale
Karma
floatRagMaxSpinAmount
KFMonster
boolbCannibal
boolbHarpoonToBodyStuns
boolbHarpoonToHeadStuns
floatBleedOutDuration
boolbMeleeStunImmune
boolbNoAutoHuntEnemies
boolbStartUpDisabled
boolbStunImmune
intCrispUpThreshhold
nameFirstSeePlayerEvent
floatHeadHealth
intHealthModifer
floatHiddenGroundSpeed
nameLeftFArmBone
nameLeftFootBone
nameLeftHandBone
nameLeftShoulderBone
nameLeftThighBone
intMeleeDamage
floatMotionDetectorThreat
nameNeckBone
vectorOnlineHeadshotOffset
floatOnlineHeadshotScale
floatPlayerCountHealthScale
floatPlayerNumHeadHealthScale
floatPoundRageBumpDamScale
nameRightFArmBone
nameRightFootBone
nameRightHandBone
nameRightShoulderBone
nameRightThighBone
intScreamDamage
floatZapDuration
floatZappedDamageMod
floatZappedSpeedMod
floatZapResistanceScale
floatZapThreshold
byteZombieFlag
Pawn
boolbRealtimeShadows
MaterialGoredMat
NamePuntAnim
Sounds
soundDecapitationSound
soundHeadLessDeathSound
soundJumpSound
soundMeleeAttackHitSound
soundMoanVoice
floatMoanVolume
Inherited Variables from Old2K4.Skaarj
DeathAnim[4], FootStep[2]
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
function AddVelocity (vector NewVelocity))
function AnimEnd (int Channel))
functionbool AnimNeedsWait (name TestAnim))
function AttachEmitterEffect (class<Emitter> EmitterClass, Name BoneName, Vector Location, Rotator Rotation ))
event BaseChange ()))
function BeginState ()))
ZombieDying
function BreakGrapple ()
event Bump (actor Other))
function CalcAmbientRelevancyScale ()))
functionbool CanAttack (Actor A))
functionbool CanGetOutOfWay ()))
functionbool CanGetOutOfWay ()))
ZombieDying
functionbool CanSpeedAdjust ()))
function ClawDamageTarget ()))
functionbool Cloaked ()))
function CorpseAttack (Actor A))
function CuteDecapFX ()))
function DebugLog ()
function DecapFX (Vector DecapLocation, Rotator DecapRotation, bool bSpawnDetachedHead, optional bool bNoBrainBits ))
function Destroyed ()))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
functionfloat DifficultyDamageModifer ()))
functionfloat DifficultyHeadHealthModifer ()))
functionfloat DifficultyHealthModifer ()))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
functionint DoAnimAction (name AnimName ))
function DoDamageFX (Name boneName, int Damage, class<DamageType> DamageType, Rotator r ))
function DoDerezEffect ()
functionbool DoJump (bool bUpdating ))
function DoorAttack (Actor A))
function DynamicLoadMeshAndSkins ()))
function DynamicLoadSounds ()))
function FellDown ()
functionbool FlipOver ()))
functionfloat GetExposureTo (vector TestLocation))
functionfloat GetOriginalGroundSpeed ()))
function GivenNewMarker ()))
function HandleBumpGlass ()))
function HideBone (name boneName))
functionbool HitCanInterruptAction ()))
functionbool HitCanInterruptAction ()))
DoorBashing
functionbool IsHeadShot (vector loc, vector ray, float AdditionalScale))
functionbool IsMoreThanHalf (int AngleRot ))
function JumpOffPawn ()))
function KFSpawnGiblet (class<Gib> GibClass, Vector Location, Rotator Rotation, float GibPerterbation, optional float GibVelocity ))
function KickActor ()))
event KImpact (actor other, vector pos, vector impactVel, vector impactNorm))
function Landed (vector HitNormal))
ZombieDying
functionbool MakeGrandEntry ()))
functionbool MeleeDamageTarget (int hitdamage, vector pushdir))
functionfloat NumPlayersHeadHealthModifer ()))
functionfloat NumPlayersHealthModifer ()))
function OldPlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex))
event PickWallAdjustInLowGravity (vector WallHitNormal, actor HitActor ))
function PlayDirectionalDeath (Vector HitLoc)
function PlayDirectionalHit (Vector HitLoc))
function PlayDying (class<DamageType> DamageType, vector HitLoc))
function PlayDyingAnimation (class<DamageType> DamageType, vector HitLoc))
function PlayDyingSound ()))
function PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIdx ))
function PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
event PreBeginPlay ()))
function PreCacheAssets (LevelInfo myLevel))
function PreCacheMaterials (LevelInfo myLevel))
function PreCacheStaticMeshes (LevelInfo myLevel))
function ProcessHitFX ()))
function RangedAttack (Actor A))
function RemoveFlamingEffects ()))
function RemoveHead ()))
event SetAnimAction (name NewAction))
functionbool SetBossLaught ()))
function SetBurningBehavior ()))
function SetGroundSpeed (float NewGroundSpeed))
function SetMindControlled (bool bNewMindControlled))
event SetWalking (bool bNewIsWalking)
function SetZapped (float ZapAmount, Pawn Instigator))
function SetZappedBehavior ()))
function SpawnGibs (Rotator HitRotation, float ChunkPerterbation))
function SpawnSeveredGiblet (class<SeveredAppendage> GibClass, Vector Location, Rotator Rotation, float GibPerterbation, rotator SpawnRotation ))
function SpecialHideHead ()))
function StartBurnFX ()))
function StartCharging ()
function StartDeRes ()))
function StoodUp ()
function StopBurnFX ()))
function TakeBileDamage ()))
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 ))
ZombieDying
function TakeFireDamage (int Damage, awn Instigator))
function Tick (float DeltaTime))
function Tick (float Delta ))
DoorBashing
function Timer ()))
function Timer ()))
ZombieDying
function ToggleAuxCollision (bool newbCollision))
function Trigger (actor Other, pawn EventInstigator ))
function TurnOff ()))
function UnSetBurningBehavior ()))
function UnSetZappedBehavior ()))
function UpdateShadow ()))
function ZombieCrispUp ()))
function ZombieMoan ()))
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

States Summary
DoorBashing Source code
state DoorBashing
HitCanInterruptAction, Tick
ZombieDying Source code
state ZombieDying extends Dying
BeginState, CanGetOutOfWay, Landed, TakeDamage, Timer


Variables Detail

AdditionalWalkAnims Source code

var Array<Name> AdditionalWalkAnims;

AltBurnEffect Source code

var class<Emitter> AltBurnEffect;

bAshen Source code

var bool bAshen;

bBackstabbed Source code

var bool bBackstabbed;

bBurnApplied Source code

var bool bBurnApplied;

bBurnified Source code

var bool bBurnified;

bCloaked Source code

var bool bCloaked;

bCorpsePositionSet Source code

var bool bCorpsePositionSet;

bCrispified Source code

var bool bCrispified;

bDamagedAPlayer Source code

var bool bDamagedAPlayer;

bDecapitated Source code

var bool bDecapitated;

bDestroyNextTick Source code

var bool bDestroyNextTick;

bDiffAdjusted Source code

var bool bDiffAdjusted;

bDistanceAttackingDoor Source code

var bool bDistanceAttackingDoor;

bFatAss Source code

var bool bFatAss;

bHarpoonStunned Source code

var bool bHarpoonStunned;

bHeadGibbed Source code

var bool bHeadGibbed;

bHealed Source code

var bool bHealed;

BileCount Source code

var int BileCount;

BileFrequency Source code

var float BileFrequency;

BileInstigator Source code

var Pawn BileInstigator;

bLaserSightedEBRM14Headshotted Source code

var bool bLaserSightedEBRM14Headshotted;

BleedOutTime Source code

var float BleedOutTime;

bLeftArmGibbed Source code

var bool bLeftArmGibbed;

bLeftLegGibbed Source code

var bool bLeftLegGibbed;

BloodStreakInterval Source code

var float BloodStreakInterval;

bNoBrainBitEmitter Source code

var bool bNoBrainBitEmitter;

bOldHarpoonStunned Source code

var bool bOldHarpoonStunned;

bOldZapped Source code

var bool bOldZapped;

bOnlyDamagedByCrossbow Source code

var bool bOnlyDamagedByCrossbow;

bPlayBrainSplash Source code

var bool bPlayBrainSplash;

bPlayGoreSplash Source code

var bool bPlayGoreSplash;

bRanged Source code

var bool bRanged;

bResetAnimAct Source code

var bool bResetAnimAct;

bRightArmGibbed Source code

var bool bRightArmGibbed;

bRightLegGibbed Source code

var bool bRightLegGibbed;

bSpotted Source code

var bool bSpotted;

bSTUNNED Source code

var bool bSTUNNED;

BurnDown Source code

var int BurnDown;

BurnEffect Source code

var class<Emitter> BurnEffect;

BurningWalkAnims[3] Source code

var name BurningWalkAnims[3];

BurningWalkFAnims[3] Source code

var name BurningWalkFAnims[3];

BurnInstigator Source code

var Pawn BurnInstigator;

bZapped Source code

var bool bZapped;

bZedUnderControl Source code

var bool bZedUnderControl;

CorpseLifeSpan Source code

var float CorpseLifeSpan;

CorpseStaticTime Source code

var float CorpseStaticTime;

CurrentDamType Source code

var class<DamTypeZombieAttack> CurrentDamType;

damageForce Source code

var int damageForce;

DamageToMonsterScale Source code

var float DamageToMonsterScale;

DECAP Source code

var bool DECAP;

DecapTime Source code

var float DecapTime;

DetachedArmClass Source code

var class<SeveredAppendage> DetachedArmClass;

DetachedHeadClass Source code

var class<SeveredAppendage> DetachedHeadClass;

DetachedLegClass Source code

var class<SeveredAppendage> DetachedLegClass;

DetachedSpecialArmClass Source code

var class<SeveredAppendage> DetachedSpecialArmClass;

EventClasses Source code

var array<string> EventClasses;

ExpectingChannel Source code

var int ExpectingChannel;

FeedThreshold Source code

var float FeedThreshold;

FireDamageClass Source code

var class<DamageType> FireDamageClass;

FlamingFXs Source code

var Emitter FlamingFXs;

Gored Source code

var int Gored;

HeadlessWalkAnims[4] Source code

var name HeadlessWalkAnims[4];

HeatAmount Source code

var byte HeatAmount;

HitAnims[3] Source code

var name HitAnims[3];

HitMomentum Source code

var int HitMomentum;

HumanBileAggroChance Source code

var float HumanBileAggroChance;

ImpactVector Source code

var vector ImpactVector;

KFHitBack Source code

var name KFHitBack;

KFHitFront Source code

var name KFHitFront;

KFHitLeft Source code

var name KFHitLeft;

KFHitRight Source code

var name KFHitRight;

KFRagdollName Source code

var string KFRagdollName;

KickLocation Source code

var vector KickLocation;

KickTarget Source code

var actor KickTarget;

LastBileDamagedByType Source code

var class<DamTypeVomit> LastBileDamagedByType;

LastBurnDamage Source code

var int LastBurnDamage;

LastDamageAmount Source code

var int LastDamageAmount;

LastDamagedBy Source code

var pawn LastDamagedBy;

LastDamagedByType Source code

var class<damagetype> LastDamagedByType;

LastHitLocation Source code

var vector LastHitLocation;

LastMomentum Source code

var vector LastMomentum;

LastPainAnim Source code

var float LastPainAnim;

LastPuntTime Source code

var float LastPuntTime;

LastSeenOrRelevantTime Source code

var float LastSeenOrRelevantTime;

LastStreakLocation Source code

var vector LastStreakLocation;

LastStreakTime Source code

var transient float LastStreakTime;

LastViewCheckTime Source code

var float LastViewCheckTime;

LastZapTime Source code

var float LastZapTime;

LimbSpurtEmitterClass Source code

var class<DismembermentJetLimb> LimbSpurtEmitterClass;

LookRotPitch Source code

var int LookRotPitch;

LookRotYaw Source code

var int LookRotYaw;

LookTarget Source code

var Pawn LookTarget;

MeleeAnims[3] Source code

var name MeleeAnims[3];

MiscSound Source code

var sound MiscSound;

MonsterArmGiblet Source code

var class<KFGib> MonsterArmGiblet;

MonsterHeadGiblet Source code

var class<KFGib> MonsterHeadGiblet;

MonsterLegGiblet Source code

var class<KFGib> MonsterLegGiblet;

MonsterLowerTorsoGiblet Source code

var class<KFGib> MonsterLowerTorsoGiblet;

MonsterThighGiblet Source code

var class<KFGib> MonsterThighGiblet;

MonsterTorsoGiblet Source code

var class<KFGib> MonsterTorsoGiblet;

MyExtCollision Source code

var ExtendedZCollision MyExtCollision;

NeckRot Source code

var rotator NeckRot;

NeckSpurtEmitterClass Source code

var class<DismembermentJetHead> NeckSpurtEmitterClass;

NeckSpurtNoGibEmitterClass Source code

var class<DismembermentJetDecapitate> NeckSpurtNoGibEmitterClass;

NewTorsoRotation Source code

var rotator NewTorsoRotation;

NextBileTime Source code

var float NextBileTime;

NumHarpoonsAttached Source code

var int NumHarpoonsAttached;

NumZCDHits Source code

var int NumZCDHits;

ObliteratedEffectClass Source code

var class<Emitter> ObliteratedEffectClass;

OriginalGroundSpeed Source code

var float OriginalGroundSpeed;

playedHit Source code

var bool playedHit;

ProjectileBloodSplatClass Source code

var class<ProjectileBloodSplat> ProjectileBloodSplatClass;

RealtimeShadow Source code

var Effect_ShadowController RealtimeShadow;

RemainingZap Source code

var float RemainingZap;

ResetAnimActTime Source code

var float ResetAnimActTime;

SavedExtCollision Source code

var bool SavedExtCollision;

SeveredArmAttachClass Source code

var class<SeveredAppendageAttachment> SeveredArmAttachClass;

SeveredHead Source code

var SeveredAppendageAttachment SeveredHead;

SeveredHeadAttachClass Source code

var class<SeveredAppendageAttachment> SeveredHeadAttachClass;

SeveredLeftArm Source code

var SeveredAppendageAttachment SeveredLeftArm;

SeveredLeftLeg Source code

var SeveredAppendageAttachment SeveredLeftLeg;

SeveredLegAttachClass Source code

var class<SeveredAppendageAttachment> SeveredLegAttachClass;

SeveredRightArm Source code

var SeveredAppendageAttachment SeveredRightArm;

SeveredRightLeg Source code

var SeveredAppendageAttachment SeveredRightLeg;

SpawningWalkAnim Source code

var Name SpawningWalkAnim;

SpawnVolume Source code

var ZombieVolume SpawnVolume;

SpinDamConst Source code

var float SpinDamConst;

SpinDamRand Source code

var float SpinDamRand;

StunsRemaining Source code

var int StunsRemaining;

StunTime Source code

var float StunTime;

TimeSetDestroyNextTickTime Source code

var float TimeSetDestroyNextTickTime;

TorsoReturnAlpha Source code

var float TorsoReturnAlpha;

TotalZap Source code

var float TotalZap;

ZappedBy Source code

var Pawn ZappedBy;

ZombieDamType[3] Source code

var class<DamTypeZombieAttack> ZombieDamType[3];

AI

bCanDistanceAttackDoors Source code

var(AI) bool bCanDistanceAttackDoors;

bContorts Source code

var(AI) bool bContorts;

Intelligence Source code

var(AI) EIntelligence Intelligence;

MaxContortionPercentage Source code

var(AI) float MaxContortionPercentage;

MaxSpineVariation Source code

var(AI) int MaxSpineVariation;

MinTimeBetweenPainAnims Source code

var(AI) float MinTimeBetweenPainAnims;

ExtendedCollision

bUseExtendedCollision Source code

var(ExtendedCollision) bool bUseExtendedCollision;

ColHeight Source code

var(ExtendedCollision) float ColHeight;

ColOffset Source code

var(ExtendedCollision) vector ColOffset;

ColRadius Source code

var(ExtendedCollision) float ColRadius;

ExtCollAttachBoneName Source code

var(ExtendedCollision) name ExtCollAttachBoneName;

Gore

SeveredArmAttachScale Source code

var(Gore) float SeveredArmAttachScale;

SeveredHeadAttachScale Source code

var(Gore) float SeveredHeadAttachScale;

SeveredLegAttachScale Source code

var(Gore) float SeveredLegAttachScale;

Karma

RagMaxSpinAmount Source code

var(Karma) float RagMaxSpinAmount;

KFMonster

bCannibal Source code

var(KFMonster) bool bCannibal;

bHarpoonToBodyStuns Source code

var(KFMonster) bool bHarpoonToBodyStuns;

bHarpoonToHeadStuns Source code

var(KFMonster) bool bHarpoonToHeadStuns;

BleedOutDuration Source code

var(KFMonster) float BleedOutDuration;

bMeleeStunImmune Source code

var(KFMonster) bool bMeleeStunImmune;

bNoAutoHuntEnemies Source code

var(KFMonster) bool bNoAutoHuntEnemies;

bStartUpDisabled Source code

var(KFMonster) bool bStartUpDisabled;

bStunImmune Source code

var(KFMonster) bool bStunImmune;

CrispUpThreshhold Source code

var(KFMonster) int CrispUpThreshhold;

FirstSeePlayerEvent Source code

var(KFMonster) name FirstSeePlayerEvent;

HeadHealth Source code

var(KFMonster) float HeadHealth;

HealthModifer Source code

var(KFMonster) int HealthModifer;

HiddenGroundSpeed Source code

var(KFMonster) float HiddenGroundSpeed;

LeftFArmBone Source code

var(KFMonster) name LeftFArmBone;

LeftFootBone Source code

var(KFMonster) name LeftFootBone;

LeftHandBone Source code

var(KFMonster) name LeftHandBone;

LeftShoulderBone Source code

var(KFMonster) name LeftShoulderBone;

LeftThighBone Source code

var(KFMonster) name LeftThighBone;

MeleeDamage Source code

var(KFMonster) int MeleeDamage;

MotionDetectorThreat Source code

var(KFMonster) float MotionDetectorThreat;

NeckBone Source code

var(KFMonster) name NeckBone;

OnlineHeadshotOffset Source code

var(KFMonster) vector OnlineHeadshotOffset;

OnlineHeadshotScale Source code

var(KFMonster) float OnlineHeadshotScale;

PlayerCountHealthScale Source code

var(KFMonster) float PlayerCountHealthScale;

PlayerNumHeadHealthScale Source code

var(KFMonster) float PlayerNumHeadHealthScale;

PoundRageBumpDamScale Source code

var(KFMonster) float PoundRageBumpDamScale;

RightFArmBone Source code

var(KFMonster) name RightFArmBone;

RightFootBone Source code

var(KFMonster) name RightFootBone;

RightHandBone Source code

var(KFMonster) name RightHandBone;

RightShoulderBone Source code

var(KFMonster) name RightShoulderBone;

RightThighBone Source code

var(KFMonster) name RightThighBone;

ScreamDamage Source code

var(KFMonster) int ScreamDamage;

ZapDuration Source code

var(KFMonster) float ZapDuration;

ZappedDamageMod Source code

var(KFMonster) float ZappedDamageMod;

ZappedSpeedMod Source code

var(KFMonster) float ZappedSpeedMod;

ZapResistanceScale Source code

var(KFMonster) float ZapResistanceScale;

ZapThreshold Source code

var(KFMonster) float ZapThreshold;

ZombieFlag Source code

var(KFMonster) byte ZombieFlag;

Pawn

bRealtimeShadows Source code

var(Pawn) bool bRealtimeShadows;

GoredMat Source code

var(Pawn) Material GoredMat;

PuntAnim Source code

var(Pawn) Name PuntAnim;

Sounds

DecapitationSound Source code

var(Sounds) sound DecapitationSound;

HeadLessDeathSound Source code

var(Sounds) sound HeadLessDeathSound;

JumpSound Source code

var(Sounds) sound JumpSound;

MeleeAttackHitSound Source code

var(Sounds) sound MeleeAttackHitSound;

MoanVoice Source code

var(Sounds) sound MoanVoice;

MoanVolume Source code

var(Sounds) float MoanVolume;


Enumerations Detail

EIntelligence Source code

enum EIntelligence
{
BRAINS_Retarded, BRAINS_Stupid, BRAINS_Mammal, BRAINS_Human
};


Functions Detail

AddVelocity Source code

function AddVelocity ( vector NewVelocity) )

AnimEnd Source code

simulated function AnimEnd ( int Channel) )

AnimNeedsWait Source code

simulated function bool AnimNeedsWait ( name TestAnim) )

AttachEmitterEffect Source code

simulated function AttachEmitterEffect ( class<Emitter> EmitterClass, Name BoneName, Vector Location, Rotator Rotation ) )

BaseChange Source code

singular event BaseChange ( ) )

BeginState ZombieDying Source code

simulated function BeginState ( ) )

BreakGrapple Source code

function BreakGrapple ( )

Bump Source code

event Bump ( actor Other) )

CalcAmbientRelevancyScale Source code

simulated function CalcAmbientRelevancyScale ( ) )

CanAttack Source code

function bool CanAttack ( Actor A) )

CanGetOutOfWay Source code

function bool CanGetOutOfWay ( ) )

CanGetOutOfWay ZombieDying Source code

function bool CanGetOutOfWay ( ) )

CanSpeedAdjust Source code

function bool CanSpeedAdjust ( ) )

ClawDamageTarget Source code

function ClawDamageTarget ( ) )

Cloaked Source code

function bool Cloaked ( ) )

CorpseAttack Source code

function CorpseAttack ( Actor A) )

CuteDecapFX Source code

simulated function CuteDecapFX ( ) )

DebugLog Source code

function DebugLog ( )

DecapFX Source code

simulated function DecapFX ( Vector DecapLocation, Rotator DecapRotation, bool bSpawnDetachedHead, optional bool bNoBrainBits ) )

Destroyed Source code

simulated function Destroyed ( ) )

Died Source code

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

DifficultyDamageModifer Source code

function float DifficultyDamageModifer ( ) )

DifficultyHeadHealthModifer Source code

function float DifficultyHeadHealthModifer ( ) )

DifficultyHealthModifer Source code

function float DifficultyHealthModifer ( ) )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

DoAnimAction Source code

simulated function int DoAnimAction ( name AnimName ) )

DoDamageFX Source code

simulated function DoDamageFX ( Name boneName, int Damage, class<DamageType> DamageType, Rotator r ) )

DoDerezEffect Source code

simulated function DoDerezEffect ( )

DoJump Source code

function bool DoJump ( bool bUpdating ) )

DoorAttack Source code

function DoorAttack ( Actor A) )

DynamicLoadMeshAndSkins Source code

static simulated function DynamicLoadMeshAndSkins ( ) )

DynamicLoadSounds Source code

static simulated function DynamicLoadSounds ( ) )

FellDown Source code

simulated function FellDown ( )

FlipOver Source code

function bool FlipOver ( ) )

GetExposureTo Source code

function float GetExposureTo ( vector TestLocation) )

GetOriginalGroundSpeed Source code

simulated function float GetOriginalGroundSpeed ( ) )

GivenNewMarker Source code

function GivenNewMarker ( ) )

HandleBumpGlass Source code

simulated function HandleBumpGlass ( ) )

HideBone Source code

simulated function HideBone ( name boneName) )

HitCanInterruptAction Source code

simulated function bool HitCanInterruptAction ( ) )

HitCanInterruptAction DoorBashing Source code

simulated function bool HitCanInterruptAction ( ) )

IsHeadShot Source code

function bool IsHeadShot ( vector loc, vector ray, float AdditionalScale) )

IsMoreThanHalf Source code

simulated function bool IsMoreThanHalf ( int AngleRot ) )

JumpOffPawn Source code

function JumpOffPawn ( ) )

KFSpawnGiblet Source code

simulated function KFSpawnGiblet ( class<Gib> GibClass, Vector Location, Rotator Rotation, float GibPerterbation, optional float GibVelocity ) )

KickActor Source code

function KickActor ( ) )

KImpact Source code

event KImpact ( actor other, vector pos, vector impactVel, vector impactNorm) )

Landed ZombieDying Source code

simulated function Landed ( vector HitNormal) )

MakeGrandEntry Source code

function bool MakeGrandEntry ( ) )

MeleeDamageTarget Source code

function bool MeleeDamageTarget ( int hitdamage, vector pushdir) )

NumPlayersHeadHealthModifer Source code

function float NumPlayersHeadHealthModifer ( ) )

NumPlayersHealthModifer Source code

function float NumPlayersHealthModifer ( ) )

OldPlayHit Source code

function OldPlayHit ( float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex) )

PickWallAdjustInLowGravity Source code

event PickWallAdjustInLowGravity ( vector WallHitNormal, actor HitActor ) )

PlayDirectionalDeath Source code

simulated function PlayDirectionalDeath ( Vector HitLoc )

PlayDirectionalHit Source code

function PlayDirectionalHit ( Vector HitLoc) )

PlayDying Source code

simulated function PlayDying ( class<DamageType> DamageType, vector HitLoc) )

PlayDyingAnimation Source code

simulated function PlayDyingAnimation ( class<DamageType> DamageType, vector HitLoc) )

PlayDyingSound Source code

function PlayDyingSound ( ) )

PlayHit Source code

function PlayHit ( float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIdx ) )

PlayTakeHit Source code

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

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PreCacheAssets Source code

static simulated function PreCacheAssets ( LevelInfo myLevel) )

PreCacheMaterials Source code

static simulated function PreCacheMaterials ( LevelInfo myLevel) )

PreCacheStaticMeshes Source code

static simulated function PreCacheStaticMeshes ( LevelInfo myLevel) )

ProcessHitFX Source code

simulated function ProcessHitFX ( ) )

RangedAttack Source code

function RangedAttack ( Actor A) )

RemoveFlamingEffects Source code

simulated function RemoveFlamingEffects ( ) )

RemoveHead Source code

function RemoveHead ( ) )

SetAnimAction Source code

simulated event SetAnimAction ( name NewAction) )

SetBossLaught Source code

function bool SetBossLaught ( ) )

SetBurningBehavior Source code

simulated function SetBurningBehavior ( ) )

SetGroundSpeed Source code

simulated function SetGroundSpeed ( float NewGroundSpeed) )

SetMindControlled Source code

function SetMindControlled ( bool bNewMindControlled) )

SetWalking Source code

event SetWalking ( bool bNewIsWalking )

SetZapped Source code

function SetZapped ( float ZapAmount, Pawn Instigator) )

SetZappedBehavior Source code

simulated function SetZappedBehavior ( ) )

SpawnGibs Source code

simulated function SpawnGibs ( Rotator HitRotation, float ChunkPerterbation) )

SpawnSeveredGiblet Source code

simulated function SpawnSeveredGiblet ( class<SeveredAppendage> GibClass, Vector Location, Rotator Rotation, float GibPerterbation, rotator SpawnRotation ) )

SpecialHideHead Source code

simulated function SpecialHideHead ( ) )

StartBurnFX Source code

simulated function StartBurnFX ( ) )

StartCharging Source code

function StartCharging ( )

StartDeRes Source code

simulated function StartDeRes ( ) )

StoodUp Source code

simulated function StoodUp ( )

StopBurnFX Source code

simulated function StopBurnFX ( ) )

TakeBileDamage Source code

function TakeBileDamage ( ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional int HitIndex ) )

TakeDamage ZombieDying Source code

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

TakeFireDamage Source code

function TakeFireDamage ( int Damage,pawn Instigator) )

Tick Source code

simulated function Tick ( float DeltaTime) )

Tick DoorBashing Source code

function Tick ( float Delta ) )

Timer Source code

simulated function Timer ( ) )

Timer ZombieDying Source code

simulated function Timer ( ) )

ToggleAuxCollision Source code

simulated function ToggleAuxCollision ( bool newbCollision) )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator ) )

TurnOff Source code

simulated function TurnOff ( ) )

UnSetBurningBehavior Source code

simulated function UnSetBurningBehavior ( ) )

UnSetZappedBehavior Source code

simulated function UnSetZappedBehavior ( ) )

UpdateShadow Source code

simulated function UpdateShadow ( ) )

ZombieCrispUp Source code

simulated function ZombieCrispUp ( ) )

ZombieMoan Source code

function ZombieMoan ( ) )


Defaultproperties

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