- Extends
- UnrealPawn
- Modifiers
- config ( User ) dependsOn ( xUtil ) dependsOn ( xPawnSoundGroup ) dependsOn ( xPawnGibGroup )
Core.Object
|
+-- Engine.Actor
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+-- Engine.Pawn
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+-- UnrealGame.UnrealPawn
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+-- XGame.xPawn
Direct Known Subclasses:
Monster, xMutantPawn
Inherited Variables from UnrealGame.UnrealPawn |
AttackSuitability, bAcceptAllInventory, bBlobShadow, bIsSquadLeader, bKeepTaunting, bNoDefaultInventory, bPlayerShadows, bPlayOwnFootsteps, bSoakDebug, CurrentDir, GameObjOffset, GameObjRot, LastFootStepTime, LoadOut, OptionalEquipment[16], RequiredEquipment[16], SelectedEquipment[16], spree, SquadName, VoiceType |
Inherited Variables from Engine.Pawn |
AccelRate, AirAnims[4], AirControl, AirSpeed, AirStillAnim, AIScriptTag, Alertness, AmbientSoundScaling, Anchor, AnimAction, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, bAroundCornerHearing, BaseEyeHeight, bAutoActivate, bAutoFire, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanPickupInventory, bCanStrafe, bCanSwim, bCanUse, bCanWalk, bCanWalkOffLedges, bCanWallDodge, bClientCollision, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bDoTorsoTwist, bDrawCorona, bFlyingKarma, bHideRegularHUD, bIgnoreForces, bIgnorePlayFiring, bInitializeAnimation, bInvulnerableBody, bIsCrouched, bIsFemale, bIsIdle, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, bLandRecovery, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNoCoronas, bNoJumpAdjust, bNoTeamBeacon, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bReverseRun, bRollToDesired, bSameZoneHearing, bScriptPostRender, bServerMoveSetPawnRot, bSetPCRotOnPossess, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialCrosshair, bSpecialHUD, bStationary, bSteadyFiring, bStopAtLedges, bSuperSize, bThumped, bTryToUncrouch, bUpAndOut, bUpdateEyeheight, bUpdatingDisplay, bUseCompressedPosition, bWaitForAnim, bWantsToCrouch, bWarping, bWasCrouched, bWasOnGround, bWasWalking, bWaterStepup, bWeaponBob, ConstantAcceleration, Controller, ControllerClass, CrouchAnims[4], CrouchedPct, CrouchHeight, CrouchRadius, CrouchTurnLeftAnim, CrouchTurnRightAnim, DamageScaling, DelayedDamageInstigatorController, DesiredSpeed, DestinationOffset, DodgeAnims[4], DodgeSpeedFactor, DodgeSpeedZ, DoubleJumpAnims[4], DrivenVehicle, DrivingHeight, DrivingRadius, EyeHeight, FindAnchorFailedTime, FlashCount, Floor, FootRot, FootStill, FootTurning, ForwardStrafeBias, GroundSpeed, HeadBone, HeadHeight, HeadRadius, HeadScale, HeadVolume, Health, HealthMax, HearingThreshold, HitDamageType, HitFxTicker, HitFx[8], IdleChatAnim, IdleCrouchAnim, IdleRestAnim, IdleSwimAnim, IdleTime, IdleWeaponAnim, ImpactVelocity, JumpZ, LadderSpeed, LandAnims[4], LandBob, LandMovementState, LastAnchor, LastHitBy, LastLocTime, LastPainSound, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, LowGoreBlood, MaxDesiredSpeed, MaxFallSpeed, MaxRotation, MeleeRange, MenuName, MinFlySpeed, MovementAnims[4], MovementBlendStartTime, NavigationPointRange, NetRelevancyTime, NextPathRadius, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldAnimDir, OldPhysics, OldRotYaw, OldVelocity, OldZ, OnLadder, OwnerName, PawnPosition, PendingWeapon, PeripheralVision, PitchDownLimit, PitchUpLimit, PlayerReplicationInfo, ReducedDamageType, RootBone, SelectedItem, SerpentineDir, SerpentineDist, SerpentineTime, Shadow, ShieldStrength, SightRadius, SkillModifier, SmoothViewPitch, SmoothViewYaw, SoundDampening, SpawnTime, SpineBone1, SpineBone2, SplashTime, SuperHealthMax, SwimAnims[4], TakeHitLocation, TakeoffAnims[4], TakeoffStillAnim, TauntAnimNames[16], TauntAnims, TearOffMomentum, TurnDir, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, ViewPitch, Visibility, WalkAnims[4], WalkBob, WalkingPct, WaterMovementState, WaterSpeed, Weapon |
Enumerations Summary |
EFireAnimState FS_None,
FS_PlayOnce,
FS_Looping,
FS_Ready |
Functions Summary |
| bool | AddShieldStrength (int ShieldAmount)
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| float | AdjustedStrength ()
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| | AltFire (optional float F)
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| | AnimEnd (int Channel)
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| | AnimEnd (int Channel) Dying |
| | AssignInitialPose ()
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| | AttachEffect (class<xEmitter> EmitterClass, Name BoneName, Vector Location, Rotator Rotation)
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| | BeginState () Dying |
| vector | BotDodge (Vector Dir)
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| | CalcHitLoc (Vector hitLoc, Vector hitRay, out Name boneName, out float dist)
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| bool | CanDoubleJump ()
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| bool | CanMultiJump ()
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| int | CanUseShield (int ShieldAmount)
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| | ChangedWeapon ()
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| bool | CheckReflect (Vector HitLocation, out Vector RefNormal, int Damage)
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| bool | CheckValidFemaleDefault ()
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| bool | CheckValidMaleDefault ()
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| | ClientDying (class<DamageType> DamageType, vector HitLocation)
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| | ClientRestart ()
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| | ClientSetUDamageTime (float NewUDam)
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| | DeactivateSpawnProtection ()
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| | Destroyed ()
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| | DisableUDamage ()
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| | DoCombo (class<Combo> ComboClass)
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| | DoComboName (string ComboClassName)
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| | DoDamageFX (Name boneName, int Damage, class<DamageType> DamageType, Rotator r)
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| | DoDerezEffect ()
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| bool | Dodge (eDoubleClickDir DoubleClickMove)
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| | DoDoubleJump (bool bUpdating)
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| bool | DoJump (bool bUpdating)
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| | DoTranslocateOut (Vector PrevLocation)
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| | EnableUDamage (float amount)
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| | FellOutOfWorld (eKillZType KillType) Dying |
| bool | FindValidTaunt (out name Sequence)
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| | Fire (optional float F)
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| | FootStepping (int Side)
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| bool | ForceDefaultCharacter ()
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| | Gasp ()
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| name | GetAnimSequence ()
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| string | GetDefaultCharacter ()
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| class<Gib> | GetGibClass (xPawnGibGroup.EGibType gibType)
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| Controller | GetKillerController ()
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| name | GetOffhandBoneFor (Inventory I)
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| RosterEntry | GetPlacedRoster ()
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| float | GetShieldStrength ()
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| float | GetShieldStrengthMax ()
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| Sound | GetSound (xPawnSoundGroup.ESoundType soundType)
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| TeamInfo | GetTeam ()
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| int | GetTeamNum ()
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| name | GetWeaponBoneFor (Inventory I)
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| bool | HasUDamage ()
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| | HideBone (name boneName)
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| bool | InCurrentCombo ()
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| | KImpact (actor other, vector pos, vector impactVel, vector impactNorm)
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| | KSkelConvulse ()
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| | KVelDropBelow () Dying |
| | Landed (vector HitNormal)
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| | LandThump () Dying |
| | NotifyTeamChanged ()
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| bool | PerformDodge (eDoubleClickDir DoubleClickMove, vector Dir, vector Cross)
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| | PhysicsVolumeChange (PhysicsVolume NewVolume)
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| | PlayDirectionalDeath (Vector HitLoc)
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| | PlayDirectionalHit (Vector HitLoc)
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| | PlayDoubleJump ()
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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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| | PlayFootStepLeft ()
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| | PlayFootStepRight ()
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| | PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum)
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| | PlayMoverHitSound ()
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| | PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType)
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| | PlayTeleportEffect (bool bOut, bool bSound)
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| | PlayVictoryAnimation ()
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| | PlayWaiting ()
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| | PlayWeaponSwitch (Weapon NewWeapon)
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| | PossessedBy (Controller C)
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| | PostBeginPlay ()
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| | PostNetBeginPlay ()
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| | PostNetReceive ()
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| | ProcessHitFX ()
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| | RandSpin (float spinRate)
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| | RemoveFlamingEffects ()
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| | RemovePowerups ()
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| | ResetPhysicsBasedAnim ()
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| | ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon)
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| | SetAnimAction (name NewAction)
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| | SetHeadScale (float NewScale)
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| | SetInvisibility (float time)
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| | SetOverlayMaterial (Material mat, float time, bool bOverride)
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| | Setup (xUtil.PlayerRecord rec, optional bool bLoadNow)
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| | SetWeaponAttachment (xWeaponAttachment NewAtt)
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| | SetWeaponOverlay (Material mat, float time, bool override)
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| int | ShieldAbsorb (int dam)
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| | SpawnGiblet (class<Gib> GibClass, Vector Location, Rotator Rotation, float GibPerterbation)
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| | SpawnGibs (Rotator HitRotation, float ChunkPerterbation)
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| | StartDeRes ()
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| | StartDriving (Vehicle V)
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| | StartFiring (bool bHeavy, bool bRapid)
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| | StopDriving (Vehicle V)
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| | StopFiring ()
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| | TakeDamage (int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType) Dying |
| | Tick (float DeltaTime)
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| | TickDeRes (float DeltaTime)
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| | TickFX (float DeltaTime)
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| | Timer () Dying |
| bool | WasPlayerPawn ()
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Inherited Functions from UnrealGame.UnrealPawn |
AddDefaultInventory, BaseChange, BeginState, BotDodge, CheckBob, ChunkUp, CreateInventory, DisplayDebug, Dodge, DropFlag, EndJump, FindValidTaunt, FootStepping, GetDebugName, GetPlacedRoster, GetSpree, GetWeaponBoneFor, gibbedBy, HoldFlag, HoldGameObject, IncrementSpree, IsInLoadout, Landed, PerformDodge, PlayFootStep, PostBeginPlay, PostNetBeginPlay, SetAnimAction, SetMovementPhysics, ShouldUnCrouch, SpawnGibs, TakeDamage, TakeDrowningDamage |
Inherited Functions from Engine.Pawn |
AddInventory, AddShieldStrength, AddVelocity, AdjustAim, AdjustedStrength, AltFire, AnimEnd, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CalcDrawOffset, CameraShake, CanAttack, CanDoubleJump, CanGrabLadder, CanMultiJump, CannotJumpNow, CanSplash, CanThrowWeapon, CanTrigger, CanUseShield, ChangeAnimation, ChangedWeapon, CheatFly, CheatGhost, CheatWalk, CheckBob, CheckTauntValid, CheckWaterJump, ChooseFireAt, ChunkUp, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, DeactivateSpawnProtection, DeleteInventory, Destroyed, Died, DisableUDamage, DisplayDebug, DoComboName, Dodge, DoDoubleJump, DoJump, DrawHUD, DropFlag, DropToGround, EnableUDamage, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, EyePosition, FaceRotation, Falling, FellOutOfWorld, FindInventoryType, FindValidTaunt, FinishedInterpolation, Fire, FireOnRelease, ForceCrouch, Gasp, Get4WayDirection, GetAimTarget, GetDemoRecordingWeapon, GetHumanReadableName, GetKillerController, GetMoveTarget, GetOffhandBoneFor, GetPathTo, GetShieldStrength, GetShieldStrengthMax, GetSpree, GetTargetLocation, GetTeam, GetTeamNum, GetVehicleBase, GetViewRotation, GetWeaponBoneFor, gibbedBy, GiveHealth, GiveWeapon, HandlePickup, HasUDamage, HasWeapon, HeadVolumeChange, HitWall, HoldFlag, IncrementSpree, InCurrentCombo, InGodMode, IsFiring, IsFirstPerson, IsHeadShot, IsHumanControlled, IsInLoadout, IsInPain, IsLocallyControlled, IsPlayerPawn, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LimitPitch, LineOfSightTo, ModifiedPlayerViewOffset, ModifyThreat, ModifyVelocity, NearMoveTarget, NeedToTurn, NextItem, NextWeapon, NotifyTeamChanged, PerformDodge, PlayDying, PlayDyingSound, PlayerChangedTeam, PlayFalling, PlayFiring, PlayHit, PlayJump, PlayLanded, PlayLandingAnimation, PlayMoverHitSound, PlayMoving, PlayNextAnimation, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PlayWeaponSwitch, PointOfView, PossessedBy, PostBeginPlay, PostNetBeginPlay, PostRender2D, PreBeginPlay, PressingAltFire, PressingFire, PrevWeapon, ProcessMove, RangedAttackTime, RawInput, ReachedDestination, ReceiveLocalizedMessage, RecommendLongRangedAttack, ReduceCylinder, RefireRate, RemovePowerups, Reset, RestartPlayer, ServerChangedWeapon, ServerNoTranslocator, SetAnimAction, SetBaseEyeheight, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetHeadScale, SetMesh, SetMovementPhysics, SetMoveTarget, SetTwistLook, SetViewPitch, SetViewRotation, SetWalking, ShieldAbsorb, ShootSpecial, ShouldCrouch, SpecialCalcView, SpecialDrawCrosshair, SpectatorSpecialCalcView, StartCrouch, StartDriving, StaticPrecache, StopDriving, StopPlayFiring, StopWeaponFiring, Suicide, SwitchToLastWeapon, SwitchWeapon, TakeDamage, TakeDrowningDamage, TakeFallingDamage, Timer, TooCloseToAttack, TossWeapon, TouchingWaterVolume, Trigger, TurnOff, UnPossessed, UpdateEyeHeight, UpdateRocketAcceleration, WasPlayerPawn, WeaponBob |
var bool bAlreadySetup;
var bool bBerserk;
var bool bCanBoostDodge;
var bool bCanDodgeDoubleJump;
var bool bClearWeaponOffsets;
var bool bDeRes;
var bool bFlaming;
var bool bFrozenBody;
var bool bGibbed;
var bool bInvis;
var bool bOldInvis;
var bool bRubbery;
var bool bSkeletized;
var bool bSpawnDone;
var bool bSpawnIn;
var float DeResTime;
var name FireHeavyBurstAnim;
var name FireHeavyRapidAnim;
var name FireRifleBurstAnim;
var name FireRifleRapidAnim;
var name FireRootBone;
var localized string HeadShotMessage;
var name IdleHeavyAnim;
var name IdleRifleAnim;
var float LastUDamageSoundTime;
var int MaxMultiJump;
MinTimeBetweenPainSounds Source code
var float MinTimeBetweenPainSounds;
var int MultiJumpBoost;
var int MultiJumpRemaining;
PlacedFemaleCharacterName Source code
var globalconfig string PlacedFemaleCharacterName;
var string RagdollOverride;
var transient float RagLastSoundTime;
var int RepeaterDeathCount;
var transient int SimHitFxTicker;
var Mesh SkeletonMesh;
var float SmallShieldStrength;
var byte TeamSkin;
var class<
Actor> TeleportFXClass;
var class<
Actor> TransEffects[
2];
var class<
Actor> TransOutEffect[
2];
var float UDamageTime;
var name WallDodgeAnims[4];
AI
var(AI) globalconfig string PlacedCharacterName;
DeRes
var(DeRes) float DeResGravScale;
var(DeRes) float DeResLateralFriction;
Gib
var(
Gib)
int GibCountCalf;
var(
Gib)
int GibCountForearm;
var(
Gib)
int GibCountHead;
var(
Gib)
int GibCountTorso;
var(
Gib)
int GibCountUpperArm;
Karma
var(Karma)
material RagConvulseMaterial;
var(Karma) float RagDeathUpKick;
var(Karma) float RagDeathVel;
var(Karma) float RagdollLifeSpan;
var(Karma) float RagGravScale;
RagImpactSoundInterval Source code
var(Karma) float RagImpactSoundInterval;
var(Karma)
array<
sound> RagImpactSounds;
var(Karma) float RagImpactVolume;
var(Karma) float RagInvInertia;
var(Karma) float RagShootStrength;
var(Karma) float RagSpinScale;
Shield
var(Shield) float ShieldHitMatTime;
var(Shield) float ShieldStrengthMax;
Sounds
var(Sounds) float FootstepVolume;
var(Sounds) float GruntVolume;
var(Sounds)
Sound SoundFootsteps[
11];
UDamage
var(UDamage)
Sound UDamageSound;
var(UDamage)
Material UDamageWeaponMaterial;
function bool AddShieldStrength ( int ShieldAmount )
function float AdjustedStrength ( )
simulated function AltFire ( optional float F )
simulated function AnimEnd ( int Channel )
simulated function AnimEnd ( int Channel )
simulated function AssignInitialPose ( )
simulated function AttachEffect (
class<
xEmitter> EmitterClass,
Name BoneName,
Vector Location,
Rotator Rotation )
simulated function BeginState ( )
function CalcHitLoc (
Vector hitLoc,
Vector hitRay,
out Name boneName,
out float dist )
function bool CanDoubleJump ( )
function bool CanMultiJump ( )
function int CanUseShield ( int ShieldAmount )
function ChangedWeapon ( )
function bool CheckReflect (
Vector HitLocation,
out Vector RefNormal,
int Damage )
CheckValidFemaleDefault Source code
simulated function bool CheckValidFemaleDefault ( )
simulated function bool CheckValidMaleDefault ( )
simulated function ClientRestart ( )
function ClientSetUDamageTime ( float NewUDam )
DeactivateSpawnProtection Source code
function DeactivateSpawnProtection ( )
simulated function Destroyed ( )
function DisableUDamage ( )
function DoCombo (
class<
Combo> ComboClass )
function DoComboName ( string ComboClassName )
simulated function DoDerezEffect ( )
function DoDoubleJump ( bool bUpdating )
function bool DoJump ( bool bUpdating )
function DoTranslocateOut (
Vector PrevLocation )
function EnableUDamage ( float amount )
simulated function bool FindValidTaunt ( out name Sequence )
simulated function Fire ( optional float F )
simulated function FootStepping ( int Side )
simulated function bool ForceDefaultCharacter ( )
function Gasp ( )
simulated function name GetAnimSequence ( )
simulated function string GetDefaultCharacter ( )
function name GetOffhandBoneFor (
Inventory I )
function float GetShieldStrength ( )
function float GetShieldStrengthMax ( )
simulated function int GetTeamNum ( )
function name GetWeaponBoneFor (
Inventory I )
simulated function bool HasUDamage ( )
simulated function HideBone ( name boneName )
function bool InCurrentCombo ( )
event KSkelConvulse ( )
event KVelDropBelow ( )
event Landed (
vector HitNormal )
function LandThump ( )
simulated function NotifyTeamChanged ( )
simulated function PlayDirectionalDeath (
Vector HitLoc )
simulated function PlayDirectionalHit (
Vector HitLoc )
simulated function PlayDoubleJump ( )
function PlayDyingSound ( )
simulated function PlayFootStepLeft ( )
simulated function PlayFootStepRight ( )
function PlayMoverHitSound ( )
function PlayTeleportEffect ( bool bOut, bool bSound )
function PlayVictoryAnimation ( )
simulated function PlayWaiting ( )
function PlayWeaponSwitch (
Weapon NewWeapon )
simulated function PostBeginPlay ( )
simulated function PostNetBeginPlay ( )
simulated event PostNetReceive ( )
simulated function ProcessHitFX ( )
simulated final function RandSpin ( float spinRate )
simulated function RemoveFlamingEffects ( )
function RemovePowerups ( )
simulated function ResetPhysicsBasedAnim ( )
function ServerChangedWeapon (
Weapon OldWeapon,
Weapon NewWeapon )
simulated event SetAnimAction ( name NewAction )
simulated event SetHeadScale ( float NewScale )
function SetInvisibility (
float time )
simulated function SetOverlayMaterial (
Material mat,
float time,
bool bOverride )
function SetWeaponOverlay (
Material mat,
float time,
bool override )
function int ShieldAbsorb ( int dam )
simulated function SpawnGiblet (
class<
Gib> GibClass,
Vector Location,
Rotator Rotation,
float GibPerterbation )
simulated function SpawnGibs (
Rotator HitRotation,
float ChunkPerterbation )
simulated function StartDeRes ( )
simulated function StartDriving (
Vehicle V )
simulated function StartFiring ( bool bHeavy, bool bRapid )
simulated function StopDriving (
Vehicle V )
simulated function StopFiring ( )
simulated function Tick ( float DeltaTime )
simulated function TickDeRes ( float DeltaTime )
simulated function TickFX ( float DeltaTime )
simulated function Timer ( )
simulated function bool WasPlayerPawn ( )
defaultproperties
{
bCanDodgeDoubleJump=True
UDamageWeaponMaterial=Shader'XGameShaders.PlayerShaders.WeaponUDamageShader'
UDamageSound=Sound'GameSounds.UDamageFire'
InvisMaterial=FinalBlend'XEffectMat.Combos.InvisOverlayFB'
ShieldStrengthMax=150.000000
ShieldHitMat=Shader'XGameShaders.PlayerShaders.PlayerShieldSh'
ShieldHitMatTime=1.000000
Species=Class'XGame.SPECIES_Merc'
GruntVolume=0.180000
FootstepVolume=0.150000
GibGroupClass=Class'XEffects.xPawnGibGroup'
GibCountCalf=4
GibCountForearm=2
GibCountHead=2
GibCountTorso=2
GibCountUpperArm=2
MinTimeBetweenPainSounds=0.350000
SoundFootsteps(0)=SoundGroup'PlayerSounds.Final.FootstepDefault'
SoundFootsteps(1)=SoundGroup'PlayerSounds.Final.FootstepRock'
SoundFootsteps(2)=SoundGroup'PlayerSounds.Final.FootstepDirt'
SoundFootsteps(3)=SoundGroup'PlayerSounds.Final.FootstepMetal'
SoundFootsteps(4)=SoundGroup'PlayerSounds.Final.FootstepWood'
SoundFootsteps(5)=SoundGroup'PlayerSounds.Final.FootstepPlant'
SoundFootsteps(6)=SoundGroup'PlayerSounds.Final.FootstepFlesh'
SoundFootsteps(7)=SoundGroup'PlayerSounds.Final.FootstepIce'
SoundFootsteps(8)=SoundGroup'PlayerSounds.Final.FootstepSnow'
SoundFootsteps(9)=SoundGroup'PlayerSounds.Final.FootstepWater'
SoundFootsteps(10)=SoundGroup'PlayerSounds.Final.FootstepGlass'
SoundGroupClass=Class'XGame.xMercMaleSoundGroup'
TeleportFXClass=Class'XEffects.TransEffect'
TransEffects(0)=Class'XEffects.NewTransEffect'
TransEffects(1)=Class'XEffects.NewTransEffectBlue'
MultiJumpRemaining=1
MaxMultiJump=1
MultiJumpBoost=25
WallDodgeAnims(0)="WallDodgeF"
WallDodgeAnims(1)="WallDodgeB"
WallDodgeAnims(2)="WallDodgeL"
WallDodgeAnims(3)="WallDodgeR"
IdleHeavyAnim="Idle_Biggun"
IdleRifleAnim="Idle_Rifle"
FireHeavyRapidAnim="Biggun_Burst"
FireHeavyBurstAnim="Biggun_Aimed"
FireRifleRapidAnim="Rifle_Burst"
FireRifleBurstAnim="Rifle_Aimed"
FireRootBone="bip01 Spine"
DeResTime=6.000000
DeResMat0=FinalBlend'DeRez.Shaders.DeRezFinalBody'
DeResMat1=FinalBlend'DeRez.Shaders.DeRezFinalHead'
DeResLiftVel=(Points=(,(InVal=2.500000,OutVal=32.000000),(InVal=100.000000,OutVal=32.000000)))
DeResLiftSoftness=(Points=((OutVal=0.300000),(InVal=2.500000,OutVal=0.050000),(InVal=100.000000,OutVal=0.050000)))
DeResLateralFriction=0.300000
RagdollLifeSpan=13.000000
RagInvInertia=4.000000
RagDeathVel=200.000000
RagShootStrength=8000.000000
RagSpinScale=2.500000
RagDeathUpKick=150.000000
RagGravScale=1.000000
RagImpactSounds(0)=Sound'GeneralImpacts.Wet.Breakbone_01'
RagImpactSounds(1)=Sound'GeneralImpacts.Wet.Breakbone_02'
RagImpactSounds(2)=Sound'GeneralImpacts.Wet.Breakbone_03'
RagImpactSoundInterval=0.500000
RagImpactVolume=2.500000
TransOutEffect(0)=Class'XEffects.NewTransDeresRed'
TransOutEffect(1)=Class'XEffects.NewTransDeresBlue'
PlacedCharacterName="Jakob"
PlacedFemaleCharacterName="Tamika"
RequiredEquipment(0)="XWeapons.AssaultRifle"
RequiredEquipment(1)="XWeapons.ShieldGun"
VoiceType="xGame.MercMaleVoice"
bCanWallDodge=True
bNoCoronas=False
GroundSpeed=440.000000
WaterSpeed=220.000000
AirSpeed=440.000000
JumpZ=340.000000
WalkingPct=0.400000
CrouchedPct=0.400000
BaseEyeHeight=38.000000
EyeHeight=38.000000
CrouchHeight=29.000000
CrouchRadius=25.000000
ControllerClass=Class'XGame.xBot'
bPhysicsAnimUpdate=True
bDoTorsoTwist=True
MovementAnims(0)="RunF"
MovementAnims(1)="RunB"
MovementAnims(2)="RunL"
MovementAnims(3)="RunR"
TurnLeftAnim="TurnL"
TurnRightAnim="TurnR"
DodgeSpeedFactor=1.500000
DodgeSpeedZ=210.000000
SwimAnims(0)="SwimF"
SwimAnims(1)="SwimB"
SwimAnims(2)="SwimL"
SwimAnims(3)="SwimR"
CrouchAnims(0)="CrouchF"
CrouchAnims(1)="CrouchB"
CrouchAnims(2)="CrouchL"
CrouchAnims(3)="CrouchR"
WalkAnims(0)="WalkF"
WalkAnims(1)="WalkB"
WalkAnims(2)="WalkL"
WalkAnims(3)="WalkR"
AirAnims(0)="JumpF_Mid"
AirAnims(1)="JumpB_Mid"
AirAnims(2)="JumpL_Mid"
AirAnims(3)="JumpR_Mid"
TakeoffAnims(0)="JumpF_Takeoff"
TakeoffAnims(1)="JumpB_Takeoff"
TakeoffAnims(2)="JumpL_Takeoff"
TakeoffAnims(3)="JumpR_Takeoff"
LandAnims(0)="JumpF_Land"
LandAnims(1)="JumpB_Land"
LandAnims(2)="JumpL_Land"
LandAnims(3)="JumpR_Land"
DoubleJumpAnims(0)="DoubleJumpF"
DoubleJumpAnims(1)="DoubleJumpB"
DoubleJumpAnims(2)="DoubleJumpL"
DoubleJumpAnims(3)="DoubleJumpR"
DodgeAnims(0)="DodgeF"
DodgeAnims(1)="DodgeB"
DodgeAnims(2)="DodgeL"
DodgeAnims(3)="DodgeR"
AirStillAnim="Jump_Mid"
TakeoffStillAnim="Jump_Takeoff"
CrouchTurnRightAnim="Crouch_TurnR"
CrouchTurnLeftAnim="Crouch_TurnL"
IdleCrouchAnim="Crouch"
IdleSwimAnim="Swim_Tread"
IdleWeaponAnim="Idle_Rifle"
IdleRestAnim="Idle_Rest"
IdleChatAnim="idle_chat"
RootBone="Bip01"
HeadBone="Bip01 Head"
SpineBone1="Bip01 Spine1"
SpineBone2="bip01 Spine2"
LightHue=204
LightSaturation=0
LightBrightness=255.000000
LightRadius=3.000000
bActorShadows=True
bDramaticLighting=True
Mesh=SkeletalMesh'ThunderCrash.JakobM'
LODBias=1.800000
Texture=Texture'XEffects.RedMarker_t'
PrePivot=(Z=-5.000000)
Skins(0)=Texture'DemoPlayerSkins.Jakob_Body'
Skins(1)=Texture'DemoPlayerSkins.Jakob_NewHead'
MaxLights=8
CollisionRadius=25.000000
CollisionHeight=44.000000
bNetNotify=True
RotationRate=(Pitch=3072)
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=0.600000
KRestitution=0.300000
KImpactThreshold=500.000000
End Object
KParams=KarmaParamsSkel'XGame.xPawn.PawnKParams'
}
|
Creation time: Wed 7/2/2007 19:16:26.859 - Created with
UnCodeX