UE1:CSPawn (RTNP)

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RTNP Object >> Actor >> Pawn >> ScriptedPawn >> CSPawn
Package:
UDSDemo
Direct subclass:
CSSkaarj

The Unreal Director's Suite Release version: Jan 7th, 1999

[ CSPawn ]

The CSPawn class has been included as an example of how you will need to subclass all of the creatures. It's annoying, but in the end allows for much greater control over them in a cut sequence.

Properties

BeforeActing

Type: name

What state was this pawn in before it was a CS

CSMoveTarget

Type: CS_SpikeTape

Where is this pawn heading

CSShotList

Type: CS_ShotList

What shotlist controls this pawn

Instance functions

BeginCS

function BeginCS ()


EndCS

function EndCS ()


PlayActWaiting

function PlayActWaiting ()


PlayFollowRunning

function PlayFollowRunning ()


PlayFollowWalking

function PlayFollowWalking ()


States

ACT_MovingTo

Ignores: Bump, EnemyNotVisible, HearNoise, SeePlayer, Trigger, WarnTarget

ACT_MovingTo.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


ACT_MovingTo.SetFall

function SetFall ()

Overrides: ScriptedPawn.SetFall (global)


ActWaiting

ActWaiting.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)