// September 2015 // Levee Patroller / Dijk Patrouille // This source file is (c) by Deltares. This source file is open source but only available to select users. Do not redistribute without written permission of Stichting Deltares, Delft, The Netherlands. // This header has been automatically generated. //============================================================================= // GeoMale // Started using UDN male pawn // // GeoMale pawn definitions // // ------------------------------------------------------------ // Created by Rui Guimaraes // © 2006, Geodelft // // Date Id Modification // 2006-04-13 gui Class created // 2006-04-16 gui Added random animations //============================================================================= class GeoMale extends GeoHuman; var name NeckAnim; var name NoseAnim; var name ScratchAnim; var name DanceAnim; //============================================================================= // Date Id Modification // 2006-04-13 gui Created // 2006-04-16 gui Added random animations to idle //============================================================================= simulated function PlayWaiting() { local int Random; if(Physics == PHYS_Falling) LoopAnim(FallingAnim, 1.0, 0.2); else if(Physics == PHYS_Flying) LoopAnim(FlyIdle, 1.0, 0.2); else if(Physics == PHYS_Swimming) LoopAnim(SwimIdle, 1.0, 0.2); else { if(bIsCrouched) LoopAnim(CrouchIdle, 1.0, 0.2); else { Random = Rand(100); if(Random<15) LoopAnim(ScratchAnim, 1.0, 0.2); else if(Random<30) LoopAnim(NoseAnim, 1.0, 0.2); else if(Random<45) LoopAnim(NeckAnim, 1.0, 0.2); else if(Random<50) LoopAnim(DanceAnim, 1.0, 0.2); else LoopAnim(StandIdle, 1.0, 0.2); } } } //============================================================================= // Date Id Modification // 2006-04-13 gui Created //============================================================================= defaultproperties { Mesh=SkeletalMesh'UDN_CharacterModels_K.GenericMale' RunningAnims[0]="RunF" RunningAnims[1]="RunB" RunningAnims[2]="RunL" RunningAnims[3]="RunR" WalkingAnims[0]="WalkF" WalkingAnims[1]="WalkB" WalkingAnims[2]="WalkL" WalkingAnims[3]="WalkR" CrouchAnims[0]="CrouchF" CrouchAnims[1]="CrouchB" CrouchAnims[2]="CrouchL" CrouchAnims[3]="CrouchR" FlyingAnims[0]="FlyF" FlyingAnims[1]="FlyB" FlyingAnims[2]="FlyL" FlyingAnims[3]="FlyR" SwimmingAnims[0]="Swim" SwimmingAnims[1]="SwimB" SwimmingAnims[2]="SwimL" SwimmingAnims[3]="SwimR" StandingTurnAnims[0]="WalkL" StandingTurnAnims[1]="WalkR" CrouchTurnAnims[0]="CrouchL" CrouchTurnAnims[1]="CrouchR" StandIdle="IdleLong" CrouchIdle="CrouchIdle" FlyIdle="FlyIdle" SwimIdle="SwimTread" JumpStandingAnim="JumpUp" JumpMovingAnim="JumpF" LandAnim="JumpFLand" FallingAnim="Falling" NeckAnim="IdleNeck" NoseAnim="IdleNose" ScratchAnim="IdleScratch" DanceAnim="IdleStretch" BaseEyeHeight=110 CollisionRadius=+00040.000000 CollisionHeight=+00113.000000 CrouchHeight=+80.0 }