SpatialFear

RadiationSpatial Fear
Class: Radiation
Description: New damage type caused by radioactive environment

Author: Markus Nuebel
SFActiveItemBeltSpatial Fear
Name: SFActiveItemBelt
Description: Collection of item slot windows, that shwo the currently
equipped active inventory.

Author: Markus Nuebel
SFAnimatedTextureHelperSpatial Fear
Class: SFAnimatedTextureHelper
Description: Adds some support for texture animation to the normal
procedural texture capabilities of a normal Texture.

Author: Markus Nuebel
SFArraySpatial Fear
Class: SFArray
Description: This class provides some helper functions to handle arrays
and dynamic array. Array support in UT is very "unimplemented!
!! Internal use only !!

FIXME: One time make this access safe.

Author: Markus Nuebel
SFAttacherSpatial Fear
Class: SFAttacher
Description: Removed; don't place.

Author: Chris Rogers
SFBotmatchWindowSpatial Fear
Class: SFBotmatchWindow
Descripton: Customized GameMenu class, modify the Practice Session dialog

Author: Markus Nuebel
SFBubbleGeneratorSpatial Fear
Class: SFBubbleGenerator
Description:
The generator has four modes:
MODE_Manual: Same as the original Bubble generator, spawns up to NumBubblesManual bubbles for
every touch event and then disables timer (used to generate new bubbles),
Timer is set off buy trigger and touch, deactivated on UnTouch. So constant touching will
produce bubbles constantly
MODE_Random: Permanently generated bubbles at random intervals, each time the timer fires
NumBubblesNew are spawned. Cannot be deactivated.
MODE_Event: Only generates a single bubble when triggered. Each time the trigger fires
one bubble is spawned.
MODE_Touch: Only generated bubbles when touched, each time the trigger fires
NumBubblesNew are spawned.
MODE_All: Combines MODE_Random, MODE_Event, MODE_Touch: bubbles are spawned, randomly, on touch and
on a trigger event.

Author: Markus Nuebel
SFCaptainHeadSpatial Fear
Class: SFJaelFace
Description: A bust of the captain, used for captain communication

Created by: Doug Blask
Modified by: Markus Nuebel & Chris Rogers
SFCapWindowSpatial Fear
Name: SFCapWindow
Description: Window that pops up for a captain communication window

Author: Markus Nuebel
Modified By: Chris Rogers
SFCommDetailSpatial Fear
Class: SFCommDetail.
Description: Holds the details of a communication, displayed in
the communication browser.


Author: Markus Nuebel
SFCommunicationSpatial Fear
Class: SFCommunication
Description: Configures a communictation, that is played back at a SFPlayer.
The communication is configured by writing the text to display
in one of the CommunicationProtocol strings.
Because there is a limit of about 1200 characters in a string
you have to make sure each string does not get longer than 1200.
In any case you can branch to one of the other strings in the array
And continue the communication.
A communicationis done by writing down the communication text and
inserting some special tags in the text.
See the complete list of supported tags:
\\n - Place a plain \\n (without any brackets) inside your text, to do a newline.
- halts the communication for of seconds
- clears the dialog screen
Shows an actor tip on the HUD using number to index into the TippNames array to find the name of the actor to show the tip for. TippString is the string to display above the actor.
- hides the currently visible actor tip
- branches into a new communication, inside the communication string array (CommunicationProtocol[number])
- fires an event, using the name configured in Events[number]
- plays the sound with the name: resourcename
- Sets the tickrate of the running text value to floatVal, using -1 resets the tickrate to the saved tickrate before the last change.
- Plays the animation with name Animations[number] on the captains head.
- Plays the animation with name Animations[number] on the captains head using the passed tweenfactor to tween from the current animation to the new one.
- Loops the animation with name Animations[number] on the captains head.
- Loops the animation with name Animations[number] on the captains head. The specified tween factor is used to tween from the current animation to the new one.
- Displays a selection box asking for YES or NO. A yes selection branches to branch: number1 and a no selection to branch number2. Unsing -1 as a branch number will continue in the current branch.
- Opens the weapon description dialog on the HUD, using the data from the current weapon. If number = 1 the dialog is show, if number = 0 the dialog is hidden again. Used to introduce the weapon dialog. You should not forget to hide the window again. This will corrupt the rest of the HUD code. This function also enables the weapon descripton for the visor.
- Pauses the communication until this actor receives the event with the name: Events[number]. Make sure the event is fired sometime. There is no timeout.
- 'Hack'!! This messages shows all the text of the current branch IMMEDIATELY in the window! No running/ticking sound. So make sure you have no other markers like , ... in it, because the text is not interpreted and no markers are removed. Also make sure that the branch fits.
on one screen, CLS makes no sense for an instantShow message. With floatVal you specify, how long the message will be show, before processing goes on. With the number you specify the branch that is executed next (since the no tag will be evaluated in an instant show message.
- Changes the animation rate for all subsequent playanim and loopanim calls. The default setting for playback/looping is 1.0 and should be modified with this macro.
- Add an inventory item to the players inventory. classname must be the fully qualified name of an item. E.g. SFItem.SFKeyCardB.

Communication samples
CommunicationProtocol(0)="Hi guys, this is a communication sample.\\nFirst let's wait for 3 seconds.\\nNow let's clear the screen.Now we are showing an actor tip.\\nJust to make sure you know it.\\nOK let's hide it again"
CommunicationProtocol(1)="Now let's go on to some events.\\nFirst we will make some lightOk maybe we want some more light\\nThat's all regarding events for the moment."
CommunicationProtocol(2)="Let's move on to some sound.\\nStarting the sound test now!Some text in between ;)\\nThat's all for sounds."
CommunicationProtocol(3)="Let's change the tickrate a bit.\\nThis is VERY slow.\\nThis back to normal and now make it fast.OOOOOOOOOOOOOOhhhhhhhhhhhhhh veeeeeeeeeeeeeeeeeeery faaaaaaaaaaast.Uff. Back to normal speed."
CommunicationProtocol(4)="Let's do some animations.\\nLook closely at the model we are playing tree animations with a little wait in between.Now we are playing a looping animation.\\nAnd that's it."
CommunicationProtocol(5)="Now we are trying to the test some stuff\\nWe want to have an\\nautomatic CLS when the end of the screen is reached.\\nline1\\nline2\\nline3\\nline4\\nline5\\nline6\\nline7\\nline8\\nok, was that enough??\\n or maybe some more\\n??Now we are trying to the test some stuff\\nWe want to have an\\nautomatic CLS when the end of the screen is reached, so\\nlet's add some lines, to fill the screen.\\nline1\\nline2\\nline3\\nline4\\nok, was that enough??\\n or maybe some more\\n??"
CommunicationProtocol(6)="A special feature is to enable HUD upgrade modules.\\nPreviously you should not be able to get a weapon description when picking up one.\\nNow we will enable this feature.When you go on, try it and pick up a weapon.\\nBTW: The appearing dialog can be canceled with you CancelCommunication key."
CommunicationProtocol(7)="A special feature is to show the weapon descripton window for the currently held weapon.Now you can start and explain the components and benefits of this visor upgrade.Afterwards you should hide the window, to not mock up the HUD code!!!That's it for this feature."
CommunicationProtocol(8)="Now we are trying to use a Yes/No selection.So let's ask a question:\\nDo you want YES or NO ??You have decided not to branch away."
CommunicationProtocol(9)="You selected YES."
CommunicationProtocol(10)="You selected No."
CommunicationProtocol(11)="Now we want to wait for an event.Hit the trigger next to the SmartVest, to continue.Ok, you did it. Congratulations!!"
CommunicationProtocol(12)="This is an instant show message.\\nNo running text and a wait for 5 secons at the end.>"
CommunicationProtocol(13)="This is the end, sorry guys."

Author: Markus Nuebel
SFCommWindowSpatial Fear
Name: SFCommWindow
Description: General window base class, that is used for communication
windows. e.g Captain communication.

Author: Markus Nuebel
SFCommYesNoSpatial Fear
Class: SFCommYesNo
Descritption: A client widow, that brings up a Yes/No selection box used,
by HUD communication windows, to branch inside a
conversation.

Author: Markus Nuebel
SFComParserSpatial Fear
Name: SFComParser
Description: Parser subclass for a hud communication.

Author: Markus Nuebel
SFConsoleSpatial Fear
Class: SFConsole
Description: Console overwrite.
Adds special SpatialFear capabilities.

Author: Markus Nuebel
SFConversationInfoAreaSpatial Fear
Class: SFConversationInfoArea
Descritption: Client window for the "Conversation History" dialog window.

Author: Markus Nuebel
SFCounterSpatial Fear
Class: SFCounter
Descritption: Spatial Fear base counter class, used to gather some
gameplay specific features.

Author: Markus Nuebel
SFCurrWeapTriggerSpatial Fear
Class: SFCurrWeapTrigger.uc
Description: Subclass of an interaction trigger. It fires only, if the
configured needed item matches the currently held weapon

Author: Markus Nuebel
SFDamageMoverSpatial Fear
Class: SFDamageMover
Descripton: Subclasses of Mover, remebers damage applied to it, in contrast
to a normal Mover, that is triggered only when the
applied damage if bigger than the configured DamageThreshold

Author: Markus Nuebel
SFDamageProtectionSpatial Fear
Class: SFDamageProtection
Description: Subclass of SFPickup, implements an intellegent damage protection
item. Subclasses of SFDamageProtection should do the model and
sound loading/importing.

Created by: Markus Nuebel
SFDamageTriggerSpatial Fear
Class: SFDamageTrigger
Descripton: Subclasses of SFTrigger, rembers damage applied to it, in contrast
to a normal Trigger, that is triggered only when the
applied damage if bigger than the configured DamageThreshold

Author: Markus Nuebel
SFDataNodeWindowSpatial Fear
Name: SFDataNodeWindow.
Description: Window, that pops up for a data node communication window
Subclass of the general SFCommWindow

Author: Markus Nuebel
SFDecorationSpatial Fear
Class: SFDecoration
Description: Subclass of Decoration, allows destroying of decorations.
When bDestroyable is TRUE and damage is inflicted to decoration, object of type
EffectWhenDamaged is spawned. When Health drops to zero or less decoration is
destroyed, object of type EffectWhenDestroyed is spawned and chunks of type
ChunkType are spawned. If there's necessity for more advanced damage proccesing when decoration gets
hit, it is a good idea not to override TakeDamage function as it's responsible for spawning
effects and stuff. Override ModifyDamage function instead (it's alwayes called by TakeDamage).

Effect info: EffectWhenDamaged and EffectWhenDestroyed could be any sub-class of Actor, but in most cases they
would probablybe some sub-class of Effects class. EffectWhenDamaged object is spawned in location where
decoration was hit and it's rotated into direcion of player.

Chunks info: There are four types of chunks in UT: Fragment1, GlassFragments, WallFragments, WoodFragments.
You can change size and number of chunks with ChunkNumber and ChunkScale variables.
If you don't wanna your decoration to break into pieces after being destroyed, set ChunksNumber to 0,
(0 is default value of ChunksNumber so if you do wanna use chunks don't forget to change it).

You can also change texture used as a skin for chunks. If you don't wanna use chunk's default skin, set
bCustomChunkSkin to TRUE and ChunkSkin to texture you wanna use.

IMPORTANT!!! if you wanna create destroyable decoration you have to set bStatic to false,
if you don't your decko can't be destroyed, even with Health below zero

Author: Jacek Zagrodzki (moose)
SFDefaultMapListSpatial Fear
Class: SFDefaultMapList
Description: Extends a maplist and is used by the Spatial Fear game type
to provide a map list in the UT dialog for selecting a map depending on a selected
game type.

Author: Markus Nuebel
SFDirectionTriggerSpatial Fear
Class: SFDirectionTrigger
Descritption: A trigger, that only fires, when the instigator is within a
predefined direction (arc) to the location of the trigger

Author: Markus Nuebel
SFDispatcherSpatial Fear
Class: SFDispatcher
Description: A more advanced dispather with more slots and untrigger
capabilities. Useful for scripted cutscenes.

Author: Chris Rogers
SFDistinctCounterSpatial Fear
Class: SFDistinctCounter
Description: Counter subclass that counts only events from distinct
triggers. If the counter is configured to reset on success
it again accepts events from triggers, that were already seen during the
first count sequence.
This is achieved by saving a reference to a trigger and only counting
it's events once in a count sequence. Event order doesn't matter.

Author: Markus Nuebel
SFEffectsSpatial Fear
Class: SFEffect
Descripton: Base class of SF Trail effect classes

Author: Markus Nuebel
SFEnableCheatsTriggerSpatial Fear
Class: SFEnableCheatsTrigger
Description: A trigger which sets an ini value allowing the cheats to be
used. ONLY TO BE USED IN THE ENDING LEVEL!

Author: Chris Rogers
SFExplosionChainSpatial Fear
Name: SFExplosionChain
Description: Explosion chain, that allows to configure the played effect.
Default: UT_SpriteBallExplosion

Author: Markus Nuebel
SFExplosionChainBlueSpatial Fear
Name: SFExplosionChainBlue
Description: Explosion chain, is configured to SFSpriteBallExplosion2

Author: Markus Nuebel
SFExplosionChainYellowSpatial Fear
Name: SFExplosionChainYellow
Description: Explosion chain, is configured to SFSpriteBallExplosion

Author: Markus Nuebel
SFExtractionParserSpatial Fear
Name: SFExtractionParser
Description: Parser subclass that extracts the raw text data from the
communication.

Author: Markus Nuebel
SFExtraKeyBindingsSpatial Fear
Class: SFExtraKeyBindings
Descpitption: Used to introduce new key binding used by Spatial Fear.

Additional bindings:
UseKey - Key used to activate items, doors, etc.
Stand Crouch Creep - Key to use the new three state toogle functionlity
for standing, crouching and creeping

Author: Markus Nuebel
SFExtrasMenuSpatial Fear
Class: SFGameMenu
Descripton: Customized Menu class, for extra content

Author: Chris Rogers
SFFadeWindowSpatial Fear
Name: SFFadeWindow
Description: Subclass of SFTextWindow, shows it's contents and fades away

Author: Markus Nuebel
SFFemaleSpatial Fear
Class: SFFemale
Description: Spatial Fear modifications to the TournamentFemale class

Author: Markus Nuebel
SFFemale1Spatial Fear
Class: SFFemale1
Description: Spatial Fear modifications to the TFemale1 class

Author: Markus Nuebel
SFFixedCameraSpatial Fear
Class: SFFixedCamera
Description: Extends StationaryPawn and changes the view to a 3rd person view from the
camera position.
Has to be used with a trigger. In a trigger operation the cameras track target
is set to the eventInstigator of the trigger action. In an untrigger operation the view
is switched back to 1st person.
If enabled, the camera will follow it's targets position with the specified "RotationRate" speed.

See below for class properties.

Interesing base class setting: RotationRate, defaults to (Pitch=6000,Yaw=6000,Roll=6000)
This is a rotator, that determines the tracking speed used during every tracking intervall(see
below for tracking interval). So using higher values will result in faster tracking movement.
Combined with a lower tracking interval rate a smoot motion should be producable.

Author: Markus Nuebel
SFFontInfoSpatial Fear
Class: SFFontInfo
Descripton: Overwrite of FontInfo.
Handles out Spatial Fear fonts, instead of UT ones.

Author: Markus Nuebel
SFFoodHealthSpatial Fear
Class: SFFoodHealth
Description: Abstract base class for all food health pickups
The pickups will not remove the modell, but play a different animation


Author: Markus Nuebel
SFGameInfoSpatial Fear
Class: SFGameInfo
Description: Changes game behaviour of Spatial Fear MOD

Author: Markus Nuebel
SFGameInfoDreamLandSpatial Fear
Class: SFGameInfoDreamLand
Description: Changes game behaviour of Spatial Fear MOD
Custom game type to hide the HUD, etc. for dream- and cut- scenes.

Author: Markus Nuebel
SFGameInfoEndingSpatial Fear
Class: SFGameInfoEnding
Description: GameInfo class, used by the ending level
Supresses Precaching messages and version string.
The player cannot hold a weapon

Author: Markus Nuebel
SFGameInfoIntroSpatial Fear
Class: SFGameInfoIntro
Description: GameInfo class, used by the intro level
Supresses Precaching messages and version string

Author: Markus Nuebel
SFGameMenuSpatial Fear
Class: SFGameMenu
Descripton: Customized GameMenu class, to only allow
SpatialFear releated menu items.

Author: Markus Nuebel
SFGoalTableSpatial Fear
Class: SFGoaltable
Description: Simpel 2D array, that keeps track of achieved goals
Realized as an inventory item, since this is the only way
to have an actor travel with a player.

The table contains currently 40 entries. Numbered from 0 to 39
please contact Doug to get a range of indices assigned, that you
can use for you conditional create stuff.

Author: Markus Nuebel
SFGoalTriggerSpatial Fear
Class: SFGoalTrigger
Description: Trigger subclass, that allows to set or reset an entry in the
goaltable. The trigger functions as a normal trigger, so can
use the normal event if you like to.


Author: Markus Nuebel
SFGravityZoneSpatial Fear
Class: SFGravityZone
Descripton: This is a SinglePlayer HACK zone. There should be only one in the
whole level and the player should start in the SFGravityZone (levelstart)

When the player get's hit he still spawns some bubbles, since it's
physics is set to Swimming.

Author: Markus Nuebel
SFHealthSpatial Fear
Class: SFHealth
Description: Abstract base class for all health pickups


Author: Markus Nuebel
SFHealthTriggerSpatial Fear
Class: SFHealthTrigger
Descripton: Subclasses of SFTrigger, sets the SFPlayers health, without
applying damage to it. No damage sound. Defaults to
TriggersOnlyOnce

Author: Markus Nuebel
SFHUDSpatial Fear
Name: SFHUD
Description: SpatialFear main HUD class.

Author: Markus Nuebel
Modified By: Chris Rogers
SFHUDWindowMgrSpatial Fear
Class: SFHUDWindowMgr
Description: Management class for all HUD windows. Handy-Dandy :)

Author: Markus Nuebel
Modified By: Chris Rogers
SFIconWindowSpatial Fear
Name: SFIconWindow
Description: Window class to display an HUD icon

Author: Markus Nuebel
Modified By: Chris Rogers
SFInteractTriggerSpatial Fear
Class: SFInteractTrigger
Description: Subclasses of SFUseKeyTrigger that only fires, if a
special inventory item is possesed, if NeededItem is empty the trigger is
always fired. Because it is a subclass of SFUseKey the property
IgnoreTouching can be used to use the trigger as "UseKey" trigger

Author: Markus Nuebel
SFInvItemTriggerSpatial Fear
Class: SFInvItemTrigger
Descripton: Subclasses of SFTrigger, that gives the configured item to the
the player upon touching.

Author: Markus Nuebel
SFItemDescWindowSpatial Fear
Name: SFItemDescWindow
Description: Window, that pops up and describes a new item

Author: Markus Nuebel
SFItemSlotSpatial Fear
Name: SFItemSlot
Description: Slot window in the active item belt.

Author: Markus Nuebel
SFJaelPlayer1Spatial Fear
Class: SFJaelPlayer1
Description: Player class for a Jael model; can interpret vehicles

Author: Dean Stamp
Modified by: Markus Nuebel
Vehicle Functions by: Gert Jen Peltenburg
SFJaelPlayerBotSpatial Fear
Class: SFJaelPlayerBot
Description: A tesing bot class for the main Spatial Fear player class.

Author: Dean Stamp
SFLeaveLevelTriggerSpatial Fear
Class: SFLeaveLevelTrigger
Descripton: Subclasses of SFTrigger, leaves the current level, by simulating
an ESC keypress.

Author: Markus Nuebel
SFLoadGameClientWindowSpatial Fear
Class: SFLoadGameClientWindow
Descritption: Client window implementation for the load game
dialog window

Author: Markus Nuebel
SFLoadGameScrollClientSpatial Fear
Class: SFLoadGameScrollClient
Descritption: The SF scroll window, that hosts the load game dialog client
window.

Author: Markus Nuebel
SFLoadGameWindowSpatial Fear
Class: SFLoadGameWindow
Descritption: The SF frame window for the load game dialog.

Author: Markus Nuebel
SFMaleSpatial Fear
Class: SFMale
Description: Spatial Fear modifications to the TMale class

Author: Markus Nuebel
SFMale1Spatial Fear
Class: SFMale1
Description: Spatial Fear modifications to the TMale1 class

Author: Markus Nuebel
SFMedicalKitItemSpatial Fear
Class: SFMedicalKitItem
Description: Inventory health pickup

Author: Chris Rogers
SFMedStationMoverSpatial Fear
Class: SFMedStationMover
Descripton: Subclasses of SFMover, refills the smart vest when triggered.

Author: Markus Nuebel
SFMenuBotmatchCWSpatial Fear
Class: SFMenuBotmatchCW
Descripton: Customized GameMenu class, modify the Practice Session dialog

Author: Markus Nuebel
SFMenuConversationListSpatial Fear
Class: SFMenuConversationList
Description: ListBoxItem for "Conversation History" entries.

Author: Markus Nuebel
SFMenuConversationListBoxSpatial Fear
Class: SFMenuConversationListBox
Descritption: ListBox subclass, used to build the conversation history

Author: Markus Nuebel
SFMenuConversationRecallCW
SFMenuConversationRecallListArea
SFMenuConversationRecallWindowSpatial Fear
Name: SFMenuConversationRecallWindow
Description: Client window used for the "Conversation History" window.

Author: Markus Nuebel
SFMenuGameOptionsClientWindowSpatial Fear
Class: SFMenuGameOptionsClientWindow
Descritption: Needed overwrite, to put the modify the options dialog.

Author: Markus Nuebel
SFMenuGameOptionsScrollClientSpatial Fear
Class: SFMenuGameOptionsScrollClient
Descritption: Needed overwrite, to put the modify the options dialog.

Author: Markus Nuebel
SFMenuHelpMenuSpatial Fear
Class: SFMenuHelpMenu
Descritption: Modifications to the standard UT help menu.


Author: Markus Nuebel
SFMenuMenuBarSpatial Fear
Class: SFMenuMenuBar
Descritption: Modifications to the standard UT menu bar.

Author: Markus Nuebel
SFMenuOptionsClientWindowSpatial Fear
Class: SFMenuOptionsClientWindow
Descritption: Needed overwrite, to put the modify the options dialog.

Author: Markus Nuebel
SFMenuOptionsWindowSpatial Fear
Class: SFMenuOptionsWindow
Descritption: Needed overwrite, to put the modify the options dialog.

Author: Markus Nuebel
SFMenuStartMatchCWSpatial Fear
Class: SFMenuStartMatchCW
Descritption: Modifications to the standard UT "practice session" menu selection


Author: Markus Nuebel & Chris Rogers
SFMenuStartMatchSCSpatial Fear
Class: SFMenuStartMatchSC
Descritption: Modified to get the SFMenuStartMatchCW window into the
window-chain

Author: Markus Nuebel
SFMoverSpatial Fear
Class: SFMover
Descripton: Subclasses of Mover, adds SF specific behaviour, like triggered
by UseKey.
When using the mover with the default setting: IgnoreBumping=True,
the mover ignores the Bump event for the states:
BumpOpenTimed and BumpButton.
Instead the bump action is fired, when within a range of a UseKey
action.
When using the mover with the default setting: IgnoreTrigger=True,
the mover ignores any Trigger events for the state:
TriggerToggle.
Instead the trigger action is executed, when within a range of a
UseKey action.

Author: Markus Nuebel
SFMultiZoneSpatial Fear
Class: SFMultiZone
Descripton: Using the boolean properties the MultiZone can be configured to be
one of multiple zone types.
Some zone types require additional settings.
See property descriptions for more details.

Author: Markus Nuebel
SFNPCCommunicationSpatial Fear
Class: SFNPCCommunication
Description: Communication subclass for NPC communication.
List of additional tags:
Changes the viewpoint of the communication, according to the specified number:
number = 0: VP_Rotating,
number = 1: VP_BehindPlayer,
number = 2: VP_InFrontPlayer,
number = 3: VP_RightOfPlayer,
number = 4: VP_LeftOfPlayer,
number = 5: VP_ThisPosition,
number = 6: VP_FirstPerson,
- plays a chain of animations, specified in the string parameter
string = 1;3;2;4;4;3;5 . The sting is a comma separated string of numbers, that define the chain of animations.
You can use SFSTARTAGAIN inside the comma separated string, e.g. 1;3;2;4;4;3;5;SFSTARTAGAIN to start the chain again, from the beginning, after the last sequence has been played,
otherwise the actor stops playing an animation after having reached the end of the animation chain.
You can use SFLOOPEND inside the comma separated string, e.g. 1;3;2;4;4;3;5;SFLOOPEND to make the actor play the last animation of the sequence as a looping one,
in cases, where you don't want to let the deco actor in an unanimated state.
- ends any currently playing animation sequence

Communication samples

Author: Markus Nuebel
SFNPCComParserSpatial Fear
Name: SFNPCComParser
Description: Parser subclass for aNPC communication.

Author: Markus Nuebel
SFNPCDecoSpatial Fear
Name: SFNPCDeco
Description: Deco class used to show NPC bodies.

Author: Markus Nuebel
SFNPCWindowSpatial Fear
Name: SFNPCWindow.
Description: Window, that pops up for a NPC communication window
Subclass of the general SFCommWindow

Author: Markus Nuebel
SFNullGunSpatial Fear
Class: SFNullGun
Descripton: A dummy gun, that displays nothing.
Replacement for carrying nothing.

Author: Markus Nuebel
SFNullHUDSpatial Fear
Class: SFNullHUD
Descripton: Implements a null HUD, that does not display game info
except for some dedicated stuff like messages and specialevents

Author: Markus Nuebel
SFObjectSpatial Fear
Class: SFObject
Description: Base class for new SpatialFear objects.
!! Internal use only !!

Author: Markus Nuebel
SFOptionsMenuSpatial Fear
Class: SFOptionsMenu
Descritption: Needed overwrite, to put the SFWeaponListBox into the window
chain.

Author: Markus Nuebel
SFPassiveItemBeltSpatial Fear
Name: SFPassiveItemBelt
Description: Collection of item slot windows, that show the currently
equipped passive inventory.

Author: Markus Nuebel
SFPheromoneSpatial Fear
Name: SFPheromone
Description: A simple actor that represents a scent mark, constantly generated
by the main actor Jael during gameplay. These marks are used by
"smell enabled" scripted pawns, to track the player by scent.

Author: Markus Nuebel
SFPickupSpatial Fear
Class: SFPickup
Description: Subclass of Pickup, that allows, to add SF specific properties
a pickup.

Author: Markus Nuebel
SFPickupElemUnreal Spatial Fear
Class: SFPickupElem
Description: Child class of USXListElem, to allow information
on collected pickup items to be stored in a list

Author: Markus Nuebel
SFPickupMessageHealthSpatial Fear
Class: SFPickupMessageHealth
Description: Localized Message class, to build pickup stirng with healing
amount for SFHealth items


Author: Markus Nuebel

OptionalObject is an Inventory

SFPickupTrackerUnreal Spatial Fear
Class: SFPickupTracker
Description: Management class that keeps track of already collected picks
by storing the pickup classes in a list

Author: Markus Nuebel
SFPlayerSpatial Fear
Name: SFPlayer
Description: SpatialFear implementation of general player behaviour.
Since the MOD is strongly based on these changes, this is
our workhorse class. Modify it wisely!

Author: Markus Nuebel
SFPlayerClientWindowSpatial Fear
Class: SFPlayerClientWindow
Descritption: Needed overwrite, to put the SFPlayerSetupClient into the window
chain.

Author: Markus Nuebel
SFPlayerSetupClientSpatial Fear
Class: SFPlayerSetupClient
Descritption: Replaces the standard PlayerSetup window with a Jael view window


Author: Markus Nuebel
SFPlayerSetupScrollClientSpatial Fear
Class: SFPlayerClientWindow
Descritption: Needed overwrite, to put the SFPlayerSetupClient into the window
chain.

Author: Markus Nuebel
SFPlayerShadowSpatial Fear
Class: SFPlayerShadow
Description: Modified player shadow class, that keeps track of the texture,
the shadow is attached to at the moment. Allows to implement
player footstep sounds.

Author: Markus Nuebel
SFPlayerWindowSpatial Fear
Class: SFPlayerClientWindow
Descritption: Needed overwrite, to put the SFPlayerSetupClient into the window
chain.

Author: Markus Nuebel
SFPowerCouplerSpatial Fear
Class: SFPowerCoupler
Descripton: Power coupler used to recharge the electronic projector

Author: Ivan T
Modified by: Markus Nuebel
SFProceduralTextureSpatial Fear
Class: SFProceduralTexture
Description: This class provides helper functionality to manage and render
procederal textures
!! Internal use only !!

Author: Markus Nuebel
SFProjectileSpatial Fear
Class: SFProjectile
Descripton: Subclasses of Projectile
Implements the Spatial Fear projectile class.

Author: Markus Nuebel
class SFProjectile extends Razor2;
SFQuickSaveBoxSpatial Fear
Class: SFQuickSaveBox
Descritption: A client widow, that brings up a Yes/No selection box used,
by the quicksave action, to ask, before overwriting the
last quicksave game.

Author: Markus Nuebel
SFRadiationZoneSpatial Fear
Class: SFRadiationZone
Description: Radiation damage zone, based on the slime zone.

Author: Markus Nuebel
SFRootWindowSpatial Fear
Class: SFRootWindow
Description: Changes the root menu characteristics, according to the needs of
our SF MOD.
E.g. the background picture is changed.

Author: Markus Nuebel
Modified By: Chris Rogers
SFSaveGameClientWindowSpatial Fear
Class: SFSaveGameClientWindow
Descritption: Client window implementation for the save game
dialog window

Author: Markus Nuebel
SFSaveGameScrollClientSpatial Fear
Class: SFLoadGameScrollClient
Descritption: The SF scroll window, that hosts the save game dialog client
window.

Author: Markus Nuebel
SFSaveGameWindowSpatial Fear
Class: SFLoadGameWindow
Descritption: The SF frame window for the save game dialog.

Author: Markus Nuebel
SFScriptedPawnSpatial Fear
Name: SFScriptedPawn
Description: Spatial Fear implementation of base scripted pawn functionality.

Author: Markus Nuebel
SFScriptedPawnLoggerSpatial Fear
Name: SFScriptedPawnLogger
Description: Test and debug helper, to track AI behaviour.

Author: Markus Nuebel
SFSelectWeaponBeltSpatial Fear
Name: SFSelectWeaponBelt
Description: Collection of item slot windows, that possible weapons for a
weapon upgrade

Author: Markus Nuebel
SFSeqCounterSpatial Fear
SFSeqCounter: waits until it has been triggered 'NumToCount' times, and then
it sends Trigger/UnTrigger events to actors whose names match 'EventName'.
Uses the SFSeqTrigger class to check for right trigger order (sequence)
Author: Markus Nuebel
SFSeqTriggerSpatial Fear
Name: SFSeqTrigger
Description: This is a subclass of a trigger and is used to specify the sequence number
for this trigger. A SFSeqTrigger is linked to a SFSeqCounter by the appropriate use of the
CounterEvent/Tag pairs. The SFSeqCounter with a matching tag will be trigged from this class.

Remark: !!Since this class uses a custom event you won't see a connecting line in UED.

Author: Markus Nuebel
SFSkyZoneInfoSpatial Fear
Class: SFSkyZoneInfo
Description: This class lets you use multiple sky boxes in a map.
In each zone that will use a sky box put this actor and
set its tag to the tag of a SkyZoneInfo you wanna use.

Author: Jacek Zagrodzki
Modified: Markus Nuebel
SFSlotClientWindowSpatial Fear
Class: SFSlotClientWindow
Descritption: Spatial Fear dialog client window, that implements
a load/save game slot

Author: Markus Nuebel
SFSmartVestUpgradeSpatial Fear
Class: SFSmartVestUpgrade
Description: Subclass of SFPickup, implements an upgrade module for the
smart vest. These can be collected as active items and when
activated add their amount of damage protection to the smart
vest.
Remark: The smart vest has an upper limit on the upgradable
damage protection, so the player cannot get invunerable

Created by: Markus Nuebel
SFSpectatorSpatial Fear
Name: SFSpectator
Description: Special SF spectator class

Author: Markus Nuebel
SFSpectatorHUDSpatial Fear
Name: SFSpectatorHUD
Description: The spectator HUD

Author: Markus Nuebel
SFSplashTriggerSpatial Fear
Class: SFSplashTrigger
Descripton: Subclasses of SFTrigger, spawns a configurable splash effect upon
touching. Defaults to water effect.
Use the ReTriggerDelay and TriggerOnlyOnece wisely, to not make it
splash continuously.


Author: Markus Nuebel
SFSpriteBallChildSpatial Fear
Class: SFSpriteBallChild
Descripton: SF effect used in various places

Author: Markus Nuebel
SFSpriteBallChild2Spatial Fear
Class: SFSpriteBallChild2
Descripton: SF effect used in various places

Author: Markus Nuebel
SFSpriteBallExplosionSpatial Fear
Class: SFSpriteBallExplosion
Descripton: SF effect used in various places (Yellow/Red Explosion)

Author: Markus Nuebel
SFSpriteBallExplosion2Spatial Fear
Class: SFSpriteBallExplosion2
Descripton: SF effect used in various places (Blue Explosion)

Author: Markus Nuebel
SFStunnedEffectSpatial Fear
Class: SFStunnedEffect
Descripton: Effect applied to stunned pawns

Author: Markus Nuebel
SFTankCannonSpatial Fear
Name: SFTankCannon
Description: Primary fire projectile for the tank

Author: Chris Rogers
SFTextParserSpatial Fear
Name: SFTextParser
Description: Generic text parser

Author: Markus Nuebel
SFTextWindowSpatial Fear
Name: SFTextWindow
Description: Sub class of SFWindow for a Spatial Fear text output windows.

Author: Markus Nuebel
SFTriggerSpatial Fear
Class: SFTrigger
Descritption: Spatial Fear base trigger class, used to gather some
gameplay specific features.

Author: Markus Nuebel
SFTriggerMessageSpatial Fear
Name: SFTriggerMessage
Description: Used by SFTriggers, to show post messages.

Author: Markus Nuebel
SFUseKeyTriggerSpatial Fear
Class: SFUseKeyTrigger
Descritption: SFTrigger subclass, that can be configured to ignore touching/untouching,
but instead fires an event, when the trigger is in range of the UseKey trace.
UseKey trace is issued by the SFPlayer class.
Range of the use key trace can be configured on the SFPlayer, with the property
UseKeyRange or the console command: "SFUseKeyRange" and defaults to 100 UUs.

Author: Markus Nuebel
SFUtilsSpatial Fear
Class: SFUtils
Description: This class offers some static funtion that aid in
UnrealScript and MOD development. !! Internal use only !!

- sfLog( string strMessage) writes a log entry with level 1
- sfLogEx(int nLevel, string strMessage) writes a log entry with passed level value
- sfError(string strMessage) writes a Spatial Fear error message to the log
- FormatFloat(float fValue) formats a float with the configured nFloatingPointPrecision for
string output (needed because of missing printf functionaly, will eventually be moved to C++)

Author: Markus Nuebel
SFWeaponSpatial Fear
Class: SFTournamentWeapon
Descripton: Subclasses of Tournament weapon
modified to allow for behaviour adjustment required by SFPlayer class.

Author: Markus Nuebel
SFWeaponDescWindowSpatial Fear
Name: SFWeaponDesctWindow
Description: Window, that pops up and describes a new weapon

Author: Markus Nuebel
SFWeaponPriorityCWSpatial Fear
Class: SFWeaponPriorityCW
Descritption: Needed overwrite, to put the SFWeaponListBox into the window
chain.

Author: Markus Nuebel
SFWeaponPriorityListSpatial Fear
Class: SFWeaponPriorityList
Descritption: Needed overwrite, to put the SFWeaponListBox into the window
chain.

Author: Markus Nuebel
SFWeaponPriorityListAreaSpatial Fear
Class: SFWeaponPriorityListArea
Descritption: Needed overwrite, to put the SFWeaponListBox into the window
chain.

Author: Markus Nuebel
SFWeaponPriorityListBoxSpatial Fear
Class: SFWeaponPriorityListBox
Descritption: Base class override, that allows to display SF weapons.

Author: Markus Nuebel
SFWeaponPriorityWindowSpatial Fear
Class: SFWeaponPriorityWindow
Descritption: Needed overwrite, to put the SFWeaponListBox into the window
chain.

Author: Markus Nuebel
SFWindowSpatial Fear
Name: SFWindow
Description: Abstract base class for Spatial Fear output windows.

Author: Markus Nuebel
SFYesNoBoxSpatial Fear
Class: SFYesNoBox
Descritption: A client widow, that brings up a Yes/No selection box used,
by the quicksave action, to ask, before overwriting the
last quicksave game. Test window only!!!

Author: Markus Nuebel
SFZoneInfoSpatial Fear
Class: SFZoneInfo
Descripton: Base class of all SpatialFear Zones

Author: Markus Nuebel
SpeedySpatial Fear
Class: speedy
Description: Subclass and copy of enforcer.
Test weapon to test weapon accuracy modification caused by SFPlayer class.

Author: Markus Nuebel

creation time: 12/7/2003 4:03:39 PM
Created with UnCodeX