Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.Actor


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
00655
00656
00657
00658
00659
00660
00661
00662
00663
00664
00665
00666
00667
00668
00669
00670
00671
00672
00673
00674
00675
00676
00677
00678
00679
00680
00681
00682
00683
00684
00685
00686
00687
00688
00689
00690
00691
00692
00693
00694
00695
00696
00697
00698
00699
00700
00701
00702
00703
00704
00705
00706
00707
00708
00709
00710
00711
00712
00713
00714
00715
00716
00717
00718
00719
00720
00721
00722
00723
00724
00725
00726
00727
00728
00729
00730
00731
00732
00733
00734
00735
00736
00737
00738
00739
00740
00741
00742
00743
00744
00745
00746
00747
00748
00749
00750
00751
00752
00753
00754
00755
00756
00757
00758
00759
00760
00761
00762
00763
00764
00765
00766
00767
00768
00769
00770
00771
00772
00773
00774
00775
00776
00777
00778
00779
00780
00781
00782
00783
00784
00785
00786
00787
00788
00789
00790
00791
00792
00793
00794
00795
00796
00797
00798
00799
00800
00801
00802
00803
00804
00805
00806
00807
00808
00809
00810
00811
00812
00813
00814
00815
00816
00817
00818
00819
00820
00821
00822
00823
00824
00825
00826
00827
00828
00829
00830
00831
00832
00833
00834
00835
00836
00837
00838
00839
00840
00841
00842
00843
00844
00845
00846
00847
00848
00849
00850
00851
00852
00853
00854
00855
00856
00857
00858
00859
00860
00861
00862
00863
00864
00865
00866
00867
00868
00869
00870
00871
00872
00873
00874
00875
00876
00877
00878
00879
00880
00881
00882
00883
00884
00885
00886
00887
00888
00889
00890
00891
00892
00893
00894
00895
00896
00897
00898
00899
00900
00901
00902
00903
00904
00905
00906
00907
00908
00909
00910
00911
00912
00913
00914
00915
00916
00917
00918
00919
00920
00921
00922
00923
00924
00925
00926
00927
00928
00929
00930
00931
00932
00933
00934
00935
00936
00937
00938
00939
00940
00941
00942
00943
00944
00945
00946
00947
00948
00949
00950
00951
00952
00953
00954
00955
00956
00957
00958
00959
00960
00961
00962
00963
00964
00965
00966
00967
00968
00969
00970
00971
00972
00973
00974
00975
00976
00977
00978
00979
00980
00981
00982
00983
00984
00985
00986
00987
00988
00989
00990
00991
00992
00993
00994
00995
00996
00997
00998
00999
01000
01001
01002
01003
01004
01005
01006
01007
01008
01009
01010
01011
01012
01013
01014
01015
01016
01017
01018
01019
01020
01021
01022
01023
01024
01025
01026
01027
01028
01029
01030
01031
01032
01033
01034
01035
01036
01037
01038
01039
01040
01041
01042
01043
01044
01045
01046
01047
01048
01049
01050
01051
01052
01053
01054
01055
01056
01057
01058
01059
01060
01061
01062
01063
01064
01065
01066
01067
01068
01069
01070
01071
01072
01073
01074
01075
01076
01077
01078
01079
01080
01081
01082
01083
01084
01085
01086
01087
01088
01089
01090
01091
01092
01093
01094
01095
01096
01097
01098
01099
01100
01101
01102
01103
01104
01105
01106
01107
01108
01109
01110
01111
01112
01113
01114
01115
01116
01117
01118
01119
01120
01121
01122
01123
01124
01125
01126
01127
01128
01129
01130
01131
01132
01133
01134
01135
01136
01137
01138
01139
01140
01141
01142
01143
01144
01145
01146
01147
01148
01149
01150
01151
01152
01153
01154
01155
01156
01157
01158
01159
01160
01161
01162
01163
01164
01165
01166
01167
01168
01169
01170
01171
01172
01173
01174
01175
01176
01177
01178
01179
01180
01181
01182
01183
01184
01185
01186
01187
01188
01189
01190
01191
01192
01193
01194
01195
01196
01197
01198
01199
01200
01201
01202
01203
01204
01205
01206
01207
01208
01209
01210
01211
01212
01213
01214
01215
01216
01217
01218
01219
01220
01221
01222
01223
01224
01225
01226
01227
01228
01229
01230
01231
01232
01233
01234
01235
01236
01237
01238
01239
01240
01241
01242
01243
01244
01245
01246
01247
01248
01249
01250
01251
01252
01253
01254
01255
01256
01257
01258
01259
01260
01261
01262
01263
01264
01265
01266
01267
01268
01269
01270
01271
01272
01273
01274
01275
01276
01277
01278
01279
01280
01281
01282
01283
01284
01285
01286
01287
01288
01289
01290
01291
01292
01293
01294
01295
01296
01297
01298
01299
01300
01301
01302
01303
01304
01305
01306
01307
01308
01309
01310
01311
01312
01313
01314
01315
01316
01317
01318
01319
01320
01321
01322
01323
01324
01325
01326
01327
01328
01329
01330
01331
01332
01333
01334
01335
01336
01337
01338
01339
01340
01341
01342
01343
01344
01345
01346
01347
01348
01349
01350
01351
01352
01353
01354
01355
01356
01357
01358
01359
01360
01361
01362
01363
01364
01365
01366
01367
01368
01369
01370
01371
01372
01373
01374
01375
01376
01377
01378
01379
01380
01381
01382
01383
01384
01385
01386
01387
01388
01389
01390
01391
01392
01393
01394
01395
01396
01397
01398
01399
01400
01401
01402
01403
01404
01405
01406
01407
01408
01409
01410
01411
01412
01413
01414
01415
01416
01417
01418
01419
01420
01421
01422
01423
01424
01425
01426
01427
01428
01429
01430
01431
01432
01433
01434
01435
01436
01437
01438
01439
01440
01441
01442
01443
01444
01445
01446
01447
01448
01449
01450
01451
01452
01453
01454
01455
01456
01457
01458
01459
01460
01461
01462
01463
01464
01465
01466
01467
01468
01469
01470
01471
01472
01473
01474
01475
01476
01477
01478
01479
01480
01481
01482
01483
01484
01485
01486
01487
01488
01489
01490
01491
01492
01493
01494
01495
01496
01497
01498
01499
01500
01501
01502
01503
01504
01505
01506
01507
01508
01509
01510
01511
01512
01513
01514
01515
01516
01517
01518
01519
01520
01521
01522
01523
01524
01525
01526
01527
01528
01529
01530
01531
01532
01533
01534
01535
01536
01537
01538
01539
01540
01541
01542
01543
01544
01545
01546
01547
01548
01549
01550
01551
01552
01553
01554
01555
01556
01557
01558
01559
01560
01561
01562
01563
01564
01565
01566
01567
01568
01569
01570
01571
01572
01573
01574
01575
01576
01577
01578
01579
01580
01581
01582
01583
01584
01585
01586
01587
01588
01589
01590
01591
01592
01593
01594
01595
01596
01597
01598
01599
01600
01601
01602
01603
01604
01605
01606
01607
01608
01609
01610
01611
01612
01613
01614
01615
01616
01617
01618
01619
01620
01621
01622
01623
01624
01625
01626
01627
01628
01629
01630
01631
01632
01633
01634
01635
01636
01637
01638
01639
01640
01641
01642
01643
01644
01645
01646
01647
01648
01649
01650
01651
01652
01653
01654
01655
01656
01657
01658
01659
01660
01661
01662
01663
01664
01665
01666
01667
01668
01669
01670
01671
01672
01673
01674
01675
01676
01677
01678
01679
01680
01681
01682
01683
01684
01685
01686
01687
01688
01689
01690
01691
01692
01693
01694
01695
01696
01697
01698
01699
01700
01701
01702
01703
01704
01705
01706
01707
01708
01709
01710
01711
01712
01713
01714
01715
01716
01717
01718
01719
01720
01721
01722
01723
01724
01725
01726
01727
01728
01729
01730
01731
01732
01733
01734
01735
01736
01737
01738
01739
01740
01741
01742
01743
01744
01745
01746
01747
01748
01749
01750
01751
01752
01753
01754
01755
01756
01757
01758
01759
01760
01761
01762
01763
01764
01765
01766
01767
01768
01769
01770
01771
01772
01773
01774
01775
01776
01777
01778
01779
01780
01781
01782
01783
01784
01785
01786
01787
01788
01789
01790
01791
01792
01793
01794
01795
01796
01797
01798
01799
01800
01801
01802
01803
01804
01805
01806
01807
01808
01809
01810
01811
01812
01813
01814
01815
01816
01817
01818
01819
01820
01821
01822
01823
01824
01825
01826
01827
01828
01829
01830
01831
01832
01833
01834
01835
01836
01837
01838
01839
01840
01841
01842
01843
01844
01845
01846
01847
01848
01849
01850
01851
01852
01853
01854
01855
01856
01857
01858
01859
01860
01861
01862
01863
01864
01865
01866
01867
01868
01869
01870
01871
01872
01873
01874
01875
01876
01877
01878
01879
01880
01881
01882
01883
01884
01885
01886
01887
01888
01889
01890
01891
01892
01893
01894
01895
01896
01897
01898
01899
01900
01901
01902
01903
01904
01905
01906
01907
01908
01909
01910
01911
01912
01913
01914
01915
01916
01917
01918
01919
01920
01921
01922
01923
01924
01925
01926
01927
01928
01929
01930
01931
01932
01933
01934
01935
01936
01937
01938
01939
01940
01941
01942
01943
01944
01945
01946
01947
01948
01949
01950
01951
01952
01953
01954
01955
01956
01957
01958
01959
//=============================================================================
// Actor: The base class of all actors.
// Actor is the base class of all gameplay objects.
// A large number of properties, behaviors and interfaces are implemented in Actor, including:
//
// -	Display
// -	Animation
// -	Physics and world interaction
// -	Making sounds
// -	Networking properties
// -	Actor creation and destruction
// -	Triggering and timers
// -	Actor iterator functions
// -	Message broadcasting
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class Actor extends Object
    abstract
    native
    nativereplication;

// Imported data (during full rebuild).
#exec Texture Import File=Textures\S_Actor.pcx Name=S_Actor Mips=Off MASKED=1

//-----------------------------------------------------------------------------
// Lighting.

// Light modulation.
var(Lighting) enum ELightType
{
    LT_None,
    LT_Steady,
    LT_Pulse,
    LT_Blink,
    LT_Flicker,
    LT_Strobe,
    LT_BackdropLight,
    LT_SubtlePulse,
    LT_TexturePaletteOnce,
    LT_TexturePaletteLoop,
    LT_FadeOut
} LightType;

// Spatial light effect to use.
var(Lighting) enum ELightEffect
{
    LE_None,
    LE_TorchWaver,
    LE_FireWaver,
    LE_WateryShimmer,
    LE_Searchlight,
    LE_SlowWave,
    LE_FastWave,
    LE_CloudCast,
    LE_StaticSpot,
    LE_Shock,
    LE_Disco,
    LE_Warp,
    LE_Spotlight,
    LE_NonIncidence,
    LE_Shell,
    LE_OmniBumpMap,
    LE_Interference,
    LE_Cylinder,
    LE_Rotor,
    LE_Negative, // sjs
    LE_Sunlight,
    LE_QuadraticNonIncidence
} LightEffect;

// Lighting info.
var(LightColor) byte
    LightHue,
    LightSaturation;
var(LightColor) float
    LightBrightness;
var(Lighting) float
    LightRadius;
var(Lighting) byte
    LightPeriod,
    LightPhase,
    LightCone;

// Drawing effect.
var(Display) const enum EDrawType
{
    DT_None,
    DT_Sprite,
    DT_Mesh,
    DT_Brush,
    DT_RopeSprite,
    DT_VerticalSprite,
    DT_Terraform,
    DT_SpriteAnimOnce,
    DT_StaticMesh,
    DT_DrawType,
    DT_Particle,
    DT_AntiPortal,
    DT_FluidSurface
} DrawType;

enum EFilterState
{
    FS_Maybe,
    FS_Yes,
    FS_No
};
var const native EFilterState   StaticFilterState;

var(Display) const StaticMesh StaticMesh;       // StaticMesh if DrawType=DT_StaticMesh

// Owner.
var const Actor          Owner;          // Owner actor.
var const Actor          Base;           // Actor we're standing on.

struct ActorRenderDataPtr { var pointer Ptr; };
struct LightRenderDataPtr { var pointer Ptr; };

var const native ActorRenderDataPtr ActorRenderData;
var const native LightRenderDataPtr LightRenderData;
var const native int                RenderRevision;

struct BatchReference
{
    var int BatchIndex,
            ElementIndex;
};

var const native array<BatchReference>  StaticSectionBatches;

var(Display) const name ForcedVisibilityZoneTag; // Makes the visibility code treat the actor as if it was in the zone with the given tag.
var(Display) float          CullDistance;       // 0 == no distance cull, < 0 only drawn at distance > 0 cull at distance

// Lighting.
var(Lighting) bool       bSpecialLit;           // Only affects special-lit surfaces.
var(Lighting) bool       bActorShadows;         // Light casts actor shadows.
var(Lighting) bool       bCorona;              // Light uses Skin as a corona.
var(Lighting) bool       bDirectionalCorona;    // (if bCorona) Make corona bigger if it faces you, and zero and 90 degrees or beyond.
var(Lighting) bool       bAttenByLife;          // sjs - attenuate light by diminishing lifespan
var(Lighting) bool       bLightingVisibility;   // Calculate lighting visibility for this actor with line checks.
var(Display) bool        bUseDynamicLights;
var bool                 bLightChanged;         // Recalculate this light's lighting now.
var bool                 bDramaticLighting;

// Flags.
var           const bool    bStatic;            // Does not move or change over time. Don't let L.D.s change this - screws up net play
var(Advanced)       bool    bHidden;            // Is hidden during gameplay.
var(Advanced) const bool    bNoDelete;          // Cannot be deleted during play.
var           const bool    bDeleteMe;          // About to be deleted.
var transient const bool    bTicked;            // Actor has been updated.
var(Lighting)       bool    bDynamicLight;      // This light is dynamic.
var                 bool    bTimerLoop;         // Timer loops (else is one-shot).
var                 bool    bOnlyOwnerSee;      // Only owner can see this actor.
var(Advanced)       bool    bHighDetail;        // Only show up in high or super high detail mode.
var(Advanced)       bool    bSuperHighDetail;   // Only show up in super high detail mode.
var                 bool    bOnlyDrawIfAttached;    // don't draw this actor if not attached (useful for net clients where attached actors and their bases' replication may not be synched)
var(Advanced)       bool    bStasis;            // In StandAlone games, turn off if not in a recently rendered zone turned off if  bStasis  and physics = PHYS_None or PHYS_Rotating.
var                 bool    bTrailerAllowRotation; // If PHYS_Trailer and want independent rotation control.
var                 bool    bTrailerSameRotation; // If PHYS_Trailer and true, have same rotation as owner.
var                 bool    bTrailerPrePivot;   // If PHYS_Trailer and true, offset from owner by PrePivot.
var                 bool    bWorldGeometry;     // Collision and Physics treats this actor as world geometry
var(Display)        bool    bAcceptsProjectors; // Projectors can project onto this actor
var                 bool    bOrientOnSlope;     // when landing, orient base on slope of floor
var           const bool    bOnlyAffectPawns;   // Optimisation - only test ovelap against pawns. Used for influences etc.
var(Display)        bool    bDisableSorting;    // Manual override for translucent material sorting.
var(Movement)       bool    bIgnoreEncroachers; // Ignore collisions between movers and this actor

var                 bool    bShowOctreeNodes;
var                 bool    bWasSNFiltered;      // Mainly for debugging - the way this actor was inserted into Octree.
var transient const bool    bShouldStopKarma;    // Internal.
var           const bool    bDetailAttachment;   // If actor is attached to Karma object, only move once a frame regardless of timestep subdivision. Only valid when bCollideActors is false.

// Networking flags
var           const bool    bNetTemporary;              // Tear-off simulation in network play.
var                 bool    bOnlyRelevantToOwner;           // this actor is only relevant to its owner.
var transient const bool    bNetDirty;                  // set when any attribute is assigned a value in unrealscript, reset when the actor is replicated
var                 bool    bAlwaysRelevant;            // Always relevant for network.
var                 bool    bReplicateInstigator;       // Replicate instigator to client (used by bNetTemporary projectiles).
var                 bool    bReplicateMovement;         // if true, replicate movement/location related properties
var                 bool    bSkipActorPropertyReplication; // if true, don't replicate actor class variables for this actor
var                 bool    bUpdateSimulatedPosition;   // if true, update velocity/location after initialization for simulated proxies
var                 bool    bTearOff;                   // if true, this actor is no longer replicated to new clients, and
                                                        // is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated.
var                 bool    bOnlyDirtyReplication;      // if true, only replicate actor if bNetDirty is true - useful if no C++ changed attributes (such as physics)
                                                        // bOnlyDirtyReplication only used with bAlwaysRelevant actors
var                 bool    bReplicateAnimations;       // Should replicate SimAnim
var const           bool    bNetInitialRotation;        // Should replicate initial rotation
var                 bool    bCompressedPosition;        // used by networking code to flag compressed position replication
var                 bool    bAlwaysZeroBoneOffset;      // if true, offset always zero when attached to skeletalmesh
var                 bool    bIgnoreVehicles;            // Ignore collisions between vehicles and this actor (only relevant if bIgnoreEncroachers is false)
var(Display)        bool    bDeferRendering;            // defer rendering if DrawType is DT_Particle or Style is STY_Additive
var                 bool    bBadStateCode;              // used for recovering from illegal state transitions (hack)

// Priority Parameters
// Actor's current physics mode.
var(Movement) const enum EPhysics
{
    PHYS_None,
    PHYS_Walking,
    PHYS_Falling,
    PHYS_Swimming,
    PHYS_Flying,
    PHYS_Rotating,
    PHYS_Projectile,
    PHYS_Interpolating,
    PHYS_MovingBrush,
    PHYS_Spider,
    PHYS_Trailer,
    PHYS_Ladder,
    PHYS_RootMotion,
    PHYS_Karma,
    PHYS_KarmaRagDoll,
    PHYS_Hovering,
    PHYS_CinMotion,
} Physics;

// Net variables.
enum ENetRole
{
    ROLE_None,              // No role at all.
    ROLE_DumbProxy,         // Dumb proxy of this actor.
    ROLE_SimulatedProxy,    // Locally simulated proxy of this actor.
    ROLE_AutonomousProxy,   // Locally autonomous proxy of this actor.
    ROLE_Authority,         // Authoritative control over the actor.
};
var ENetRole RemoteRole, Role;
var const transient int     NetTag;
var float NetUpdateTime;    // time of last update
var float NetUpdateFrequency; // How many net updates per seconds.
var float NetPriority; // Higher priorities means update it more frequently.
var Pawn                  Instigator;    // Pawn responsible for damage caused by this actor.
var(Sound) sound          AmbientSound;  // Ambient sound effect.
var const name          AttachmentBone;     // name of bone to which actor is attached (if attached to center of base, =='')

var       const LevelInfo Level;         // Level this actor is on.
var transient const Level   XLevel;         // Level object.
var(Advanced)   float       LifeSpan;       // How old the object lives before dying, 0=forever.

//-----------------------------------------------------------------------------
// Structures.

// Identifies a unique convex volume in the world.
struct PointRegion
{
    var zoneinfo Zone;       // Zone.
    var int      iLeaf;      // Bsp leaf.
    var byte     ZoneNumber; // Zone number.
};

//-----------------------------------------------------------------------------
// Major actor properties.

// Scriptable.
var const PointRegion     Region;        // Region this actor is in.
var             float       TimerRate;      // Timer event, 0=no timer.
var(Display)    Material    OverlayMaterial; // sjs - shader/material effect to use with skin
var(Display) const mesh     Mesh;           // Mesh if DrawType=DT_Mesh.
var transient float     LastRenderTime; // last time this actor was rendered.
var(Events) name            Tag;            // Actor's tag name.
var transient array<int>  Leaves;        // BSP leaves this actor is in.
var(Events) name          Event;         // The event this actor causes.
var Inventory             Inventory;     // Inventory chain.
var     const   float       TimerCounter;   // Counts up until it reaches TimerRate.
var transient MeshInstance MeshInstance;    // Mesh instance.
var(Display) float        LODBias;
var(Object) name InitialState;
var(Object) name Group;

// Internal.
var const array<Actor>    Touching;      // List of touching actors.
var const transient array<pointer>  OctreeNodes;// Array of nodes of the octree Actor is currently in. Internal use only.
var const transient Box   OctreeBox;     // Actor bounding box cached when added to Octree. Internal use only.
var const transient vector OctreeBoxCenter;
var const transient vector OctreeBoxRadii;
var const actor           Deleted;       // Next actor in just-deleted chain.
var const float           LatentFloat;   // Internal latent function use.

// Internal tags.
var const native int CollisionTag;
var const transient int JoinedTag;

// The actor's position and rotation.
var const   PhysicsVolume   PhysicsVolume;  // physics volume this actor is currently in
var(Movement) const vector  Location;       // Actor's location; use Move to set.
var(Movement) const rotator Rotation;       // Rotation.
var(Movement) vector        Velocity;       // Velocity.
var           vector        Acceleration;   // Acceleration.

var const vector CachedLocation;
var const Rotator CachedRotation;
var Matrix CachedLocalToWorld;

// Attachment related variables
var(Movement)   name    AttachTag;
var const array<Actor>  Attached;           // array of actors attached to this actor.
var const vector        RelativeLocation;   // location relative to base/bone (valid if base exists)
var const rotator       RelativeRotation;   // rotation relative to base/bone (valid if base exists)
var const     Matrix    HardRelMatrix;      // Transform of actor in base's ref frame. Doesn't change after SetBase.

// Projectors
struct ProjectorRenderInfoPtr { var pointer Ptr; }; // Hack to to fool C++ header generation...
struct StaticMeshProjectorRenderInfoPtr { var pointer Ptr; };
var const native array<ProjectorRenderInfoPtr> Projectors;// Projected textures on this actor
var const native array<StaticMeshProjectorRenderInfoPtr>    StaticMeshProjectors;

//-----------------------------------------------------------------------------
// Display properties.

var(Display) Material       Texture;            // Sprite texture.if DrawType=DT_Sprite
var StaticMeshInstance      StaticMeshInstance; // Contains per-instance static mesh data, like static lighting data.
var const export model      Brush;              // Brush if DrawType=DT_Brush.
var(Display) const float    DrawScale;          // Scaling factor, 1.0=normal size.
var(Display) const vector   DrawScale3D;        // Scaling vector, (1.0,1.0,1.0)=normal size.
var(Display) vector         PrePivot;           // Offset from box center for drawing.
var(Display) array<Material> Skins;             // Multiple skin support - not replicated.
var         Material        RepSkin;            // replicated skin (sets Skins[0] if not none)
var(Display) byte           AmbientGlow;        // Ambient brightness, or 255=pulsing.
var(Display) byte           MaxLights;          // Limit to hardware lights active on this primitive.
var(Display) enum EUV2Mode
{
    UVM_MacroTexture,
    UVM_LightMap,
    UVM_Skin,
} UV2Mode;
var(Display) ConvexVolume   AntiPortal;         // Convex volume used for DT_AntiPortal

var(Display) Material       UV2Texture;

var(Display) float          ScaleGlow;

var(Collision) enum ESurfaceTypes // !! - must mirror with Texture.uc in order for BSP geom surface's to match
{
    EST_Default,
    EST_Rock,
    EST_Dirt,
    EST_Metal,
    EST_Wood,
    EST_Plant,
    EST_Flesh,
    EST_Ice,
    EST_Snow,
    EST_Water,
    EST_Glass,
    EST_Custom00,
    EST_Custom01,
    EST_Custom02,
    EST_Custom03,
    EST_Custom04,
    EST_Custom05,
    EST_Custom06,
    EST_Custom07,
    EST_Custom08,
    EST_Custom09,
    EST_Custom10,
    EST_Custom11,
    EST_Custom12,
    EST_Custom13,
    EST_Custom14,
    EST_Custom15,
    EST_Custom16,
    EST_Custom17,
    EST_Custom18,
    EST_Custom19,
    EST_Custom20,
    EST_Custom21,
    EST_Custom22,
    EST_Custom23,
    EST_Custom24,
    EST_Custom25,
    EST_Custom26,
    EST_Custom27,
    EST_Custom28,
    EST_Custom29,
    EST_Custom30,
    EST_Custom31,
} SurfaceType;

// Style for rendering sprites, meshes.
var(Display) enum ERenderStyle
{
    STY_None,
    STY_Normal,
    STY_Masked,
    STY_Translucent,
    STY_Modulated,
    STY_Alpha,
    STY_Additive,
    STY_Subtractive,
    STY_Particle,
    STY_AlphaZ,
} Style;

// Display.
var(Display)  bool      bUnlit;                 // Lights don't affect actor.
var(Display)  bool      bShadowCast;            // Casts static shadows.
var(Display)  bool      bStaticLighting;        // Uses raytraced lighting.
var(Display)  bool      bUseLightingFromBase;   // Use Unlit/AmbientGlow from Base

// Advanced.
var           bool      bHurtEntry;             // keep HurtRadius from being reentrant
var(Advanced) bool      bGameRelevant;          // Always relevant for game
var(Advanced) bool      bCollideWhenPlacing;    // This actor collides with the world when placing.
var           bool      bTravel;                // Actor is capable of travelling among servers.
var(Advanced) bool      bMovable;               // Actor can be moved.
var           bool      bDestroyInPainVolume;   // destroy this actor if it enters a pain volume
var           bool      bCanBeDamaged;          // can take damage
var(Advanced) bool      bShouldBaseAtStartup;   // if true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating
var           bool      bPendingDelete;         // set when actor is about to be deleted (since endstate and other functions called
                                                // during deletion process before bDeleteMe is set).
var                 bool    bAnimByOwner;       // Animation dictated by owner.
var                 bool    bOwnerNoSee;        // Everything but the owner can see this actor.
var(Advanced)       bool    bCanTeleport;       // This actor can be teleported.
var                 bool    bClientAnim;        // Don't replicate any animations - animation done client-side
var                 bool    bDisturbFluidSurface; // Cause ripples when in contact with FluidSurface.
var                 float    FluidSurfaceShootStrengthMod; // if bDisturbFluidSurface == true, FluidSurface's ShootStrength is multiplied by this before doing the ripples
var           const bool    bAlwaysTick;        // Update even when players-only.
var(Sound) bool             bFullVolume;        // Whether to apply ambient attenuation.
var             bool    bNotifyLocalPlayerTeamReceived; //wants NotifyLocalPlayerTeamReceived()

var(Movement)       bool    bHardAttach;       // Uses 'hard' attachment code. bBlockActor and bBlockPlayer must also be false.
                                                // This actor cannot then move relative to base (setlocation etc.).
                                                // Dont set while currently based on something!
var                 bool    bForceSkelUpdate;   // update skeleton (and attached actor positions) even if not rendered
var     const       bool    bClientAuthoritative; // Remains ROLE_Authority on client (only valid for bStatic or bNoDelete actors)

//-----------------------------------------------------------------------------
// Sound.

// Ambient sound.
var(Sound) byte         SoundVolume;            // Volume of ambient sound.
var(Sound) byte         SoundPitch;             // Sound pitch shift, 64.0=none.

// Sound occlusion
enum ESoundOcclusion
{
    OCCLUSION_Default,
    OCCLUSION_None,
    OCCLUSION_BSP,
    OCCLUSION_StaticMeshes,
};

var(Sound) ESoundOcclusion SoundOcclusion;      // Sound occlusion approach.

// Sound slots for actors.
enum ESoundSlot
{
    SLOT_None,
    SLOT_Misc,
    SLOT_Pain,
    SLOT_Interact,
    SLOT_Ambient,
    SLOT_Talk,
    SLOT_Interface,
};

// Music transitions.
enum EMusicTransition
{
    MTRAN_None,
    MTRAN_Instant,
    MTRAN_Segue,
    MTRAN_Fade,
    MTRAN_FastFade,
    MTRAN_SlowFade,
};

var(Sound) float        SoundRadius;            // Radius of ambient sound.

// Regular sounds.
var(Sound) float TransientSoundVolume;  // default sound volume for regular sounds (can be overridden in playsound)
var(Sound) float TransientSoundRadius;  // default sound radius for regular sounds (can be overridden in playsound)

//-----------------------------------------------------------------------------
// Collision.

// Collision size.
var(Collision) const float CollisionRadius;     // Radius of collision cyllinder.
var(Collision) const float CollisionHeight;     // Half-height cyllinder.

// Collision flags.
var(Collision) const bool bCollideActors;       // Collides with other actors.
var            bool       bCollideWorld;        // Collides with the world.
var(Collision) bool       bBlockActors;         // Blocks other nonplayer actors.
var            bool       bBlockPlayers;        // OBSOLETE - no longer used
var            bool       bBlockProjectiles;    // hack for Paladin shield
var(Collision) bool       bProjTarget;          // Projectiles should potentially target this actor.
var(Collision) bool       bBlockZeroExtentTraces; // block zero extent actors/traces
var(Collision) bool       bBlockNonZeroExtentTraces;    // block non-zero extent actors/traces
var(Collision) bool       bAutoAlignToTerrain;  // Auto-align to terrain in the editor
var(Collision) bool       bUseCylinderCollision;// Force axis aligned cylinder collision (useful for static mesh pickups, etc.)
var(Collision) const bool bBlockKarma;          // Block actors being simulated with Karma.
var            bool       bBlocksTeleport;
var(Display)        bool    bAlwaysFaceCamera;          // actor will be rendered always facing the camera like a sprite
var                 bool    bNetNotify;                 // actor wishes to be notified of replication events
var                 bool    bClientTrigger;             // replicated property used to trigger client side ClientTrigger() event
var            bool       bUseCollisionStaticMesh;
var            bool       bSmoothKarmaStateUpdates;     // When true, karma state updates will be smoothly interpolated

//-----------------------------------------------------------------------------
// Physics.

// Options.
var           bool        bIgnoreOutOfWorld; // Don't destroy if enters zone zero
var(Movement) bool        bBounce;           // Bounces when hits ground fast.
var(Movement) bool        bFixedRotationDir; // Fixed direction of rotation.
var(Movement) bool        bRotateToDesired;  // Rotate to DesiredRotation.
var(Movement) bool        bIgnoreTerminalVelocity;  // If PHYS_Falling, ignore the TerminalVelocity of the PhysicsVolume.
var(Movement) bool        bOrientToVelocity; // Orient in the direction of current velocity.
var           bool        bInterpolating;    // Performing interpolating.
var           const bool  bJustTeleported;   // Used by engine physics - not valid for scripts.

// Physics properties.
var(Movement) float       Mass;             // Mass of this actor.
var(Movement) float       Buoyancy;         // Water buoyancy.
var(Movement) rotator     RotationRate;     // Change in rotation per second.
var(Movement) rotator     DesiredRotation;  // Physics will smoothly rotate actor to this rotation if bRotateToDesired.
var           Actor       PendingTouch;     // Actor touched during move which wants to add an effect after the movement completes
var       const vector    ColLocation;      // Actor's old location one move ago. Only for debugging

var(Events)     Name    ExcludeTag[8];      // sjs - multipurpose exclusion tag for excluding lights, projectors, rendering actors, blocking weather

const MAXSTEPHEIGHT = 35.0; // Maximum step height walkable by pawns
const MINFLOORZ = 0.7; // minimum z value for floor normal (if less, not a walkable floor)
                       // 0.7 ~= 45 degree angle for floor

// ifdef WITH_KARMA

// Used to avoid compression
struct KRBVec
{
    var float   X, Y, Z;
};

struct KRigidBodyState
{
    var KRBVec  Position;
    var Quat    Quaternion;
    var KRBVec  LinVel;
    var KRBVec  AngVel;
};

// Scary internal params used by Karma. BE VERY CAREFUL!!
// NB. These take affect until you quit the game! Make sure you reset them to defaults when leaving mod etc.

struct KSimParams
{
    var float   GammaPerSec; // Relaxation constant. Making it larger pushes things apart harder when they penetrate.
    var float   Epsilon; // Global constraint compliance. Making it larger makes contacts/joints softer.
    var float   PenetrationOffset; // Resting penetration. Making this larger can reduce jiggling.
    var float   PenetrationScale; // Artificially increase penetration - makes contacts 'stiffer'
    var float   ContactSoftness; // Softness of just contact constraints.
    var float   MaxPenetration; // Maximum penetration allowed.
    var float   MaxTimestep; // Maximum timestep ever used to advance rigid body simulation.
};

var(Karma) export editinline KarmaParamsCollision KParams; // Parameters for Karma Collision/Dynamics.
var const native int KStepTag;

var float AccumKarmaAngleError;

// endif

//-----------------------------------------------------------------------------
// Animation replication (can be used to replicate channel 0 anims for dumb proxies)
struct AnimRep
{
    var name AnimSequence;
    var bool bAnimLoop;
    var byte AnimRate;      // note that with compression, max replicated animrate is 4.0
    var byte AnimFrame;
    var byte TweenRate;     // note that with compression, max replicated tweentime is 4 seconds
};
var AnimRep       SimAnim;         // only replicated if bReplicateAnimations is true

//-----------------------------------------------------------------------------
// Forces.

enum EForceType
{
    FT_None,
    FT_DragAlong,
    FT_Constant,
};

var (Force) EForceType  ForceType;
var (Force) float       ForceRadius;
var (Force) float       ForceScale;
var (Force) float       ForceNoise; // sjs - 0.0 - 1.0


//-----------------------------------------------------------------------------
// Networking.

// Symmetric network flags, valid during replication only.
var const bool bNetInitial;       // Initial network update.
var const bool bNetOwner;         // Player owns this actor.
var const bool bNetRelevant;      // Actor is currently relevant. Only valid server side, only when replicating variables.
var const bool bDemoRecording;    // True we are currently demo recording
var const bool bClientDemoRecording;// True we are currently recording a client-side demo
var const bool bRepClientDemo;      // True if remote client is recording demo
var const bool bClientDemoNetFunc;// True if we're client-side demo recording and this call originated from the remote.
var const bool bDemoOwner;          // Demo recording driver owns this actor.
var bool       bNoRepMesh;          // don't replicate mesh
var bool        bNotOnDedServer;    // destroy if on dedicated server and RemoteRole == ROLE_None (emitters, etc.)

var bool        bAlreadyPrecachedMaterials;
var bool        bAlreadyPrecachedMeshes;

//Editing flags
var(Advanced) bool        bHiddenEd;     // Is hidden during editing.
var(Advanced) bool        bHiddenEdGroup;// Is hidden by the group brower.
var(Advanced) bool        bDirectional;  // Actor shows direction arrow during editing.
var const bool            bSelected;     // Selected in UnrealEd.
var(Advanced) bool        bEdShouldSnap; // Snap to grid in editor.
var transient bool        bEdSnap;       // Should snap to grid in UnrealEd.
var transient const bool  bTempEditor;   // Internal UnrealEd.
var bool                  bObsolete;     // actor is obsolete - warn level designers to remove it
var(Collision) bool       bPathColliding;// this actor should collide (if bWorldGeometry && bBlockActors is true) during path building (ignored if bStatic is true, as actor will always collide during path building)
var transient bool        bPathTemp;     // Internal/path building
var bool                  bScriptInitialized; // set to prevent re-initializing of actors spawned during level startup
var(Advanced) bool        bLockLocation; // Prevent the actor from being moved in the editor.

var bool                bTraceWater;    // if true, trace() by this actor returns collisions with water volumes

var class<LocalMessage> MessageClass;

//-----------------------------------------------------------------------------
// Enums.

// Travelling from server to server.
enum ETravelType
{
    TRAVEL_Absolute,    // Absolute URL.
    TRAVEL_Partial,     // Partial (carry name, reset server).
    TRAVEL_Relative,    // Relative URL.
};


// double click move direction.
enum EDoubleClickDir
{
    DCLICK_None,
    DCLICK_Left,
    DCLICK_Right,
    DCLICK_Forward,
    DCLICK_Back,
    DCLICK_Active,
    DCLICK_Done
};

enum eKillZType
{
    KILLZ_None,
    KILLZ_Lava,
    KILLZ_Suicide
};


enum EFlagState
{
    FLAG_Home,
    FLAG_HeldFriendly,
    FLAG_HeldEnemy,
    FLAG_Down,
};

var(Display) float       OverlayTimer;          // sjs - set by server
var(Display) transient float       ClientOverlayTimer;    // sjs - client inital time count
var(Display) transient float       ClientOverlayCounter;  // sjs - current secs left to show overlay effect
var Material HighDetailOverlay; // if high detail mode, use this overlay when no other overlay is active

struct FireProperties
{
    var class<Ammunition> AmmoClass;
    var class<Projectile> ProjectileClass;
    var float WarnTargetPct;
    var float MaxRange;
    var bool bTossed;
    var bool bTrySplash;
    var bool bLeadTarget;
    var bool bInstantHit;
    var bool bInitialized;
};

//-----------------------------------------------------------------------------
// natives.

// Execute a console command in the context of the current level and game engine.
native function string ConsoleCommand( string Command, optional bool bWriteToLog );

// Copy the specified object's properties to the clipboard. The format generated is for pasting into the editor if it's an actor or into the defaultproperties block of a class if it isn't
native function CopyObjectToClipboard(Object Obj);

native function TextToSpeech( string Text, float Volume );

//-----------------------------------------------------------------------------
// Network replication.

replication
{
    // Location
    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
                    && (((RemoteRole == ROLE_AutonomousProxy) && bNetInitial)
                        || ((RemoteRole == ROLE_SimulatedProxy) && (bNetInitial || bUpdateSimulatedPosition) && ((Base == None) || Base.bWorldGeometry))
                        || ((RemoteRole == ROLE_DumbProxy) && ((Base == None) || Base.bWorldGeometry))) )
        Location;

    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
                    && ((DrawType == DT_Mesh) || (DrawType == DT_StaticMesh))
                    && (((RemoteRole == ROLE_AutonomousProxy) && bNetInitial)
                        || ((RemoteRole == ROLE_SimulatedProxy) && (bNetInitial || bUpdateSimulatedPosition) && ((Base == None) || Base.bWorldGeometry))
                        || ((RemoteRole == ROLE_DumbProxy) && ((Base == None) || Base.bWorldGeometry))) )
        Rotation;

    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
                    && RemoteRole<=ROLE_SimulatedProxy )
        Base,bOnlyDrawIfAttached;

    unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
                    && RemoteRole<=ROLE_SimulatedProxy && (Base != None) && !Base.bWorldGeometry)
        RelativeRotation, RelativeLocation, AttachmentBone;

    // Physics
    unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
                    && (((RemoteRole == ROLE_SimulatedProxy) && (bNetInitial || bUpdateSimulatedPosition))
                        || ((RemoteRole == ROLE_DumbProxy) && (Physics == PHYS_Falling))) )
        Velocity;

    unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
                    && (((RemoteRole == ROLE_SimulatedProxy) && bNetInitial)
                        || (RemoteRole == ROLE_DumbProxy)) )
        Physics;

    unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
                    && (RemoteRole <= ROLE_SimulatedProxy) && (Physics == PHYS_Rotating) )
        bFixedRotationDir, bRotateToDesired, RotationRate, DesiredRotation;

    // Ambient sound.
    unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && (!bNetOwner || !bClientAnim) )
        AmbientSound;

    unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && (!bNetOwner || !bClientAnim)
                    && (AmbientSound!=None) )
        SoundRadius, SoundVolume, SoundPitch;

    // Animation.
    unreliable if( (!bSkipActorPropertyReplication || bNetInitial)
                && (Role==ROLE_Authority) && (DrawType==DT_Mesh) && bReplicateAnimations )
        SimAnim;

    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) )
        bHidden;

    // Properties changed using accessor functions (Owner, rendering, and collision)
    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && bNetDirty )
        DrawScale, DrawType, bCollideActors,bCollideWorld,bOnlyOwnerSee,Texture,Style, RepSkin, bClientTrigger;

    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && bNetDirty
                    && (bCollideActors || bCollideWorld) )
        bProjTarget, bBlockActors, CollisionRadius, CollisionHeight, bIgnoreEncroachers;

    // Properties changed only when spawning or in script (relationships, rendering, lighting)
    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) )
        Role,RemoteRole,bNetOwner,LightType,bTearOff;

    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
                    && bNetDirty && bNetOwner )
        Owner, Inventory;

    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
                    && bNetDirty && bReplicateInstigator )
        Instigator;

    unreliable if (bNetDirty && Role==ROLE_Authority)
        OverlayMaterial, OverlayTimer;

    // Infrequently changed mesh properties
    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
                    && bNetDirty && (DrawType == DT_Mesh) )
        AmbientGlow,bUnlit,PrePivot;

    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
                    && bNetDirty && !bNoRepMesh && (DrawType == DT_Mesh) )
        Mesh;

    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
                && bNetDirty && (DrawType == DT_StaticMesh) )
        StaticMesh;

    // Infrequently changed lighting properties.
    unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
                    && bNetDirty && (LightType != LT_None) )
        LightEffect, LightBrightness, LightHue, LightSaturation,
        LightRadius, LightPeriod, LightPhase, bSpecialLit;

    // replicated functions
    unreliable if( bDemoRecording )
        DemoPlaySound;
}

//=============================================================================
// Actor error handling.

// Handle an error and kill this one actor.
native(233) final function Error( coerce string S );

// check if class has HideDropDown specifier
native final static function bool ShouldBeHidden();

//=============================================================================
// General functions.

// Latent functions.
native(256) final latent function Sleep( float Seconds );

// Collision.
native(262) final function SetCollision( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers ); // NOTE - bBlockPlayers is obsolete
native(283) final function bool SetCollisionSize( float NewRadius, float NewHeight );
native final function SetDrawScale(float NewScale);
native final function SetDrawScale3D(vector NewScale3D);
native final function SetStaticMesh(StaticMesh NewStaticMesh);
native final function SetDrawType(EDrawType NewDrawType);

// Movement.
native(266) final function bool Move( vector Delta );
native(267) final function bool SetLocation( vector NewLocation );
native(299) final function bool SetRotation( rotator NewRotation );

// SetRelativeRotation() sets the rotation relative to the actor's base
native final function bool SetRelativeRotation( rotator NewRotation );
native final function bool SetRelativeLocation( vector NewLocation );

native(3969) final function bool MoveSmooth( vector Delta );
native(3971) final function AutonomousPhysics(float DeltaSeconds);

// Relations.
native(298) final function SetBase( actor NewBase, optional vector NewFloor );
native(272) final function SetOwner( actor NewOwner );
native final function bool IsJoinedTo( actor Other );

//=============================================================================
// Animation.

native final function string GetMeshName();

// Animation functions.
native(259) final function bool PlayAnim( name Sequence, optional float Rate, optional float TweenTime, optional int Channel );
native(260) final function bool LoopAnim( name Sequence, optional float Rate, optional float TweenTime, optional int Channel );
native(294) final function bool TweenAnim( name Sequence, float Time, optional int Channel );
native(282) final function bool IsAnimating(optional int Channel);
native(261) final latent function FinishAnim(optional int Channel);
native(263) final function bool HasAnim( name Sequence );
native final function StopAnimating( optional bool ClearAllButBase );
native final function FreezeAnimAt( float Time, optional int Channel);
native final function SetAnimFrame( float Time, optional int Channel, optional int UnitFlag );

native final function bool IsTweening(int Channel);
native final function AnimStopLooping(optional int Channel); // jjs

// ifdef WITH_LIPSINC
native final function PlayLIPSincAnim(
    name                LIPSincAnimName,
    optional float      Volume,
    optional float      Radius,
    optional float      Pitch
);

native final function StopLIPSincAnim();

native final function bool HasLIPSincAnim( name LIPSincAnimName );
native final function bool IsPlayingLIPSincAnim();
native final function string CurrentLIPSincAnim();

// LIPSinc Animation notifications.
event LIPSincAnimEnd();
// endif

// Animation notifications.
event AnimEnd( int Channel );
native final function EnableChannelNotify ( int Channel, int Switch );
native final function int GetNotifyChannel();

// Skeletal animation.
simulated native final function LinkSkelAnim( MeshAnimation Anim, optional mesh NewMesh );
simulated native final function LinkMesh( mesh NewMesh, optional bool bKeepAnim );
native final function BoneRefresh();

native final function AnimBlendParams( int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose);
native final function AnimBlendToAlpha( int Stage, float TargetAlpha, float TimeInterval );

native final function coords  GetBoneCoords(   name BoneName );
native final function rotator GetBoneRotation( name BoneName, optional int Space );

native final function vector  GetRootLocation();
native final function rotator GetRootRotation();
native final function vector  GetRootLocationDelta();
native final function rotator GetRootRotationDelta();

native final function bool  AttachToBone( actor Attachment, name BoneName );
native final function bool  DetachFromBone( actor Attachment );

native final function LockRootMotion( int Lock );
native final function SetBoneScale( int Slot, optional float BoneScale, optional name BoneName );

native final function SetBoneDirection( name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha, optional int Space );
native final function SetBoneLocation( name BoneName, optional vector BoneTrans, optional float Alpha );
native final simulated function SetBoneRotation( name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha );
native final function GetAnimParams( int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate );
native final function bool AnimIsInGroup( int Channel, name GroupName );
native final function Name GetClosestBone( Vector loc, Vector ray, out float boneDist, optional Name BiasBone, optional float BiasDistance ); // sjs
// gam ---
native final function UpdateURL(string NewOption, string NewValue, bool bSaveDefault);
native final function string GetUrlOption(string Option);
// --- gam

//=========================================================================
// Rendering.

native final function plane GetRenderBoundingSphere();
native final function DrawDebugLine( vector LineStart, vector LineEnd, byte R, byte G, byte B); // SLOW! Use for debugging only!
native final function DrawStayingDebugLine( vector LineStart, vector LineEnd, byte R, byte G, byte B); // SLOW! Use for debugging only!
native final function DrawDebugCircle( vector Base, vector X, vector Y, float Radius, int NumSides, byte R, byte G, byte B); // SLOW! Use for debugging only!
native final function DrawDebugSphere( vector Base, float Radius, int NumDivisions, byte R, byte G, byte B); // SLOW! Use for debugging only!
native final function ClearStayingDebugLines();

//=========================================================================
// Physics.

native final function DebugClock();
native final function DebugUnclock();

// Physics control.
native(301) final latent function FinishInterpolation();
native(3970) final function SetPhysics( EPhysics newPhysics );

native final function OnlyAffectPawns(bool B);

// ifdef WITH_KARMA

// NB. These take affect until you quit the game! Make sure you reset them to defaults when leaving mod etc.
native final function KGetSimParams(out KSimParams SimParams);
native final function KSetSimParams(KSimParams SimParams);

native final function quat KGetRBQuaternion();

native final function KGetRigidBodyState(out KRigidBodyState RBstate);
native final function KDrawRigidBodyState(KRigidBodyState RBState, bool AltColour); // SLOW! Use for debugging only!
native final function vector KRBVecToVector(KRBVec RBvec);
native final function KRBVec KRBVecFromVector(vector v);

native final function KSetMass( float mass );
native final function float KGetMass();

// Set inertia tensor assuming a mass of 1. Scaled by mass internally to calculate actual inertia tensor.
native final function KSetInertiaTensor( vector it1, vector it2 );
native final function KGetInertiaTensor( out vector it1, out vector it2 );

native final function KSetDampingProps( float lindamp, float angdamp );
native final function KGetDampingProps( out float lindamp, out float angdamp );

native final function KSetFriction( float friction );
native final function float KGetFriction();

native final function KSetRestitution( float rest );
native final function float KGetRestitution();

native final function KSetCOMOffset( vector offset );
native final function KGetCOMOffset( out vector offset );
native final function KGetCOMPosition( out vector pos ); // get actual position of actors COM in world space

native final function KSetImpactThreshold( float thresh );
native final function float KGetImpactThreshold();

native final function KWake();
native final function bool KIsAwake();
native final function KAddImpulse( vector Impulse, vector Position, optional name BoneName ); // A position of (0,0,0) applies impulse at COM (ie no angular component)
native final function KAddAngularImpulse( vector AngImpulse );

native final function KSetStayUpright( bool stayUpright, bool allowRotate );
native final function KSetStayUprightParams( float stiffness, float damping );

native final function KSetBlockKarma( bool newBlock );

native final function KSetActorGravScale( float ActorGravScale );
native final function float KGetActorGravScale();

// Disable/Enable Karma contact generation between this actor, and another actor.
// Collision is on by default.
native final function KDisableCollision( actor Other );
native final function KEnableCollision( actor Other );

// Ragdoll-specific functions
native final function KSetSkelVel( vector Velocity, optional vector AngVelocity, optional bool AddToCurrent );
native final function float KGetSkelMass();
native final function KFreezeRagdoll();
native final function KScaleJointLimits(float scale, float stiffness);

// You MUST turn collision off (KSetBlockKarma) before using bone lifters!
native final function KAddBoneLifter( name BoneName, InterpCurve LiftVel, float LateralFriction, InterpCurve Softness );
native final function KRemoveLifterFromBone( name BoneName );
native final function KRemoveAllBoneLifters();

// Used for only allowing a fixed maximum number of ragdolls in action.
native final function KMakeRagdollAvailable();
native final function bool KIsRagdollAvailable();

// event called when Karmic actor hits with impact velocity over KImpactThreshold
event KImpact(actor other, vector pos, vector impactVel, vector impactNorm);

// event called when karma actor's velocity drops below KVelDropBelowThreshold;
event KVelDropBelow();

// event called when a ragdoll convulses (see KarmaParamsSkel)
event KSkelConvulse();

// event called just before sim to allow user to
// NOTE: you should ONLY put numbers into Force and Torque during this event!!!!
event KApplyForce(out vector Force, out vector Torque);

// This is called from inside C++ physKarma at the appropriate time to update state of Karma rigid body.
// If you return true, newState will be set into the rigid body. Return false and it will do nothing.
event bool KUpdateState(out KRigidBodyState newState);

// endif

// Timing
native final function Clock(out float time);
native final function UnClock(out float time);

//=========================================================================
// Music

native final function AllowMusicPlayback( bool Allow );

// used for playing custom music - not cached, and will not be stopped at level transition
// Song parameter must contain extension, but can be relative or absolute directory
// ex: PlayStream("D:\\alongtheway.mp3",false,1,0,0);
native final function int  PlayStream(   string Song, optional bool  UseMusicVolume, optional float Volume, optional float FadeInTime, optional float SeekTime );
native final function      StopStream(   int Handle,  optional float FadeOutTime );
native final function int  SeekStream(   int Handle,           float Seconds     );
native final function bool AdjustVolume( int Handle,           float NewVolume   );
native final function bool PauseStream(  int Handle                              );

// only used for level music - will be stopped when level changes
// Song parameter should not include extension (assumes .ogg)
native final function int PlayMusic( string Song, optional float FadeInTime );

native final function StopMusic( int SongHandle, optional float FadeOutTime );
native final function StopAllMusic( optional float FadeOutTime );


//=========================================================================
// Engine notification functions.

//
// Major notifications.
//
event Destroyed();
event GainedChild( Actor Other );
event LostChild( Actor Other );
event Tick( float DeltaTime );
event PostNetReceive();
event ClientTrigger();      // called on client whenever bClientTrigger changes values

//
// Triggers.
//
event Trigger( Actor Other, Pawn EventInstigator );
event UnTrigger( Actor Other, Pawn EventInstigator );
event BeginEvent();
event EndEvent();

//
// Physics & world interaction.
//

// Since Volumes are static, VolumeTimer can be used to get timer notifications (1sec steps)
// Laurent -- Moved from Volume to Actor.
simulated function TimerPop(VolumeTimer T);

event Timer();
event HitWall( vector HitNormal, actor HitWall );
event Falling();
event Landed( vector HitNormal );
event ZoneChange( ZoneInfo NewZone );
event PhysicsVolumeChange( PhysicsVolume NewVolume );
event Touch( Actor Other );
event PostTouch( Actor Other ); // called for PendingTouch actor after physics completes
event UnTouch( Actor Other );
event Bump( Actor Other );
event BaseChange();
event Attach( Actor Other );
event Detach( Actor Other );
event Actor SpecialHandling(Pawn Other);
event bool EncroachingOn( actor Other );
event EncroachedBy( actor Other );
event RanInto( Actor Other );   // called for encroaching actors which successfully moved the other actor out of the way
event FinishedInterpolation()
{
    bInterpolating = false;
}

event EndedRotation();          // called when rotation completes
event UsedBy( Pawn user ); // called if this Actor was touching a Pawn who pressed Use

simulated event FellOutOfWorld(eKillZType KillType)
{
    SetPhysics(PHYS_None);
    Destroy();
}

//
// Damage and kills.
//
event KilledBy( pawn EventInstigator );
event TakeDamage(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType);
function bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType);

//
// Trace a line and see what it collides with first.
// Takes this actor's collision properties into account.
// Returns first hit actor, Level if hit level, or None if hit nothing.
//
native(277) final function Actor Trace
(
    out vector      HitLocation,
    out vector      HitNormal,
    vector          TraceEnd,
    optional vector TraceStart,
    optional bool   bTraceActors,
    optional vector Extent,
    optional out material Material
);

// returns true if did not hit world geometry
native(548) final function bool FastTrace
(
    vector          TraceEnd,
    optional vector TraceStart
);

// Line check just against this actor.
// Returns true if did not hit this actor.
native final function bool TraceThisActor
(
 out vector      HitLocation,
 out vector      HitNormal,
 vector          TraceEnd,
 vector          TraceStart,
 optional vector Extent
);

//
// Spawn an actor. Returns an actor of the specified class, not
// of class Actor (this is hardcoded in the compiler). Returns None
// if the actor could not be spawned (either the actor wouldn't fit in
// the specified location, or the actor list is full).
// Defaults to spawning at the spawner's location.
//
native(278) final function actor Spawn
(
    class<actor>      SpawnClass,
    optional actor    SpawnOwner,
    optional name     SpawnTag,
    optional vector   SpawnLocation,
    optional rotator  SpawnRotation
);

//
// Destroy this actor. Returns true if destroyed, false if indestructable.
// Destruction is latent. It occurs at the end of the tick.
//
native(279) final function bool Destroy();

// Networking - called on client when actor is torn off (bTearOff==true)
event TornOff();

//=============================================================================
// Timing.

// Causes Timer() events every NewTimerRate seconds.
native(280) final function SetTimer( float NewTimerRate, bool bLoop );

//=============================================================================
// Save Games

/* PreSaveGame() is called right before game is saved.
PostLoadSavedGame() is called right after a saved game is loaded.
*/
event PreSaveGame();
event PostLoadSavedGame();

//=============================================================================
// Sound functions.

/* Play a sound effect.
*/
native(264) final function PlaySound
(
    sound               Sound,
    optional ESoundSlot Slot,
    optional float      Volume,
    optional bool       bNoOverride,
    optional float      Radius,
    optional float      Pitch,
    optional bool       Attenuate
);

/* play a sound effect, but don't propagate to a remote owner
 (he is playing the sound clientside)
 */
native simulated final function PlayOwnedSound
(
    sound               Sound,
    optional ESoundSlot Slot,
    optional float      Volume,
    optional bool       bNoOverride,
    optional float      Radius,
    optional float      Pitch,
    optional bool       Attenuate
);

native simulated event DemoPlaySound
(
    sound               Sound,
    optional ESoundSlot Slot,
    optional float      Volume,
    optional bool       bNoOverride,
    optional float      Radius,
    optional float      Pitch,
    optional bool       Attenuate
);

/* Get a sound duration.
*/
native final function float GetSoundDuration( sound Sound );

//=============================================================================
// Force Feedback.
// jdf ---
native(566) final function PlayFeedbackEffect( String EffectName );
native(567) final function StopFeedbackEffect( optional String EffectName ); // Pass no parameter or "" to stop all
native(568) final function ChangeSpringFeedbackEffect( String EffectName, float CenterX, float CenterY ); // 0, 0 is straight up
native(569) final function ChangeBaseParamsFeedbackEffect( String EffectName, optional float DirectionX, optional float DirectionY, optional float Gain ); // Direction range -1.0 to 1.0, Gain range 0.0 to 1.0
native final function bool ForceFeedbackSupported( optional bool Enable );
// --- jdf

//=============================================================================
// AI functions.

/* Inform other creatures that you've made a noise
 they might hear (they are sent a HearNoise message)
 Senders of MakeNoise should have an instigator if they are not pawns.
*/
native(512) final function MakeNoise( float Loudness );

/* PlayerCanSeeMe returns true if any player (server) or the local player (standalone
or client) has a line of sight to actor's location.
*/
native(532) final function bool PlayerCanSeeMe();

native final function vector SuggestFallVelocity(vector Destination, vector Start, float MaxZ, float MaxXYSpeed);

//=============================================================================
// Regular engine functions.

// Teleportation.
event bool PreTeleport( Teleporter InTeleporter );
event PostTeleport( Teleporter OutTeleporter );

// Level state.
event BeginPlay();

native final function ResetStaticFilterState(); // use when change rendering of bStatic actors

//Add PackageName to the packagemap (as if it was in GameEngine's ServerPackages list)
//If omitted, adds this actor's package
//This function is only valid during initialization (between GameInfo::InitGame() and GameInfo::SetInitialState())
//If called outside of that window, or anytime on a client, the function returns without doing anything
native final function AddToPackageMap(optional string PackageName);

//========================================================================
// Disk access.

// Find files.
native(539) final function string GetMapName( string NameEnding, string MapName, int Dir );
native(545) final function GetNextSkin( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc );
native(547) final function string GetURLMap( optional bool bIncludeOptions );
native final function string GetNextInt( string ClassName, int Num );
native final function GetNextIntDesc( string ClassName, int Num, out string Entry, out string Description );

// Much faster versions of GetNextInt & GetNextIntDesc
native static final function GetAllInt( string MetaClass, array<string> Entries );
native static final function GetAllIntDesc( string MetaClass, out array<string> Entry, out array<string> Description );

native final function bool GetCacheEntry( int Num, out string GUID, out string Filename );
native final function bool MoveCacheEntry( string GUID, optional string NewFilename );

//=============================================================================
// Iterator functions.

// Iterator functions for dealing with sets of actors.

/* AllActors() - avoid using AllActors() too often as it iterates through the whole actor list and is therefore slow
*/
native(304) final iterator function AllActors     ( class<actor> BaseClass, out actor Actor, optional name MatchTag );

/* DynamicActors() only iterates through the non-static actors on the list (still relatively slow, bu
 much better than AllActors).  This should be used in most cases and replaces AllActors in most of
 Epic's game code.
*/
native(313) final iterator function DynamicActors     ( class<actor> BaseClass, out actor Actor, optional name MatchTag );

/* ChildActors() returns all actors owned by this actor.  Slow like AllActors()
*/
native(305) final iterator function ChildActors   ( class<actor> BaseClass, out actor Actor );

/* BasedActors() returns all actors based on the current actor (slow, like AllActors)
*/
native(306) final iterator function BasedActors   ( class<actor> BaseClass, out actor Actor );

/* TouchingActors() returns all actors touching the current actor (fast)
*/
native(307) final iterator function TouchingActors( class<actor> BaseClass, out actor Actor );

/* TraceActors() return all actors along a traced line.  Reasonably fast (like any trace)
*/
native(309) final iterator function TraceActors   ( class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent );

/* RadiusActors() returns all actors within a give radius.  Slow like AllActors().  Use CollidingActors() or VisibleCollidingActors() instead if desired actor types are visible
(not bHidden) and in the collision hash (bCollideActors is true)
*/
native(310) final iterator function RadiusActors  ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc );

/* VisibleActors() returns all visible (not bHidden) actors within a radius
for which a trace from Loc (which defaults to caller's Location) to that actor's Location does not hit the world.
Slow like AllActors(). Use VisibleCollidingActors() instead if desired actor types are in the collision hash (bCollideActors is true)
*/
native(311) final iterator function VisibleActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc );

/* VisibleCollidingActors() returns all colliding (bCollideActors==true) actors within a certain radius
for which a trace from Loc (which defaults to caller's Location) to that actor's Location does not hit the world.
Much faster than AllActors() since it uses the collision hash
*/
native(312) final iterator function VisibleCollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden );

/* CollidingActors() returns colliding (bCollideActors==true) actors within a certain radius.
Much faster than AllActors() for reasonably small radii since it uses the collision hash
*/
native(321) final iterator function CollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc );

//=============================================================================
// Color functions
native(549) static final operator(20) color -     ( color A, color B );
native(550) static final operator(16) color *     ( float A, color B );
native(551) static final operator(20) color +     ( color A, color B );
native(552) static final operator(16) color *     ( color A, float B );

//=============================================================================
// Scripted Actor functions.

event RecoverFromBadStateCode();

/* RenderOverlays()
called by player's hud to request drawing of actor specific overlays onto canvas
*/
function RenderOverlays(Canvas Canvas);

// RenderTexture
event RenderTexture(ScriptedTexture Tex);

//
// Called immediately before gameplay begins.
//
event PreBeginPlay()
{
    // Handle autodestruction if desired.
    if( !bGameRelevant && (Level.NetMode != NM_Client) && !Level.Game.BaseMutator.CheckRelevance(Self) )
        Destroy();
    else if ( (Level.DetailMode == DM_Low) && (CullDistance == Default.CullDistance) )
        CullDistance *= 0.8;
}

//
// Broadcast a localized message to all players.
// Most message deal with 0 to 2 related PRIs.
// The LocalMessage class defines how the PRI's and optional actor are used.
//
event BroadcastLocalizedMessage( class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
    Level.Game.BroadcastLocalized( self, MessageClass, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
}

// Called immediately after gameplay begins.
//
event PostBeginPlay();

// Called after PostBeginPlay.
//
simulated event SetInitialState()
{
    bScriptInitialized = true;
    if( InitialState!='' )
        GotoState( InitialState );
    else
        GotoState( 'Auto' );
}

// called after PostBeginPlay.  On a net client, PostNetBeginPlay() is spawned after replicated variables have been initialized to
// their replicated values
event PostNetBeginPlay();

simulated function UpdatePrecacheMaterials()
{
    local int i;

    if ( Skins.Length > 0 )
        for ( i=0; i<Skins.Length; i++ )
            if ( Skins[i] != None )
                Level.AddPrecacheMaterial( Skins[i] );
}

simulated function UpdatePrecacheStaticMeshes()
{
    if ( (DrawType == DT_StaticMesh) && !bStatic && !bNoDelete )
        Level.AddPrecacheStaticMesh( StaticMesh );
}

/* OBSOLETE UpdateAnnouncements() - preload all announcer phrases used by this actor */
simulated function UpdateAnnouncements();

simulated function PrecacheAnnouncer(AnnouncerVoice V, bool bRewardSounds);

/* HurtRadius()
 Hurt locally authoritative actors within the radius.
*/
simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
    local actor Victims;
    local float damageScale, dist;
    local vector dir;

    if( bHurtEntry )
        return;

    bHurtEntry = true;
    foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius, HitLocation )
    {
        // don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
        if( (Victims != self) && (Victims.Role == ROLE_Authority) && (!Victims.IsA('FluidSurfaceInfo')) )
        {
            dir = Victims.Location - HitLocation;
            dist = FMax(1,VSize(dir));
            dir = dir/dist;
            damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
            Victims.TakeDamage
            (
                damageScale * DamageAmount,
                Instigator,
                Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir,
                (damageScale * Momentum * dir),
                DamageType
            );
            if (Instigator != None && Vehicle(Victims) != None && Vehicle(Victims).Health > 0)
                Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, Instigator.Controller, DamageType, Momentum, HitLocation);
        }
    }
    bHurtEntry = false;
}

function bool CheckForErrors()
{
    if ( bObsolete )
        log(self$" is Obsolete");
    return bObsolete;
}

// Called when carried onto a new level, before AcceptInventory.
//
event TravelPreAccept();

// Called when carried into a new level, after AcceptInventory.
//
event TravelPostAccept();

// Called by PlayerController when this actor becomes its ViewTarget.
//
function BecomeViewTarget();

// Called by PlayerController from on its current ViewTarget when its ViewTarget and/or bBehindView change
//
function POVChanged(PlayerController PC, bool bBehindViewChanged);

// Returns the human readable string representation of an object.
//
simulated function String GetHumanReadableName()
{
    return GetItemName(string(class));
}

// Set the display properties of an actor.  By setting them through this function, it allows
// the actor to modify other components (such as a Pawn's weapon) or to adjust the result
// based on other factors (such as a Pawn's other inventory wanting to affect the result)
function SetDisplayProperties(ERenderStyle NewStyle, Material NewTexture, bool bLighting )
{
    Style = NewStyle;
    texture = NewTexture;
    bUnlit = bLighting;
}

function SetDefaultDisplayProperties()
{
    Style = Default.Style;
    texture = Default.Texture;
    bUnlit = Default.bUnlit;
}

// Get localized message string associated with this actor
static function string GetLocalString(
    optional int Switch,
    optional PlayerReplicationInfo RelatedPRI_1,
    optional PlayerReplicationInfo RelatedPRI_2
    )
{
    return "";
}

function MatchStarting(); // called when gameplay actually starts
function SetGRI(GameReplicationInfo GRI);

function String GetDebugName()
{
    return GetItemName(string(self));
}

/* DisplayDebug()
list important actor variable on canvas.  HUD will call DisplayDebug() on the current ViewTarget when
the ShowDebug exec is used
*/
simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
{
    local string T;
    local float XL;
    local int i;
    local Actor A;
    local name anim;
    local float frame,rate;

    Canvas.Style = ERenderStyle.STY_Normal;
    Canvas.StrLen("TEST", XL, YL);
    YPos = YPos + YL;
    Canvas.SetPos(4,YPos);
    Canvas.SetDrawColor(255,0,0);
    T = GetDebugName();
    if ( bDeleteMe )
        T = T$" DELETED (bDeleteMe == true)";

    Canvas.DrawText(T, false);
    YPos += YL;
    Canvas.SetPos(4,YPos);
    Canvas.SetDrawColor(255,255,255);

    if ( Level.NetMode != NM_Standalone )
    {
        // networking attributes
        T = "ROLE ";
        Switch(Role)
        {
            case ROLE_None: T=T$"None"; break;
            case ROLE_DumbProxy: T=T$"DumbProxy"; break;
            case ROLE_SimulatedProxy: T=T$"SimulatedProxy"; break;
            case ROLE_AutonomousProxy: T=T$"AutonomousProxy"; break;
            case ROLE_Authority: T=T$"Authority"; break;
        }
        T = T$" REMOTE ROLE ";
        Switch(RemoteRole)
        {
            case ROLE_None: T=T$"None"; break;
            case ROLE_DumbProxy: T=T$"DumbProxy"; break;
            case ROLE_SimulatedProxy: T=T$"SimulatedProxy"; break;
            case ROLE_AutonomousProxy: T=T$"AutonomousProxy"; break;
            case ROLE_Authority: T=T$"Authority"; break;
        }
        if ( bTearOff )
            T = T$" Tear Off";
        Canvas.DrawText(T, false);
        YPos += YL;
        Canvas.SetPos(4,YPos);
    }
    T = "Physics ";
    Switch(PHYSICS)
    {
        case PHYS_None: T=T$"None"; break;
        case PHYS_Walking: T=T$"Walking"; break;
        case PHYS_Falling: T=T$"Falling"; break;
        case PHYS_Swimming: T=T$"Swimming"; break;
        case PHYS_Flying: T=T$"Flying"; break;
        case PHYS_Rotating: T=T$"Rotating"; break;
        case PHYS_Projectile: T=T$"Projectile"; break;
        case PHYS_Interpolating: T=T$"Interpolating"; break;
        case PHYS_MovingBrush: T=T$"MovingBrush"; break;
        case PHYS_Spider: T=T$"Spider"; break;
        case PHYS_Trailer: T=T$"Trailer"; break;
        case PHYS_Ladder: T=T$"Ladder"; break;
        case PHYS_Karma: T=T$"Karma"; break;
    }
    T = T$" in physicsvolume "$GetItemName(string(PhysicsVolume))$" on base "$GetItemName(string(Base));
    if ( bBounce )
        T = T$" - will bounce";
    Canvas.DrawText(T, false);
    YPos += YL;
    Canvas.SetPos(4,YPos);

    Canvas.DrawText("Location: "$Location$" Rotation "$Rotation, false);
    YPos += YL;
    Canvas.SetPos(4,YPos);
    Canvas.DrawText("Velocity: "$Velocity$" Speed "$VSize(Velocity)$" Speed2D "$VSize(Velocity-Velocity.Z*vect(0,0,1)), false);
    YPos += YL;
    Canvas.SetPos(4,YPos);
    Canvas.DrawText("Acceleration: "$Acceleration, false);
    YPos += YL;
    Canvas.SetPos(4,YPos);

    Canvas.DrawColor.B = 0;
    Canvas.DrawText("Collision Radius "$CollisionRadius$" Height "$CollisionHeight);
    YPos += YL;
    Canvas.SetPos(4,YPos);

    Canvas.DrawText("Collides with Actors "$bCollideActors$", world "$bCollideWorld$", proj. target "$bProjTarget);
    YPos += YL;
    Canvas.SetPos(4,YPos);
    Canvas.DrawText("Blocks Actors "$bBlockActors);
    YPos += YL;
    Canvas.SetPos(4,YPos);

    T = "Touching ";
    ForEach TouchingActors(class'Actor', A)
        T = T$GetItemName(string(A))$" ";
    if ( T == "Touching ")
        T = "Touching nothing";
    Canvas.DrawText(T, false);
    YPos += YL;
    Canvas.SetPos(4,YPos);

    Canvas.DrawColor.R = 0;
    T = "Rendered: ";
    Switch(Style)
    {
        case STY_None: T=T; break;
        case STY_Normal: T=T$"Normal"; break;
        case STY_Masked: T=T$"Masked"; break;
        case STY_Translucent: T=T$"Translucent"; break;
        case STY_Modulated: T=T$"Modulated"; break;
        case STY_Alpha: T=T$"Alpha"; break;
    }

    Switch(DrawType)
    {
        case DT_None: T=T$" None"; break;
        case DT_Sprite: T=T$" Sprite "; break;
        case DT_Mesh: T=T$" Mesh "; break;
        case DT_Brush: T=T$" Brush "; break;
        case DT_RopeSprite: T=T$" RopeSprite "; break;
        case DT_VerticalSprite: T=T$" VerticalSprite "; break;
        case DT_Terraform: T=T$" Terraform "; break;
        case DT_SpriteAnimOnce: T=T$" SpriteAnimOnce "; break;
        case DT_StaticMesh: T=T$" StaticMesh "; break;
    }

    if ( DrawType == DT_Mesh )
    {
        T = T$GetItemName(string(Mesh));
        if ( Skins.length > 0 )
        {
            T = T$" skins: ";
            for ( i=0; i<Skins.length; i++ )
            {
                if ( skins[i] == None )
                    break;
                else
                    T =T$GetItemName(string(skins[i]))$", ";
            }
        }

        Canvas.DrawText(T, false);
        YPos += YL;
        Canvas.SetPos(4,YPos);

        // mesh animation
        GetAnimParams(0,Anim,frame,rate);
        T = "AnimSequence "$Anim$" Frame "$frame$" Rate "$rate;
        if ( bAnimByOwner )
            T= T$" Anim by Owner";
    }
    else if ( (DrawType == DT_Sprite) || (DrawType == DT_SpriteAnimOnce) )
        T = T$Texture;
    else if ( DrawType == DT_Brush )
        T = T$Brush;

    Canvas.DrawText(T, false);
    YPos += YL;
    Canvas.SetPos(4,YPos);

    Canvas.DrawColor.B = 255;
    Canvas.DrawText("Tag: "$Tag$" Event: "$Event$" STATE: "$GetStateName(), false);
    YPos += YL;
    Canvas.SetPos(4,YPos);

    Canvas.DrawText("Instigator "$GetItemName(string(Instigator))$" Owner "$GetItemName(string(Owner)));
    YPos += YL;
    Canvas.SetPos(4,YPos);

    Canvas.DrawText("Timer: "$TimerCounter$" LifeSpan "$LifeSpan$" AmbientSound "$AmbientSound$" volume "$SoundVolume);
    YPos += YL;
    Canvas.SetPos(4,YPos);
}

// NearSpot() returns true is spot is within collision cylinder
simulated final function bool NearSpot(vector Spot)
{
    local vector Dir;

    Dir = Location - Spot;

    if ( abs(Dir.Z) > CollisionHeight )
        return false;

    Dir.Z = 0;
    return ( VSize(Dir) <= CollisionRadius );
}

simulated final function bool TouchingActor(Actor A)
{
    local vector Dir;

    Dir = Location - A.Location;

    if ( abs(Dir.Z) > CollisionHeight + A.CollisionHeight )
        return false;

    Dir.Z = 0;
    return ( VSize(Dir) <= CollisionRadius + A.CollisionRadius );
}

/* StartInterpolation()
when this function is called, the actor will start moving along an interpolation path
beginning at Dest
*/
simulated function StartInterpolation()
{
    GotoState('');
    SetCollision(True,false);
    bCollideWorld = False;
    bInterpolating = true;
    SetPhysics(PHYS_None);
}

/* Reset()
reset actor to initial state - used when restarting level without reloading.
*/
function Reset();

/*
Trigger an event
*/
simulated event TriggerEvent( Name EventName, Actor Other, Pawn EventInstigator )
{
    local Actor A;
    local NavigationPoint N;

    if ( EventName == '' )
        return;

    ForEach DynamicActors( class 'Actor', A, EventName )
        A.Trigger(Other, EventInstigator);

    For ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
        if ( N.bStatic && N.Tag == EventName )
            N.Trigger(Other, EventInstigator);
}

/*
Untrigger an event
*/
function UntriggerEvent( Name EventName, Actor Other, Pawn EventInstigator )
{
    local Actor A;
    local NavigationPoint N;

    if ( EventName == '' )
        return;

    ForEach DynamicActors( class 'Actor', A, EventName )
        A.Untrigger(Other, EventInstigator);
    For ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
        if ( N.bStatic && N.Tag == EventName )
            N.Untrigger(Other, EventInstigator);
}

function bool IsInVolume(Volume aVolume)
{
    local Volume V;

    ForEach TouchingActors(class'Volume',V)
        if ( V == aVolume )
            return true;
    return false;
}

function bool IsInPain()
{
    local PhysicsVolume V;

    ForEach TouchingActors(class'PhysicsVolume',V)
        if ( V.bPainCausing && (V.DamagePerSec > 0) )
            return true;
    return false;
}

function PlayTeleportEffect(bool bOut, bool bSound);

simulated function bool CanSplash()
{
    return false;
}

function vector GetCollisionExtent()
{
    local vector Extent;

    Extent = CollisionRadius * vect(1,1,0);
    Extent.Z = CollisionHeight;
    return Extent;
}

static function Crash()
{
    assert(false);
}

simulated function SetOverlayMaterial( Material mat, float time, bool bOverride )
{
    if (OverlayMaterial == None || OverlayMaterial == mat || bOverride)
    {
        OverlayMaterial = mat;
        if ( OverlayTimer == time )
            OverlayTimer = time + 0.001;
        else
            OverlayTimer = time;
        ClientOverlayTimer = OverlayTimer;
        ClientOverlayCounter = OverlayTimer;
        NetUpdateTime = Level.TimeSeconds - 1;
    }
}

simulated function bool CheckMaxEffectDistance(PlayerController P, vector SpawnLocation)
{
    return !P.BeyondViewDistance(SpawnLocation,0);
}

simulated function bool EffectIsRelevant(vector SpawnLocation, bool bForceDedicated )
{
    local PlayerController P;
    local bool bResult;

    if ( Level.NetMode == NM_DedicatedServer )
        return bForceDedicated;
    if ( Level.NetMode != NM_Client )
        bResult = true;
    else if ( (Instigator != None) && Instigator.IsHumanControlled() )
        return  true;
    else if ( SpawnLocation == Location )
        bResult = ( Level.TimeSeconds - LastRenderTime < 3 );
    else if ( (Instigator != None) && (Level.TimeSeconds - Instigator.LastRenderTime < 3) )
        bResult = true;
    if ( bResult )
    {
        P = Level.GetLocalPlayerController();

        if ( (P == None) || (P.ViewTarget == None) )
            bResult = false;
        else if ( P.Pawn == Instigator )
            bResult = CheckMaxEffectDistance(P, SpawnLocation);
        else if ( (Vector(P.Rotation) Dot (SpawnLocation - P.ViewTarget.Location)) < 0.0 )
            bResult = (VSize(P.ViewTarget.Location - SpawnLocation) < 1600);
        else
            bResult = CheckMaxEffectDistance(P, SpawnLocation);
    }
    return bResult;
}

function bool SelfTriggered()
{
    return false;
}

function bool TeamLink(int TeamNum)
{
    return false;
}

function SetDelayedDamageInstigatorController(Controller C);

function NotifyLocalPlayerDead(PlayerController PC);

// called only if bNotifyLocalPlayerTeamReceived and is a net client when local playercontroller receives PlayerReplicationInfo.Team
function NotifyLocalPlayerTeamReceived();

//for AI... bots have perfect aim shooting non-pawn stationary targets
function bool IsStationary()
{
    return true;
}

//this actor is based on a pawn and that pawn has just died
function PawnBaseDied();

function bool BlocksShotAt(Actor Other)
{
    return false;
}

defaultproperties
{
     DrawType=DT_Sprite
     bLightingVisibility=True
     bAcceptsProjectors=True
     bReplicateMovement=True
     bDeferRendering=True
     RemoteRole=ROLE_DumbProxy
     Role=ROLE_Authority
     NetUpdateFrequency=100.000000
     NetPriority=1.000000
     LODBias=1.000000
     Texture=Texture'Engine.S_Actor'
     DrawScale=1.000000
     DrawScale3D=(X=1.000000,Y=1.000000,Z=1.000000)
     MaxLights=4
     ScaleGlow=1.000000
     Style=STY_Normal
     bMovable=True
     FluidSurfaceShootStrengthMod=1.000000
     SoundVolume=128
     SoundPitch=64
     SoundRadius=64.000000
     TransientSoundVolume=0.300000
     TransientSoundRadius=300.000000
     CollisionRadius=22.000000
     CollisionHeight=22.000000
     bBlockZeroExtentTraces=True
     bBlockNonZeroExtentTraces=True
     bSmoothKarmaStateUpdates=True
     bJustTeleported=True
     Mass=100.000000
     ForceNoise=0.500000
     MessageClass=Class'Engine.LocalMessage'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Mon 23/10/2006 20:25:16.000 - Creation time: Wed 7/2/2007 19:16:33.093 - Created with UnCodeX