- Extends
- Actor
- Modifiers
- abstract native placeable config ( user ) nativereplication exportstructs
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
Direct Known Subclasses:
RedeemerWarhead, Scout, UnrealPawn, Vehicle
Inherited Variables from Engine.Actor |
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel |
Inherited Enumerations from Engine.Actor |
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode |
Structures Summary |
HitFXData Bone, damtype, bSever, rotDir |
Inherited Structures from Engine.Actor |
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr |
Inherited Structures from Core.Object |
BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector |
Functions Summary |
| bool | AddInventory (inventory NewItem)
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| bool | AddShieldStrength (int Amount)
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| | AddVelocity (vector NewVelocity)
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| rotator | AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)
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| float | AdjustedStrength ()
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| | AltFire (optional float F)
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| | AnimEnd (int Channel)
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| | AnimEnd (int Channel) Dying |
| | BaseChange ()
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| | BaseChange () Dying |
| | BecomeViewTarget ()
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| | BeginState () Dying |
| | BreathTimer ()
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| vector | CalcDrawOffset (inventory Inv)
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| vector | CameraShake ()
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| bool | CanAttack (Actor Other)
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| bool | CanDoubleJump ()
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| bool | CanGrabLadder ()
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| bool | CanMultiJump ()
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| bool | CannotJumpNow ()
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| bool | CanSplash ()
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| bool | CanThrowWeapon ()
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| bool | CanTrigger (Trigger T)
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| int | CanUseShield (int Amount)
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| | ChangeAnimation ()
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| | ChangeAnimation () Dying |
| | ChangedWeapon ()
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| bool | CheatFly ()
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| bool | CheatGhost ()
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| bool | CheatWalk ()
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| | CheckBob (float DeltaTime, vector Y)
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| bool | CheckTauntValid (name Sequence)
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| bool | CheckWaterJump (out vector WallNormal)
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| | ChooseFireAt (Actor A)
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| | ChunkUp (Rotator HitRotation, float ChunkPerterbation)
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| | ClientDying (class<DamageType> DamageType, vector HitLocation)
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| | ClientMessage (coerce string S, optional Name Type)
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| | ClientReStart ()
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| | ClientSetLocation (vector NewLocation, rotator NewRotation)
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| | ClientSetRotation (rotator NewRotation)
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| | ClimbLadder (LadderVolume L)
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| | CreateInventory (string InventoryClassName)
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| | DeactivateSpawnProtection ()
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| | DeleteInventory (inventory Item)
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| | Destroyed ()
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| | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
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| | Died (Controller Killer, class<DamageType> damageType, vector HitLocation) Dying |
| | DisableUDamage ()
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| | DisplayDebug (Canvas Canvas, out float YL, out float YPos)
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| | DoComboName (string ComboClassName)
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| bool | Dodge (eDoubleClickDir DoubleClickMove)
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| | DoDoubleJump (bool bUpdating)
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| bool | DoJump (bool bUpdating)
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| | DrawHUD (Canvas Canvas)
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| | DropFlag ()
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| | DropToGround ()
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| | EnableUDamage (float Amount)
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| | EncroachedBy (actor Other)
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| bool | EncroachingOn (actor Other)
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| | EndClimbLadder (LadderVolume OldLadder)
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| | EndCrouch (float HeightAdjust)
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| vector | EyePosition ()
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| | FaceRotation (rotator NewRotation, float DeltaTime)
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| | Falling ()
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| | FellOutOfWorld (eKillZType KillType)
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| | FellOutOfWorld (eKillZType KillType) Dying |
| Inventory | FindInventoryType (class DesiredClass)
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| bool | FindValidTaunt (out name Sequence)
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| | FinishedInterpolation ()
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| | Fire (optional float F)
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| bool | FireOnRelease ()
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| | ForceCrouch ()
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| | Gasp ()
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| int | Get4WayDirection ()
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| Pawn | GetAimTarget ()
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| Weapon | GetDemoRecordingWeapon ()
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| String | GetHumanReadableName ()
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| Controller | GetKillerController ()
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| Actor | GetMoveTarget ()
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| name | GetOffhandBoneFor (Inventory I)
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| Actor | GetPathTo (Actor Dest)
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| float | GetShieldStrength ()
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| float | GetShieldStrengthMax ()
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| int | GetSpree ()
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| vector | GetTargetLocation ()
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| TeamInfo | GetTeam ()
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| int | GetTeamNum ()
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| Vehicle | GetVehicleBase ()
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| rotator | GetViewRotation ()
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| name | GetWeaponBoneFor (Inventory I)
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| | gibbedBy (actor Other)
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| bool | GiveHealth (int HealAmount, int HealMax)
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| | GiveWeapon (string aClassName)
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| | HandlePickup (Pickup pick)
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| bool | HasUDamage ()
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| bool | HasWeapon ()
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| | HeadVolumeChange (PhysicsVolume newHeadVolume)
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| | HitWall (vector HitNormal, actor Wall)
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| | HoldFlag (Actor FlagActor)
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| | IncrementSpree ()
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| bool | InCurrentCombo ()
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| bool | InGodMode ()
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| bool | IsFiring ()
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| bool | IsFirstPerson ()
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| bool | IsHeadShot (vector loc, vector ray, float AdditionalScale)
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| bool | IsHumanControlled ()
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| bool | IsInLoadout (class<Inventory> InventoryClass)
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| bool | IsInPain ()
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| bool | IsLocallyControlled ()
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| bool | IsPlayerPawn ()
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| | JumpOffPawn ()
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| | JumpOutOfWater (vector jumpDir)
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| | KilledBy (pawn EventInstigator)
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| | Landed (vector HitNormal)
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| | Landed (vector HitNormal) Dying |
| | LandThump () Dying |
| | LieStill () Dying |
| int | LimitPitch (int pitch)
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| bool | LineOfSightTo (actor Other)
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| vector | ModifiedPlayerViewOffset (inventory Inv)
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| float | ModifyThreat (float current, Pawn Threat)
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| | ModifyVelocity (float DeltaTime, vector OldVelocity)
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| bool | NearMoveTarget ()
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| bool | NeedToTurn (vector targ)
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| | NextItem ()
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| | NextWeapon ()
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| | NotifyTeamChanged ()
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| bool | PerformDodge (eDoubleClickDir DoubleClickMove, vector Dir, vector Cross)
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| | PlayDying (class<DamageType> DamageType, vector HitLoc)
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| | PlayDyingSound ()
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| | PlayerChangedTeam ()
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| | PlayFalling ()
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| | PlayFiring (optional float Rate, optional name FiringMode)
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| | PlayFiring (float Rate, name FiringMode) Dying |
| | PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum)
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| | PlayJump ()
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| | PlayLanded (float impactVel)
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| | PlayLandingAnimation (float ImpactVel)
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| | PlayMoverHitSound ()
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| | PlayMoving ()
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| | PlayNextAnimation () Dying |
| | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)
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| | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType) Dying |
| | PlayTeleportEffect (bool bOut, bool bSound)
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| | PlayVictoryAnimation ()
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| | PlayWaiting ()
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| | PlayWeaponSwitch (Weapon NewWeapon)
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| | PlayWeaponSwitch (Weapon NewWeapon) Dying |
| bool | PointOfView ()
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| | PossessedBy (Controller C)
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| | PostBeginPlay ()
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| | PostNetBeginPlay ()
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| | PostRender2D (Canvas C, float ScreenLocX, float ScreenLocY)
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| | PreBeginPlay ()
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| bool | PressingAltFire ()
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| bool | PressingFire ()
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| | PrevWeapon ()
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| | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
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| float | RangedAttackTime ()
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| | RawInput (float DeltaTime, float aBaseX, float aBaseY, float aBaseZ, float aMouseX, float aMouseY, float aForward, float aTurn, float aStrafe, float aUp, float aLookUp)
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| bool | ReachedDestination (Actor Goal)
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| | ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
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| bool | RecommendLongRangedAttack ()
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| | ReduceCylinder () Dying |
| float | RefireRate ()
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| | RemovePowerups ()
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| | Reset ()
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| | RestartPlayer ()
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| | ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon)
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| | ServerNoTranslocator ()
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| | SetAnimAction (name NewAction)
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| | SetBaseEyeheight ()
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| | SetDefaultDisplayProperties ()
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| | SetDelayedDamageInstigatorController (Controller C)
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| | SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting)
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| | SetHeadScale (float NewScale)
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| | SetMesh ()
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| | SetMovementPhysics ()
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| | SetMoveTarget (Actor NewTarget)
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| | SetTwistLook (int twist, int look)
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| | SetViewPitch (int NewPitch)
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| | SetViewRotation (rotator NewRotation)
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| | SetWalking (bool bNewIsWalking)
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| int | ShieldAbsorb (int damage)
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| Actor | ShootSpecial (Actor A)
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| | ShouldCrouch (bool Crouch)
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| bool | SpecialCalcView (out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
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| | SpecialDrawCrosshair (Canvas C)
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| bool | SpectatorSpecialCalcView (PlayerController Viewer, out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
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| | StartCrouch (float HeightAdjust)
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| | StartDriving (Vehicle V)
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| | StaticPrecache (LevelInfo L)
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| | StopDriving (Vehicle V)
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| | StopPlayFiring ()
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| | StopPlayFiring () Dying |
| bool | StopWeaponFiring ()
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| | Suicide ()
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| | SwitchToLastWeapon ()
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| | SwitchWeapon (byte F)
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) Dying |
| | TakeDrowningDamage ()
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| | TakeFallingDamage ()
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| | Timer () Dying |
| bool | TooCloseToAttack (Actor Other)
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| | TossWeapon (Vector TossVel)
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| bool | TouchingWaterVolume ()
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| | Trigger (actor Other, pawn EventInstigator)
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| | TurnOff ()
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| | UnPossessed ()
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| | UpdateEyeHeight (float DeltaTime)
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| | UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)
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| bool | WasPlayerPawn ()
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| vector | WeaponBob (float BobDamping)
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Inherited Functions from Engine.Actor |
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange |
Inherited Functions from Core.Object |
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllObjects, Asc, Asin, Atan, BeginState, Caps, Ceil, Chr, Clamp, ClassIsChildOf, ClearConfig, ClockwiseFrom, Cos, Created, Cross, Disable, Divide, Dot, DynamicLoadObject, EatStr, Enable, EndState, Eval, Exp, FClamp, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetItemName, GetPerObjectNames, GetPropertyText, GetReferencers, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, IsOnConsole, IsSoaking, Left, Len, Lerp, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, PlatformIs64Bit, PlatformIsMacOS, PlatformIsUnix, PlatformIsWindows, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, Repl, ReplaceText, ResetConfig, Right, RotRand, Round, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, StopWatch, StrCmp, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~= |
Dying Source code |
state Dying
|
AnimEnd, BaseChange, BeginState, ChangeAnimation, Died, FellOutOfWorld, Landed, LandThump, LieStill, PlayFiring, PlayNextAnimation, PlayTakeHit, PlayWeaponSwitch, ReduceCylinder, StopPlayFiring, TakeDamage, Timer |
var float AccelRate;
var name AirAnims[4];
var float AirControl;
var float AirSpeed;
var name AirStillAnim;
var globalconfig float AmbientSoundScaling;
var name AnimAction;
var float AppliedBob;
var const float AvgPhysicsTime;
var float BackwardStrafeBias;
var bool bAmbientCreature;
var float BaseEyeHeight;
var bool bAutoActivate;
var bool bAutoFire;
var bool bAvoidLedges;
var bool bCachedRelevant;
var bool bCanBeBaseForPawns;
var bool bCanClimbLadders;
var bool bCanDoubleJump;
var bool bCanFly;
var bool bCanJump;
var bool bCanPickupInventory;
var bool bCanStrafe;
var bool bCanSwim;
var bool bCanUse;
var bool bCanWalk;
var bool bCanWalkOffLedges;
var bool bCanWallDodge;
var bool bClientCollision;
var bool bCountJumps;
var bool bCrawler;
var bool bDirectHitWall;
var bool bDoTorsoTwist;
var bool bDrawCorona;
var bool bFlyingKarma;
var bool bHideRegularHUD;
var bool bIgnoreForces;
var bool bIgnorePlayFiring;
var bool bInitializeAnimation;
var bool bInvulnerableBody;
var const bool bIsCrouched;
var bool bIsFemale;
var bool bIsIdle;
var bool bIsTyping;
var bool bIsWalking;
var bool bJumpCapable;
var bool bJustLanded;
var bool bLandRecovery;
var globalconfig bool bNoCoronas;
var bool bNoJumpAdjust;
var bool bNoTeamBeacon;
var const bool bNoVelocityUpdate;
var bool bNoWeaponFiring;
var globalconfig float Bob;
var float bobtime;
var bool bPhysicsAnimUpdate;
var bool bPlayedDeath;
var float BreathTime;
var const bool bReducedSpeed;
var const bool bReverseRun;
var bool bRollToDesired;
var bool bScriptPostRender;
var bool bServerMoveSetPawnRot;
var bool bSetPCRotOnPossess;
var const bool bSimGravityDisabled;
var const bool bSimulateGravity;
var bool bSpecialCalcView;
var bool bSpecialCrosshair;
var bool bSpecialHUD;
var bool bStationary;
var bool bSteadyFiring;
var bool bStopAtLedges;
var bool bSuperSize;
var bool bThumped;
var const bool bTryToUncrouch;
var bool bUpAndOut;
var bool bUpdateEyeheight;
var bool bUpdatingDisplay;
bUseCompressedPosition Source code
var bool bUseCompressedPosition;
var bool bWaitForAnim;
var bool bWantsToCrouch;
var bool bWarping;
var bool bWasCrouched;
var bool bWasOnGround;
var bool bWasWalking;
var bool bWaterStepup;
var globalconfig bool bWeaponBob;
var vector ConstantAcceleration;
var name CrouchAnims[4];
var float CrouchedPct;
var float CrouchHeight;
var float CrouchRadius;
var name CrouchTurnLeftAnim;
var name CrouchTurnRightAnim;
var float DamageScaling;
DelayedDamageInstigatorController Source code
var float DesiredSpeed;
var float DestinationOffset;
var name DodgeAnims[4];
var float DodgeSpeedFactor;
var float DodgeSpeedZ;
var name DoubleJumpAnims[4];
var float EyeHeight;
var float FindAnchorFailedTime;
var byte FlashCount;
var const int FootRot;
var const bool FootStill;
var const bool FootTurning;
var float ForwardStrafeBias;
var float GroundSpeed;
var name HeadBone;
var float HeadHeight;
var float HeadRadius;
var float HeadScale;
var travel int Health;
var float HealthMax;
var transient int HitFxTicker;
var name IdleChatAnim;
var name IdleCrouchAnim;
var name IdleRestAnim;
var name IdleSwimAnim;
var float IdleTime;
var name IdleWeaponAnim;
var float JumpZ;
var float LadderSpeed;
var name LandAnims[4];
var float LandBob;
var name LandMovementState;
var const float LastLocTime;
var float LastPainSound;
var float LastPainTime;
var float LastStartTime;
var float LastValidAnchorTime;
var float MaxDesiredSpeed;
var float MaxFallSpeed;
var float MaxRotation;
var float MeleeRange;
var localized string MenuName;
var float MinFlySpeed;
var name MovementAnims[4];
MovementBlendStartTime Source code
var float MovementBlendStartTime;
var float NavigationPointRange;
var float NetRelevancyTime;
var float NextPathRadius;
var const float noise1loudness;
var const pawn noise1other;
var const float noise1time;
var const float noise2loudness;
var const pawn noise2other;
var const float noise2time;
var const int OldAnimDir;
var float OldRotYaw;
var float OldZ;
var string OwnerName;
var name RootBone;
var float SerpentineDist;
var float SerpentineTime;
var int SmoothViewPitch;
var int SmoothViewYaw;
var float SoundDampening;
var float SpawnTime;
var name SpineBone1;
var name SpineBone2;
var float SplashTime;
var float SuperHealthMax;
var name SwimAnims[4];
var name TakeoffAnims[4];
var name TakeoffStillAnim;
var localized string TauntAnimNames[16];
var array<name> TauntAnims;
var const int TurnDir;
var name TurnLeftAnim;
var name TurnRightAnim;
var const float UncrouchTime;
var float UnderWaterTime;
var const byte ViewPitch;
var byte Visibility;
var name WalkAnims[4];
var float WalkingPct;
var name WaterMovementState;
var float WaterSpeed;
AI
var(AI) name AIScriptTag;
var(AI) float Alertness;
var(AI) bool bAdjacentZoneHearing;
var(AI) bool bAroundCornerHearing;
var(AI) bool bDontPossess;
var(AI) bool bLOSHearing;
var(AI) bool bMuffledHearing;
var(AI) bool bSameZoneHearing;
var(AI) float HearingThreshold;
var(AI) float PeripheralVision;
var(AI) float SightRadius;
AnimTweaks
var(AnimTweaks) float BlendChangeTime;
Pawn
var(
Pawn)
bool bCanCrouch;
var(
Pawn)
float DrivingHeight;
var(
Pawn)
float DrivingRadius;
var(
Pawn)
int PitchDownLimit;
var(
Pawn)
int PitchUpLimit;
var(
Pawn)
float SkillModifier;
Shield
var(Shield) transient float ShieldStrength;
function bool AddInventory (
inventory NewItem )
function bool AddShieldStrength ( int Amount )
function AddVelocity (
vector NewVelocity )
function float AdjustedStrength ( )
simulated function AltFire ( optional float F )
simulated event AnimEnd ( int Channel )
event AnimEnd ( int Channel )
singular event BaseChange ( )
singular function BaseChange ( )
function BecomeViewTarget ( )
function BeginState ( )
event BreathTimer ( )
simulated function vector CameraShake ( )
function bool CanAttack (
Actor Other )
function bool CanDoubleJump ( )
function bool CanGrabLadder ( )
function bool CanMultiJump ( )
function bool CannotJumpNow ( )
simulated function bool CanSplash ( )
simulated function bool CanThrowWeapon ( )
function bool CanTrigger (
Trigger T )
function int CanUseShield ( int Amount )
simulated event ChangeAnimation ( )
event ChangeAnimation ( )
simulated function ChangedWeapon ( )
function bool CheatFly ( )
function bool CheatGhost ( )
function bool CheatWalk ( )
function CheckBob (
float DeltaTime,
vector Y )
simulated function bool CheckTauntValid ( name Sequence )
function bool CheckWaterJump (
out vector WallNormal )
function ChooseFireAt (
Actor A )
simulated function ChunkUp (
Rotator HitRotation,
float ChunkPerterbation )
event ClientMessage ( coerce string S, optional Name Type )
function ClientReStart ( )
function ClientSetLocation (
vector NewLocation,
rotator NewRotation )
function ClientSetRotation (
rotator NewRotation )
function CreateInventory ( string InventoryClassName )
DeactivateSpawnProtection Source code
function DeactivateSpawnProtection ( )
simulated event Destroyed ( )
function DisableUDamage ( )
simulated function DisplayDebug (
Canvas Canvas,
out float YL,
out float YPos )
function DoComboName ( string ComboClassName )
function DoDoubleJump ( bool bUpdating )
function bool DoJump ( bool bUpdating )
function DropFlag ( )
function DropToGround ( )
function EnableUDamage ( float Amount )
event EncroachedBy (
actor Other )
event bool EncroachingOn (
actor Other )
event EndCrouch ( float HeightAdjust )
simulated function vector EyePosition ( )
simulated function FaceRotation (
rotator NewRotation,
float DeltaTime )
event Falling ( )
function Inventory FindInventoryType (
class DesiredClass )
simulated function bool FindValidTaunt ( out name Sequence )
function FinishedInterpolation ( )
simulated function Fire ( optional float F )
function bool FireOnRelease ( )
native function ForceCrouch ( )
function Gasp ( )
simulated native function int Get4WayDirection ( )
function Pawn GetAimTarget ( )
GetDemoRecordingWeapon Source code
simulated function Weapon GetDemoRecordingWeapon ( )
simulated function String GetHumanReadableName ( )
function Actor GetMoveTarget ( )
function name GetOffhandBoneFor (
Inventory I )
function float GetShieldStrength ( )
function float GetShieldStrengthMax ( )
function int GetSpree ( )
simulated function vector GetTargetLocation ( )
simulated function int GetTeamNum ( )
function Vehicle GetVehicleBase ( )
simulated function rotator GetViewRotation ( )
function name GetWeaponBoneFor (
Inventory I )
function gibbedBy (
actor Other )
function bool GiveHealth ( int HealAmount, int HealMax )
function GiveWeapon ( string aClassName )
function HandlePickup (
Pickup pick )
function bool HasUDamage ( )
function bool HasWeapon ( )
function HoldFlag (
Actor FlagActor )
function IncrementSpree ( )
function bool InCurrentCombo ( )
final function bool InGodMode ( )
function bool IsFiring ( )
simulated function bool IsFirstPerson ( )
function bool IsHeadShot (
vector loc,
vector ray,
float AdditionalScale )
simulated function bool IsHumanControlled ( )
function bool IsInLoadout (
class<
Inventory> InventoryClass )
function bool IsInPain ( )
simulated function bool IsLocallyControlled ( )
simulated function bool IsPlayerPawn ( )
function JumpOffPawn ( )
function JumpOutOfWater (
vector jumpDir )
function KilledBy (
pawn EventInstigator )
event Landed (
vector HitNormal )
function Landed (
vector HitNormal )
function LandThump ( )
function LieStill ( )
function int LimitPitch ( int pitch )
function bool LineOfSightTo (
actor Other )
ModifiedPlayerViewOffset Source code
function float ModifyThreat (
float current,
Pawn Threat )
simulated event ModifyVelocity (
float DeltaTime,
vector OldVelocity )
function bool NearMoveTarget ( )
function bool NeedToTurn (
vector targ )
exec function NextItem ( )
simulated function NextWeapon ( )
function NotifyTeamChanged ( )
function PlayDyingSound ( )
function PlayerChangedTeam ( )
simulated event PlayFalling ( )
simulated function PlayFiring ( optional float Rate, optional name FiringMode )
function PlayFiring ( float Rate, name FiringMode )
simulated event PlayJump ( )
function PlayLanded ( float impactVel )
simulated event PlayLandingAnimation ( float ImpactVel )
function PlayMoverHitSound ( )
simulated function PlayMoving ( )
PlayNextAnimation Dying Source code
simulated function PlayNextAnimation ( )
function PlayTeleportEffect ( bool bOut, bool bSound )
function PlayVictoryAnimation ( )
simulated function PlayWaiting ( )
function PlayWeaponSwitch (
Weapon NewWeapon )
PlayWeaponSwitch Dying Source code
function PlayWeaponSwitch (
Weapon NewWeapon )
simulated function bool PointOfView ( )
event PostBeginPlay ( )
simulated event PostNetBeginPlay ( )
simulated event PostRender2D (
Canvas C,
float ScreenLocX,
float ScreenLocY )
event PreBeginPlay ( )
simulated final function bool PressingAltFire ( )
simulated final function bool PressingFire ( )
simulated function PrevWeapon ( )
function float RangedAttackTime ( )
simulated function RawInput ( float DeltaTime,
float aBaseX, float aBaseY, float aBaseZ, float aMouseX, float aMouseY,
float aForward, float aTurn, float aStrafe, float aUp, float aLookUp )
native function bool ReachedDestination (
Actor Goal )
ReceiveLocalizedMessage Source code
RecommendLongRangedAttack Source code
function bool RecommendLongRangedAttack ( )
function ReduceCylinder ( )
function float RefireRate ( )
function RemovePowerups ( )
function Reset ( )
function RestartPlayer ( )
function ServerChangedWeapon (
Weapon OldWeapon,
Weapon NewWeapon )
function ServerNoTranslocator ( )
simulated event SetAnimAction ( name NewAction )
simulated function SetBaseEyeheight ( )
SetDefaultDisplayProperties Source code
function SetDefaultDisplayProperties ( )
SetDelayedDamageInstigatorController Source code
function SetDelayedDamageInstigatorController (
Controller C )
simulated event SetHeadScale ( float NewScale )
simulated function SetMesh ( )
function SetMovementPhysics ( )
function SetMoveTarget (
Actor NewTarget )
simulated native function SetTwistLook ( int twist, int look )
simulated native function SetViewPitch ( int NewPitch )
simulated function SetViewRotation (
rotator NewRotation )
event SetWalking ( bool bNewIsWalking )
function int ShieldAbsorb ( int damage )
function ShouldCrouch ( bool Crouch )
function bool SpecialCalcView (
out Actor ViewActor,
out vector CameraLocation,
out rotator CameraRotation )
simulated function SpecialDrawCrosshair (
Canvas C )
SpectatorSpecialCalcView Source code
event StartCrouch ( float HeightAdjust )
simulated event StartDriving (
Vehicle V )
static function StaticPrecache (
LevelInfo L )
simulated event StopDriving (
Vehicle V )
simulated event StopPlayFiring ( )
event StopPlayFiring ( )
function bool StopWeaponFiring ( )
function Suicide ( )
exec function SwitchToLastWeapon ( )
simulated function SwitchWeapon ( byte F )
function TakeDrowningDamage ( )
function TakeFallingDamage ( )
function Timer ( )
function bool TooCloseToAttack (
Actor Other )
function TossWeapon (
Vector TossVel )
function bool TouchingWaterVolume ( )
simulated function TurnOff ( )
function UnPossessed ( )
event UpdateEyeHeight ( float DeltaTime )
UpdateRocketAcceleration Source code
function UpdateRocketAcceleration ( float DeltaTime, float YawChange, float PitchChange )
simulated function bool WasPlayerPawn ( )
simulated function vector WeaponBob (
float BobDamping )
defaultproperties
{
bJumpCapable=True
bCanJump=True
bCanWalk=True
bCanDoubleJump=True
bSimulateGravity=True
bServerMoveSetPawnRot=True
bNoCoronas=True
bAutoActivate=True
bLOSHearing=True
bUseCompressedPosition=True
bWeaponBob=True
bCanUse=True
Visibility=128
DesiredSpeed=1.000000
MaxDesiredSpeed=1.000000
HearingThreshold=2800.000000
SightRadius=5000.000000
AvgPhysicsTime=0.100000
GroundSpeed=440.000000
WaterSpeed=300.000000
AirSpeed=440.000000
LadderSpeed=200.000000
AccelRate=2048.000000
JumpZ=420.000000
AirControl=0.050000
WalkingPct=0.500000
CrouchedPct=0.500000
MaxFallSpeed=1200.000000
PitchUpLimit=18000
PitchDownLimit=49153
BaseEyeHeight=64.000000
EyeHeight=54.000000
CrouchHeight=40.000000
CrouchRadius=34.000000
DrivingHeight=20.000000
DrivingRadius=22.000000
HealthMax=100.000000
SuperHealthMax=199.000000
Health=100
HeadRadius=9.000000
HeadHeight=6.000000
HeadScale=1.000000
bSetPCRotOnPossess=True
noise1time=-10.000000
noise2time=-10.000000
Bob=0.006000
SoundDampening=1.000000
DamageScaling=1.000000
AmbientSoundScaling=0.800000
ControllerClass=Class'Engine.AIController'
LandMovementState="PlayerWalking"
WaterMovementState="PlayerSwimming"
BlendChangeTime=0.250000
DrawType=DT_Mesh
bUseDynamicLights=True
bStasis=True
bUpdateSimulatedPosition=True
RemoteRole=ROLE_SimulatedProxy
NetPriority=2.000000
Texture=Texture'Engine.S_Pawn'
bTravel=True
bCanBeDamaged=True
bShouldBaseAtStartup=True
bOwnerNoSee=True
bCanTeleport=True
bDisturbFluidSurface=True
SoundVolume=255
SoundRadius=160.000000
CollisionRadius=34.000000
CollisionHeight=78.000000
bCollideActors=True
bCollideWorld=True
bBlockActors=True
bProjTarget=True
bRotateToDesired=True
RotationRate=(Pitch=4096,Yaw=20000,Roll=3072)
bNoRepMesh=True
bDirectional=True
}
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Creation time: Wed 7/2/2007 19:16:12.406 - Created with
UnCodeX