- Extends
- Pawn
- Modifiers
- native nativereplication abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.Vehicle
Direct Known Subclasses:
ASVehicle, KVehicle, ONSWeaponPawn, SVehicle
Inherited Variables from Engine.Pawn |
AccelRate, AirAnims[4], AirControl, AirSpeed, AirStillAnim, AIScriptTag, Alertness, AmbientSoundScaling, Anchor, AnimAction, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, bAroundCornerHearing, BaseEyeHeight, bAutoActivate, bAutoFire, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanPickupInventory, bCanStrafe, bCanSwim, bCanUse, bCanWalk, bCanWalkOffLedges, bCanWallDodge, bClientCollision, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bDoTorsoTwist, bDrawCorona, bFlyingKarma, bHideRegularHUD, bIgnoreForces, bIgnorePlayFiring, bInitializeAnimation, bInvulnerableBody, bIsCrouched, bIsFemale, bIsIdle, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, bLandRecovery, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNoCoronas, bNoJumpAdjust, bNoTeamBeacon, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bReverseRun, bRollToDesired, bSameZoneHearing, bScriptPostRender, bServerMoveSetPawnRot, bSetPCRotOnPossess, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialCrosshair, bSpecialHUD, bStationary, bSteadyFiring, bStopAtLedges, bSuperSize, bThumped, bTryToUncrouch, bUpAndOut, bUpdateEyeheight, bUpdatingDisplay, bUseCompressedPosition, bWaitForAnim, bWantsToCrouch, bWarping, bWasCrouched, bWasOnGround, bWasWalking, bWaterStepup, bWeaponBob, ConstantAcceleration, Controller, ControllerClass, CrouchAnims[4], CrouchedPct, CrouchHeight, CrouchRadius, CrouchTurnLeftAnim, CrouchTurnRightAnim, DamageScaling, DelayedDamageInstigatorController, DesiredSpeed, DestinationOffset, DodgeAnims[4], DodgeSpeedFactor, DodgeSpeedZ, DoubleJumpAnims[4], DrivenVehicle, DrivingHeight, DrivingRadius, EyeHeight, FindAnchorFailedTime, FlashCount, Floor, FootRot, FootStill, FootTurning, ForwardStrafeBias, GroundSpeed, HeadBone, HeadHeight, HeadRadius, HeadScale, HeadVolume, Health, HealthMax, HearingThreshold, HitDamageType, HitFxTicker, HitFx[8], IdleChatAnim, IdleCrouchAnim, IdleRestAnim, IdleSwimAnim, IdleTime, IdleWeaponAnim, ImpactVelocity, JumpZ, LadderSpeed, LandAnims[4], LandBob, LandMovementState, LastAnchor, LastHitBy, LastLocTime, LastPainSound, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, LowGoreBlood, MaxDesiredSpeed, MaxFallSpeed, MaxRotation, MeleeRange, MenuName, MinFlySpeed, MovementAnims[4], MovementBlendStartTime, NavigationPointRange, NetRelevancyTime, NextPathRadius, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldAnimDir, OldPhysics, OldRotYaw, OldVelocity, OldZ, OnLadder, OwnerName, PawnPosition, PendingWeapon, PeripheralVision, PitchDownLimit, PitchUpLimit, PlayerReplicationInfo, ReducedDamageType, RootBone, SelectedItem, SerpentineDir, SerpentineDist, SerpentineTime, Shadow, ShieldStrength, SightRadius, SkillModifier, SmoothViewPitch, SmoothViewYaw, SoundDampening, SpawnTime, SpineBone1, SpineBone2, SplashTime, SuperHealthMax, SwimAnims[4], TakeHitLocation, TakeoffAnims[4], TakeoffStillAnim, TauntAnimNames[16], TauntAnims, TearOffMomentum, TurnDir, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, ViewPitch, Visibility, WalkAnims[4], WalkBob, WalkingPct, WaterMovementState, WaterSpeed, Weapon |
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 |
SVehicleIcon Material, X, Y, SizeX, SizeY, bIsGreyScale |
Inherited Structures from Engine.Actor |
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr |
Functions Summary |
| | ActivateOverlay (bool bActive)
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| | AdjustDriverDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
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| float | AdjustedStrength ()
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| actor | AlternateTarget ()
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| | AltFire (optional float F)
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| | AttachDriver (Pawn P)
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| | AttachFlag (Actor FlagActor)
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| float | BotDesireability (Actor S, int TeamIndex, Actor Objective)
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| bool | ChangedReservation (Pawn P)
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| float | ChargeBar ()
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| bool | CheatFly ()
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| bool | CheatGhost ()
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| bool | CheatWalk ()
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| Pawn | CheckForHeadShot (Vector loc, Vector ray, float AdditionalScale)
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| | CheckSuperBerserk ()
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| bool | CheckTauntValid (name Sequence)
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| | ClientClearController ()
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| | ClientKDriverEnter (PlayerController PC)
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| | ClientKDriverLeave (PlayerController PC)
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| | ClientPlayForceFeedback (String EffectName)
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| | ClientVehicleCeaseFire (bool bWasAltFire)
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| | Destroyed ()
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| | Destroyed_HandleDriver ()
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| | DetachDriver (Pawn P)
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| | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
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| | DisplayDebug (Canvas Canvas, out float YL, out float YPos)
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| | DriverDied ()
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| | DriverLeft ()
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| | DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation)
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| | DrivingStatusChanged ()
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| | EjectDriver ()
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| | EncroachedBy (Actor Other)
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| bool | EncroachingOn (Actor Other)
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| | FaceRotation (rotator NewRotation, float DeltaTime)
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| Vehicle | FindEntryVehicle (Pawn P)
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| bool | FindValidTaunt (out name Sequence)
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| | Fire (optional float F)
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| | FixPCRotation (PlayerController PC)
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| | Flip (vector HitNormal, float ForceScale)
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| Actor | GetBestEntry (Pawn P)
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| AIController | GetBotPassenger ()
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| vector | GetCameraLocationStart ()
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| Pawn | GetInstigator ()
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| Vehicle | GetMoveTargetFor (Pawn P)
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| int | GetSpree ()
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| int | GetTeamNum ()
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| array<Vehicle> | GetTurrets ()
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| string | GetVehiclePositionString ()
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| bool | HasOccupiedTurret ()
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| bool | HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)
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| bool | ImportantVehicle ()
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| | IncomingMissile (Projectile P)
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| | IncrementSpree ()
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| bool | IndependentVehicle ()
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| bool | IsArtillery ()
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| bool | IsVehicleEmpty ()
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| | KDriverEnter (Pawn P)
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| bool | KDriverLeave (bool bForceLeave)
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| | LockOnWarning ()
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| bool | NeedsFlip ()
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| float | NewReservationCostMultiplier (Pawn P)
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| | NextWeapon ()
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| | NotifyEnemyLockedOn ()
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| | NotifyEnemyLostLock ()
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| int | NumPassengers ()
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| bool | Occupied ()
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| Vehicle | OpenPositionFor (Pawn P)
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| bool | PlaceExitingDriver ()
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| | PlayDying (class<DamageType> DamageType, vector HitLoc)
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| | PlayerChangedTeam ()
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| | PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType)
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| | PlayTeleportEffect (bool bOut, bool bSound)
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| bool | PointOfView ()
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| | PossessedBy (Controller C)
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| | PostBeginPlay ()
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| | POVChanged (PlayerController PC, bool bBehindViewChanged)
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| | PreBeginPlay ()
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| | PrevWeapon ()
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| | RanInto (Actor Other)
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| float | ReservationCostMultiplier ()
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| | ServerPlayHorn (int HornIndex)
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| | SetAnimAction (name NewAction)
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| | SetBaseEyeheight ()
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| | SetInitialState ()
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| | SetReservation (controller C)
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| | SetTeamNum (byte T)
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| | SetWheelsScale (float NewScale)
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| | ShootMissile (Projectile P)
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| Actor | ShootSpecial (Actor A)
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| | ShouldTargetMissile (Projectile P)
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| | SpecialCalcBehindView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
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| | SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
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| bool | SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
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| bool | SpectatorSpecialCalcView (PlayerController Viewer, out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
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| bool | SpokenFor (Controller C)
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| | Stalled ()
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| | StaticPrecache (LevelInfo L)
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| | StopForceFeedback (String EffectName)
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| bool | StopWeaponFiring ()
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| bool | StronglyRecommended (Actor S, int TeamIndex, Actor Objective)
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| | Suicide ()
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
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| | TakeWaterDamage (float DeltaTime)
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| | TeamChanged ()
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| bool | TeamLink (int TeamNum)
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| bool | TryToDrive (Pawn P)
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| | UnPossessed ()
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| | UnStalled ()
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| | UpdateEyeHeight (float DeltaTime)
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| | UpdateTiltForceFeedback ()
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| | UsedBy (Pawn user)
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| | VehicleCeaseFire (bool bWasAltFire)
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| | VehicleCeaseFire (bool bWasAltFire) Deployed |
| | VehicleCeaseFire (bool bWasAltFire) UnDeployed |
| | VehicleFire (bool bWasAltFire)
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| | VehicleFire (bool bWasAltFire) Deployed |
| | VehicleFire (bool bWasAltFire) UnDeployed |
| | VehicleLocked (Pawn P)
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| bool | VerifyLock (actor Aggressor, out actor NewTarget)
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Inherited Functions from Engine.Pawn |
AddInventory, AddShieldStrength, AddVelocity, AdjustAim, AdjustedStrength, AltFire, AnimEnd, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CalcDrawOffset, CameraShake, CanAttack, CanDoubleJump, CanGrabLadder, CanMultiJump, CannotJumpNow, CanSplash, CanThrowWeapon, CanTrigger, CanUseShield, ChangeAnimation, ChangedWeapon, CheatFly, CheatGhost, CheatWalk, CheckBob, CheckTauntValid, CheckWaterJump, ChooseFireAt, ChunkUp, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, DeactivateSpawnProtection, DeleteInventory, Destroyed, Died, DisableUDamage, DisplayDebug, DoComboName, Dodge, DoDoubleJump, DoJump, DrawHUD, DropFlag, DropToGround, EnableUDamage, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, EyePosition, FaceRotation, Falling, FellOutOfWorld, FindInventoryType, FindValidTaunt, FinishedInterpolation, Fire, FireOnRelease, ForceCrouch, Gasp, Get4WayDirection, GetAimTarget, GetDemoRecordingWeapon, GetHumanReadableName, GetKillerController, GetMoveTarget, GetOffhandBoneFor, GetPathTo, GetShieldStrength, GetShieldStrengthMax, GetSpree, GetTargetLocation, GetTeam, GetTeamNum, GetVehicleBase, GetViewRotation, GetWeaponBoneFor, gibbedBy, GiveHealth, GiveWeapon, HandlePickup, HasUDamage, HasWeapon, HeadVolumeChange, HitWall, HoldFlag, IncrementSpree, InCurrentCombo, InGodMode, IsFiring, IsFirstPerson, IsHeadShot, IsHumanControlled, IsInLoadout, IsInPain, IsLocallyControlled, IsPlayerPawn, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LimitPitch, LineOfSightTo, ModifiedPlayerViewOffset, ModifyThreat, ModifyVelocity, NearMoveTarget, NeedToTurn, NextItem, NextWeapon, NotifyTeamChanged, PerformDodge, PlayDying, PlayDyingSound, PlayerChangedTeam, PlayFalling, PlayFiring, PlayHit, PlayJump, PlayLanded, PlayLandingAnimation, PlayMoverHitSound, PlayMoving, PlayNextAnimation, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PlayWeaponSwitch, PointOfView, PossessedBy, PostBeginPlay, PostNetBeginPlay, PostRender2D, PreBeginPlay, PressingAltFire, PressingFire, PrevWeapon, ProcessMove, RangedAttackTime, RawInput, ReachedDestination, ReceiveLocalizedMessage, RecommendLongRangedAttack, ReduceCylinder, RefireRate, RemovePowerups, Reset, RestartPlayer, ServerChangedWeapon, ServerNoTranslocator, SetAnimAction, SetBaseEyeheight, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetHeadScale, SetMesh, SetMovementPhysics, SetMoveTarget, SetTwistLook, SetViewPitch, SetViewRotation, SetWalking, ShieldAbsorb, ShootSpecial, ShouldCrouch, SpecialCalcView, SpecialDrawCrosshair, SpectatorSpecialCalcView, StartCrouch, StartDriving, StaticPrecache, StopDriving, StopPlayFiring, StopWeaponFiring, Suicide, SwitchToLastWeapon, SwitchWeapon, TakeDamage, TakeDrowningDamage, TakeFallingDamage, Timer, TooCloseToAttack, TossWeapon, TouchingWaterVolume, Trigger, TurnOff, UnPossessed, UpdateEyeHeight, UpdateRocketAcceleration, WasPlayerPawn, WeaponBob |
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 |
var const float AIMoveCheckTime;
AutoTurretControllerClass Source code
var bool bAdjustDriversHead;
var bool bAllowViewChange;
var bool bAllowWeaponToss;
var bool bAutoTurret;
var bool bCanCarryFlag;
var bool bCanDoTrickJumps;
var bool bCanFlip;
var bool bCanHover;
var bool bDefensive;
var config bool bDesiredBehindView;
var bool bDrawVehicleShadow;
var bool bDriverHoldsFlag;
var bool bDriving;
var bool bDropDetail;
var bool bEjectDriver;
var bool bEnemyLockedOn;
var bool bEnterringUnlocks;
var bool bFollowLookDir;
var bool bHasHandbrake;
var bool bHasRadar;
var bool bHideRemoteDriver;
var bool bKeyVehicle;
var bool bNoFriendlyFire;
var bool bNonHumanControl;
var bool bOldDriving;
var bool bPCRelativeFPRotation;
var bool bRemoteControlled;
var bool bScriptedRise;
var bool bSeparateTurretFocus;
var bool bShowChargingBar;
var bool bShowDamageOverlay;
var bool bSpawnProtected;
var bool bStalled;
var bool bTeamLocked;
var bool bTurnInPlace;
var bool bVehicleDestroyed;
var globalconfig bool bVehicleShadows;
var bool bWeaponisAltFiring;
var bool bWeaponisFiring;
var float CameraSpeed;
var string CenterSpringForce;
CenterSpringRangePitch Source code
var int CenterSpringRangePitch;
var int CenterSpringRangeRoll;
var float DesiredTPCamDistance;
var float DriverDamageMult;
var int DriverViewPitch;
var int DriverViewYaw;
var float EjectMomentum;
var name FlagBone;
var array<
sound> HornSounds;
var class<
Actor> HUDOverlayClass;
var float LastCameraCalcTime;
var float LastHornTime;
var float LastLockWarningTime;
var float LinkHealMult;
var String LockOnClassString;
var float LockWarningInterval;
var float MaxDesireability;
var float MinRunOverSpeed;
var float MomentumMult;
var float ObjectiveGetOutDist;
var float OldSteering;
var byte OldTeam;
PlayerEnterredRotation Source code
var Rotator PlayerEnterredRotation;
var float PlayerStartTime;
var byte PrevTeam;
var float ShadowCullDistance;
var float ShadowMaxTraceDist;
var name StolenAnnouncement;
var byte StuckCount;
var float StuckTime;
TeamBeaconBorderMaterial Source code
var float TeamUseTime;
var float ThrottleTime;
var config float TPCamDistance;
var String TransEffects[2];
var localized cache string VehicleDescription;
VehicleDrowningDamType Source code
var float VehicleLostTime;
var float VehicleMovingTime;
var localized cache string VehicleNameString;
var localized string VehiclePositionString;
var float WheelsScale;
Vehicle
var(
Vehicle)
bool bDriverCollideActors;
var(
Vehicle)
bool bFPNoZFromCameraPitch;
var(
Vehicle)
bool bHUDTrackVehicle;
var(
Vehicle)
bool bRelativeExitPos;
var(
Vehicle)
bool bZeroPCRotOnEntry;
simulated function ActivateOverlay ( bool bActive )
function float AdjustedStrength ( )
simulated function actor AlternateTarget ( )
function AltFire ( optional float F )
simulated function AttachDriver (
Pawn P )
function AttachFlag (
Actor FlagActor )
function float BotDesireability (
Actor S,
int TeamIndex,
Actor Objective )
function bool ChangedReservation (
Pawn P )
simulated function float ChargeBar ( )
function bool CheatFly ( )
function bool CheatGhost ( )
function bool CheatWalk ( )
function Pawn CheckForHeadShot (
Vector loc,
Vector ray,
float AdditionalScale )
function CheckSuperBerserk ( )
simulated function bool CheckTauntValid ( name Sequence )
simulated function ClientClearController ( )
ClientPlayForceFeedback Source code
simulated function ClientPlayForceFeedback ( String EffectName )
ClientVehicleCeaseFire Source code
function ClientVehicleCeaseFire ( bool bWasAltFire )
simulated function Destroyed ( )
Destroyed_HandleDriver Source code
simulated function Destroyed_HandleDriver ( )
simulated function DetachDriver (
Pawn P )
simulated function DisplayDebug (
Canvas Canvas,
out float YL,
out float YPos )
function DriverDied ( )
function DriverLeft ( )
simulated event DrivingStatusChanged ( )
function EjectDriver ( )
event EncroachedBy (
Actor Other )
function bool EncroachingOn (
Actor Other )
simulated function FaceRotation (
rotator NewRotation,
float DeltaTime )
simulated function bool FindValidTaunt ( out name Sequence )
function Fire ( optional float F )
function Flip (
vector HitNormal,
float ForceScale )
GetCameraLocationStart Source code
simulated function vector GetCameraLocationStart ( )
function Pawn GetInstigator ( )
function int GetSpree ( )
simulated function int GetTeamNum ( )
function array<
Vehicle> GetTurrets ( )
GetVehiclePositionString Source code
simulated function string GetVehiclePositionString ( )
function bool HasOccupiedTurret ( )
function bool ImportantVehicle ( )
function IncrementSpree ( )
simulated function bool IndependentVehicle ( )
function bool IsArtillery ( )
event bool IsVehicleEmpty ( )
function KDriverEnter (
Pawn P )
event bool KDriverLeave ( bool bForceLeave )
event LockOnWarning ( )
event bool NeedsFlip ( )
NewReservationCostMultiplier Source code
function float NewReservationCostMultiplier (
Pawn P )
simulated function NextWeapon ( )
event NotifyEnemyLockedOn ( )
event NotifyEnemyLostLock ( )
simulated function int NumPassengers ( )
function bool Occupied ( )
function bool PlaceExitingDriver ( )
function PlayerChangedTeam ( )
function PlayTeleportEffect ( bool bOut, bool bSound )
simulated function bool PointOfView ( )
simulated function PostBeginPlay ( )
function PreBeginPlay ( )
simulated function PrevWeapon ( )
event RanInto (
Actor Other )
ReservationCostMultiplier Source code
function float ReservationCostMultiplier ( )
function ServerPlayHorn ( int HornIndex )
simulated event SetAnimAction ( name NewAction )
simulated function SetBaseEyeheight ( )
simulated event SetInitialState ( )
function SetTeamNum ( byte T )
simulated event SetWheelsScale ( float NewScale )
SpecialCalcFirstPersonView Source code
simulated function bool SpecialCalcView (
out actor ViewActor,
out vector CameraLocation,
out rotator CameraRotation )
SpectatorSpecialCalcView Source code
simulated event Stalled ( )
static function StaticPrecache (
LevelInfo L )
simulated function StopForceFeedback ( String EffectName )
function bool StopWeaponFiring ( )
function bool StronglyRecommended (
Actor S,
int TeamIndex,
Actor Objective )
function Suicide ( )
event TakeWaterDamage ( float DeltaTime )
simulated event TeamChanged ( )
function bool TeamLink ( int TeamNum )
function bool TryToDrive (
Pawn P )
function UnPossessed ( )
simulated event UnStalled ( )
event UpdateEyeHeight ( float DeltaTime )
UpdateTiltForceFeedback Source code
simulated event UpdateTiltForceFeedback ( )
function UsedBy (
Pawn user )
function VehicleCeaseFire ( bool bWasAltFire )
VehicleCeaseFire Deployed Source code
function VehicleCeaseFire ( bool bWasAltFire )
VehicleCeaseFire UnDeployed Source code
function VehicleCeaseFire ( bool bWasAltFire )
function VehicleFire ( bool bWasAltFire )
function VehicleFire ( bool bWasAltFire )
VehicleFire UnDeployed Source code
function VehicleFire ( bool bWasAltFire )
event VehicleLocked (
Pawn P )
event bool VerifyLock (
actor Aggressor,
out actor NewTarget )
defaultproperties
{
bVehicleShadows=True
bDrawVehicleShadow=True
bRelativeExitPos=True
bZeroPCRotOnEntry=True
bPCRelativeFPRotation=True
bAllowViewChange=True
bAdjustDriversHead=True
bDesiredBehindView=True
bDriverHoldsFlag=True
bCanCarryFlag=True
Team=255
OldTeam=255
PrevTeam=255
EjectMomentum=1000.000000
DriveAnim="Vehicle_Driving"
EntryRadius=100.000000
TPCamDistance=600.000000
CenterSpringForce="SpringONSHoverBike"
CenterSpringRangePitch=2000
CenterSpringRangeRoll=2000
TPCamLookat=(X=-100.000000,Z=100.000000)
CameraSpeed=500.000000
TPCamDistRange=(Min=50.000000,Max=1500.000000)
MaxViewYaw=16000
MaxViewPitch=16000
TransEffects(0)="XEffects.TransEffectRed"
TransEffects(1)="XEffects.TransEffectBlue"
ShadowMaxTraceDist=350.000000
ShadowCullDistance=1500.000000
MomentumMult=4.000000
DriverDamageMult=1.000000
LockOnClassString="Onslaught.ONSOnslaughtMessage"
LockWarningInterval=1.500000
VehiclePositionString="in a vehicle"
VehicleNameString="Vehicle"
RanOverDamageType=Class'Engine.DamRanOver'
CrushedDamageType=Class'Engine.Crushed'
LinkHealMult=0.350000
MaxDesireability=0.500000
ObjectiveGetOutDist=1000.000000
bCanBeBaseForPawns=True
bDontPossess=True
bUseCompressedPosition=False
SightRadius=15000.000000
WalkingPct=1.000000
CrouchedPct=1.000000
LandMovementState="PlayerDriving"
NetUpdateFrequency=4.000000
NetPriority=1.000000
bForceSkelUpdate=True
CollisionRadius=120.000000
CollisionHeight=50.000000
}
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Creation time: Wed 7/2/2007 19:16:24.984 - Created with
UnCodeX