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Engine.Vehicle

Extends
Pawn
Modifiers
native nativereplication abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle

Direct Known Subclasses:

ASVehicle, KVehicle, ONSWeaponPawn, SVehicle

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
floatAIMoveCheckTime
class<Controller>AutoTurretControllerClass
boolbAdjustDriversHead
boolbAllowViewChange
boolbAllowWeaponToss
boolbAutoTurret
boolbCanCarryFlag
boolbCanDoTrickJumps
boolbCanFlip
boolbCanHover
boolbDefensive
boolbDesiredBehindView
boolbDrawVehicleShadow
boolbDriverHoldsFlag
boolbDriving
boolbDropDetail
boolbEjectDriver
boolbEnemyLockedOn
boolbEnterringUnlocks
boolbFollowLookDir
boolbHasHandbrake
boolbHasRadar
boolbHideRemoteDriver
boolbKeyVehicle
boolbNoFriendlyFire
boolbNonHumanControl
boolbOldDriving
boolbPCRelativeFPRotation
boolbRemoteControlled
boolbScriptedRise
boolbSeparateTurretFocus
boolbShowChargingBar
boolbShowDamageOverlay
boolbSpawnProtected
boolbStalled
boolbTeamLocked
boolbTurnInPlace
boolbVehicleDestroyed
boolbVehicleShadows
boolbWeaponisAltFiring
boolbWeaponisFiring
floatCameraSpeed
stringCenterSpringForce
intCenterSpringRangePitch
intCenterSpringRangeRoll
class<DamageType>CrushedDamageType
floatDesiredTPCamDistance
PawnDriver
floatDriverDamageMult
intDriverViewPitch
intDriverViewYaw
floatEjectMomentum
nameFlagBone
vectorFlagOffset
rotatorFlagRotation
array<sound>HornSounds
ActorHUDOverlay
class<Actor>HUDOverlayClass
floatLastCameraCalcTime
floatLastHornTime
floatLastLockWarningTime
floatLinkHealMult
StringLockOnClassString
floatLockWarningInterval
floatMaxDesireability
floatMinRunOverSpeed
floatMomentumMult
AIMarkermyMarker
VehicleNextVehicle
TextureNoEntryTexture
floatObjectiveGetOutDist
floatOldSteering
byteOldTeam
SVehicleFactoryParentFactory
RotatorPlayerEnterredRotation
floatPlayerStartTime
bytePrevTeam
class<DamageType>RanOverDamageType
soundRanOverSound
floatShadowCullDistance
floatShadowMaxTraceDist
nameStolenAnnouncement
soundStolenSound
byteStuckCount
floatStuckTime
MaterialTeamBeaconBorderMaterial
TextureTeamBeaconTexture
floatTeamUseTime
floatThrottleTime
floatTPCamDistance
StringTransEffects[2]
stringVehicleDescription
class<DamageType>VehicleDrowningDamType
SVehicleIconVehicleIcon
floatVehicleLostTime
floatVehicleMovingTime
stringVehicleNameString
stringVehiclePositionString
ShadowProjectorVehicleShadow
floatWheelsScale
Vehicle
boolbDrawDriverInTP
boolbDrawMeshInFP
boolbDriverCollideActors
boolbFPNoZFromCameraPitch
boolbHighScoreKill
boolbHUDTrackVehicle
boolbRelativeExitPos
array<sound>BulletSounds
boolbZeroPCRotOnEntry
nameDriveAnim
vectorDrivePos
rotatorDriveRot
vectorEntryPosition
floatEntryRadius
array<vector>ExitPositions
vectorFPCamPos
vectorFPCamViewOffset
floatHUDOverlayFOV
vectorHUDOverlayOffset
intMaxViewPitch
intMaxViewYaw
floatRise
MaterialSpawnOverlay[2]
floatSteering
byteTeam
floatThrottle
RangeTPCamDistRange
vectorTPCamLookat
vectorTPCamWorldOffset
floatWaterDamage
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

Enumerations Summary
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.Pawn
HitFXData
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
function ActivateOverlay (bool bActive)
function AdjustDriverDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
functionfloat AdjustedStrength ()
functionactor AlternateTarget ()
function AltFire (optional float F)
function AttachDriver (Pawn P)
function AttachFlag (Actor FlagActor)
functionfloat BotDesireability (Actor S, int TeamIndex, Actor Objective)
functionbool ChangedReservation (Pawn P)
functionfloat ChargeBar ()
functionbool CheatFly ()
functionbool CheatGhost ()
functionbool CheatWalk ()
functionPawn CheckForHeadShot (Vector loc, Vector ray, float AdditionalScale)
function CheckSuperBerserk ()
functionbool CheckTauntValid (name Sequence)
function ClientClearController ()
function ClientKDriverEnter (PlayerController PC)
function ClientKDriverLeave (PlayerController PC)
function ClientPlayForceFeedback (String EffectName)
function ClientVehicleCeaseFire (bool bWasAltFire)
function Destroyed ()
function Destroyed_HandleDriver ()
function DetachDriver (Pawn P)
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
function DisplayDebug (Canvas Canvas, out float YL, out float YPos)
function DriverDied ()
function DriverLeft ()
function DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation)
event DrivingStatusChanged ()
function EjectDriver ()
event EncroachedBy (Actor Other)
functionbool EncroachingOn (Actor Other)
function FaceRotation (rotator NewRotation, float DeltaTime)
functionVehicle FindEntryVehicle (Pawn P)
functionbool FindValidTaunt (out name Sequence)
function Fire (optional float F)
function FixPCRotation (PlayerController PC)
function Flip (vector HitNormal, float ForceScale)
functionActor GetBestEntry (Pawn P)
functionAIController GetBotPassenger ()
functionvector GetCameraLocationStart ()
functionPawn GetInstigator ()
functionVehicle GetMoveTargetFor (Pawn P)
functionint GetSpree ()
functionint GetTeamNum ()
functionarray<VehicleGetTurrets ()
functionstring GetVehiclePositionString ()
functionbool HasOccupiedTurret ()
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)
functionbool ImportantVehicle ()
function IncomingMissile (Projectile P)
function IncrementSpree ()
functionbool IndependentVehicle ()
functionbool IsArtillery ()
eventbool IsVehicleEmpty ()
function KDriverEnter (Pawn P)
eventbool KDriverLeave (bool bForceLeave)
event LockOnWarning ()
eventbool NeedsFlip ()
functionfloat NewReservationCostMultiplier (Pawn P)
function NextWeapon ()
event NotifyEnemyLockedOn ()
event NotifyEnemyLostLock ()
functionint NumPassengers ()
functionbool Occupied ()
functionVehicle OpenPositionFor (Pawn P)
functionbool PlaceExitingDriver ()
event PlayDying (class<DamageType> DamageType, vector HitLoc)
function PlayerChangedTeam ()
function PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType)
function PlayTeleportEffect (bool bOut, bool bSound)
functionbool PointOfView ()
function PossessedBy (Controller C)
function PostBeginPlay ()
function POVChanged (PlayerController PC, bool bBehindViewChanged)
function PreBeginPlay ()
function PrevWeapon ()
event RanInto (Actor Other)
functionfloat ReservationCostMultiplier ()
function ServerPlayHorn (int HornIndex)
event SetAnimAction (name NewAction)
function SetBaseEyeheight ()
event SetInitialState ()
function SetReservation (controller C)
function SetTeamNum (byte T)
event SetWheelsScale (float NewScale)
function ShootMissile (Projectile P)
functionActor ShootSpecial (Actor A)
function ShouldTargetMissile (Projectile P)
function SpecialCalcBehindView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
function SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
functionbool SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
functionbool SpectatorSpecialCalcView (PlayerController Viewer, out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
functionbool SpokenFor (Controller C)
event Stalled ()
function StaticPrecache (LevelInfo L)
function StopForceFeedback (String EffectName)
functionbool StopWeaponFiring ()
functionbool StronglyRecommended (Actor S, int TeamIndex, Actor Objective)
function Suicide ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
event TakeWaterDamage (float DeltaTime)
event TeamChanged ()
functionbool TeamLink (int TeamNum)
functionbool TryToDrive (Pawn P)
function UnPossessed ()
event UnStalled ()
event UpdateEyeHeight (float DeltaTime)
event UpdateTiltForceFeedback ()
function UsedBy (Pawn user)
function VehicleCeaseFire (bool bWasAltFire)
function VehicleCeaseFire (bool bWasAltFire)
Deployed
function VehicleCeaseFire (bool bWasAltFire)
UnDeployed
function VehicleFire (bool bWasAltFire)
function VehicleFire (bool bWasAltFire)
Deployed
function VehicleFire (bool bWasAltFire)
UnDeployed
event VehicleLocked (Pawn P)
eventbool VerifyLock (actor Aggressor, out actor NewTarget)
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

States Summary
Deployed Source code
state Deployed
VehicleCeaseFire, VehicleFire
UnDeployed Source code
state UnDeployed
VehicleCeaseFire, VehicleFire


Variables Detail

AIMoveCheckTime Source code

var const float AIMoveCheckTime;

AutoTurretControllerClass Source code

var class<Controller> AutoTurretControllerClass;

bAdjustDriversHead Source code

var bool bAdjustDriversHead;

bAllowViewChange Source code

var bool bAllowViewChange;

bAllowWeaponToss Source code

var bool bAllowWeaponToss;

bAutoTurret Source code

var bool bAutoTurret;

bCanCarryFlag Source code

var bool bCanCarryFlag;

bCanDoTrickJumps Source code

var bool bCanDoTrickJumps;

bCanFlip Source code

var bool bCanFlip;

bCanHover Source code

var bool bCanHover;

bDefensive Source code

var bool bDefensive;

bDesiredBehindView Source code

var config bool bDesiredBehindView;

bDrawVehicleShadow Source code

var bool bDrawVehicleShadow;

bDriverHoldsFlag Source code

var bool bDriverHoldsFlag;

bDriving Source code

var bool bDriving;

bDropDetail Source code

var bool bDropDetail;

bEjectDriver Source code

var bool bEjectDriver;

bEnemyLockedOn Source code

var bool bEnemyLockedOn;

bEnterringUnlocks Source code

var bool bEnterringUnlocks;

bFollowLookDir Source code

var bool bFollowLookDir;

bHasHandbrake Source code

var bool bHasHandbrake;

bHasRadar Source code

var bool bHasRadar;

bHideRemoteDriver Source code

var bool bHideRemoteDriver;

bKeyVehicle Source code

var bool bKeyVehicle;

bNoFriendlyFire Source code

var bool bNoFriendlyFire;

bNonHumanControl Source code

var bool bNonHumanControl;

bOldDriving Source code

var bool bOldDriving;

bPCRelativeFPRotation Source code

var bool bPCRelativeFPRotation;

bRemoteControlled Source code

var bool bRemoteControlled;

bScriptedRise Source code

var bool bScriptedRise;

bSeparateTurretFocus Source code

var bool bSeparateTurretFocus;

bShowChargingBar Source code

var bool bShowChargingBar;

bShowDamageOverlay Source code

var bool bShowDamageOverlay;

bSpawnProtected Source code

var bool bSpawnProtected;

bStalled Source code

var bool bStalled;

bTeamLocked Source code

var bool bTeamLocked;

bTurnInPlace Source code

var bool bTurnInPlace;

bVehicleDestroyed Source code

var bool bVehicleDestroyed;

bVehicleShadows Source code

var globalconfig bool bVehicleShadows;

bWeaponisAltFiring Source code

var bool bWeaponisAltFiring;

bWeaponisFiring Source code

var bool bWeaponisFiring;

CameraSpeed Source code

var float CameraSpeed;

CenterSpringForce Source code

var string CenterSpringForce;

CenterSpringRangePitch Source code

var int CenterSpringRangePitch;

CenterSpringRangeRoll Source code

var int CenterSpringRangeRoll;

CrushedDamageType Source code

var class<DamageType> CrushedDamageType;

DesiredTPCamDistance Source code

var float DesiredTPCamDistance;

Driver Source code

var Pawn Driver;

DriverDamageMult Source code

var float DriverDamageMult;

DriverViewPitch Source code

var int DriverViewPitch;

DriverViewYaw Source code

var int DriverViewYaw;

EjectMomentum Source code

var float EjectMomentum;

FlagBone Source code

var name FlagBone;

FlagOffset Source code

var vector FlagOffset;

FlagRotation Source code

var rotator FlagRotation;

HornSounds Source code

var array<sound> HornSounds;

HUDOverlay Source code

var Actor HUDOverlay;

HUDOverlayClass Source code

var class<Actor> HUDOverlayClass;

LastCameraCalcTime Source code

var float LastCameraCalcTime;

LastHornTime Source code

var float LastHornTime;

LastLockWarningTime Source code

var float LastLockWarningTime;

LinkHealMult Source code

var float LinkHealMult;

LockOnClassString Source code

var String LockOnClassString;

LockWarningInterval Source code

var float LockWarningInterval;

MaxDesireability Source code

var float MaxDesireability;

MinRunOverSpeed Source code

var float MinRunOverSpeed;

MomentumMult Source code

var float MomentumMult;

myMarker Source code

var AIMarker myMarker;

NextVehicle Source code

var Vehicle NextVehicle;

NoEntryTexture Source code

var Texture NoEntryTexture;

ObjectiveGetOutDist Source code

var float ObjectiveGetOutDist;

OldSteering Source code

var float OldSteering;

OldTeam Source code

var byte OldTeam;

ParentFactory Source code

var SVehicleFactory ParentFactory;

PlayerEnterredRotation Source code

var Rotator PlayerEnterredRotation;

PlayerStartTime Source code

var float PlayerStartTime;

PrevTeam Source code

var byte PrevTeam;

RanOverDamageType Source code

var class<DamageType> RanOverDamageType;

RanOverSound Source code

var sound RanOverSound;

ShadowCullDistance Source code

var float ShadowCullDistance;

ShadowMaxTraceDist Source code

var float ShadowMaxTraceDist;

StolenAnnouncement Source code

var name StolenAnnouncement;

StolenSound Source code

var sound StolenSound;

StuckCount Source code

var byte StuckCount;

StuckTime Source code

var float StuckTime;

TeamBeaconBorderMaterial Source code

var Material TeamBeaconBorderMaterial;

TeamBeaconTexture Source code

var Texture TeamBeaconTexture;

TeamUseTime Source code

var float TeamUseTime;

ThrottleTime Source code

var float ThrottleTime;

TPCamDistance Source code

var config float TPCamDistance;

TransEffects[2] Source code

var String TransEffects[2];

VehicleDescription Source code

var localized cache string VehicleDescription;

VehicleDrowningDamType Source code

var class<DamageType> VehicleDrowningDamType;

VehicleIcon Source code

var SVehicleIcon VehicleIcon;

VehicleLostTime Source code

var float VehicleLostTime;

VehicleMovingTime Source code

var float VehicleMovingTime;

VehicleNameString Source code

var localized cache string VehicleNameString;

VehiclePositionString Source code

var localized string VehiclePositionString;

VehicleShadow Source code

var ShadowProjector VehicleShadow;

WheelsScale Source code

var float WheelsScale;

Vehicle

bDrawDriverInTP Source code

var(Vehicle) bool bDrawDriverInTP;

bDrawMeshInFP Source code

var(Vehicle) bool bDrawMeshInFP;

bDriverCollideActors Source code

var(Vehicle) bool bDriverCollideActors;

bFPNoZFromCameraPitch Source code

var(Vehicle) bool bFPNoZFromCameraPitch;

bHighScoreKill Source code

var(Vehicle) bool bHighScoreKill;

bHUDTrackVehicle Source code

var(Vehicle) bool bHUDTrackVehicle;

bRelativeExitPos Source code

var(Vehicle) bool bRelativeExitPos;

BulletSounds Source code

var(Vehicle) array<sound> BulletSounds;

bZeroPCRotOnEntry Source code

var(Vehicle) bool bZeroPCRotOnEntry;

DriveAnim Source code

var(Vehicle) name DriveAnim;

DrivePos Source code

var(Vehicle) vector DrivePos;

DriveRot Source code

var(Vehicle) rotator DriveRot;

EntryPosition Source code

var(Vehicle) vector EntryPosition;

EntryRadius Source code

var(Vehicle) float EntryRadius;

ExitPositions Source code

var(Vehicle) array<vector> ExitPositions;

FPCamPos Source code

var(Vehicle) vector FPCamPos;

FPCamViewOffset Source code

var(Vehicle) vector FPCamViewOffset;

HUDOverlayFOV Source code

var(Vehicle) float HUDOverlayFOV;

HUDOverlayOffset Source code

var(Vehicle) vector HUDOverlayOffset;

MaxViewPitch Source code

var(Vehicle) int MaxViewPitch;

MaxViewYaw Source code

var(Vehicle) int MaxViewYaw;

Rise Source code

var(Vehicle) float Rise;

SpawnOverlay[2] Source code

var(Vehicle) Material SpawnOverlay[2];

Steering Source code

var(Vehicle) float Steering;

Team Source code

var(Vehicle) byte Team;

Throttle Source code

var(Vehicle) float Throttle;

TPCamDistRange Source code

var(Vehicle) Range TPCamDistRange;

TPCamLookat Source code

var(Vehicle) vector TPCamLookat;

TPCamWorldOffset Source code

var(Vehicle) vector TPCamWorldOffset;

WaterDamage Source code

var(Vehicle) float WaterDamage;


Structures Detail

SVehicleIcon Source code

struct SVehicleIcon
{
var bool bIsGreyScale;
var Material Material;
var float SizeX;
var float SizeY;
var float X;
var float Y;
};



Functions Detail

ActivateOverlay Source code

simulated function ActivateOverlay ( bool bActive )

AdjustDriverDamage Source code

function AdjustDriverDamage ( out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType )

AdjustedStrength Source code

function float AdjustedStrength ( )

AlternateTarget Source code

simulated function actor AlternateTarget ( )

AltFire Source code

function AltFire ( optional float F )

AttachDriver Source code

simulated function AttachDriver ( Pawn P )

AttachFlag Source code

function AttachFlag ( Actor FlagActor )

BotDesireability Source code

function float BotDesireability ( Actor S, int TeamIndex, Actor Objective )

ChangedReservation Source code

function bool ChangedReservation ( Pawn P )

ChargeBar Source code

simulated function float ChargeBar ( )

CheatFly Source code

function bool CheatFly ( )

CheatGhost Source code

function bool CheatGhost ( )

CheatWalk Source code

function bool CheatWalk ( )

CheckForHeadShot Source code

function Pawn CheckForHeadShot ( Vector loc, Vector ray, float AdditionalScale )

CheckSuperBerserk Source code

function CheckSuperBerserk ( )

CheckTauntValid Source code

simulated function bool CheckTauntValid ( name Sequence )

ClientClearController Source code

simulated function ClientClearController ( )

ClientKDriverEnter Source code

simulated function ClientKDriverEnter ( PlayerController PC )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController PC )

ClientPlayForceFeedback Source code

simulated function ClientPlayForceFeedback ( String EffectName )

ClientVehicleCeaseFire Source code

function ClientVehicleCeaseFire ( bool bWasAltFire )

Destroyed Source code

simulated function Destroyed ( )

Destroyed_HandleDriver Source code

simulated function Destroyed_HandleDriver ( )

DetachDriver Source code

simulated function DetachDriver ( Pawn P )

Died Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos )

DriverDied Source code

function DriverDied ( )

DriverLeft Source code

function DriverLeft ( )

DriverRadiusDamage Source code

function DriverRadiusDamage ( float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation )

DrivingStatusChanged Source code

simulated event DrivingStatusChanged ( )

EjectDriver Source code

function EjectDriver ( )

EncroachedBy Source code

event EncroachedBy ( Actor Other )

EncroachingOn Source code

function bool EncroachingOn ( Actor Other )

FaceRotation Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime )

FindEntryVehicle Source code

function Vehicle FindEntryVehicle ( Pawn P )

FindValidTaunt Source code

simulated function bool FindValidTaunt ( out name Sequence )

Fire Source code

function Fire ( optional float F )

FixPCRotation Source code

simulated function FixPCRotation ( PlayerController PC )

Flip Source code

function Flip ( vector HitNormal, float ForceScale )

GetBestEntry Source code

function Actor GetBestEntry ( Pawn P )

GetBotPassenger Source code

function AIController GetBotPassenger ( )

GetCameraLocationStart Source code

simulated function vector GetCameraLocationStart ( )

GetInstigator Source code

function Pawn GetInstigator ( )

GetMoveTargetFor Source code

function Vehicle GetMoveTargetFor ( Pawn P )

GetSpree Source code

function int GetSpree ( )

GetTeamNum Source code

simulated function int GetTeamNum ( )

GetTurrets Source code

function array<Vehicle> GetTurrets ( )

GetVehiclePositionString Source code

simulated function string GetVehiclePositionString ( )

HasOccupiedTurret Source code

function bool HasOccupiedTurret ( )

HealDamage Source code

function bool HealDamage ( int Amount, Controller Healer, class<DamageType> DamageType )

ImportantVehicle Source code

function bool ImportantVehicle ( )

IncomingMissile Source code

function IncomingMissile ( Projectile P )

IncrementSpree Source code

function IncrementSpree ( )

IndependentVehicle Source code

simulated function bool IndependentVehicle ( )

IsArtillery Source code

function bool IsArtillery ( )

IsVehicleEmpty Source code

event bool IsVehicleEmpty ( )

KDriverEnter Source code

function KDriverEnter ( Pawn P )

KDriverLeave Source code

event bool KDriverLeave ( bool bForceLeave )

LockOnWarning Source code

event LockOnWarning ( )

NeedsFlip Source code

event bool NeedsFlip ( )

NewReservationCostMultiplier Source code

function float NewReservationCostMultiplier ( Pawn P )

NextWeapon Source code

simulated function NextWeapon ( )

NotifyEnemyLockedOn Source code

event NotifyEnemyLockedOn ( )

NotifyEnemyLostLock Source code

event NotifyEnemyLostLock ( )

NumPassengers Source code

simulated function int NumPassengers ( )

Occupied Source code

function bool Occupied ( )

OpenPositionFor Source code

function Vehicle OpenPositionFor ( Pawn P )

PlaceExitingDriver Source code

function bool PlaceExitingDriver ( )

PlayDying Source code

simulated event PlayDying ( class<DamageType> DamageType, vector HitLoc )

PlayerChangedTeam Source code

function PlayerChangedTeam ( )

PlayTakeHit Source code

function PlayTakeHit ( vector HitLocation, int Damage, class<DamageType> DamageType )

PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound )

PointOfView Source code

simulated function bool PointOfView ( )

PossessedBy Source code

function PossessedBy ( Controller C )

PostBeginPlay Source code

simulated function PostBeginPlay ( )

POVChanged Source code

simulated function POVChanged ( PlayerController PC, bool bBehindViewChanged )

PreBeginPlay Source code

function PreBeginPlay ( )

PrevWeapon Source code

simulated function PrevWeapon ( )

RanInto Source code

event RanInto ( Actor Other )

ReservationCostMultiplier Source code

function float ReservationCostMultiplier ( )

ServerPlayHorn Source code

function ServerPlayHorn ( int HornIndex )

SetAnimAction Source code

simulated event SetAnimAction ( name NewAction )

SetBaseEyeheight Source code

simulated function SetBaseEyeheight ( )

SetInitialState Source code

simulated event SetInitialState ( )

SetReservation Source code

function SetReservation ( controller C )

SetTeamNum Source code

function SetTeamNum ( byte T )

SetWheelsScale Source code

simulated event SetWheelsScale ( float NewScale )

ShootMissile Source code

function ShootMissile ( Projectile P )

ShootSpecial Source code

function Actor ShootSpecial ( Actor A )

ShouldTargetMissile Source code

function ShouldTargetMissile ( Projectile P )

SpecialCalcBehindView Source code

simulated function SpecialCalcBehindView ( PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )

SpecialCalcFirstPersonView Source code

simulated function SpecialCalcFirstPersonView ( PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )

SpecialCalcView Source code

simulated function bool SpecialCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )

SpectatorSpecialCalcView Source code

simulated function bool SpectatorSpecialCalcView ( PlayerController Viewer, out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation )

SpokenFor Source code

function bool SpokenFor ( Controller C )

Stalled Source code

simulated event Stalled ( )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L )

StopForceFeedback Source code

simulated function StopForceFeedback ( String EffectName )

StopWeaponFiring Source code

function bool StopWeaponFiring ( )

StronglyRecommended Source code

function bool StronglyRecommended ( Actor S, int TeamIndex, Actor Objective )

Suicide Source code

function Suicide ( )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType )

TakeWaterDamage Source code

event TakeWaterDamage ( float DeltaTime )

TeamChanged Source code

simulated event TeamChanged ( )

TeamLink Source code

function bool TeamLink ( int TeamNum )

TryToDrive Source code

function bool TryToDrive ( Pawn P )

UnPossessed Source code

function UnPossessed ( )

UnStalled Source code

simulated event UnStalled ( )

UpdateEyeHeight Source code

event UpdateEyeHeight ( float DeltaTime )

UpdateTiltForceFeedback Source code

simulated event UpdateTiltForceFeedback ( )

UsedBy Source code

function UsedBy ( Pawn user )

VehicleCeaseFire Source code

function VehicleCeaseFire ( bool bWasAltFire )

VehicleCeaseFire Deployed Source code

function VehicleCeaseFire ( bool bWasAltFire )

VehicleCeaseFire UnDeployed Source code

function VehicleCeaseFire ( bool bWasAltFire )

VehicleFire Source code

function VehicleFire ( bool bWasAltFire )

VehicleFire Deployed Source code

function VehicleFire ( bool bWasAltFire )

VehicleFire UnDeployed Source code

function VehicleFire ( bool bWasAltFire )

VehicleLocked Source code

event VehicleLocked ( Pawn P )

VerifyLock Source code

event bool VerifyLock ( actor Aggressor, out actor NewTarget )


Defaultproperties

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