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Onslaught.ONSVehicle

Extends
SVehicle
Modifiers
native nativereplication abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle
            |   
            +-- Onslaught.ONSVehicle

Direct Known Subclasses:

ONSChopperCraft, ONSHoverCraft, ONSPlaneCraft, ONSTreadCraft, ONSWheeledCraft

Variables Summary
byteActiveWeapon
vectorAltFocalPoint
boolbAltFocalPoint
boolbCannotBeBased
boolbCustomAiming
boolbDestroyAppearance
boolbDisintegrateVehicle
boolbDriverCannotLeaveVehicle
boolbEjectPassengersWhenFlipped
boolbHadFire
boolbHasAltFire
boolbHasAltFireImpulse
boolbHasBeenAwake
boolbHasFireImpulse
boolbIsAwake
boolbNeverReset
boolbSoundsPrecached
ColorCrosshairColor
TextureCrosshairTexture
floatCrosshairX
floatCrosshairY
RotatorCustomAim
ONSDamagedEffectDamagedEffect
floatDamagedEffectAccruedDamage
stringDebugInfo
class<DamageType>DestroyedRoadKillDamageType
byteExplosionCount
floatExplosionDamage
class<DamageType>ExplosionDamageType
floatExplosionMomentum
floatExplosionRadius
array<ONSHeadlightCorona>HeadlightCorona
ONSHeadlightProjectorHeadlightProjector
ImpactInfoStructImpactInfo
intImpactTicksLeft
floatLastCheckUpsideDownTime
floatLastImpactExplosionTime
floatLastRunOverWarningTime
floatLastVelocitySize
SoundLockedOnSound
floatMinRunOverWarningAim
byteOldExplosionCount
intOldYaw
botReservation
floatResetTime
floatUpsideDownDamage
floatViewShakeLastCheck
array<ONSWeaponPawn>WeaponPawns
array<ONSWeapon>Weapons
ONSVehicle
vectorAltFireImpulse
boolbEnableProximityViewShake
MaterialBlueSkin
boolbOnlyViewShakeIfDriven
floatDamagedEffectAccScale
class<ONSDamagedEffect>DamagedEffectClass
floatDamagedEffectFireDamagePerSec
floatDamagedEffectHealthFireFactor
floatDamagedEffectHealthSmokeFactor
vectorDamagedEffectOffset
floatDamagedEffectScale
StaticMeshDestroyedVehicleMesh
rangeDestructionAngularMomentum
class<Emitter>DestructionEffectClass
rangeDestructionLinearMomentum
class<Emitter>DisintegrationEffectClass
floatDisintegrationHealth
floatExplosionSoundRadius
array<sound>ExplosionSounds
floatExplosionSoundVolume
vectorFireImpulse
MaterialHeadlightCoronaMaterial
floatHeadlightCoronaMaxSize
array<vector>HeadlightCoronaOffset
MaterialHeadlightProjectorMaterial
vectorHeadlightProjectorOffset
rotatorHeadlightProjectorRotation
floatHeadlightProjectorScale
soundIdleSound
floatImpactDamageMult
array<Sound>ImpactDamageSounds
floatImpactDamageThreshold
floatImpactDamageTicks
MaterialRedSkin
vectorShakeOffsetMag
vectorShakeOffsetRate
floatShakeOffsetTime
vectorShakeRotMag
vectorShakeRotRate
floatShakeRotTime
stringShutDownForce
soundShutDownSound
floatSparkAdvanceFactor
ONSImpactSparksSparkEffect
class<ONSImpactSparks>SparkEffectClass
stringStartUpForce
soundStartUpSound
floatTimeBetweenImpactExplosions
floatViewShakeOffsetFreq
vectorViewShakeOffsetMag
floatViewShakeRadius
floatViewShakeRotFreq
rotatorViewShakeRotMag
SVehicle
array<DriverWeaponStruct>DriverWeapons
array<PassengerWeaponStruct>PassengerWeapons
Inherited Variables from Engine.SVehicle
bVehicleOnGround, DestroyEffectClass, FlipAxis, FlipScale, FlipTime, FlipTimeLeft, FlipTorque, VehicleMass, Wheels
Inherited Variables from Engine.Vehicle
AIMoveCheckTime, AutoTurretControllerClass, bAdjustDriversHead, bAllowViewChange, bAllowWeaponToss, bAutoTurret, bCanCarryFlag, bCanDoTrickJumps, bCanFlip, bCanHover, bDefensive, bDesiredBehindView, bDrawDriverInTP, bDrawMeshInFP, bDrawVehicleShadow, bDriverCollideActors, bDriverHoldsFlag, bDriving, bDropDetail, bEjectDriver, bEnemyLockedOn, bEnterringUnlocks, bFollowLookDir, bFPNoZFromCameraPitch, bHasHandbrake, bHasRadar, bHideRemoteDriver, bHighScoreKill, bHUDTrackVehicle, bKeyVehicle, bNoFriendlyFire, bNonHumanControl, bOldDriving, bPCRelativeFPRotation, bRelativeExitPos, bRemoteControlled, bScriptedRise, bSeparateTurretFocus, bShowChargingBar, bShowDamageOverlay, bSpawnProtected, bStalled, bTeamLocked, bTurnInPlace, BulletSounds, bVehicleDestroyed, bVehicleShadows, bWeaponisAltFiring, bWeaponisFiring, bZeroPCRotOnEntry, CameraSpeed, CenterSpringForce, CenterSpringRangePitch, CenterSpringRangeRoll, CrushedDamageType, DesiredTPCamDistance, DriveAnim, DrivePos, Driver, DriverDamageMult, DriveRot, DriverViewPitch, DriverViewYaw, EjectMomentum, EntryPosition, EntryRadius, ExitPositions, FlagBone, FlagOffset, FlagRotation, FPCamPos, FPCamViewOffset, HornSounds, HUDOverlay, HUDOverlayClass, HUDOverlayFOV, HUDOverlayOffset, LastCameraCalcTime, LastHornTime, LastLockWarningTime, LinkHealMult, LockOnClassString, LockWarningInterval, MaxDesireability, MaxViewPitch, MaxViewYaw, MinRunOverSpeed, MomentumMult, myMarker, NextVehicle, NoEntryTexture, ObjectiveGetOutDist, OldSteering, OldTeam, ParentFactory, PlayerEnterredRotation, PlayerStartTime, PrevTeam, RanOverDamageType, RanOverSound, Rise, ShadowCullDistance, ShadowMaxTraceDist, SpawnOverlay[2], Steering, StolenAnnouncement, StolenSound, StuckCount, StuckTime, Team, TeamBeaconBorderMaterial, TeamBeaconTexture, TeamUseTime, Throttle, ThrottleTime, TPCamDistance, TPCamDistRange, TPCamLookat, TPCamWorldOffset, TransEffects[2], VehicleDescription, VehicleDrowningDamType, VehicleIcon, VehicleLostTime, VehicleMovingTime, VehicleNameString, VehiclePositionString, VehicleShadow, WaterDamage, WheelsScale

Structures Summary
DriverWeaponStruct
WeaponClass, WeaponBone
ImpactInfoStruct
Other, Pos, ImpactVel, ImpactNorm, ImpactAccel
PassengerWeaponStruct
WeaponPawnClass, WeaponBone
Inherited Structures from Engine.Vehicle
SVehicleIcon

Functions Summary
function AltFire (optional float F)
event ApplyFireImpulse (bool bAlt)
function CallDestroy ()
VehicleDestroyed
function CallDestroy ()
VehicleDisintegrated
functionbool CanAttack (Actor Other)
functionbool ChangedReservation (Pawn P)
functionfloat ChargeBar ()
event CheckReset ()
function ChooseFireAt (Actor A)
function ClientKDriverEnter (PlayerController PC)
function ClientKDriverLeave (PlayerController PC)
function ClientRegisterVehicleWeapon (ONSWeapon W, int Index)
function ClientVehicleCeaseFire (bool bWasAltFire)
event ClientVehicleExplosion (bool bFinal)
function Deploy ()
event DestroyAppearance ()
function Destroyed ()
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
VehicleDestroyed
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
VehicleDisintegrated
function DisplayDebug (Canvas Canvas, out float YL, out float YPos)
function DrawHUD (Canvas Canvas)
function DriverDied ()
function DriverLeft ()
function DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation)
functionbool FastVehicle ()
functionVehicle FindEntryVehicle (Pawn P)
function Fire (optional float F)
functionbool FireOnRelease ()
functionAIController GetBotPassenger ()
functionPawn GetInstigator ()
functionarray<VehicleGetTurrets ()
functionbool HasOccupiedTurret ()
functionbool HasUDamage ()
functionbool HasWeapon ()
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)
functionfloat ImpactDamageModifier ()
functionbool IsDeployed ()
functionbool IsFiring ()
eventbool IsVehicleEmpty ()
function KDriverEnter (Pawn p)
functionbool KDriverLeave (bool bForceLeave)
event KImpact (actor Other, vector Pos, vector ImpactVel, vector ImpactNorm)
functionint LimitPitch (int pitch)
function MayUndeploy ()
functionfloat ModifyThreat (float current, Pawn Threat)
functionbool NeedToTurn (vector targ)
functionfloat NewReservationCostMultiplier (Pawn P)
event NotifyEnemyLockedOn ()
event NotifyEnemyLostLock ()
functionint NumPassengers ()
functionVehicle OpenPositionFor (Pawn P)
function PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum)
function PostNetBeginPlay ()
function PrecacheAnnouncer (AnnouncerVoice V, bool bRewardSounds)
functionfloat RefireRate ()
functionfloat ReservationCostMultiplier ()
function ServerChangeDriverPosition (byte F)
function ServerPlayHorn (int HornIndex)
function ServerVerifyVehicleWeapon (int Index)
function SetActiveWeapon (int i)
function SetReservation (controller C)
function SetTeamNum (byte T)
functionbool SpokenFor (Controller C)
function StaticPrecache (LevelInfo L)
event SVehicleUpdateParams ()
function SwitchWeapon (byte F)
function TakeDamage (int Damage, Pawn instigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> DamageType)
event TakeImpactDamage (float AccelMag)
event TeamChanged ()
functionbool TooCloseToAttack (Actor Other)
functionbool TryToDrive (Pawn P)
function UpdatePrecacheMaterials ()
function UpdatePrecacheStaticMeshes ()
function VehicleCeaseFire (bool bWasAltFire)
function VehicleExplosion (vector MomentumNormal, float PercentMomentum)
event VehicleLocked (Pawn P)
Inherited Functions from Engine.SVehicle
Destroyed, Flip, GraphData, JumpOffPawn, KApplyForce, PostNetBeginPlay, SVehicleUpdateParams, Tick, UpdateVehicle, VehicleStateReceived
Inherited Functions from Engine.Vehicle
ActivateOverlay, AdjustDriverDamage, AdjustedStrength, AlternateTarget, AltFire, AttachDriver, AttachFlag, BotDesireability, ChangedReservation, ChargeBar, CheatFly, CheatGhost, CheatWalk, CheckForHeadShot, CheckSuperBerserk, CheckTauntValid, ClientClearController, ClientKDriverEnter, ClientKDriverLeave, ClientPlayForceFeedback, ClientVehicleCeaseFire, Destroyed, Destroyed_HandleDriver, DetachDriver, Died, DisplayDebug, DriverDied, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EjectDriver, EncroachedBy, EncroachingOn, FaceRotation, FindEntryVehicle, FindValidTaunt, Fire, FixPCRotation, Flip, GetBestEntry, GetBotPassenger, GetCameraLocationStart, GetInstigator, GetMoveTargetFor, GetSpree, GetTeamNum, GetTurrets, GetVehiclePositionString, HasOccupiedTurret, HealDamage, ImportantVehicle, IncomingMissile, IncrementSpree, IndependentVehicle, IsArtillery, IsVehicleEmpty, KDriverEnter, KDriverLeave, LockOnWarning, NeedsFlip, NewReservationCostMultiplier, NextWeapon, NotifyEnemyLockedOn, NotifyEnemyLostLock, NumPassengers, Occupied, OpenPositionFor, PlaceExitingDriver, PlayDying, PlayerChangedTeam, PlayTakeHit, PlayTeleportEffect, PointOfView, PossessedBy, PostBeginPlay, POVChanged, PreBeginPlay, PrevWeapon, RanInto, ReservationCostMultiplier, ServerPlayHorn, SetAnimAction, SetBaseEyeheight, SetInitialState, SetReservation, SetTeamNum, SetWheelsScale, ShootMissile, ShootSpecial, ShouldTargetMissile, SpecialCalcBehindView, SpecialCalcFirstPersonView, SpecialCalcView, SpectatorSpecialCalcView, SpokenFor, Stalled, StaticPrecache, StopForceFeedback, StopWeaponFiring, StronglyRecommended, Suicide, TakeDamage, TakeWaterDamage, TeamChanged, TeamLink, TryToDrive, UnPossessed, UnStalled, UpdateEyeHeight, UpdateTiltForceFeedback, UsedBy, VehicleCeaseFire, VehicleFire, VehicleLocked, VerifyLock

States Summary
VehicleDestroyed Source code
state VehicleDestroyed
CallDestroy, Died
VehicleDisintegrated Source code
state VehicleDisintegrated
CallDestroy, Died


Variables Detail

ActiveWeapon Source code

var byte ActiveWeapon;

AltFocalPoint Source code

var vector AltFocalPoint;

bAltFocalPoint Source code

var bool bAltFocalPoint;

bCannotBeBased Source code

var bool bCannotBeBased;

bCustomAiming Source code

var bool bCustomAiming;

bDestroyAppearance Source code

var bool bDestroyAppearance;

bDisintegrateVehicle Source code

var bool bDisintegrateVehicle;

bDriverCannotLeaveVehicle Source code

var bool bDriverCannotLeaveVehicle;

bEjectPassengersWhenFlipped Source code

var bool bEjectPassengersWhenFlipped;

bHadFire Source code

var bool bHadFire;

bHasAltFire Source code

var bool bHasAltFire;

bHasAltFireImpulse Source code

var bool bHasAltFireImpulse;

bHasBeenAwake Source code

var const bool bHasBeenAwake;

bHasFireImpulse Source code

var bool bHasFireImpulse;

bIsAwake Source code

var const bool bIsAwake;

bNeverReset Source code

var bool bNeverReset;

bSoundsPrecached Source code

var bool bSoundsPrecached;

CrosshairColor Source code

var config Color CrosshairColor;

CrosshairTexture Source code

var config Texture CrosshairTexture;

CrosshairX Source code

var config float CrosshairX;

CrosshairY Source code

var config float CrosshairY;

CustomAim Source code

var Rotator CustomAim;

DamagedEffect Source code

var ONSDamagedEffect DamagedEffect;

DamagedEffectAccruedDamage Source code

var float DamagedEffectAccruedDamage;

DebugInfo Source code

var string DebugInfo;

DestroyedRoadKillDamageType Source code

var class<DamageType> DestroyedRoadKillDamageType;

ExplosionCount Source code

var byte ExplosionCount;

ExplosionDamage Source code

var float ExplosionDamage;

ExplosionDamageType Source code

var class<DamageType> ExplosionDamageType;

ExplosionMomentum Source code

var float ExplosionMomentum;

ExplosionRadius Source code

var float ExplosionRadius;

HeadlightCorona Source code

var array<ONSHeadlightCorona> HeadlightCorona;

HeadlightProjector Source code

var ONSHeadlightProjector HeadlightProjector;

ImpactInfo Source code

var ImpactInfoStruct ImpactInfo;

ImpactTicksLeft Source code

var int ImpactTicksLeft;

LastCheckUpsideDownTime Source code

var float LastCheckUpsideDownTime;

LastImpactExplosionTime Source code

var float LastImpactExplosionTime;

LastRunOverWarningTime Source code

var float LastRunOverWarningTime;

LastVelocitySize Source code

var float LastVelocitySize;

LockedOnSound Source code

var Sound LockedOnSound;

MinRunOverWarningAim Source code

var float MinRunOverWarningAim;

OldExplosionCount Source code

var byte OldExplosionCount;

OldYaw Source code

var int OldYaw;

Reservation Source code

var bot Reservation;

ResetTime Source code

var float ResetTime;

UpsideDownDamage Source code

var float UpsideDownDamage;

ViewShakeLastCheck Source code

var float ViewShakeLastCheck;

WeaponPawns Source code

var array<ONSWeaponPawn> WeaponPawns;

Weapons Source code

var array<ONSWeapon> Weapons;

ONSVehicle

AltFireImpulse Source code

var(ONSVehicle) vector AltFireImpulse;

bEnableProximityViewShake Source code

var(ONSVehicle) bool bEnableProximityViewShake;

BlueSkin Source code

var(ONSVehicle) Material BlueSkin;

bOnlyViewShakeIfDriven Source code

var(ONSVehicle) bool bOnlyViewShakeIfDriven;

DamagedEffectAccScale Source code

var(ONSVehicle) float DamagedEffectAccScale;

DamagedEffectClass Source code

var(ONSVehicle) class<ONSDamagedEffect> DamagedEffectClass;

DamagedEffectFireDamagePerSec Source code

var(ONSVehicle) float DamagedEffectFireDamagePerSec;

DamagedEffectHealthFireFactor Source code

var(ONSVehicle) float DamagedEffectHealthFireFactor;

DamagedEffectHealthSmokeFactor Source code

var(ONSVehicle) float DamagedEffectHealthSmokeFactor;

DamagedEffectOffset Source code

var(ONSVehicle) vector DamagedEffectOffset;

DamagedEffectScale Source code

var(ONSVehicle) float DamagedEffectScale;

DestroyedVehicleMesh Source code

var(ONSVehicle) StaticMesh DestroyedVehicleMesh;

DestructionAngularMomentum Source code

var(ONSVehicle) range DestructionAngularMomentum;

DestructionEffectClass Source code

var(ONSVehicle) class<Emitter> DestructionEffectClass;

DestructionLinearMomentum Source code

var(ONSVehicle) range DestructionLinearMomentum;

DisintegrationEffectClass Source code

var(ONSVehicle) class<Emitter> DisintegrationEffectClass;

DisintegrationHealth Source code

var(ONSVehicle) float DisintegrationHealth;

ExplosionSoundRadius Source code

var(ONSVehicle) float ExplosionSoundRadius;

ExplosionSounds Source code

var(ONSVehicle) array<sound> ExplosionSounds;

ExplosionSoundVolume Source code

var(ONSVehicle) float ExplosionSoundVolume;

FireImpulse Source code

var(ONSVehicle) vector FireImpulse;

HeadlightCoronaMaterial Source code

var(ONSVehicle) Material HeadlightCoronaMaterial;

HeadlightCoronaMaxSize Source code

var(ONSVehicle) float HeadlightCoronaMaxSize;

HeadlightCoronaOffset Source code

var(ONSVehicle) array<vector> HeadlightCoronaOffset;

HeadlightProjectorMaterial Source code

var(ONSVehicle) Material HeadlightProjectorMaterial;

HeadlightProjectorOffset Source code

var(ONSVehicle) vector HeadlightProjectorOffset;

HeadlightProjectorRotation Source code

var(ONSVehicle) rotator HeadlightProjectorRotation;

HeadlightProjectorScale Source code

var(ONSVehicle) float HeadlightProjectorScale;

IdleSound Source code

var(ONSVehicle) sound IdleSound;

ImpactDamageMult Source code

var(ONSVehicle) float ImpactDamageMult;

ImpactDamageSounds Source code

var(ONSVehicle) array<Sound> ImpactDamageSounds;

ImpactDamageThreshold Source code

var(ONSVehicle) float ImpactDamageThreshold;

ImpactDamageTicks Source code

var(ONSVehicle) float ImpactDamageTicks;

RedSkin Source code

var(ONSVehicle) Material RedSkin;

ShakeOffsetMag Source code

var(ONSVehicle) vector ShakeOffsetMag;

ShakeOffsetRate Source code

var(ONSVehicle) vector ShakeOffsetRate;

ShakeOffsetTime Source code

var(ONSVehicle) float ShakeOffsetTime;

ShakeRotMag Source code

var(ONSVehicle) vector ShakeRotMag;

ShakeRotRate Source code

var(ONSVehicle) vector ShakeRotRate;

ShakeRotTime Source code

var(ONSVehicle) float ShakeRotTime;

ShutDownForce Source code

var(ONSVehicle) string ShutDownForce;

ShutDownSound Source code

var(ONSVehicle) sound ShutDownSound;

SparkAdvanceFactor Source code

var(ONSVehicle) float SparkAdvanceFactor;

SparkEffect Source code

var(ONSVehicle) editinline ONSImpactSparks SparkEffect;

SparkEffectClass Source code

var(ONSVehicle) class<ONSImpactSparks> SparkEffectClass;

StartUpForce Source code

var(ONSVehicle) string StartUpForce;

StartUpSound Source code

var(ONSVehicle) sound StartUpSound;

TimeBetweenImpactExplosions Source code

var(ONSVehicle) float TimeBetweenImpactExplosions;

ViewShakeOffsetFreq Source code

var(ONSVehicle) float ViewShakeOffsetFreq;

ViewShakeOffsetMag Source code

var(ONSVehicle) vector ViewShakeOffsetMag;

ViewShakeRadius Source code

var(ONSVehicle) float ViewShakeRadius;

ViewShakeRotFreq Source code

var(ONSVehicle) float ViewShakeRotFreq;

ViewShakeRotMag Source code

var(ONSVehicle) rotator ViewShakeRotMag;

SVehicle

DriverWeapons Source code

var(SVehicle) array<DriverWeaponStruct> DriverWeapons;

PassengerWeapons Source code

var(SVehicle) array<PassengerWeaponStruct> PassengerWeapons;


Structures Detail

DriverWeaponStruct Source code

struct native DriverWeaponStruct
{
var(ONSVehicle) name WeaponBone;
var(ONSVehicle) class<ONSWeapon> WeaponClass;
};


ImpactInfoStruct Source code

struct native ImpactInfoStruct
{
var vector ImpactAccel;
var vector ImpactNorm;
var vector ImpactVel;
var actor Other;
var vector Pos;
};


PassengerWeaponStruct Source code

struct native PassengerWeaponStruct
{
var(ONSVehicle) name WeaponBone;
var(ONSVehicle) class<ONSWeaponPawn> WeaponPawnClass;
};



Functions Detail

AltFire Source code

function AltFire ( optional float F )

ApplyFireImpulse Source code

event ApplyFireImpulse ( bool bAlt )

CallDestroy VehicleDestroyed Source code

function CallDestroy ( )

CallDestroy VehicleDisintegrated Source code

function CallDestroy ( )

CanAttack Source code

function bool CanAttack ( Actor Other )

ChangedReservation Source code

function bool ChangedReservation ( Pawn P )

ChargeBar Source code

simulated function float ChargeBar ( )

CheckReset Source code

event CheckReset ( )

ChooseFireAt Source code

function ChooseFireAt ( Actor A )

ClientKDriverEnter Source code

simulated function ClientKDriverEnter ( PlayerController PC )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController PC )

ClientRegisterVehicleWeapon Source code

simulated function ClientRegisterVehicleWeapon ( ONSWeapon W, int Index )

ClientVehicleCeaseFire Source code

function ClientVehicleCeaseFire ( bool bWasAltFire )

ClientVehicleExplosion Source code

simulated event ClientVehicleExplosion ( bool bFinal )

Deploy Source code

function Deploy ( )

DestroyAppearance Source code

simulated event DestroyAppearance ( )

Destroyed Source code

simulated function Destroyed ( )

Died Source code

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

Died VehicleDestroyed Source code

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

Died VehicleDisintegrated 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 )

DrawHUD Source code

simulated function DrawHUD ( Canvas Canvas )

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 )

FastVehicle Source code

function bool FastVehicle ( )

FindEntryVehicle Source code

function Vehicle FindEntryVehicle ( Pawn P )

Fire Source code

function Fire ( optional float F )

FireOnRelease Source code

function bool FireOnRelease ( )

GetBotPassenger Source code

function AIController GetBotPassenger ( )

GetInstigator Source code

function Pawn GetInstigator ( )

GetTurrets Source code

function array<Vehicle> GetTurrets ( )

HasOccupiedTurret Source code

function bool HasOccupiedTurret ( )

HasUDamage Source code

function bool HasUDamage ( )

HasWeapon Source code

function bool HasWeapon ( )

HealDamage Source code

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

ImpactDamageModifier Source code

function float ImpactDamageModifier ( )

IsDeployed Source code

function bool IsDeployed ( )

IsFiring Source code

function bool IsFiring ( )

IsVehicleEmpty Source code

event bool IsVehicleEmpty ( )

KDriverEnter Source code

function KDriverEnter ( Pawn p )

KDriverLeave Source code

function bool KDriverLeave ( bool bForceLeave )

KImpact Source code

event KImpact ( actor Other, vector Pos, vector ImpactVel, vector ImpactNorm )

LimitPitch Source code

function int LimitPitch ( int pitch )

MayUndeploy Source code

function MayUndeploy ( )

ModifyThreat Source code

function float ModifyThreat ( float current, Pawn Threat )

NeedToTurn Source code

function bool NeedToTurn ( vector targ )

NewReservationCostMultiplier Source code

function float NewReservationCostMultiplier ( Pawn P )

NotifyEnemyLockedOn Source code

event NotifyEnemyLockedOn ( )

NotifyEnemyLostLock Source code

event NotifyEnemyLostLock ( )

NumPassengers Source code

simulated function int NumPassengers ( )

OpenPositionFor Source code

function Vehicle OpenPositionFor ( Pawn P )

PlayHit Source code

function PlayHit ( float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( )

PrecacheAnnouncer Source code

simulated function PrecacheAnnouncer ( AnnouncerVoice V, bool bRewardSounds )

RefireRate Source code

function float RefireRate ( )

ReservationCostMultiplier Source code

function float ReservationCostMultiplier ( )

ServerChangeDriverPosition Source code

function ServerChangeDriverPosition ( byte F )

ServerPlayHorn Source code

function ServerPlayHorn ( int HornIndex )

ServerVerifyVehicleWeapon Source code

function ServerVerifyVehicleWeapon ( int Index )

SetActiveWeapon Source code

function SetActiveWeapon ( int i )

SetReservation Source code

function SetReservation ( controller C )

SetTeamNum Source code

function SetTeamNum ( byte T )

SpokenFor Source code

function bool SpokenFor ( Controller C )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L )

SVehicleUpdateParams Source code

simulated event SVehicleUpdateParams ( )

SwitchWeapon Source code

simulated function SwitchWeapon ( byte F )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> DamageType )

TakeImpactDamage Source code

event TakeImpactDamage ( float AccelMag )

TeamChanged Source code

simulated event TeamChanged ( )

TooCloseToAttack Source code

function bool TooCloseToAttack ( Actor Other )

TryToDrive Source code

function bool TryToDrive ( Pawn P )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( )

UpdatePrecacheStaticMeshes Source code

simulated function UpdatePrecacheStaticMeshes ( )

VehicleCeaseFire Source code

function VehicleCeaseFire ( bool bWasAltFire )

VehicleExplosion Source code

function VehicleExplosion ( vector MomentumNormal, float PercentMomentum )

VehicleLocked Source code

event VehicleLocked ( Pawn P )


Defaultproperties

defaultproperties
{
     bHasAltFire=True
     ViewShakeRadius=100.000000
     DisintegrationHealth=-50.000000
     DestructionAngularMomentum=(Min=50.000000,Max=50.000000)
     TimeBetweenImpactExplosions=0.100000
     ExplosionSounds(0)=Sound'ONSVehicleSounds-S.Explosions.VehicleExplosion01'
     ExplosionSounds(1)=Sound'ONSVehicleSounds-S.Explosions.VehicleExplosion02'
     ExplosionSounds(2)=Sound'ONSVehicleSounds-S.Explosions.VehicleExplosion03'
     ExplosionSounds(3)=Sound'ONSVehicleSounds-S.Explosions.VehicleExplosion04'
     ExplosionSounds(4)=Sound'ONSVehicleSounds-S.Explosions.VehicleExplosion05'
     ExplosionSoundVolume=5.000000
     ExplosionSoundRadius=200.000000
     ExplosionDamage=100.000000
     ExplosionRadius=300.000000
     ExplosionMomentum=60000.000000
     ExplosionDamageType=Class'Onslaught.DamTypeONSVehicleExplosion'
     DestroyedRoadKillDamageType=Class'Onslaught.DamTypeDestroyedVehicleRoadKill'
     DamagedEffectClass=Class'Onslaught.ONSDamagedEffect'
     DamagedEffectScale=1.000000
     DamagedEffectHealthSmokeFactor=0.500000
     DamagedEffectHealthFireFactor=0.250000
     DamagedEffectAccScale=0.250000
     DamagedEffectFireDamagePerSec=0.750000
     bOnlyViewShakeIfDriven=True
     bEjectPassengersWhenFlipped=True
     ShakeRotMag=(Z=250.000000)
     ShakeRotRate=(Z=2500.000000)
     ShakeRotTime=6.000000
     ShakeOffsetMag=(Z=10.000000)
     ShakeOffsetRate=(Z=200.000000)
     ShakeOffsetTime=10.000000
     ImpactDamageTicks=10.000000
     ImpactDamageThreshold=5000.000000
     ImpactDamageMult=0.000300
     ImpactDamageSounds(0)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision01'
     ImpactDamageSounds(1)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision02'
     ImpactDamageSounds(2)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision03'
     ImpactDamageSounds(3)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision04'
     ImpactDamageSounds(4)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision05'
     ImpactDamageSounds(5)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision06'
     ImpactDamageSounds(6)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision07'
     SparkEffectClass=Class'Onslaught.ONSImpactSparks'
     SparkAdvanceFactor=1.500000
     LockedOnSound=Sound'WeaponSounds.BaseGunTech.BSeekLost1'
     MinRunOverWarningAim=0.880000
     CrossHairColor=(G=255,A=255)
     CrosshairX=32.000000
     CrosshairY=32.000000
     CrosshairTexture=Texture'ONSInterface-TX.tankBarrelAligned'
     bZeroPCRotOnEntry=False
     bTeamLocked=True
     bEnterringUnlocks=True
     Team=0
     TeamBeaconTexture=Texture'ONSInterface-TX.HealthBar'
     NoEntryTexture=Texture'HUDContent.Generic.NoEntry'
     TeamBeaconBorderMaterial=Texture'InterfaceContent.Menu.BorderBoxD'
     RanOverDamageType=Class'Onslaught.DamTypeRoadkill'
     CrushedDamageType=Class'Onslaught.DamTypePancake'
     RanOverSound=Sound'ONSVehicleSounds-S.CollisionSounds.BodyHitbyVeh01'
     StolenAnnouncement="Hijacked"
     StolenSound=Sound'ONSVehicleSounds-S.CarAlarm.CarAlarm01'
     BulletSounds(0)=Sound'WeaponSounds.BaseShieldReflections.BBulletReflect1'
     BulletSounds(1)=Sound'WeaponSounds.BaseShieldReflections.BBulletReflect2'
     BulletSounds(2)=Sound'WeaponSounds.BaseShieldReflections.BBulletReflect3'
     BulletSounds(3)=Sound'WeaponSounds.BaseShieldReflections.BBulletReflect4'
     BulletSounds(4)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact1'
     BulletSounds(5)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact2'
     BulletSounds(6)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact3'
     BulletSounds(7)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact4'
     BulletSounds(8)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact5'
     BulletSounds(9)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact6'
     BulletSounds(10)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact7'
     BulletSounds(11)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact8'
     BulletSounds(12)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact9'
     BulletSounds(13)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact11'
     BulletSounds(14)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact12'
     BulletSounds(15)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact13'
     BulletSounds(16)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact14'
     WaterDamage=150.000000
     VehicleDrowningDamType=Class'Gameplay.Drowned'
     SpawnOverlay(0)=Shader'XGameShaders.PlayerShaders.VehicleSpawnShaderRed'
     SpawnOverlay(1)=Shader'XGameShaders.PlayerShaders.VehicleSpawnShaderBlue'
     VehicleIcon=(Material=Texture'AS_FX_TX.HUD.TrackedVehicleIcon',SizeX=64.000000,SizeY=64.000000)
     bSpecialHUD=True
     bSetPCRotOnPossess=False
     bCanTeleport=False
     SoundRadius=200.000000
     TransientSoundRadius=600.000000
}

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Creation time: Wed 7/2/2007 19:16:11.828 - Created with UnCodeX