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UT2k4Assault.ASVehicle_SpaceFighter

Extends
ASVehicle
Modifiers
abstract config ( User )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- UT2k4Assault.ASVehicle
            |   
            +-- UT2k4Assault.ASVehicle_SpaceFighter

Direct Known Subclasses:

ASVehicle_SpaceFighter_Human

Constants Summary
SpeedFilterFrames=20

Variables Summary
boolbAutoTarget
boolbGearUp
boolbHumanShip
boolbInitialized
boolbPostNetCalled
boolbRocketLoaded
boolbSpeedFilterWarmup
boolbTargetClosestToCrosshair
floatCamRotationInertia
VectorCrosshairPos
VehicleCurrentTarget
stringDelayedDebugString
floatDesiredVelocity
nameFlyingAnim
class<Actor>GenericShieldEffect[2]
floatLastAutoTargetTime
RotatorLastCamRot
floatLastTimeSeconds
floatMaxTargetingRange
floatmyDeltaTime
floatNextShieldTime
intNextSpeedFilterSlot
floatPitchAccel
SoundRocketLoadedSound
VectorRocketOffset
floatRollAccel
class<Emitter>ShotDownFXClass
RotatorShotDownRotation
EmitterSmokeTrail
floatSmoothedSpeedRatio
QuatSpaceFighterRotation
floatSpeedFilter[SpeedFilterFrames]
TextureSpeedInfoTexture
SoundTargetAcquiredSound
stringText_Speed
intTopGunCount
EmitterTrailEmitter
floatTrailOffset
TextureWeaponInfoTexture
floatYawAccel
ASVehicle_SpaceFighter
floatEngineMinVelocity
floatMaxStrafe
floatRollAutoCorrectSpeed
floatRotationInertia
floatStrafeAccel
floatStrafeAccelRate
floatVehicleRotationSpeed
Inherited Variables from UT2k4Assault.ASVehicle
bCHZeroYOffset, bCustomHealthDisplay, BotError, CrosshairHitFeedbackTex, CrosshairScale, DamLastDamageTime, DamLastInstigator, DebugFX, DefaultCrosshair, DefaultWeaponClassName, DestroyPrevController, ExplosionEffect, LastCalcHA, LastCalcHL, LastCalcHN, LastCalcWeaponFire, LockedOnSound, OldTarget, VehicleProjSpawnOffset
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
Inherited Structures from Engine.Vehicle
SVehicleIcon

Functions Summary
function AdjustFX ()
event AnimEnd (int Channel)
event AnimEnd (int Channel)
ShotDown
function BaseChange ()
ShotDown
function BeginState ()
ShotDown
function BlowUp (vector HitNormal)
function BlowUp (vector HitNormal)
ShotDown
function Bump (Actor Other)
functionbool CanAttack (Actor Other)
event ChangeAnimation ()
ShotDown
function ClientKDriverEnter (PlayerController PC)
function Destroyed ()
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
ShotDown
function DisplayDebug (Canvas Canvas, out float YL, out float YPos)
function DoShieldEffect (vector HitLocation, vector HitNormal)
function DriverDied ()
function DriverDied ()
ShotDown
function EndState ()
ShotDown
function Explode (vector HitLocation, vector HitNormal)
event FellOutOfWorld (eKillZType KillType)
ShotDown
functionvector GetBotError (vector StartLocation)
functionVector GetRocketSpawnLocation ()
functionrotator GetViewRotation ()
function HitWall (vector HitNormal, actor Wall)
functionbool IsTargetRelevant (Vehicle Target)
functionbool KDriverLeave (bool bForceLeave)
function Landed (vector HitNormal)
function LandThump ()
ShotDown
function LieStill ()
ShotDown
function MyRandSpin (float spinRate)
function NextWeapon ()
event PlayDying (class<DamageType> DamageType, vector HitLoc)
function PlayFiring (float Rate, name FiringMode)
ShotDown
function PlayNextAnimation ()
ShotDown
function PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)
ShotDown
function PlayTakeOff ()
function PlayWeaponSwitch (Weapon NewWeapon)
ShotDown
function PossessedBy (Controller C)
function PostNetBeginPlay ()
function PrevWeapon ()
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
ShotDown
function ReduceCylinder ()
ShotDown
function ServerNextTarget (bool bTryOnce)
function ServerPrevTarget (bool bTryOnce)
function ServerSetTarget (Vehicle NewTarget)
function SetTrailFX ()
function SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
functionbool SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
event StopPlayFiring ()
ShotDown
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
ShotDown
function TargetClosestToCrosshair ()
function TargetUnSet ()
event TeamChanged ()
function Timer ()
function Timer ()
ShotDown
function Touch (Actor Other)
function UpdateAutoTargetting ()
function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)
function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)
ShotDown
function VehicleCollision (Vector HitNormal, Actor Other)
function VehicleCollision (Vector HitNormal, Actor Other)
ShotDown
function VehicleSwitchView (bool bUpdating)
ShotDown
Inherited Functions from UT2k4Assault.ASVehicle
AddDefaultInventory, AnimEnd, BaseChange, BeginState, CalcInertia, CalcWeaponFire, ChangeAnimation, ClientDying, ClientKDriverEnter, ClientKDriverLeave, Destroyed, Died, DrawCrosshair, DrawCrosshairAlignment, DrawEnemyName, DrawHealthInfo, DrawHUD, DrawVehicleHUD, DrawWeaponInfo, DriverDied, Explode, FellOutOfWorld, GetBotError, GetCrosshairWorldLocation, GetFireStart, GetWeaponBoneFor, KDriverLeave, Landed, LandThump, LieStill, NotifyEnemyLockedOn, PerformTrace, PlayDying, PlayFiring, PlayHit, PlayNextAnimation, PlayTakeHit, PlayWeaponSwitch, PossessedBy, PostBeginPlay, ProcessMove, ReduceCylinder, SpecialDrawCrosshair, StaticPrecache, StopPlayFiring, StopWeaponFiring, TakeDamage, Tick, Timer, UnPossessed, UpdatePrecacheMaterials, UpdateRocketAcceleration, VehicleSwitchView, WeaponHitsCrosshairsHL
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
ShotDown Source code
state ShotDown
AnimEnd, BaseChange, BeginState, BlowUp, ChangeAnimation, Died, DriverDied, EndState, FellOutOfWorld, LandThump, LieStill, PlayFiring, PlayNextAnimation, PlayTakeHit, PlayWeaponSwitch, ProcessMove, ReduceCylinder, StopPlayFiring, TakeDamage, Timer, UpdateRocketAcceleration, VehicleCollision, VehicleSwitchView


Constants Detail

SpeedFilterFrames Source code

const SpeedFilterFrames = 20;


Variables Detail

bAutoTarget Source code

var bool bAutoTarget;

bGearUp Source code

var bool bGearUp;

bHumanShip Source code

var bool bHumanShip;

bInitialized Source code

var bool bInitialized;

bPostNetCalled Source code

var bool bPostNetCalled;

bRocketLoaded Source code

var bool bRocketLoaded;

bSpeedFilterWarmup Source code

var bool bSpeedFilterWarmup;

bTargetClosestToCrosshair Source code

var bool bTargetClosestToCrosshair;

CamRotationInertia Source code

var float CamRotationInertia;

CrosshairPos Source code

var Vector CrosshairPos;

CurrentTarget Source code

var Vehicle CurrentTarget;

DelayedDebugString Source code

var string DelayedDebugString;

DesiredVelocity Source code

var float DesiredVelocity;

FlyingAnim Source code

var name FlyingAnim;

GenericShieldEffect[2] Source code

var class<Actor> GenericShieldEffect[2];

LastAutoTargetTime Source code

var float LastAutoTargetTime;

LastCamRot Source code

var Rotator LastCamRot;

LastTimeSeconds Source code

var float LastTimeSeconds;

MaxTargetingRange Source code

var float MaxTargetingRange;

myDeltaTime Source code

var float myDeltaTime;

NextShieldTime Source code

var float NextShieldTime;

NextSpeedFilterSlot Source code

var int NextSpeedFilterSlot;

PitchAccel Source code

var float PitchAccel;

RocketLoadedSound Source code

var Sound RocketLoadedSound;

RocketOffset Source code

var Vector RocketOffset;

RollAccel Source code

var float RollAccel;

ShotDownFXClass Source code

var class<Emitter> ShotDownFXClass;

ShotDownRotation Source code

var Rotator ShotDownRotation;

SmokeTrail Source code

var Emitter SmokeTrail;

SmoothedSpeedRatio Source code

var float SmoothedSpeedRatio;

SpaceFighterRotation Source code

var Quat SpaceFighterRotation;

SpeedFilter[SpeedFilterFrames] Source code

var float SpeedFilter[SpeedFilterFrames];

SpeedInfoTexture Source code

var Texture SpeedInfoTexture;

TargetAcquiredSound Source code

var Sound TargetAcquiredSound;

Text_Speed Source code

var localized string Text_Speed;

TopGunCount Source code

var int TopGunCount;

TrailEmitter Source code

var Emitter TrailEmitter;

TrailOffset Source code

var float TrailOffset;

WeaponInfoTexture Source code

var Texture WeaponInfoTexture;

YawAccel Source code

var float YawAccel;

ASVehicle_SpaceFighter

EngineMinVelocity Source code

var(ASVehicle_SpaceFighter) const float EngineMinVelocity;

MaxStrafe Source code

var(ASVehicle_SpaceFighter) float MaxStrafe;

RollAutoCorrectSpeed Source code

var(ASVehicle_SpaceFighter) float RollAutoCorrectSpeed;

RotationInertia Source code

var(ASVehicle_SpaceFighter) const float RotationInertia;

StrafeAccel Source code

var(ASVehicle_SpaceFighter) float StrafeAccel;

StrafeAccelRate Source code

var(ASVehicle_SpaceFighter) float StrafeAccelRate;

VehicleRotationSpeed Source code

var(ASVehicle_SpaceFighter) const float VehicleRotationSpeed;


Functions Detail

AdjustFX Source code

simulated function AdjustFX ( )

AnimEnd Source code

event AnimEnd ( int Channel )

AnimEnd ShotDown Source code

event AnimEnd ( int Channel )

BaseChange ShotDown Source code

singular function BaseChange ( )

BeginState ShotDown Source code

simulated function BeginState ( )

BlowUp Source code

function BlowUp ( vector HitNormal )

BlowUp ShotDown Source code

simulated function BlowUp ( vector HitNormal )

Bump Source code

simulated function Bump ( Actor Other )

CanAttack Source code

function bool CanAttack ( Actor Other )

ChangeAnimation ShotDown Source code

event ChangeAnimation ( )

ClientKDriverEnter Source code

simulated function ClientKDriverEnter ( PlayerController PC )

Destroyed Source code

simulated function Destroyed ( )

Died ShotDown Source code

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

DisplayDebug Source code

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

DoShieldEffect Source code

function DoShieldEffect ( vector HitLocation, vector HitNormal )

DriverDied Source code

function DriverDied ( )

DriverDied ShotDown Source code

function DriverDied ( )

EndState ShotDown Source code

simulated function EndState ( )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal )

FellOutOfWorld ShotDown Source code

event FellOutOfWorld ( eKillZType KillType )

GetBotError Source code

function vector GetBotError ( vector StartLocation )

GetRocketSpawnLocation Source code

simulated function Vector GetRocketSpawnLocation ( )

GetViewRotation Source code

simulated function rotator GetViewRotation ( )

HitWall Source code

simulated function HitWall ( vector HitNormal, actor Wall )

IsTargetRelevant Source code

simulated function bool IsTargetRelevant ( Vehicle Target )

KDriverLeave Source code

function bool KDriverLeave ( bool bForceLeave )

Landed Source code

simulated function Landed ( vector HitNormal )

LandThump ShotDown Source code

function LandThump ( )

LieStill ShotDown Source code

function LieStill ( )

MyRandSpin Source code

simulated final function MyRandSpin ( float spinRate )

NextWeapon Source code

simulated function NextWeapon ( )

PlayDying Source code

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

PlayFiring ShotDown Source code

function PlayFiring ( float Rate, name FiringMode )

PlayNextAnimation ShotDown Source code

simulated function PlayNextAnimation ( )

PlayTakeHit ShotDown Source code

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

PlayTakeOff Source code

simulated function PlayTakeOff ( )

PlayWeaponSwitch ShotDown Source code

function PlayWeaponSwitch ( Weapon NewWeapon )

PossessedBy Source code

function PossessedBy ( Controller C )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( )

PrevWeapon Source code

simulated function PrevWeapon ( )

ProcessMove Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot )

ProcessMove ShotDown Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot )

ReduceCylinder ShotDown Source code

function ReduceCylinder ( )

ServerNextTarget Source code

function ServerNextTarget ( bool bTryOnce )

ServerPrevTarget Source code

function ServerPrevTarget ( bool bTryOnce )

ServerSetTarget Source code

function ServerSetTarget ( Vehicle NewTarget )

SetTrailFX Source code

simulated function SetTrailFX ( )

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 )

StopPlayFiring ShotDown Source code

event StopPlayFiring ( )

TakeDamage Source code

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

TakeDamage ShotDown Source code

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

TargetClosestToCrosshair Source code

exec function TargetClosestToCrosshair ( )

TargetUnSet Source code

function TargetUnSet ( )

TeamChanged Source code

simulated event TeamChanged ( )

Timer Source code

simulated function Timer ( )

Timer ShotDown Source code

simulated function Timer ( )

Touch Source code

simulated singular function Touch ( Actor Other )

UpdateAutoTargetting Source code

function UpdateAutoTargetting ( )

UpdateRocketAcceleration Source code

simulated function UpdateRocketAcceleration ( float DeltaTime, float YawChange, float PitchChange )

UpdateRocketAcceleration ShotDown Source code

function UpdateRocketAcceleration ( float DeltaTime, float YawChange, float PitchChange )

VehicleCollision Source code

simulated function VehicleCollision ( Vector HitNormal, Actor Other )

VehicleCollision ShotDown Source code

simulated function VehicleCollision ( Vector HitNormal, Actor Other )

VehicleSwitchView ShotDown Source code

function VehicleSwitchView ( bool bUpdating )


Defaultproperties

defaultproperties
{
     EngineMinVelocity=600.000000
     VehicleRotationSpeed=0.009000
     RotationInertia=10.000000
     StrafeAccelRate=0.500000
     MaxStrafe=300.000000
     RollAutoCorrectSpeed=3000.000000
     bSpeedFilterWarmup=True
     bAutoTarget=True
     bHumanShip=True
     CamRotationInertia=0.330000
     Text_Speed="Speed:"
     TrailOffset=80.000000
     MaxTargetingRange=20000.000000
     TargetAcquiredSound=Sound'AssaultSounds.HumanShip.TargetCycle01'
     RocketLoadedSound=Sound'AssaultSounds.HumanShip.HnShipFireReadyl01'
     DefaultCrosshair=Texture'Crosshairs.HUD.Crosshair_Circle1'
     CrosshairScale=0.500000
     bCHZeroYOffset=True
     bHasRadar=True
     CenterSpringForce="SpringSpaceFighter"
     CenterSpringRangePitch=0
     CenterSpringRangeRoll=0
     DriverDamageMult=0.000000
     bCanFly=True
     bCanStrafe=True
     bSimulateGravity=False
     bDirectHitWall=True
     bServerMoveSetPawnRot=False
     bSpecialHUD=True
     bSpecialCalcView=True
     SightRadius=25000.000000
     AirSpeed=2000.000000
     AccelRate=2000.000000
     HealthMax=250.000000
     Health=250
     LandMovementState="PlayerSpaceFlying"
     MinFlySpeed=1100.000000
     MaxRotation=0.850000
     Physics=PHYS_Flying
     CollisionRadius=60.000000
     CollisionHeight=30.000000
     RotationRate=(Pitch=32768,Yaw=32768,Roll=32768)
     ForceType=FT_DragAlong
     ForceRadius=100.000000
     ForceScale=5.000000
}

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Creation time: Wed 7/2/2007 19:15:51.546 - Created with UnCodeX