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Engine.LicenseePawn

Extends
Pawn
Modifiers
config ( User ) abstract native

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

Direct Known Subclasses:

U2Pawn

Constants Summary
AF_Alert=0x01
AF_Hurt=0x02
AF_None=0x00
Inherited Contants from Engine.Pawn
DyingState, ObservedDeathEvent, SwimForwardThreshold, Team_Ambient, Team_Araknid, Team_ClassOutcast, Team_Drakk, Team_Invalid, Team_Izarian, Team_Kai, Team_Marine, Team_MaxValid, Team_MercFem, Team_MercJap, Team_MercMek, Team_MinValid, Team_None, Team_Player, Team_Shian, Team_Skaarj, Team_Spore, Team_Strider, Team_TeamOutcast, Team_Tosc
Inherited Contants from Engine.Actor
CCFloatHeight, DefaultPathingCollisionHeight, DefaultPathingCollisionRadius, DF_Collision, DF_None, PF_AlphaTexture, PF_AntiPortal, PF_EdCut, PF_EdProcessed, PF_Environment, PF_FakeBackdrop, PF_Flat, PF_FlatShaded, PF_HighShadowDetail, PF_Invisible, PF_Masked, PF_Memorized, PF_Mirrored, PF_Modulated, PF_NoMerge, PF_NoSmooth, PF_NotSolid, PF_NoZTest, PF_Occlude, PF_Portal, PF_RenderFog, PF_Selected, PF_Semisolid, PF_SpecialLit, PF_Translucent, PF_TwoSided, PF_Unlit, PF_Unused0, PF_Unused1, PF_Unused2, PF_Unused3, PF_Unused4, PF_Unused5, PF_Wireframe, ST_Crouching, ST_None, ST_Prone, ST_Standing, TRACE_Actors, TRACE_AllBlocking, TRACE_AllColliding, TRACE_Blocking, TRACE_Debug, TRACE_Hash, TRACE_Level, TRACE_LevelGeometry, TRACE_Material, TRACE_Movers, TRACE_OnlyProjActor, TRACE_Others, TRACE_Pawns, TRACE_ProjTargets, TRACE_ShadowCast, TRACE_SingleResult, TRACE_StopAtFirstHit, TRACE_Usable, TRACE_VisibleNonColliding, TRACE_Volumes, TRACE_World

Variables Summary
boolbLargeAnims
boolbMantling
boolbSpecialHardLandings
floatCrouchingPct
floatLandCompressVelocityCrouching
floatLandCompressVelocityProne
floatLandCompressVelocityStanding
floatLandDamageVelocityCrouching
floatLandDamageVelocityProne
floatLandDamageVelocityStanding
floatLandFatalVelocityCrouching
floatLandFatalVelocityProne
floatLandFatalVelocityStanding
floatLandMakeNoiseVelocityCrouching
floatLandMakeNoiseVelocityProne
floatLandMakeNoiseVelocityStanding
LicenseeControllerLController
vectorMantleDestination
floatMantleHeight
floatNextCheckMantleTime
floatPronePct
floatRunningSlowPct
floatWalkingSlowPct
Pawn
floatAnimateHurtRatio
floatCosMinMoveBackAngle
floatCosMinMoveForwardAngle
intMantleDebugLevel
floatMantleHandsForwardReachMax
floatMantleHandsForwardReachMin
floatMantleHandsUpwardReach
floatMantleMaxStandingMantleHeight
floatMantleMinHitNormalDeltaZ
floatMantleSpeed
vectorProneAlignMeshTraceOffset1
vectorProneAlignMeshTraceOffset2
vectorProneAlignMeshTraceOffset3
floatProneMeshAlignTraceLenFudgeFactor
Inherited Variables from Engine.Pawn
AccelRate, AirControl, AirSpeed, Alertness, Anchor, AnimAction, AnimStatus, AvgPhysicsTime, bAdjacentZoneHearing, bAlert, bAlwaysGib, bAmbientCreature, bAroundCornerHearing, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBlockAdjustJump, bCanAdjustJump, bCanClimbLadders, bCanCrawl, bCanCrouch, bCanDiscardInventory, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanPickupInventory, bCanStrafe, bCanSwim, bCanWalk, bCanWalkOffLedges, bCountJumps, bCrawler, bFallingHitWallNotifications, bForceBlobShadows, bForceDirectionalShadows, bForceDynamicShadow, bForceFullPolyShadows, bForceLightSourcedShadows, bForceShadowBlur, bForceShadowUnBlur, bForceStaticShadow, bFriendlyToPlayerTeam, bGibOnInvalidDeathLanding, bIgnoreExtraCosts, bInitializeAnimation, bInvulnerableBody, bIsFemale, bIsRealPlayer, bIsTurning, bIsWalking, bJustLanded, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNeverGib, bNoVelocityUpdate, BodyLandedSound, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedCylinder, bReducedSpeed, bResortToBasicTacticalMoves, bSameZoneHearing, bScaleRotationRates, bScaleRotationRatesEnemy, bSightRadiusLoseEnemy, bSilentCrouch, bSimulateGravity, bSmoothTurns, bSpecialNavigation, bSteadyFiring, bStopAtLedges, bThumped, bTurningLeft, bUpAndOut, bUpdateEyeheight, bUpdatingDisplay, bWarping, bWasCrouched, bWasFalling, bWasOnGround, bWasWalking, CarcassCollisionHeight, CarcassCollisionRadius, ControlledActor, Controller, ControllerClass, CrouchCostMultiplier, CrouchEyeHeight, CrouchHeight, CrouchRadius, DamageScaling, DeathObservers, DesiredSpeed, DesiredStance, DestinationOffset, Die, DoorCostMultiplier, EyeHeight, FlashCount, Floor, FlyCostMultiplier, GibForSureHealth, GibMaybeHealth, GibMaybeOdds, GroundSpeed, HeadVolume, Health, HearingThreshold, HitDamageType, HitSound[4], JumpCostMultiplier, JumpZ, LadderCostMultiplier, LadderSpeed, Land, LandMovementState, LastPainAnimTime, LastPainSound, LeapMaxRange, LeapMinRange, LeapOdds, LowDetailBlood, LowGoreBlood, MaxDesiredSpeed, MaxFallSpeed, MaxJumpDistance, MaxJumpDownDistance, MaxJumpUpDistance, MaxStepHeight, MeleeOdds, MeleeRange, MenuName, MinIsTurningRate, MovementAnimRate[4], MovementAnims[4], MovementBlendStartTime, NavigationStance, NextPathRadius, nextPawn, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldPhysics, OldRotYaw, OldZ, OnLadder, OwnerName, PendingWeapon, PeripheralVision, PlayerReplicationInfo, PreviousDesiredRotationYaw, ProneEyeHeight, ProneHeight, ProneRadius, ReducedDamageType, RotationRateYawEnemy, RotationRateYawEnemySeen, SeenRadius, SeenRadiusNoFOV, SeeOtherOdds, SelectedItem, SerpentineDir, SerpentineDist, SerpentineTime, ShadowA, ShadowB, ShadowBoundScale, ShadowCullDistance, ShadowInterpolateRate, ShadowLightDirection, ShadowLightDistance, ShadowResolution, ShadowTraceDistance, SightRadius, SightRadiusFriend, SightRadiusFriendAlert, SoundDampening, SpecialNavigationList, SplashTime, Stance, SwimCostMultiplier, TacticalMoveType, TakeHitLocation, TeamNumber, TearOffMomentum, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, Visibility, WalkingPct, WaterMovementState, WaterSpeed, Weapon, YawRateMultiplier
Inherited Variables from Engine.Actor
Acceleration, ActorFOV, ActorRenderData, ActorTag, ActorTimeDilation, AlignMeshNormal, AlignMeshTraceOffset1, AlignMeshTraceOffset2, AlignMeshTraceOffset3, AlignMeshTraceVector, AmbientColor, AmbientGlow, AmbientRotationRate, AmbientSound, AnimFrame, AnimRate, AnimSequence, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAllowClipping, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoopFinished, bAnimNoExist, Base, bAutoEnableAgent, bBlockActors, bBlockNavigation, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockStepping, bBlockZeroExtentTraces, bBounce, bCanEncroachPlayer, bCanFallOutOfWorld, bCanMantle, bCanTeleport, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDestroyInPainVolume, bDifficulty0, bDifficulty1, bDifficulty2, bDirectional, bDisturbFluidSurface, bDoMissionFiltering, bDynamicLight, bEdCanOverlap, bEditorPlaced, bEdShouldSnap, bEdSnap, bFixedRotationDir, bGameRelevant, bHidden, bHiddenEd, bHiddenEdGroup, bHiddenRelevant, bHiddenUsable, bHighDetail, bHurtEntry, bIgnoreImpactForces, bIgnoreSingularityDamage, bIgnoreSingularityForces, bInterpolating, bJustTeleported, bLaunchPawns, bLensFlare, bLightChanged, bLightParticles, bLocalGameEvent, bLockLocation, BlurDegree, bManualTick, bMeshAlwaysRefresh, bMountDetachDestroy, bMovable, bMustFace, bNetDirty, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetTemporary, bNeverBatch, bNoDelete, bNoSmooth, bNoStaticMeshCollide, bObsolete, bOnlyDirtyReplication, bOnlyOwnerSee, bOrientOnSlope, bOwnerNoSee, bPathColliding, bPathTemp, bPaused, bPendingDelete, bPostMission110276, bPostMission83, bPreMission00, bPreMission01, bPreMission02, bPreMission03, bPreMission04, bPreMission05, bPreMission06, bPreMission07, bPreMission08, bPreMission09, bPreMission10, bPreMission11, bPreMission12, bPreMission13, bProjTarget, bRenderLater, bRenderNoPredict, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRequiresWorldZBuffer, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSkipActorPropertyReplication, bSpecialLit, bSpecialRotationRep, bStasis, bStatic, bStaticLighting, bTearOff, bTempEditor, bTicked, bTimerLoop, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTravelGameEvent, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseDynamicLights, bWorldGeometry, CanEncroachList, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, DebugAlignMeshLevel, Deleted, DesiredRotation, DetailLevel, DrawScale, DrawScale3D, DrawType, Event, FallingAddedAcceleration, FallingMaxVelocityXY, FallingMaxVelocityZ, ForceRadius, ForceScale, ForceType, GoreLevel, Group, IndentStr, InitialState, Instigator, Inventory, KParams, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightPriority, LightRadius, LightRenderData, LightSaturation, LightTag, LightType, Location, LODBias, Mass, Mesh, MeshInstance, MeshParams, MessageClass, MountDetachPhysics, MountOldLocation, MountOldRotation, MountOrgLocation, MountOrgRotation, MountParentActor, MountParentNode, MountParentTag, NetPriority, NetTag, NetUpdateFrequency, nextParticleLight, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, PrimaryDynamicLight, PrimaryStaticLight, Projectors, ProximityReticleOnEvents, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderBoundFactor, RenderInterface, RenderIteratorClass, RenderRevision, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, Speaker, SpecialDisplayFlags, SpriteProjForward, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SwingFriction, SwingGravDir, SwingLength, SwingPivot, Tag, TerrainZOffset, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, TweenRate, UseReticleOnEvents, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
EMoveDir
MD_None, MD_Back, MD_Forward, MD_Left, MD_Right,
EWeaponAnimationType
AT_None, AT_NoWeapon, AT_Small, AT_SmallSwing, AT_Large, AT_LargeSwing, AT_Shoulder, AT_Flamethrower, AT_Gauntlet, AT_Last,
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMeshNodeRelType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ETacticalMoveType, ETravelType

Structures Summary
Inherited Structures from Engine.Pawn
TSpecialNavigationEntry
Inherited Structures from Engine.Actor
ActorList, ActorRenderDataPtr, ActorType, AnimRep, AnimStruct, BatchReference, CheckResult, Face, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr, TCollision

Functions Summary
function CrouchBegin ()))
functionbool DebugAI ()))
functionbool DebugAIAttacks ()))
functionbool DebugAIEvents ()))
functionbool DebugAIMovement ()))
functionbool GetAlert ()))
functionint GetAnimationFlags ()))
functionfloat GetHealth ()))
functionfloat GetHealthPct ()))
functionbool GetHurt ()))
functionfloat GetLandCompressVelocity ()))
functionfloat GetLandDamageVelocity ()))
functionfloat GetLandFatalVelocity ()))
functionfloat GetLandMakeNoiseVelocity ()))
functionEMoveDir GetMoveDir ()))
functionstring GetPlayerName ()))
functionEWeaponAnimationType GetWeaponAnimationType ()))
functionEWeaponAnimationType GetWeaponAnimationTypeW (Weapon Weap ))
function HandleLandedHard ()))
function InitLicenseeController (Controller C ))
functionbool IsHardLanding (CheckResult Hit, float ImpactSpeed ))
functionbool IsPointing ()))
functionbool IsRapidFiring ()))
functionbool IsUsable (optional Actor Other ))
event LandedEx (CheckResult Hit ))
functionbool LookupLoopAnim (name LookupName, optional float Rate, optional float TweenTime, optional int LockVal)
functionbool LookupPlayAnim (name LookupName, optional float Rate, optional float TweenTime, optional int LockVal)
functionbool LookupTweenAnim (name LookupName, optional float TweenTime, optional int LockVal)
function MantlingBegin ()
event NotifyStanceChange (byte NewStance, float HeightAdjust ))
function OnUnuse (Actor Other ))
function OnUse (Actor Other ))
function PlayDyingSound ()
function PossessedBy (Controller C ))
event PreBeginPlay ()))
function ProneBegin ()))
function SetAlert (bool bNewVal ))
function SetHealth (float NewVal ))
function StandBegin ()))
function TakeFallingDamage ()))
function UpdateWalkingPct ()))
function WentDormant (bool bVal)
Inherited Functions from Engine.Pawn
AddDeathObserver, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustEyeHeight, AnimEnd, BaseChange, BecomeViewTarget, BeginFalling, BeginState, BreathTimer, CalcDrawOffset, CanCrouch, CanGrabLadder, CanJump, CanSplash, CanTrigger, ChangedWeapon, CheckStanceStatus, CheckWaterJump, ChunkUp, ClearReferencesTo, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, DeleteInventory, Destroyed, Died, DisplayDebug, DoJump, DropToGround, EnableRotation, EncroachingOn, EndClimbLadder, EyePosition, FaceRotation, FellOutOfWorld, FindInventoryType, ForceStance, Gasp, GetAimRotation, GetDesiredStance, GetHumanReadableName, GetInfiniteAmmo, GetMoveTarget, GetStance, GetTeam, GetViewRotation, GetWeaponBoneFor, gibbedBy, GiveWeapon, HandleFellOutOfWorld, HandleJumpSound, HandlePickup, HandleTakeHit, HasDeathObserver, HasGibs, HeadVolumeChange, HitWall, InGodMode, InitShadow, IsCrouching, IsFrozen, IsHumanControlled, IsInPain, IsLocallyControlled, IsMobile, IsNPC, IsPlayer, IsPlayerPawn, IsProne, IsRealPlayer, IsSentient, IsStanding, IsStationary, JumpInProgress, JumpOutOfWater, KilledBy, KillSelf, Landed, LandedEx, LandThump, LaunchOffPawnDamage, LaunchPawn, LieStill, LineOfSightTo, MaybeScaleSettings, NextItem, NotifyStanceChange, PlayDodge, PlayDying, PlayTakeHit, PlayTakeHitSound, PlayWeaponSwitch, PointOfView, PossessedBy, PostBeginPlay, PostRecvOwner, PostRecvPlayerReplicationInfo, PostRecvRole, PreBeginPlay, PreSetMovement, PressingAltFire, PressingFire, PreventDeath, ReceiveLocalizedMessage, ReduceCylinder, RemoveDeathObserver, RemovePawn, Replication, Reset, ResetShadows, RestartPlayer, RestoreEyeHeight, RestoreSightRadius, SameTeam, ServerChangedWeapon, SetBaseEyeHeight, SetDefaultDisplayProperties, SetDisplayProperties, SetEnemyRotationRates, SetEyeHeight, SetMesh, SetMovementPhysics, SetMoveTarget, SetSightRadius, SetStance, SetTeam, SetViewRotation, SetWalking, ShootSpecial, ShouldGib, TakeDamage, TakeDamageHandlePhysics, TakeDrowningDamage, TakeFallingDamage, Timer, TossWeapon, TouchingWaterVolume, Trigger, TriggerDeathEvent, TryToGib, UnPossessed, UpdateEyeHeight, ValidPawn
Inherited Functions from Engine.Actor
*, +, -, AddActor, AddActorAt, AddArrow, AddBox, AddCylinder, AddLine, AlignMeshSpecialHandling, AllActors, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, Attach, AttachToBone, AutoDestroy, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BM, BroadcastLocalizedMessage, Bump, CanHit, CanSplash, ChildActors, ClearRenderData, CollidingActors, ColorBlack, ColorBlue, ColorBrown, ColorCyan, ColorDkBlue, ColorDkCyan, ColorDkGreen, ColorDkGrey, ColorDkMagenta, ColorDkRed, ColorDkYellow, ColorGreen, ColorGrey, ColorLtGrey, ColorMagenta, ColorOrange, ColorPink, ColorRed, ColorWhite, ColorYellow, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DialogBegin, DialogEnd, DialogInitiate, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogTerminate, DialogUnPause, DisplayDebug, DM, DMAssert, DMN, DMT, DMTN, DMTNS, DOREP, DTM, DynamicActors, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, FallLanding, FastTrace, FellOutOfWorld, FindActorByTag, FindBase, FinishAnim, FinishInterpolation, FitActorAt, FORCEREP, GainedChild, GetAgentAnimInfo, GetAgentInputInfo, GetAnim, GetAnimBaseName, GetAnimCount, GetAnimExtInfo1, GetAnimExtInfo2, GetAnimFrames, GetAnimGroup, GetAnimIndex, GetAnimParams, GetAnimSlot, GetAnimVersion, GetAverageSurfaceNormal, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClient, GetCollisionBoundingBox, GetCommandLine, GetDescription, GetGoreDetailLevel, GetHumanReadableName, GetItemName, GetLocalString, GetMapName, GetMaxDetailLevel, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOggDuration, GetRenderBoundingBox, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSkill, GetSoundDuration, GetURLMap, HasAnim, HitWall, HitWallEx, HurtRadius, ID, IsAnimating, IsDetailLevelOK, IsDifficultyOK, IsGoreOK, IsInPain, IsInVolume, IsNPC, IsPlayer, IsRealPlayer, IsTweening, IsUsable, KAddForce, KAddImpulse, KAddTorque, KDisableCollision, KEnableCollision, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRestitution, KilledBy, KImpact, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetStayUpright, KWake, Landed, LandedEx, LinkSkelAnim, LockRootMotion, LoopAnim, LostChild, MakeColor, MakeNoise, MatchStarting, MeshAgentCallAction, MeshAgentEnableChannel, MeshAgentGetActionCount, MeshAgentGetActionName, MeshAgentGetChannelBoundAction, MeshAgentGetChannelBoundLevel, MeshAgentGetChannelBoundTime, MeshAgentGetChannelCount, MeshAgentGetChannelName, MeshAgentGetChannelScriptName, MeshAgentGetInputCount, MeshAgentGetInputCurValue, MeshAgentGetInputName, MeshAgentGetInputValueCount, MeshAgentGetInputValueName, MeshAgentImmediateAction, MeshAgentResetChannel, MeshAgentSetInputCurValue, MeshAgentSetInputLock, MeshGetAttachments, MeshGetNodeCount, MeshGetNodeIndexed, MeshGetNodeNamed, MeshGetNodeWeapon, MeshGetSatelliteActor, MeshGetSatelliteLocation, MeshGetStaticMeshAttachmentOffset, MeshNodeGetIndex, MeshNodeGetRotation, MeshNodeGetScale, MeshNodeGetTranslation, MeshNodeSetRotation, MeshNodeSetScale, MeshNodeSetTranslation, MeshSetSatellite, MeshSetStaticMeshAttachmentOffset, MeshSetStaticMeshAttachmentSkin, MeshSetStaticMeshAttachmentSkinsAll, ModifyDefaultProperties, MountSetParent, Move, MoveAttachment, MoveCacheEntry, MoveSmooth, NearSpot, NotifyGoreDetailChanged, NotifyLog, NotifyPlaySound, NotifyPlaySoundRadius, NotifyUnuse, OD, OnUnuse, OnUse, ParticleTrigger, ParticleUnTrigger, PauseAudio, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayMusic, PlayOwnedSound, PlaySound, PlayVoice, PlusDir, PostBeginPlay, PostTeleport, PostTouch, PreBeginPlay, PreparedForDialog, PreTeleport, RadiusActors, RedoBNetInitial, RefreshAllScriptProcesses, ReplaceText, Replication, Reset, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetClassStatic, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetTimer, ShouldDestroy, SingleLineCheck, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopMovement, StopMusic, StopSound, StopSoundSlot, StopVoice, StopVoiceFile, TakeDamage, Tick, Timer, TM, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceTexture, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnPauseAudio, UnTouch, UnTrigger, UntriggerEvent, UpdateMountPhysics, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange


Constants Detail

AF_Alert Source code

const AF_Alert = 0x01;

AF_Hurt Source code

const AF_Hurt = 0x02;

AF_None Source code

const AF_None = 0x00;


Variables Detail

bLargeAnims Source code

var bool bLargeAnims;

bMantling Source code

var bool bMantling;

bSpecialHardLandings Source code

var bool bSpecialHardLandings;

CrouchingPct Source code

var float CrouchingPct;

LandCompressVelocityCrouching Source code

var private float LandCompressVelocityCrouching;

LandCompressVelocityProne Source code

var private float LandCompressVelocityProne;

LandCompressVelocityStanding Source code

var private float LandCompressVelocityStanding;

LandDamageVelocityCrouching Source code

var private float LandDamageVelocityCrouching;

LandDamageVelocityProne Source code

var private float LandDamageVelocityProne;

LandDamageVelocityStanding Source code

var private float LandDamageVelocityStanding;

LandFatalVelocityCrouching Source code

var private float LandFatalVelocityCrouching;

LandFatalVelocityProne Source code

var private float LandFatalVelocityProne;

LandFatalVelocityStanding Source code

var private float LandFatalVelocityStanding;

LandMakeNoiseVelocityCrouching Source code

var private float LandMakeNoiseVelocityCrouching;

LandMakeNoiseVelocityProne Source code

var private float LandMakeNoiseVelocityProne;

LandMakeNoiseVelocityStanding Source code

var private float LandMakeNoiseVelocityStanding;

LController Source code

var LicenseeController LController;

MantleDestination Source code

var vector MantleDestination;

MantleHeight Source code

var float MantleHeight;

NextCheckMantleTime Source code

var protected float NextCheckMantleTime;

PronePct Source code

var float PronePct;

RunningSlowPct Source code

var float RunningSlowPct;

WalkingSlowPct Source code

var float WalkingSlowPct;

Pawn

AnimateHurtRatio Source code

var(Pawn) float AnimateHurtRatio;

CosMinMoveBackAngle Source code

var(Pawn) float CosMinMoveBackAngle;

CosMinMoveForwardAngle Source code

var(Pawn) float CosMinMoveForwardAngle;

MantleDebugLevel Source code

var(Pawn) globalconfig int MantleDebugLevel;

MantleHandsForwardReachMax Source code

var(Pawn) globalconfig float MantleHandsForwardReachMax;

MantleHandsForwardReachMin Source code

var(Pawn) globalconfig float MantleHandsForwardReachMin;

MantleHandsUpwardReach Source code

var(Pawn) globalconfig float MantleHandsUpwardReach;

MantleMaxStandingMantleHeight Source code

var(Pawn) globalconfig float MantleMaxStandingMantleHeight;

MantleMinHitNormalDeltaZ Source code

var(Pawn) globalconfig float MantleMinHitNormalDeltaZ;

MantleSpeed Source code

var(Pawn) globalconfig float MantleSpeed;

ProneAlignMeshTraceOffset1 Source code

var(Pawn) vector ProneAlignMeshTraceOffset1;

ProneAlignMeshTraceOffset2 Source code

var(Pawn) vector ProneAlignMeshTraceOffset2;

ProneAlignMeshTraceOffset3 Source code

var(Pawn) vector ProneAlignMeshTraceOffset3;

ProneMeshAlignTraceLenFudgeFactor Source code

var(Pawn) float ProneMeshAlignTraceLenFudgeFactor;


Enumerations Detail

EMoveDir Source code

enum EMoveDir
{
MD_None, MD_Back, MD_Forward, MD_Left, MD_Right,
};

EWeaponAnimationType Source code

enum EWeaponAnimationType
{
AT_None, AT_NoWeapon, AT_Small, AT_SmallSwing, AT_Large, AT_LargeSwing, AT_Shoulder, AT_Flamethrower, AT_Gauntlet, AT_Last,
};


Functions Detail

CrouchBegin Source code

private function CrouchBegin ( ) )

DebugAI Source code

final function bool DebugAI ( ) )

DebugAIAttacks Source code

final function bool DebugAIAttacks ( ) )

DebugAIEvents Source code

final function bool DebugAIEvents ( ) )

DebugAIMovement Source code

final function bool DebugAIMovement ( ) )

GetAlert Source code

simulated final function bool GetAlert ( ) )

GetAnimationFlags Source code

simulated final function int GetAnimationFlags ( ) )

GetHealth Source code

simulated final function float GetHealth ( ) )

GetHealthPct Source code

simulated final function float GetHealthPct ( ) )

GetHurt Source code

simulated final function bool GetHurt ( ) )

GetLandCompressVelocity Source code

function float GetLandCompressVelocity ( ) )

GetLandDamageVelocity Source code

function float GetLandDamageVelocity ( ) )

GetLandFatalVelocity Source code

function float GetLandFatalVelocity ( ) )

GetLandMakeNoiseVelocity Source code

function float GetLandMakeNoiseVelocity ( ) )

GetMoveDir Source code

final function EMoveDir GetMoveDir ( ) )

GetPlayerName Source code

simulated final function string GetPlayerName ( ) )

GetWeaponAnimationType Source code

final function EWeaponAnimationType GetWeaponAnimationType ( ) )

GetWeaponAnimationTypeW Source code

function EWeaponAnimationType GetWeaponAnimationTypeW ( Weapon Weap ) )

HandleLandedHard Source code

function HandleLandedHard ( ) )

InitLicenseeController Source code

function InitLicenseeController ( Controller C ) )

IsHardLanding Source code

function bool IsHardLanding ( CheckResult Hit, float ImpactSpeed ) )

IsPointing Source code

final function bool IsPointing ( ) )

IsRapidFiring Source code

final function bool IsRapidFiring ( ) )

IsUsable Source code

function bool IsUsable ( optional Actor Other ) )

LandedEx Source code

event LandedEx ( CheckResult Hit ) )

LookupLoopAnim Source code

function bool LookupLoopAnim ( name LookupName, optional float Rate, optional float TweenTime, optional int LockVal )

LookupPlayAnim Source code

function bool LookupPlayAnim ( name LookupName, optional float Rate, optional float TweenTime, optional int LockVal )

LookupTweenAnim Source code

function bool LookupTweenAnim ( name LookupName, optional float TweenTime, optional int LockVal )

MantlingBegin Source code

function MantlingBegin ( )

NotifyStanceChange Source code

event NotifyStanceChange ( byte NewStance, float HeightAdjust ) )

OnUnuse Source code

function OnUnuse ( Actor Other ) )

OnUse Source code

function OnUse ( Actor Other ) )

PlayDyingSound Source code

function PlayDyingSound ( )

PossessedBy Source code

function PossessedBy ( Controller C ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

ProneBegin Source code

private function ProneBegin ( ) )

SetAlert Source code

simulated final function SetAlert ( bool bNewVal ) )

SetHealth Source code

simulated function SetHealth ( float NewVal ) )

StandBegin Source code

private function StandBegin ( ) )

TakeFallingDamage Source code

function TakeFallingDamage ( ) )

UpdateWalkingPct Source code

final function UpdateWalkingPct ( ) )

WentDormant Source code

function WentDormant ( bool bVal )


Defaultproperties

defaultproperties
{
	LandMakeNoiseVelocityStanding=-700.000000
	LandDamageVelocityStanding=-1300.000000
	LandCompressVelocityStanding=-1200.000000
	LandFatalVelocityStanding=-3000.000000
	LandMakeNoiseVelocityCrouching=-700.000000
	LandDamageVelocityCrouching=-900.000000
	LandCompressVelocityCrouching=-800.000000
	LandFatalVelocityCrouching=-2000.000000
	LandMakeNoiseVelocityProne=-500.000000
	LandDamageVelocityProne=-700.000000
	LandCompressVelocityProne=-600.000000
	LandFatalVelocityProne=-1500.000000
	WalkingSlowPct=0.300000
	CrouchingPct=0.300000
	PronePct=0.200000
	RunningSlowPct=0.700000
	ProneMeshAlignTraceLenFudgeFactor=64.000000
	ProneAlignMeshTraceOffset1=(X=20.000000,Y=-20.000000,Z=-12.000000)
	ProneAlignMeshTraceOffset2=(X=20.000000,Y=20.000000,Z=-12.000000)
	ProneAlignMeshTraceOffset3=(X=-5.000000,Z=-12.000000)
	AnimateHurtRatio=0.350000
	MantleHandsUpwardReach=16.000000
	MantleHandsForwardReachMin=8.000000
	MantleHandsForwardReachMax=24.000000
	MantleMinHitNormalDeltaZ=0.707000
	MantleSpeed=300.000000
	MantleMaxStandingMantleHeight=125.000000
	CosMinMoveForwardAngle=0.800000
	CosMinMoveBackAngle=0.800000
	bCanStrafe=true
	GroundSpeed=263.000000
	WaterSpeed=140.000000
	AirSpeed=280.000000
	LadderSpeed=140.000000
	AccelRate=8192.000000
	JumpZ=470.000000
	WalkingPct=0.300000
	BaseEyeHeight=46.000000
	CrouchHeight=32.000000
	CrouchRadius=28.000000
	UnderWaterTime=20.000000
	bActorShadows=true
	CollisionRadius=28.000000
	CollisionHeight=54.000000
	Buoyancy=99.000000
	RotationRate=(Pitch=3072,Yaw=65000,Roll=2048)
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleSideBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}

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Creation time: sk 3-1-2016 10:48:30.641 - Created with UnCodeX