Engine.LicenseePawn
- Extends
- Pawn
- Modifiers
- config ( User ) abstract native
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.LicenseePawn
Direct Known Subclasses:
U2Pawn
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 |
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,
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EWeaponAnimationType AT_None,
AT_NoWeapon,
AT_Small,
AT_SmallSwing,
AT_Large,
AT_LargeSwing,
AT_Shoulder,
AT_Flamethrower,
AT_Gauntlet,
AT_Last,
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Inherited Enumerations from Engine.Actor |
EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMeshNodeRelType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ETacticalMoveType, ETravelType |
Inherited Structures from Engine.Actor |
ActorList, ActorRenderDataPtr, ActorType, AnimRep, AnimStruct, BatchReference, CheckResult, Face, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr, TCollision |
Functions Summary |
| | CrouchBegin ()))
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| bool | DebugAI ()))
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| bool | DebugAIAttacks ()))
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| bool | DebugAIEvents ()))
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| bool | DebugAIMovement ()))
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| bool | GetAlert ()))
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| int | GetAnimationFlags ()))
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| float | GetHealth ()))
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| float | GetHealthPct ()))
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| bool | GetHurt ()))
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| float | GetLandCompressVelocity ()))
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| float | GetLandDamageVelocity ()))
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| float | GetLandFatalVelocity ()))
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| float | GetLandMakeNoiseVelocity ()))
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| EMoveDir | GetMoveDir ()))
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| string | GetPlayerName ()))
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| EWeaponAnimationType | GetWeaponAnimationType ()))
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| EWeaponAnimationType | GetWeaponAnimationTypeW (Weapon Weap ))
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| | HandleLandedHard ()))
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| | InitLicenseeController (Controller C ))
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| bool | IsHardLanding (CheckResult Hit, float ImpactSpeed ))
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| bool | IsPointing ()))
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| bool | IsRapidFiring ()))
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| bool | IsUsable (optional Actor Other ))
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| | LandedEx (CheckResult Hit ))
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| bool | LookupLoopAnim (name LookupName, optional float Rate, optional float TweenTime, optional int LockVal)
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| bool | LookupPlayAnim (name LookupName, optional float Rate, optional float TweenTime, optional int LockVal)
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| bool | LookupTweenAnim (name LookupName, optional float TweenTime, optional int LockVal)
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| | MantlingBegin ()
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| | NotifyStanceChange (byte NewStance, float HeightAdjust ))
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| | OnUnuse (Actor Other ))
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| | OnUse (Actor Other ))
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| | PlayDyingSound ()
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| | PossessedBy (Controller C ))
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| | PreBeginPlay ()))
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| | ProneBegin ()))
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| | SetAlert (bool bNewVal ))
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| | SetHealth (float NewVal ))
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| | StandBegin ()))
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| | TakeFallingDamage ()))
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| | UpdateWalkingPct ()))
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| | WentDormant (bool bVal)
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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 |
const AF_Alert = 0x01;
const AF_Hurt = 0x02;
const AF_None = 0x00;
var bool bLargeAnims;
var bool bMantling;
var bool bSpecialHardLandings;
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;
var float MantleHeight;
var protected float NextCheckMantleTime;
var float PronePct;
var float RunningSlowPct;
var float WalkingSlowPct;
Pawn
var(
Pawn)
float AnimateHurtRatio;
var(
Pawn)
float CosMinMoveBackAngle;
CosMinMoveForwardAngle Source code
var(
Pawn)
float CosMinMoveForwardAngle;
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;
var(
Pawn) globalconfig
float MantleSpeed;
ProneAlignMeshTraceOffset1 Source code
ProneAlignMeshTraceOffset2 Source code
ProneAlignMeshTraceOffset3 Source code
ProneMeshAlignTraceLenFudgeFactor Source code
var(
Pawn)
float ProneMeshAlignTraceLenFudgeFactor;
enum
EMoveDir
{
MD_None,
MD_Back,
MD_Forward,
MD_Left,
MD_Right,
};
enum
EWeaponAnimationType
{
AT_None,
AT_NoWeapon,
AT_Small,
AT_SmallSwing,
AT_Large,
AT_LargeSwing,
AT_Shoulder,
AT_Flamethrower,
AT_Gauntlet,
AT_Last,
};
private function CrouchBegin ( ) )
final function bool DebugAI ( ) )
final function bool DebugAIAttacks ( ) )
final function bool DebugAIEvents ( ) )
final function bool DebugAIMovement ( ) )
simulated final function bool GetAlert ( ) )
simulated final function int GetAnimationFlags ( ) )
simulated final function float GetHealth ( ) )
simulated final function float GetHealthPct ( ) )
simulated final function bool GetHurt ( ) )
GetLandCompressVelocity Source code
function float GetLandCompressVelocity ( ) )
function float GetLandDamageVelocity ( ) )
function float GetLandFatalVelocity ( ) )
GetLandMakeNoiseVelocity Source code
function float GetLandMakeNoiseVelocity ( ) )
final
function EMoveDir GetMoveDir ( ) )
simulated final function string GetPlayerName ( ) )
GetWeaponAnimationType Source code
GetWeaponAnimationTypeW Source code
function HandleLandedHard ( ) )
InitLicenseeController Source code
function InitLicenseeController (
Controller C ) )
function bool IsHardLanding (
CheckResult Hit,
float ImpactSpeed ) )
final function bool IsPointing ( ) )
final function bool IsRapidFiring ( ) )
function bool IsUsable ( optional
Actor Other ) )
function bool LookupLoopAnim ( name LookupName, optional float Rate, optional float TweenTime, optional int LockVal )
function bool LookupPlayAnim ( name LookupName, optional float Rate, optional float TweenTime, optional int LockVal )
function bool 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 ( )
event PreBeginPlay ( ) )
private function ProneBegin ( ) )
simulated final function SetAlert ( bool bNewVal ) )
simulated function SetHealth ( float NewVal ) )
private function StandBegin ( ) )
function TakeFallingDamage ( ) )
final function UpdateWalkingPct ( ) )
function WentDormant ( bool bVal )
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