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Engine.Pawn

Extends
Actor
Modifiers
abstract native placeable nativereplication

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

Direct Known Subclasses:

LicenseePawn, PawnProxy, Scout, Vehicle

Constants Summary
DyingState='Dying'
ObservedDeathEvent='ObservedDeath'
SwimForwardThreshold=0.001
Team_Ambient=85
Team_Araknid=43
Team_ClassOutcast=102
Team_Drakk=42
Team_Invalid=-1
Team_Izarian=21
Team_Kai=48
Team_Marine=1
Team_MaxValid=102
Team_MercFem=4
Team_MercJap=2
Team_MercMek=3
Team_MinValid=0
Team_None=100
Team_Player=0
Team_Shian=41
Team_Skaarj=20
Team_Spore=67
Team_Strider=44
Team_TeamOutcast=101
Team_Tosc=58
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 Contants from Core.Object
DegreesToRadians, DegreesToRotationUnits, MaxFlt, MaxInt, MAXSEED, NoLabel, NoState, Pi, RadiansToDegrees, RF_NotifyStateChange, RotationUnitsToDegrees

Variables Summary
floatAccelRate
floatAirControl
floatAirSpeed
NavigationPointAnchor
nameAnimAction
nameAnimStatus
floatAvgPhysicsTime
boolbAlert
boolbAmbientCreature
floatBaseEyeHeight
boolbAutoActivate
boolbAvoidLedges
boolbBlockAdjustJump
boolbCanAdjustJump
boolbCanClimbLadders
boolbCanCrawl
boolbCanCrouch
boolbCanDiscardInventory
boolbCanDoSpecial
boolbCanFly
boolbCanJump
boolbCanOpenDoors
boolbCanPickupInventory
boolbCanStrafe
boolbCanSwim
boolbCanWalk
boolbCanWalkOffLedges
boolbCountJumps
boolbCrawler
boolbFallingHitWallNotifications
boolbIgnoreExtraCosts
boolbInitializeAnimation
boolbInvulnerableBody
boolbIsFemale
boolbIsRealPlayer
boolbIsTurning
boolbIsWalking
boolbJustLanded
class<Effects>BloodEffect
boolbNoVelocityUpdate
soundBodyLandedSound
boolbPhysicsAnimUpdate
boolbPlayedDeath
floatBreathTime
boolbReducedSpeed
boolbSilentCrouch
boolbSimulateGravity
boolbSpecialNavigation
boolbSteadyFiring
boolbStopAtLedges
boolbThumped
boolbTurningLeft
boolbUpAndOut
boolbUpdateEyeheight
boolbUpdatingDisplay
boolbWarping
boolbWasCrouched
boolbWasFalling
boolbWasOnGround
boolbWasWalking
ActorControlledActor
ControllerController
floatCrouchCostMultiplier
floatCrouchEyeHeight
floatDamageScaling
array<Actor>DeathObservers
floatDesiredSpeed
byteDesiredStance
floatDestinationOffset
soundDie
floatDoorCostMultiplier
floatEyeHeight
byteFlashCount
vectorFloor
floatFlyCostMultiplier
floatGibForSureHealth
floatGibMaybeHealth
floatGibMaybeOdds
floatGroundSpeed
PhysicsVolumeHeadVolume
class<DamageType>HitDamageType
soundHitSound[4]
floatJumpCostMultiplier
floatJumpZ
floatLadderCostMultiplier
floatLadderSpeed
soundLand
nameLandMovementState
floatLastPainAnimTime
floatLastPainSound
floatLeapMaxRange
floatLeapMinRange
floatLeapOdds
class<Effects>LowDetailBlood
class<Effects>LowGoreBlood
floatMaxDesiredSpeed
floatMaxFallSpeed
floatMaxJumpDistance
floatMaxJumpDownDistance
floatMaxJumpUpDistance
floatMaxStepHeight
floatMeleeOdds
floatMeleeRange
stringMenuName
floatMinIsTurningRate
floatMovementAnimRate[4]
nameMovementAnims[4]
floatMovementBlendStartTime
byteNavigationStance
floatNextPathRadius
PawnnextPawn
floatnoise1loudness
pawnnoise1other
vectornoise1spot
floatnoise1time
floatnoise2loudness
pawnnoise2other
vectornoise2spot
floatnoise2time
vectorOldAcceleration
EPhysicsOldPhysics
floatOldRotYaw
floatOldZ
LadderVolumeOnLadder
stringOwnerName
WeaponPendingWeapon
PlayerReplicationInfoPlayerReplicationInfo
intPreviousDesiredRotationYaw
floatProneEyeHeight
class<DamageType>ReducedDamageType
PowerupsSelectedItem
vectorSerpentineDir
floatSerpentineDist
floatSerpentineTime
ProjectorShadowA
ProjectorShadowB
floatSoundDampening
array<TSpecialNavigationEntry>SpecialNavigationList
floatSplashTime
byteStance
floatSwimCostMultiplier
vectorTakeHitLocation
vectorTearOffMomentum
nameTurnLeftAnim
nameTurnRightAnim
floatUncrouchTime
floatUnderWaterTime
byteVisibility
floatWalkingPct
nameWaterMovementState
floatWaterSpeed
WeaponWeapon
floatYawRateMultiplier
AI
floatAlertness
boolbAdjacentZoneHearing
boolbAroundCornerHearing
boolbFriendlyToPlayerTeam
boolbLOSHearing
boolbMuffledHearing
boolbSameZoneHearing
boolbSightRadiusLoseEnemy
class<AIController>ControllerClass
floatHearingThreshold
floatPeripheralVision
floatSeenRadius
floatSeenRadiusNoFOV
floatSeeOtherOdds
floatSightRadius
floatSightRadiusFriend
floatSightRadiusFriendAlert
intTeamNumber
Collision
boolbReducedCylinder
Display
floatBlendChangeTime
Movement
boolbResortToBasicTacticalMoves
boolbScaleRotationRates
boolbScaleRotationRatesEnemy
boolbSmoothTurns
intRotationRateYawEnemy
intRotationRateYawEnemySeen
ETacticalMoveTypeTacticalMoveType
Pawn
boolbAlwaysGib
boolbGibOnInvalidDeathLanding
boolbNeverGib
floatCarcassCollisionHeight
floatCarcassCollisionRadius
floatCrouchHeight
floatCrouchRadius
int<0,255>Health
floatProneHeight
floatProneRadius
Shadows
boolbForceBlobShadows
boolbForceDirectionalShadows
boolbForceDynamicShadow
boolbForceFullPolyShadows
boolbForceLightSourcedShadows
boolbForceShadowBlur
boolbForceShadowUnBlur
boolbForceStaticShadow
floatShadowBoundScale
floatShadowCullDistance
floatShadowInterpolateRate
vectorShadowLightDirection
floatShadowLightDistance
intShadowResolution
floatShadowTraceDistance
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
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMeshNodeRelType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ETacticalMoveType, ETravelType
Inherited Enumerations from Core.Object
EAlignment, ECamOrientation, ESheerAxis

Structures Summary
TSpecialNavigationEntry
NPClass, NPCost
Inherited Structures from Engine.Actor
ActorList, ActorRenderDataPtr, ActorType, AnimRep, AnimStruct, BatchReference, CheckResult, Face, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr, TCollision
Inherited Structures from Core.Object
Alignment, BoundingVolume, Box, Color, ComponentHandle, Coords, Dimension, Guid, Matrix, NotifyInfo, ParticleHandle, Plane, Point, Range, RangeVector, Rectangle, Rotator, Scale, Vector

Functions Summary
function AddDeathObserver (Actor Observer ))
functionbool AddInventory (inventory NewItem ))
function AddPawn ()
function AddVelocity (vector NewVelocity))
functionbool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
function AdjustEyeHeight (float NewEyeHeight, optional float HeightChange ))
event AnimEnd (int Channel))
@DyingState
event BaseChange ()))
event BaseChange ()))
@DyingState
function BecomeViewTarget ()))
event BeginFalling ()))
event BeginState ()))
@DyingState
event BreathTimer ()))
eventvector CalcDrawOffset (inventory Inv))
functionbool CanCrouch ()))
functionbool CanGrabLadder ()))
functionbool CanJump ()))
functionbool CanSplash ()))
functionbool CanTrigger (Trigger T))
function ChangedWeapon ()))
function CheckStanceStatus ()
functionbool CheckWaterJump (out vector WallNormal))
function ChunkUp ()))
function ClearReferencesTo ()))
function ClientDying (class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum))
event ClientMessage (coerce string S, optional Name Type ))
function ClientReStart ()))
function ClientSetLocation (vector NewLocation, rotator NewRotation ))
function ClientSetRotation (rotator NewRotation ))
function ClimbLadder (LadderVolume L ))
function DeleteInventory (inventory Item ))
event Destroyed ()))
function Died (Controller Killer, class<DamageType> DamageType, vector HitLocation, vector Momentum ))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation, vector Momentum))
@DyingState
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
functionbool DoJump (bool bUpdating ))
function DropToGround ()))
function EnableRotation (bool bVal ))
eventbool EncroachingOn (actor Other ))
event EndClimbLadder ()))
functionvector EyePosition ()))
function FaceRotation (rotator NewRotation, float DeltaTime ))
event FellOutOfWorld ()))
event FellOutOfWorld ()))
@DyingState
functionInventory FindInventoryType (class DesiredClass ))
function ForceStance (byte NewStance ))
function Gasp ()
functionrotator GetAimRotation ()
functionbyte GetDesiredStance ()))
functionString GetHumanReadableName ()))
functionbool GetInfiniteAmmo ()))
functionActor GetMoveTarget ()))
functionbyte GetStance ()))
functionint GetTeam ()
functionrotator GetViewRotation ()))
functionname GetWeaponBoneFor (Inventory I))
function gibbedBy (actor Other))
function GiveWeapon (string aClassName ))
function HandleFellOutOfWorld ()))
function HandleJumpSound ()
function HandlePickup (Pickup pick))
function HandleTakeHit (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ))
functionbool HasDeathObserver (Actor Observer ))
functionbool HasGibs ()))
event HeadVolumeChange (PhysicsVolume newHeadVolume))
event HitWall (vector HitNormal, actor Wall)
functionbool InGodMode ()))
function InitShadow (ShadowProjector Shadow))
functionbool IsCrouching ()))
functionbool IsFrozen ()))
functionbool IsHumanControlled ()))
functionbool IsInPain ()))
functionbool IsLocallyControlled ()))
functionbool IsMobile ()))
functionbool IsNPC ()))
functionbool IsPlayer ()))
functionbool IsPlayerPawn ()))
functionbool IsProne ()))
functionbool IsRealPlayer ()))
functionbool IsSentient ()))
functionbool IsStanding ()))
functionbool IsStationary ()))
functionbool JumpInProgress ()))
function JumpOutOfWater (vector jumpDir))
function KilledBy (pawn EventInstigator ))
function KillSelf ()))
event Landed (vector HitNormal))
@DyingState
event LandedEx (CheckResult Hit ))
function LandThump ()))
@DyingState
function LaunchOffPawnDamage (Pawn Stompee ))
function LaunchPawn (Actor Stompee ))
function LieStill ()))
@DyingState
functionbool LineOfSightTo (actor Other))
function MaybeScaleSettings ()))
function NextItem ()))
event NotifyStanceChange (byte NewStance, float HeightAdjust ))
functionfloat PlayDodge (eDoubleClickDir DoubleClickMove)
function PlayDying (class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum)
function PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType)
function PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType))
@DyingState
function PlayTakeHitSound (int Damage, class<DamageType> DamageType, int Mult)
function PlayWeaponSwitch (Weapon NewWeapon))
@DyingState
functionbool PointOfView ()))
function PossessedBy (Controller C))
event PostBeginPlay ()))
function PostRecvOwner ()))
function PostRecvPlayerReplicationInfo ()))
function PostRecvRole ()))
event PreBeginPlay ()))
function PreSetMovement ()))
functionbool PressingAltFire ()))
functionbool PressingFire ()))
functionbool PreventDeath (int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ))
event ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
function ReduceCylinder ()))
@DyingState
function RemoveDeathObserver (Actor Observer ))
function RemovePawn ()
event Replication ()))
function Reset ()))
function ResetShadows ()))
function RestartPlayer ()
function RestoreEyeHeight (optional bool bSnap ))
function RestoreSightRadius ()))
functionbool SameTeam (Pawn Other, optional bool bIgnoreAmbientClasses, optional bool bIgnoreFriendlyToPlayerTeam)
function ServerChangedWeapon (Weapon OldWeapon, Weapon W))
function SetBaseEyeHeight (float NewEyeHeight ))
function SetDefaultDisplayProperties ()))
function SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting ))
function SetEnemyRotationRates ()))
function SetEyeHeight (float NewEyeHeight ))
function SetMesh ()))
function SetMovementPhysics (optional bool bInitializing)
function SetMoveTarget (Actor NewTarget ))
function SetSightRadius (float NewSightRadius ))
function SetStance (byte NewStance ))
function SetTeam (int _TeamNumber ))
function SetViewRotation (rotator NewRotation ))
function SetWalking (bool bNewIsWalking ))
functionActor ShootSpecial (Actor A))
functionbool ShouldGib (class<DamageType> DamageType, optional float Damage ))
function TakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType))
@DyingState
function TakeDamageHandlePhysics (Pawn Instigator, out vector Momentum ))
function TakeDrowningDamage ()
function TakeFallingDamage ()))
event Timer ()))
@DyingState
function TossWeapon (vector TossVel))
functionbool TouchingWaterVolume ()))
function Trigger (Actor Other, Pawn EventInstigator, optional name EventName ))
function TriggerDeathEvent (Actor Other, Pawn EventInstigator ))
functionbool TryToGib (class<DamageType> DamageType, optional float Damage ))
function UnPossessed ()))
event UpdateEyeHeight (float DeltaTime ))
functionbool ValidPawn (Pawn P ))
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
Inherited Functions from Core.Object
!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, ?, @, @=, Ablend, AblendR, Abs, Acos, AddFlagSafe, AddTimer, AddTimerS, Asc, Asin, Atan, Atan2, BeginState, Blend, BlendR, CallFunction, CallFunctionS, CanGetProperty, CanSetProperty, Caps, Chr, Clamp, ClassIsChildOf, Constructed, Cos, Cross, DefinesFunction, DefinesFunctionS, Delete, Disable, Dot, DumpProbes, DynamicLoadObject, Enable, EndState, EnumStr, Exp, FClamp, FDecision, FileSize, FindObject, FMax, FMin, FRand, GetAxes, GetContext, GetEnum, GetLanguage, GetPropertyText, GetRand, GetStateName, GetUnAxes, GetWhiteColor, GotoLabel, GotoState, InStr, Invert, IsA, IsInState, IsProbing, Left, Len, Lerp, LineLineIntersection, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NotifyStateChange, ObjListMemStats, OrthoRotation, ProgressSeed, Quotes, Rand, RandomSpreadVector, RandRange, RemoveAllTimers, RemoveFlagSafe, RemoveTimer, RemoveTimerS, ResetConfig, ResetLoaders, Right, RMax, RMin, RotateAngleAxis, RotRand, Round, RSize, SaveConfig, SetProbing, SetPropertyText, SetPropertyTextDefault, Sin, Smerp, SMod, Split, Sqrt, Square, StaticCallFunction, StaticCallFunctionS, StaticDefinesFunction, StaticDefinesFunctionS, StaticSaveConfig, StrArray, StringToName, Tan, TimeRemaining, TimeRemainingS, TraceMessage, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, Warn, ^, ^^, |, ||, ~, ~=

States Summary
@DyingState Source code
state @DyingState
AnimEnd, BaseChange, BeginState, Died, FellOutOfWorld, Landed, LandThump, LieStill, PlayTakeHit, PlayWeaponSwitch, ReduceCylinder, TakeDamage, Timer


Constants Detail

DyingState Source code

const DyingState = 'Dying';

ObservedDeathEvent Source code

const ObservedDeathEvent = 'ObservedDeath';

SwimForwardThreshold Source code

const SwimForwardThreshold = 0.001;

Team_Ambient Source code

const Team_Ambient = 85;

Team_Araknid Source code

const Team_Araknid = 43;

Team_ClassOutcast Source code

const Team_ClassOutcast = 102;

Team_Drakk Source code

const Team_Drakk = 42;

Team_Invalid Source code

const Team_Invalid = -1;

Team_Izarian Source code

const Team_Izarian = 21;

Team_Kai Source code

const Team_Kai = 48;

Team_Marine Source code

const Team_Marine = 1;

Team_MaxValid Source code

const Team_MaxValid = 102;

Team_MercFem Source code

const Team_MercFem = 4;

Team_MercJap Source code

const Team_MercJap = 2;

Team_MercMek Source code

const Team_MercMek = 3;

Team_MinValid Source code

const Team_MinValid = 0;

Team_None Source code

const Team_None = 100;

Team_Player Source code

const Team_Player = 0;

Team_Shian Source code

const Team_Shian = 41;

Team_Skaarj Source code

const Team_Skaarj = 20;

Team_Spore Source code

const Team_Spore = 67;

Team_Strider Source code

const Team_Strider = 44;

Team_TeamOutcast Source code

const Team_TeamOutcast = 101;

Team_Tosc Source code

const Team_Tosc = 58;


Variables Detail

AccelRate Source code

var float AccelRate;

AirControl Source code

var float AirControl;

AirSpeed Source code

var float AirSpeed;

Anchor Source code

var NavigationPoint Anchor;

AnimAction Source code

var name AnimAction;

AnimStatus Source code

var name AnimStatus;

AvgPhysicsTime Source code

var const float AvgPhysicsTime;

bAlert Source code

var protected bool bAlert;

bAmbientCreature Source code

var bool bAmbientCreature;

BaseEyeHeight Source code

var float BaseEyeHeight;

bAutoActivate Source code

var bool bAutoActivate;

bAvoidLedges Source code

var bool bAvoidLedges;

bBlockAdjustJump Source code

var bool bBlockAdjustJump;

bCanAdjustJump Source code

var bool bCanAdjustJump;

bCanClimbLadders Source code

var bool bCanClimbLadders;

bCanCrawl Source code

var bool bCanCrawl;

bCanCrouch Source code

var bool bCanCrouch;

bCanDiscardInventory Source code

var bool bCanDiscardInventory;

bCanDoSpecial Source code

var bool bCanDoSpecial;

bCanFly Source code

var bool bCanFly;

bCanJump Source code

var bool bCanJump;

bCanOpenDoors Source code

var bool bCanOpenDoors;

bCanPickupInventory Source code

var bool bCanPickupInventory;

bCanStrafe Source code

var bool bCanStrafe;

bCanSwim Source code

var bool bCanSwim;

bCanWalk Source code

var bool bCanWalk;

bCanWalkOffLedges Source code

var bool bCanWalkOffLedges;

bCountJumps Source code

var bool bCountJumps;

bCrawler Source code

var bool bCrawler;

bFallingHitWallNotifications Source code

var bool bFallingHitWallNotifications;

bIgnoreExtraCosts Source code

var bool bIgnoreExtraCosts;

bInitializeAnimation Source code

var bool bInitializeAnimation;

bInvulnerableBody Source code

var bool bInvulnerableBody;

bIsFemale Source code

var bool bIsFemale;

bIsRealPlayer Source code

var bool bIsRealPlayer;

bIsTurning Source code

var bool bIsTurning;

bIsWalking Source code

var bool bIsWalking;

bJustLanded Source code

var bool bJustLanded;

BloodEffect Source code

var class<Effects> BloodEffect;

bNoVelocityUpdate Source code

var const bool bNoVelocityUpdate;

BodyLandedSound Source code

var sound BodyLandedSound;

bPhysicsAnimUpdate Source code

var bool bPhysicsAnimUpdate;

bPlayedDeath Source code

var bool bPlayedDeath;

BreathTime Source code

var float BreathTime;

bReducedSpeed Source code

var const bool bReducedSpeed;

bSilentCrouch Source code

var bool bSilentCrouch;

bSimulateGravity Source code

var const bool bSimulateGravity;

bSpecialNavigation Source code

var bool bSpecialNavigation;

bSteadyFiring Source code

var bool bSteadyFiring;

bStopAtLedges Source code

var bool bStopAtLedges;

bThumped Source code

var bool bThumped;

bTurningLeft Source code

var bool bTurningLeft;

bUpAndOut Source code

var bool bUpAndOut;

bUpdateEyeheight Source code

var bool bUpdateEyeheight;

bUpdatingDisplay Source code

var bool bUpdatingDisplay;

bWarping Source code

var bool bWarping;

bWasCrouched Source code

var bool bWasCrouched;

bWasFalling Source code

var bool bWasFalling;

bWasOnGround Source code

var bool bWasOnGround;

bWasWalking Source code

var bool bWasWalking;

ControlledActor Source code

var Actor ControlledActor;

Controller Source code

var Controller Controller;

CrouchCostMultiplier Source code

var float CrouchCostMultiplier;

CrouchEyeHeight Source code

var float CrouchEyeHeight;

DamageScaling Source code

var float DamageScaling;

DeathObservers Source code

var array<Actor> DeathObservers;

DesiredSpeed Source code

var float DesiredSpeed;

DesiredStance Source code

var private byte DesiredStance;

DestinationOffset Source code

var const float DestinationOffset;

Die Source code

var sound Die;

DoorCostMultiplier Source code

var float DoorCostMultiplier;

EyeHeight Source code

var float EyeHeight;

FlashCount Source code

var byte FlashCount;

Floor Source code

var const vector Floor;

FlyCostMultiplier Source code

var float FlyCostMultiplier;

GibForSureHealth Source code

var float GibForSureHealth;

GibMaybeHealth Source code

var float GibMaybeHealth;

GibMaybeOdds Source code

var float GibMaybeOdds;

GroundSpeed Source code

var float GroundSpeed;

HeadVolume Source code

var PhysicsVolume HeadVolume;

HitDamageType Source code

var class<DamageType> HitDamageType;

HitSound[4] Source code

var sound HitSound[4];

JumpCostMultiplier Source code

var float JumpCostMultiplier;

JumpZ Source code

var float JumpZ;

LadderCostMultiplier Source code

var float LadderCostMultiplier;

LadderSpeed Source code

var float LadderSpeed;

Land Source code

var sound Land;

LandMovementState Source code

var name LandMovementState;

LastPainAnimTime Source code

var float LastPainAnimTime;

LastPainSound Source code

var float LastPainSound;

LeapMaxRange Source code

var float LeapMaxRange;

LeapMinRange Source code

var float LeapMinRange;

LeapOdds Source code

var float LeapOdds;

LowDetailBlood Source code

var class<Effects> LowDetailBlood;

LowGoreBlood Source code

var class<Effects> LowGoreBlood;

MaxDesiredSpeed Source code

var float MaxDesiredSpeed;

MaxFallSpeed Source code

var float MaxFallSpeed;

MaxJumpDistance Source code

var float MaxJumpDistance;

MaxJumpDownDistance Source code

var float MaxJumpDownDistance;

MaxJumpUpDistance Source code

var float MaxJumpUpDistance;

MaxStepHeight Source code

var float MaxStepHeight;

MeleeOdds Source code

var float MeleeOdds;

MeleeRange Source code

var float MeleeRange;

MenuName Source code

var localized string MenuName;

MinIsTurningRate Source code

var float MinIsTurningRate;

MovementAnimRate[4] Source code

var float MovementAnimRate[4];

MovementAnims[4] Source code

var name MovementAnims[4];

MovementBlendStartTime Source code

var float MovementBlendStartTime;

NavigationStance Source code

var private byte NavigationStance;

NextPathRadius Source code

var const float NextPathRadius;

nextPawn Source code

var const Pawn nextPawn;

noise1loudness Source code

var const float noise1loudness;

noise1other Source code

var const pawn noise1other;

noise1spot Source code

var const vector noise1spot;

noise1time Source code

var const float noise1time;

noise2loudness Source code

var const float noise2loudness;

noise2other Source code

var const pawn noise2other;

noise2spot Source code

var const vector noise2spot;

noise2time Source code

var const float noise2time;

OldAcceleration Source code

var vector OldAcceleration;

OldPhysics Source code

var EPhysics OldPhysics;

OldRotYaw Source code

var float OldRotYaw;

OldZ Source code

var float OldZ;

OnLadder Source code

var LadderVolume OnLadder;

OwnerName Source code

var string OwnerName;

PendingWeapon Source code

var Weapon PendingWeapon;

PlayerReplicationInfo Source code

var PlayerReplicationInfo PlayerReplicationInfo;

PreviousDesiredRotationYaw Source code

var const int PreviousDesiredRotationYaw;

ProneEyeHeight Source code

var float ProneEyeHeight;

ReducedDamageType Source code

var class<DamageType> ReducedDamageType;

SelectedItem Source code

var travel Powerups SelectedItem;

SerpentineDir Source code

var const vector SerpentineDir;

SerpentineDist Source code

var const float SerpentineDist;

SerpentineTime Source code

var const float SerpentineTime;

ShadowA Source code

var Projector ShadowA;

ShadowB Source code

var Projector ShadowB;

SoundDampening Source code

var float SoundDampening;

SpecialNavigationList Source code

var array<TSpecialNavigationEntry> SpecialNavigationList;

SplashTime Source code

var float SplashTime;

Stance Source code

var private byte Stance;

SwimCostMultiplier Source code

var float SwimCostMultiplier;

TakeHitLocation Source code

var vector TakeHitLocation;

TearOffMomentum Source code

var vector TearOffMomentum;

TurnLeftAnim Source code

var name TurnLeftAnim;

TurnRightAnim Source code

var name TurnRightAnim;

UncrouchTime Source code

var const float UncrouchTime;

UnderWaterTime Source code

var float UnderWaterTime;

Visibility Source code

var byte Visibility;

WalkingPct Source code

var float WalkingPct;

WaterMovementState Source code

var name WaterMovementState;

WaterSpeed Source code

var float WaterSpeed;

Weapon Source code

var travel Weapon Weapon;

YawRateMultiplier Source code

var const float YawRateMultiplier;

AI

Alertness Source code

var(AI) float Alertness;

bAdjacentZoneHearing Source code

var(AI) bool bAdjacentZoneHearing;

bAroundCornerHearing Source code

var(AI) bool bAroundCornerHearing;

bFriendlyToPlayerTeam Source code

var(AI) bool bFriendlyToPlayerTeam;

bLOSHearing Source code

var(AI) bool bLOSHearing;

bMuffledHearing Source code

var(AI) bool bMuffledHearing;

bSameZoneHearing Source code

var(AI) bool bSameZoneHearing;

bSightRadiusLoseEnemy Source code

var(AI) bool bSightRadiusLoseEnemy;

ControllerClass Source code

var(AI) class<AIController> ControllerClass;

HearingThreshold Source code

var(AI) float HearingThreshold;

PeripheralVision Source code

var(AI) float PeripheralVision;

SeenRadius Source code

var(AI) float SeenRadius;

SeenRadiusNoFOV Source code

var(AI) float SeenRadiusNoFOV;

SeeOtherOdds Source code

var(AI) float SeeOtherOdds;

SightRadius Source code

var(AI) float SightRadius;

SightRadiusFriend Source code

var(AI) float SightRadiusFriend;

SightRadiusFriendAlert Source code

var(AI) float SightRadiusFriendAlert;

TeamNumber Source code

var(AI) int TeamNumber;

Collision

bReducedCylinder Source code

var(Collision) bool bReducedCylinder;

Display

BlendChangeTime Source code

var(Display) float BlendChangeTime;

Movement

bResortToBasicTacticalMoves Source code

var(Movement) bool bResortToBasicTacticalMoves;

bScaleRotationRates Source code

var(Movement) bool bScaleRotationRates;

bScaleRotationRatesEnemy Source code

var(Movement) bool bScaleRotationRatesEnemy;

bSmoothTurns Source code

var(Movement) bool bSmoothTurns;

RotationRateYawEnemy Source code

var(Movement) int RotationRateYawEnemy;

RotationRateYawEnemySeen Source code

var(Movement) int RotationRateYawEnemySeen;

TacticalMoveType Source code

var(Movement) ETacticalMoveType TacticalMoveType;

Pawn

bAlwaysGib Source code

var(Pawn) bool bAlwaysGib;

bGibOnInvalidDeathLanding Source code

var(Pawn) bool bGibOnInvalidDeathLanding;

bNeverGib Source code

var(Pawn) bool bNeverGib;

CarcassCollisionHeight Source code

var(Pawn) float CarcassCollisionHeight;

CarcassCollisionRadius Source code

var(Pawn) float CarcassCollisionRadius;

CrouchHeight Source code

var(Pawn) float CrouchHeight;

CrouchRadius Source code

var(Pawn) float CrouchRadius;

Health Source code

var(Pawn) travel int<0,255> Health;

ProneHeight Source code

var(Pawn) float ProneHeight;

ProneRadius Source code

var(Pawn) float ProneRadius;

Shadows

bForceBlobShadows Source code

var(Shadows) bool bForceBlobShadows;

bForceDirectionalShadows Source code

var(Shadows) bool bForceDirectionalShadows;

bForceDynamicShadow Source code

var(Shadows) bool bForceDynamicShadow;

bForceFullPolyShadows Source code

var(Shadows) bool bForceFullPolyShadows;

bForceLightSourcedShadows Source code

var(Shadows) bool bForceLightSourcedShadows;

bForceShadowBlur Source code

var(Shadows) bool bForceShadowBlur;

bForceShadowUnBlur Source code

var(Shadows) bool bForceShadowUnBlur;

bForceStaticShadow Source code

var(Shadows) bool bForceStaticShadow;

ShadowBoundScale Source code

var(Shadows) float ShadowBoundScale;

ShadowCullDistance Source code

var(Shadows) float ShadowCullDistance;

ShadowInterpolateRate Source code

var(Shadows) float ShadowInterpolateRate;

ShadowLightDirection Source code

var(Shadows) vector ShadowLightDirection;

ShadowLightDistance Source code

var(Shadows) float ShadowLightDistance;

ShadowResolution Source code

var(Shadows) int ShadowResolution;

ShadowTraceDistance Source code

var(Shadows) float ShadowTraceDistance;


Structures Detail

TSpecialNavigationEntry Source code

struct TSpecialNavigationEntry
{
var class<NavigationPoint> NPClass;
var int NPCost;
};



Functions Detail

AddDeathObserver Source code

function AddDeathObserver ( Actor Observer ) )

AddInventory Source code

function bool AddInventory ( inventory NewItem ) )

AddPawn Source code

native final function AddPawn ( )

AddVelocity Source code

function AddVelocity ( vector NewVelocity) )

AdjustAim Source code

simulated final function bool AdjustAim ( class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ) )

AdjustEyeHeight Source code

function AdjustEyeHeight ( float NewEyeHeight, optional float HeightChange ) )

AnimEnd @DyingState Source code

event AnimEnd ( int Channel) )

BaseChange Source code

singular event BaseChange ( ) )

BaseChange @DyingState Source code

singular event BaseChange ( ) )

BecomeViewTarget Source code

function BecomeViewTarget ( ) )

BeginFalling Source code

event BeginFalling ( ) )

BeginState @DyingState Source code

event BeginState ( ) )

BreathTimer Source code

event BreathTimer ( ) )

CalcDrawOffset Source code

simulated event vector CalcDrawOffset ( inventory Inv) )

CanCrouch Source code

function bool CanCrouch ( ) )

CanGrabLadder Source code

function bool CanGrabLadder ( ) )

CanJump Source code

function bool CanJump ( ) )

CanSplash Source code

function bool CanSplash ( ) )

CanTrigger Source code

function bool CanTrigger ( Trigger T) )

ChangedWeapon Source code

function ChangedWeapon ( ) )

CheckStanceStatus Source code

function CheckStanceStatus ( )

CheckWaterJump Source code

function bool CheckWaterJump ( out vector WallNormal) )

ChunkUp Source code

simulated function ChunkUp ( ) )

ClearReferencesTo Source code

function ClearReferencesTo ( ) )

ClientDying Source code

function ClientDying ( class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum) )

ClientMessage Source code

event ClientMessage ( coerce string S, optional Name Type ) )

ClientReStart Source code

function ClientReStart ( ) )

ClientSetLocation Source code

function ClientSetLocation ( vector NewLocation, rotator NewRotation ) )

ClientSetRotation Source code

function ClientSetRotation ( rotator NewRotation ) )

ClimbLadder Source code

function ClimbLadder ( LadderVolume L ) )

DeleteInventory Source code

function DeleteInventory ( inventory Item ) )

Destroyed Source code

simulated event Destroyed ( ) )

Died Source code

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

Died @DyingState Source code

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

DisplayDebug Source code

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

DoJump Source code

function bool DoJump ( bool bUpdating ) )

DropToGround Source code

function DropToGround ( ) )

EnableRotation Source code

function EnableRotation ( bool bVal ) )

EncroachingOn Source code

event bool EncroachingOn ( actor Other ) )

EndClimbLadder Source code

event EndClimbLadder ( ) )

EyePosition Source code

function vector EyePosition ( ) )

FaceRotation Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime ) )

FellOutOfWorld Source code

event FellOutOfWorld ( ) )

FellOutOfWorld @DyingState Source code

event FellOutOfWorld ( ) )

FindInventoryType Source code

function Inventory FindInventoryType ( class DesiredClass ) )

ForceStance Source code

function ForceStance ( byte NewStance ) )

Gasp Source code

function Gasp ( )

GetAimRotation Source code

native final function rotator GetAimRotation ( )

GetDesiredStance Source code

final final function byte GetDesiredStance ( ) )

GetHumanReadableName Source code

function String GetHumanReadableName ( ) )

GetInfiniteAmmo Source code

function bool GetInfiniteAmmo ( ) )

GetMoveTarget Source code

function Actor GetMoveTarget ( ) )

GetStance Source code

final final function byte GetStance ( ) )

GetTeam Source code

native final function int GetTeam ( )

GetViewRotation Source code

simulated function rotator GetViewRotation ( ) )

GetWeaponBoneFor Source code

function name GetWeaponBoneFor ( Inventory I) )

gibbedBy Source code

function gibbedBy ( actor Other) )

GiveWeapon Source code

function GiveWeapon ( string aClassName ) )

HandleFellOutOfWorld Source code

function HandleFellOutOfWorld ( ) )

HandleJumpSound Source code

function HandleJumpSound ( )

HandlePickup Source code

function HandlePickup ( Pickup pick) )

HandleTakeHit Source code

function HandleTakeHit ( Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ) )

HasDeathObserver Source code

function bool HasDeathObserver ( Actor Observer ) )

HasGibs Source code

function bool HasGibs ( ) )

HeadVolumeChange Source code

event HeadVolumeChange ( PhysicsVolume newHeadVolume) )

HitWall Source code

event HitWall ( vector HitNormal, actor Wall )

InGodMode Source code

final function bool InGodMode ( ) )

InitShadow Source code

simulated function InitShadow ( ShadowProjector Shadow) )

IsCrouching Source code

final function bool IsCrouching ( ) )

IsFrozen Source code

function bool IsFrozen ( ) )

IsHumanControlled Source code

simulated function bool IsHumanControlled ( ) )

IsInPain Source code

function bool IsInPain ( ) )

IsLocallyControlled Source code

simulated function bool IsLocallyControlled ( ) )

IsMobile Source code

function bool IsMobile ( ) )

IsNPC Source code

function bool IsNPC ( ) )

IsPlayer Source code

function bool IsPlayer ( ) )

IsPlayerPawn Source code

simulated function bool IsPlayerPawn ( ) )

IsProne Source code

final function bool IsProne ( ) )

IsRealPlayer Source code

function bool IsRealPlayer ( ) )

IsSentient Source code

function bool IsSentient ( ) )

IsStanding Source code

final function bool IsStanding ( ) )

IsStationary Source code

function bool IsStationary ( ) )

JumpInProgress Source code

function bool JumpInProgress ( ) )

JumpOutOfWater Source code

function JumpOutOfWater ( vector jumpDir) )

KilledBy Source code

function KilledBy ( pawn EventInstigator ) )

KillSelf Source code

function KillSelf ( ) )

Landed @DyingState Source code

event Landed ( vector HitNormal) )

LandedEx Source code

event LandedEx ( CheckResult Hit ) )

LandThump @DyingState Source code

function LandThump ( ) )

LaunchOffPawnDamage Source code

function LaunchOffPawnDamage ( Pawn Stompee ) )

LaunchPawn Source code

function LaunchPawn ( Actor Stompee ) )

LieStill @DyingState Source code

function LieStill ( ) )

LineOfSightTo Source code

function bool LineOfSightTo ( actor Other) )

MaybeScaleSettings Source code

function MaybeScaleSettings ( ) )

NextItem Source code

exec function NextItem ( ) )

NotifyStanceChange Source code

event NotifyStanceChange ( byte NewStance, float HeightAdjust ) )

PlayDodge Source code

function float PlayDodge ( eDoubleClickDir DoubleClickMove )

PlayDying Source code

function PlayDying ( class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum )

PlayTakeHit Source code

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

PlayTakeHit @DyingState Source code

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

PlayTakeHitSound Source code

function PlayTakeHitSound ( int Damage, class<DamageType> DamageType, int Mult )

PlayWeaponSwitch @DyingState Source code

function PlayWeaponSwitch ( Weapon NewWeapon) )

PointOfView Source code

simulated function bool PointOfView ( ) )

PossessedBy Source code

simulated function PossessedBy ( Controller C) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PostRecvOwner Source code

simulated function PostRecvOwner ( ) )

PostRecvPlayerReplicationInfo Source code

simulated function PostRecvPlayerReplicationInfo ( ) )

PostRecvRole Source code

simulated function PostRecvRole ( ) )

PreBeginPlay Source code

simulated event PreBeginPlay ( ) )

PreSetMovement Source code

function PreSetMovement ( ) )

PressingAltFire Source code

function bool PressingAltFire ( ) )

PressingFire Source code

function bool PressingFire ( ) )

PreventDeath Source code

function bool PreventDeath ( int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ) )

ReceiveLocalizedMessage Source code

event ReceiveLocalizedMessage ( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) )

ReduceCylinder @DyingState Source code

function ReduceCylinder ( ) )

RemoveDeathObserver Source code

function RemoveDeathObserver ( Actor Observer ) )

RemovePawn Source code

native final function RemovePawn ( )

Replication Source code

event Replication ( ) )

Reset Source code

function Reset ( ) )

ResetShadows Source code

simulated function ResetShadows ( ) )

RestartPlayer Source code

function RestartPlayer ( )

RestoreEyeHeight Source code

function RestoreEyeHeight ( optional bool bSnap ) )

RestoreSightRadius Source code

function RestoreSightRadius ( ) )

SameTeam Source code

native final function bool SameTeam ( Pawn Other, optional bool bIgnoreAmbientClasses, optional bool bIgnoreFriendlyToPlayerTeam )

ServerChangedWeapon Source code

function ServerChangedWeapon ( Weapon OldWeapon, Weapon W) )

SetBaseEyeHeight Source code

function SetBaseEyeHeight ( float NewEyeHeight ) )

SetDefaultDisplayProperties Source code

function SetDefaultDisplayProperties ( ) )

SetDisplayProperties Source code

function SetDisplayProperties ( ERenderStyle NewStyle, Material NewTexture, bool bLighting ) )

SetEnemyRotationRates Source code

function SetEnemyRotationRates ( ) )

SetEyeHeight Source code

function SetEyeHeight ( float NewEyeHeight ) )

SetMesh Source code

simulated function SetMesh ( ) )

SetMovementPhysics Source code

function SetMovementPhysics ( optional bool bInitializing )

SetMoveTarget Source code

function SetMoveTarget ( Actor NewTarget ) )

SetSightRadius Source code

function SetSightRadius ( float NewSightRadius ) )

SetStance Source code

function SetStance ( byte NewStance ) )

SetTeam Source code

function SetTeam ( int _TeamNumber ) )

SetViewRotation Source code

simulated function SetViewRotation ( rotator NewRotation ) )

SetWalking Source code

function SetWalking ( bool bNewIsWalking ) )

ShootSpecial Source code

function Actor ShootSpecial ( Actor A) )

ShouldGib Source code

function bool ShouldGib ( class<DamageType> DamageType, optional float Damage ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

TakeDamage @DyingState Source code

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

TakeDamageHandlePhysics Source code

function TakeDamageHandlePhysics ( Pawn Instigator, out vector Momentum ) )

TakeDrowningDamage Source code

function TakeDrowningDamage ( )

TakeFallingDamage Source code

function TakeFallingDamage ( ) )

Timer @DyingState Source code

event Timer ( ) )

TossWeapon Source code

function TossWeapon ( vector TossVel) )

TouchingWaterVolume Source code

function bool TouchingWaterVolume ( ) )

Trigger Source code

function Trigger ( Actor Other, Pawn EventInstigator, optional name EventName ) )

TriggerDeathEvent Source code

function TriggerDeathEvent ( Actor Other, Pawn EventInstigator ) )

TryToGib Source code

function bool TryToGib ( class<DamageType> DamageType, optional float Damage ) )

UnPossessed Source code

function UnPossessed ( ) )

UpdateEyeHeight Source code

event UpdateEyeHeight ( float DeltaTime ) )

ValidPawn Source code

static function bool ValidPawn ( Pawn P ) )


Defaultproperties

defaultproperties
{
	bCanOpenDoors=true
	bCanDoSpecial=true
	bCanWalkOffLedges=true
	MinIsTurningRate=1000.000000
	bCanDiscardInventory=true
	bLOSHearing=true
	Visibility=128
	DesiredSpeed=1.000000
	MaxDesiredSpeed=1.500000
	HearingThreshold=2800.000000
	SightRadius=5000.000000
	SeenRadius=9999999.000000
	MaxStepHeight=35.000000
	AvgPhysicsTime=0.100000
	YawRateMultiplier=1.000000
	PreviousDesiredRotationYaw=9999999
	bSmoothTurns=true
	bResortToBasicTacticalMoves=true
	bSpecialNavigation=true
	Stance=1
	DesiredStance=1
	AccelRate=2048.000000
	AirControl=0.050000
	MaxFallSpeed=1200.000000
	MaxJumpDownDistance=340282346638528860000000000000000000000.000000
	MaxJumpDistance=340282346638528860000000000000000000000.000000
	CrouchCostMultiplier=1.500000
	DoorCostMultiplier=1.200000
	FlyCostMultiplier=1.000000
	JumpCostMultiplier=3.000000
	LadderCostMultiplier=1.200000
	SwimCostMultiplier=2.000000
	BaseEyeHeight=64.000000
	EyeHeight=54.000000
	CrouchHeight=40.000000
	CrouchRadius=34.000000
	ProneHeight=12.000000
	ProneRadius=48.000000
	Health=100
	GibForSureHealth=-9999.000000
	GibMaybeHealth=-9999.000000
	noise1time=-10.000000
	noise2time=-10.000000
	SoundDampening=1.000000
	DamageScaling=1.000000
	ShadowLightDirection=(X=1.000000,Z=2.000000)
	ShadowLightDistance=512.000000
	ShadowBoundScale=35.000000
	ControllerClass=Class'Engine.AIController'
	CarcassCollisionRadius=-1.000000
	CarcassCollisionHeight=-1.000000
	LandMovementState='PlayerWalking'
	WaterMovementState='PlayerSwimming'
	MovementAnimRate(0)=1.000000
	MovementAnimRate(1)=1.000000
	MovementAnimRate(2)=1.000000
	MovementAnimRate(3)=1.000000
	BlendChangeTime=0.250000
	TeamNumber=-1
	DrawType=DT_Mesh
	bCanTeleport=true
	bOwnerNoSee=true
	bStasis=true
	bAcceptsProjectors=true
	bLaunchPawns=true
	bUpdateSimulatedPosition=true
	RemoteRole=ROLE_SimulatedProxy
	Texture=Texture'Engine.S_Pawn'
	TerrainZOffset=5.000000
	bTravel=true
	SoundRadius=9.000000
	SoundVolume=240
	TransientSoundVolume=2.000000
	CollisionRadius=34.000000
	CollisionHeight=78.000000
	bCollideActors=true
	bCollideWorld=true
	bBlockActors=true
	bBlockPlayers=true
	bProjTarget=true
	bBlockStepping=true
	bRotateToDesired=true
	RotationRate=(Pitch=4096,Yaw=50000,Roll=3072)
	NetPriority=2.000000
	bDirectional=true
     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 10:48:31.469 - Created with UnCodeX