- Extends
- Actor
- Modifiers
- abstract native placeable nativereplication
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
Direct Known Subclasses:
LicenseePawn, PawnProxy, Scout, Vehicle
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 |
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 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 |
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 |
| | AddDeathObserver (Actor Observer ))
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| bool | AddInventory (inventory NewItem ))
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| | AddPawn ()
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| | AddVelocity (vector NewVelocity))
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| bool | AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
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| | AdjustEyeHeight (float NewEyeHeight, optional float HeightChange ))
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| | AnimEnd (int Channel)) @DyingState |
| | BaseChange ()))
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| | BaseChange ())) @DyingState |
| | BecomeViewTarget ()))
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| | BeginFalling ()))
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| | BeginState ())) @DyingState |
| | BreathTimer ()))
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| vector | CalcDrawOffset (inventory Inv))
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| bool | CanCrouch ()))
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| bool | CanGrabLadder ()))
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| bool | CanJump ()))
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| bool | CanSplash ()))
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| bool | CanTrigger (Trigger T))
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| | ChangedWeapon ()))
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| | CheckStanceStatus ()
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| bool | CheckWaterJump (out vector WallNormal))
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| | ChunkUp ()))
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| | ClearReferencesTo ()))
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| | ClientDying (class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum))
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| | ClientMessage (coerce string S, optional Name Type ))
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| | ClientReStart ()))
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| | ClientSetLocation (vector NewLocation, rotator NewRotation ))
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| | ClientSetRotation (rotator NewRotation ))
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| | ClimbLadder (LadderVolume L ))
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| | DeleteInventory (inventory Item ))
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| | Destroyed ()))
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| | Died (Controller Killer, class<DamageType> DamageType, vector HitLocation, vector Momentum ))
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| | Died (Controller Killer, class<DamageType> damageType, vector HitLocation, vector Momentum)) @DyingState |
| | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
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| bool | DoJump (bool bUpdating ))
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| | DropToGround ()))
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| | EnableRotation (bool bVal ))
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| bool | EncroachingOn (actor Other ))
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| | EndClimbLadder ()))
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| vector | EyePosition ()))
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| | FaceRotation (rotator NewRotation, float DeltaTime ))
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| | FellOutOfWorld ()))
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| | FellOutOfWorld ())) @DyingState |
| Inventory | FindInventoryType (class DesiredClass ))
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| | ForceStance (byte NewStance ))
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| | Gasp ()
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| rotator | GetAimRotation ()
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| byte | GetDesiredStance ()))
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| String | GetHumanReadableName ()))
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| bool | GetInfiniteAmmo ()))
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| Actor | GetMoveTarget ()))
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| byte | GetStance ()))
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| int | GetTeam ()
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| rotator | GetViewRotation ()))
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| name | GetWeaponBoneFor (Inventory I))
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| | gibbedBy (actor Other))
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| | GiveWeapon (string aClassName ))
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| | HandleFellOutOfWorld ()))
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| | HandleJumpSound ()
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| | HandlePickup (Pickup pick))
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| | HandleTakeHit (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ))
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| bool | HasDeathObserver (Actor Observer ))
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| bool | HasGibs ()))
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| | HeadVolumeChange (PhysicsVolume newHeadVolume))
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| | HitWall (vector HitNormal, actor Wall)
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| bool | InGodMode ()))
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| | InitShadow (ShadowProjector Shadow))
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| bool | IsCrouching ()))
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| bool | IsFrozen ()))
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| bool | IsHumanControlled ()))
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| bool | IsInPain ()))
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| bool | IsLocallyControlled ()))
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| bool | IsMobile ()))
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| bool | IsNPC ()))
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| bool | IsPlayer ()))
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| bool | IsPlayerPawn ()))
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| bool | IsProne ()))
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| bool | IsRealPlayer ()))
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| bool | IsSentient ()))
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| bool | IsStanding ()))
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| bool | IsStationary ()))
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| bool | JumpInProgress ()))
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| | JumpOutOfWater (vector jumpDir))
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| | KilledBy (pawn EventInstigator ))
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| | KillSelf ()))
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| | Landed (vector HitNormal)) @DyingState |
| | LandedEx (CheckResult Hit ))
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| | LandThump ())) @DyingState |
| | LaunchOffPawnDamage (Pawn Stompee ))
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| | LaunchPawn (Actor Stompee ))
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| | LieStill ())) @DyingState |
| bool | LineOfSightTo (actor Other))
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| | MaybeScaleSettings ()))
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| | NextItem ()))
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| | NotifyStanceChange (byte NewStance, float HeightAdjust ))
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| float | PlayDodge (eDoubleClickDir DoubleClickMove)
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| | PlayDying (class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum)
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| | PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType)
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| | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)) @DyingState |
| | PlayTakeHitSound (int Damage, class<DamageType> DamageType, int Mult)
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| | PlayWeaponSwitch (Weapon NewWeapon)) @DyingState |
| bool | PointOfView ()))
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| | PossessedBy (Controller C))
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| | PostBeginPlay ()))
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| | PostRecvOwner ()))
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| | PostRecvPlayerReplicationInfo ()))
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| | PostRecvRole ()))
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| | PreBeginPlay ()))
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| | PreSetMovement ()))
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| bool | PressingAltFire ()))
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| bool | PressingFire ()))
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| bool | PreventDeath (int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ))
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| | ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
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| | ReduceCylinder ())) @DyingState |
| | RemoveDeathObserver (Actor Observer ))
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| | RemovePawn ()
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| | Replication ()))
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| | Reset ()))
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| | ResetShadows ()))
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| | RestartPlayer ()
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| | RestoreEyeHeight (optional bool bSnap ))
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| | RestoreSightRadius ()))
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| bool | SameTeam (Pawn Other, optional bool bIgnoreAmbientClasses, optional bool bIgnoreFriendlyToPlayerTeam)
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| | ServerChangedWeapon (Weapon OldWeapon, Weapon W))
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| | SetBaseEyeHeight (float NewEyeHeight ))
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| | SetDefaultDisplayProperties ()))
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| | SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting ))
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| | SetEnemyRotationRates ()))
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| | SetEyeHeight (float NewEyeHeight ))
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| | SetMesh ()))
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| | SetMovementPhysics (optional bool bInitializing)
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| | SetMoveTarget (Actor NewTarget ))
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| | SetSightRadius (float NewSightRadius ))
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| | SetStance (byte NewStance ))
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| | SetTeam (int _TeamNumber ))
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| | SetViewRotation (rotator NewRotation ))
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| | SetWalking (bool bNewIsWalking ))
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| Actor | ShootSpecial (Actor A))
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| bool | ShouldGib (class<DamageType> DamageType, optional float Damage ))
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| | TakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)) @DyingState |
| | TakeDamageHandlePhysics (Pawn Instigator, out vector Momentum ))
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| | TakeDrowningDamage ()
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| | TakeFallingDamage ()))
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| | Timer ())) @DyingState |
| | TossWeapon (vector TossVel))
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| bool | TouchingWaterVolume ()))
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| | Trigger (Actor Other, Pawn EventInstigator, optional name EventName ))
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| | TriggerDeathEvent (Actor Other, Pawn EventInstigator ))
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| bool | TryToGib (class<DamageType> DamageType, optional float Damage ))
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| | UnPossessed ()))
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| | UpdateEyeHeight (float DeltaTime ))
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| bool | ValidPawn (Pawn P ))
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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, ^, ^^, |, ||, ~, ~= |
@DyingState Source code |
state @DyingState
|
AnimEnd, BaseChange, BeginState, Died, FellOutOfWorld, Landed, LandThump, LieStill, PlayTakeHit, PlayWeaponSwitch, ReduceCylinder, TakeDamage, Timer |
const DyingState = 'Dying';
const ObservedDeathEvent = 'ObservedDeath';
const SwimForwardThreshold = 0.001;
const Team_Ambient = 85;
const Team_Araknid = 43;
const Team_ClassOutcast = 102;
const Team_Drakk = 42;
const Team_Invalid = -1;
const Team_Izarian = 21;
const Team_Kai = 48;
const Team_Marine = 1;
const Team_MaxValid = 102;
const Team_MercFem = 4;
const Team_MercJap = 2;
const Team_MercMek = 3;
const Team_MinValid = 0;
const Team_None = 100;
const Team_Player = 0;
const Team_Shian = 41;
const Team_Skaarj = 20;
const Team_Spore = 67;
const Team_Strider = 44;
const Team_TeamOutcast = 101;
const Team_Tosc = 58;
var float AccelRate;
var float AirControl;
var float AirSpeed;
var name AnimAction;
var name AnimStatus;
var const float AvgPhysicsTime;
var protected bool bAlert;
var bool bAmbientCreature;
var float BaseEyeHeight;
var bool bAutoActivate;
var bool bAvoidLedges;
var bool bBlockAdjustJump;
var bool bCanAdjustJump;
var bool bCanClimbLadders;
var bool bCanCrawl;
var bool bCanCrouch;
var bool bCanDiscardInventory;
var bool bCanDoSpecial;
var bool bCanFly;
var bool bCanJump;
var bool bCanOpenDoors;
var bool bCanPickupInventory;
var bool bCanStrafe;
var bool bCanSwim;
var bool bCanWalk;
var bool bCanWalkOffLedges;
var bool bCountJumps;
var bool bCrawler;
bFallingHitWallNotifications Source code
var bool bFallingHitWallNotifications;
var bool bIgnoreExtraCosts;
var bool bInitializeAnimation;
var bool bInvulnerableBody;
var bool bIsFemale;
var bool bIsRealPlayer;
var bool bIsTurning;
var bool bIsWalking;
var bool bJustLanded;
var const bool bNoVelocityUpdate;
var sound BodyLandedSound;
var bool bPhysicsAnimUpdate;
var bool bPlayedDeath;
var float BreathTime;
var const bool bReducedSpeed;
var bool bSilentCrouch;
var const bool bSimulateGravity;
var bool bSpecialNavigation;
var bool bSteadyFiring;
var bool bStopAtLedges;
var bool bThumped;
var bool bTurningLeft;
var bool bUpAndOut;
var bool bUpdateEyeheight;
var bool bUpdatingDisplay;
var bool bWarping;
var bool bWasCrouched;
var bool bWasFalling;
var bool bWasOnGround;
var bool bWasWalking;
var
Actor ControlledActor;
var float CrouchCostMultiplier;
var float CrouchEyeHeight;
var float DamageScaling;
var array<
Actor> DeathObservers;
var float DesiredSpeed;
var private byte DesiredStance;
var const float DestinationOffset;
var sound Die;
var float DoorCostMultiplier;
var float EyeHeight;
var byte FlashCount;
var float FlyCostMultiplier;
var float GibForSureHealth;
var float GibMaybeHealth;
var float GibMaybeOdds;
var float GroundSpeed;
var float JumpCostMultiplier;
var float JumpZ;
var float LadderCostMultiplier;
var float LadderSpeed;
var sound Land;
var name LandMovementState;
var float LastPainAnimTime;
var float LastPainSound;
var float LeapMaxRange;
var float LeapMinRange;
var float LeapOdds;
var float MaxDesiredSpeed;
var float MaxFallSpeed;
var float MaxJumpDistance;
var float MaxJumpDownDistance;
var float MaxJumpUpDistance;
var float MaxStepHeight;
var float MeleeOdds;
var float MeleeRange;
var localized string MenuName;
var float MinIsTurningRate;
var float MovementAnimRate[4];
var name MovementAnims[4];
MovementBlendStartTime Source code
var float MovementBlendStartTime;
var private byte NavigationStance;
var const float NextPathRadius;
var const float noise1loudness;
var const
pawn noise1other;
var const float noise1time;
var const float noise2loudness;
var const
pawn noise2other;
var const float noise2time;
var float OldRotYaw;
var float OldZ;
var string OwnerName;
PreviousDesiredRotationYaw Source code
var const int PreviousDesiredRotationYaw;
var float ProneEyeHeight;
var const
vector SerpentineDir;
var const float SerpentineDist;
var const float SerpentineTime;
var float SoundDampening;
var float SplashTime;
var private byte Stance;
var float SwimCostMultiplier;
var name TurnLeftAnim;
var name TurnRightAnim;
var const float UncrouchTime;
var float UnderWaterTime;
var byte Visibility;
var float WalkingPct;
var name WaterMovementState;
var float WaterSpeed;
var const float YawRateMultiplier;
AI
var(AI) float Alertness;
var(AI) bool bAdjacentZoneHearing;
var(AI) bool bAroundCornerHearing;
var(AI) bool bFriendlyToPlayerTeam;
var(AI) bool bLOSHearing;
var(AI) bool bMuffledHearing;
var(AI) bool bSameZoneHearing;
var(AI) bool bSightRadiusLoseEnemy;
var(AI) float HearingThreshold;
var(AI) float PeripheralVision;
var(AI) float SeenRadius;
var(AI) float SeenRadiusNoFOV;
var(AI) float SeeOtherOdds;
var(AI) float SightRadius;
var(AI) float SightRadiusFriend;
SightRadiusFriendAlert Source code
var(AI) float SightRadiusFriendAlert;
var(AI) int TeamNumber;
Collision
var(Collision) bool bReducedCylinder;
Display
var(Display) float BlendChangeTime;
Movement
bResortToBasicTacticalMoves Source code
var(Movement) bool bResortToBasicTacticalMoves;
var(Movement) bool bScaleRotationRates;
bScaleRotationRatesEnemy Source code
var(Movement) bool bScaleRotationRatesEnemy;
var(Movement) bool bSmoothTurns;
var(Movement) int RotationRateYawEnemy;
RotationRateYawEnemySeen Source code
var(Movement) int RotationRateYawEnemySeen;
Pawn
var(
Pawn)
bool bAlwaysGib;
bGibOnInvalidDeathLanding Source code
var(
Pawn)
bool bGibOnInvalidDeathLanding;
var(
Pawn)
bool bNeverGib;
CarcassCollisionHeight Source code
var(
Pawn)
float CarcassCollisionHeight;
CarcassCollisionRadius Source code
var(
Pawn)
float CarcassCollisionRadius;
var(
Pawn)
float CrouchHeight;
var(
Pawn)
float CrouchRadius;
var(
Pawn) travel
int<
0,
255>
Health;
var(
Pawn)
float ProneHeight;
var(
Pawn)
float ProneRadius;
Shadows
var(Shadows) bool bForceBlobShadows;
bForceDirectionalShadows Source code
var(Shadows) bool bForceDirectionalShadows;
var(Shadows) bool bForceDynamicShadow;
var(Shadows) bool bForceFullPolyShadows;
bForceLightSourcedShadows Source code
var(Shadows) bool bForceLightSourcedShadows;
var(Shadows) bool bForceShadowBlur;
var(Shadows) bool bForceShadowUnBlur;
var(Shadows) bool bForceStaticShadow;
var(Shadows) float ShadowBoundScale;
var(Shadows) float ShadowCullDistance;
var(Shadows) float ShadowInterpolateRate;
var(Shadows)
vector ShadowLightDirection;
var(Shadows) float ShadowLightDistance;
var(Shadows) int ShadowResolution;
var(Shadows) float ShadowTraceDistance;
TSpecialNavigationEntry Source code
function AddDeathObserver (
Actor Observer ) )
function bool AddInventory (
inventory NewItem ) )
native final function AddPawn ( )
function AddVelocity (
vector NewVelocity) )
simulated final
function bool 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) )
singular event BaseChange ( ) )
BaseChange @DyingState Source code
singular event BaseChange ( ) )
function BecomeViewTarget ( ) )
event BeginFalling ( ) )
BeginState @DyingState Source code
event BeginState ( ) )
event BreathTimer ( ) )
function bool CanCrouch ( ) )
function bool CanGrabLadder ( ) )
function bool CanJump ( ) )
function bool CanSplash ( ) )
function bool CanTrigger (
Trigger T) )
function ChangedWeapon ( ) )
function CheckStanceStatus ( )
function bool CheckWaterJump (
out vector WallNormal) )
simulated function ChunkUp ( ) )
function ClearReferencesTo ( ) )
event ClientMessage ( coerce string S, optional Name Type ) )
function ClientReStart ( ) )
function ClientSetLocation (
vector NewLocation,
rotator NewRotation ) )
function ClientSetRotation (
rotator NewRotation ) )
function DeleteInventory (
inventory Item ) )
simulated event Destroyed ( ) )
simulated
function DisplayDebug (
Canvas Canvas,
out float YL,
out float YPos) )
function bool DoJump ( bool bUpdating ) )
function DropToGround ( ) )
function EnableRotation ( bool bVal ) )
event bool EncroachingOn (
actor Other ) )
event EndClimbLadder ( ) )
function vector EyePosition ( ) )
simulated
function FaceRotation (
rotator NewRotation,
float DeltaTime ) )
event FellOutOfWorld ( ) )
FellOutOfWorld @DyingState Source code
event FellOutOfWorld ( ) )
function Inventory FindInventoryType (
class DesiredClass ) )
function ForceStance ( byte NewStance ) )
function Gasp ( )
native final
function rotator GetAimRotation ( )
final final function byte GetDesiredStance ( ) )
function String GetHumanReadableName ( ) )
function bool GetInfiniteAmmo ( ) )
function Actor GetMoveTarget ( ) )
final final function byte GetStance ( ) )
native final function int GetTeam ( )
simulated
function rotator GetViewRotation ( ) )
function name GetWeaponBoneFor (
Inventory I) )
function gibbedBy (
actor Other) )
function GiveWeapon ( string aClassName ) )
function HandleFellOutOfWorld ( ) )
function HandleJumpSound ( )
function HandlePickup (
Pickup pick) )
function bool HasDeathObserver (
Actor Observer ) )
function bool HasGibs ( ) )
final function bool InGodMode ( ) )
final function bool IsCrouching ( ) )
function bool IsFrozen ( ) )
simulated function bool IsHumanControlled ( ) )
function bool IsInPain ( ) )
simulated function bool IsLocallyControlled ( ) )
function bool IsMobile ( ) )
function bool IsNPC ( ) )
function bool IsPlayer ( ) )
simulated function bool IsPlayerPawn ( ) )
final function bool IsProne ( ) )
function bool IsRealPlayer ( ) )
function bool IsSentient ( ) )
final function bool IsStanding ( ) )
function bool IsStationary ( ) )
function bool JumpInProgress ( ) )
function JumpOutOfWater (
vector jumpDir) )
function KilledBy (
pawn EventInstigator ) )
function KillSelf ( ) )
event Landed (
vector HitNormal) )
function LandThump ( ) )
function LaunchOffPawnDamage (
Pawn Stompee ) )
function LaunchPawn (
Actor Stompee ) )
function LieStill ( ) )
function bool LineOfSightTo (
actor Other) )
function MaybeScaleSettings ( ) )
exec function NextItem ( ) )
event NotifyStanceChange ( byte NewStance, float HeightAdjust ) )
PlayTakeHit @DyingState Source code
PlayWeaponSwitch @DyingState Source code
function PlayWeaponSwitch (
Weapon NewWeapon) )
simulated function bool PointOfView ( ) )
event PostBeginPlay ( ) )
simulated function PostRecvOwner ( ) )
PostRecvPlayerReplicationInfo Source code
simulated function PostRecvPlayerReplicationInfo ( ) )
simulated function PostRecvRole ( ) )
simulated event PreBeginPlay ( ) )
function PreSetMovement ( ) )
function bool PressingAltFire ( ) )
function bool PressingFire ( ) )
ReceiveLocalizedMessage Source code
ReduceCylinder @DyingState Source code
function ReduceCylinder ( ) )
function RemoveDeathObserver (
Actor Observer ) )
native final function RemovePawn ( )
event Replication ( ) )
function Reset ( ) )
simulated function ResetShadows ( ) )
function RestartPlayer ( )
function RestoreEyeHeight ( optional bool bSnap ) )
function RestoreSightRadius ( ) )
native final
function bool SameTeam (
Pawn Other, optional
bool bIgnoreAmbientClasses, optional
bool bIgnoreFriendlyToPlayerTeam )
function ServerChangedWeapon (
Weapon OldWeapon,
Weapon W) )
function SetBaseEyeHeight ( float NewEyeHeight ) )
SetDefaultDisplayProperties Source code
function SetDefaultDisplayProperties ( ) )
function SetEnemyRotationRates ( ) )
function SetEyeHeight ( float NewEyeHeight ) )
simulated function SetMesh ( ) )
function SetMovementPhysics ( optional bool bInitializing )
function SetMoveTarget (
Actor NewTarget ) )
function SetSightRadius ( float NewSightRadius ) )
function SetStance ( byte NewStance ) )
function SetTeam ( int _TeamNumber ) )
simulated
function SetViewRotation (
rotator NewRotation ) )
function SetWalking ( bool bNewIsWalking ) )
TakeDamage @DyingState Source code
TakeDamageHandlePhysics Source code
function TakeDamageHandlePhysics (
Pawn Instigator,
out vector Momentum ) )
function TakeDrowningDamage ( )
function TakeFallingDamage ( ) )
event Timer ( ) )
function TossWeapon (
vector TossVel) )
function bool TouchingWaterVolume ( ) )
function Trigger (
Actor Other,
Pawn EventInstigator, optional
name EventName ) )
function TriggerDeathEvent (
Actor Other,
Pawn EventInstigator ) )
function UnPossessed ( ) )
event UpdateEyeHeight ( float DeltaTime ) )
static
function bool ValidPawn (
Pawn P ) )
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