U2.U2Pawn
- Extends
- LicenseePawn
- Modifiers
- config ( User ) abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.LicenseePawn
|
+-- U2.U2Pawn
Direct Known Subclasses:
StationaryPawn, U2PawnBase
Inherited Contants from Engine.Pawn |
DyingState, ObservedDeathEvent, SwimForwardThreshold, Team_Ambient, Team_Araknid, Team_ClassOutcast, Team_Drakk, Team_Invalid, Team_Izarian, Team_Kai, Team_Marine, Team_MaxValid, Team_MercFem, Team_MercJap, Team_MercMek, Team_MinValid, Team_None, Team_Player, Team_Shian, Team_Skaarj, Team_Spore, Team_Strider, Team_TeamOutcast, Team_Tosc |
Inherited Variables from Engine.LicenseePawn |
AnimateHurtRatio, bLargeAnims, bMantling, bSpecialHardLandings, CosMinMoveBackAngle, CosMinMoveForwardAngle, CrouchingPct, LandCompressVelocityCrouching, LandCompressVelocityProne, LandCompressVelocityStanding, LandDamageVelocityCrouching, LandDamageVelocityProne, LandDamageVelocityStanding, LandFatalVelocityCrouching, LandFatalVelocityProne, LandFatalVelocityStanding, LandMakeNoiseVelocityCrouching, LandMakeNoiseVelocityProne, LandMakeNoiseVelocityStanding, LController, MantleDebugLevel, MantleDestination, MantleHandsForwardReachMax, MantleHandsForwardReachMin, MantleHandsUpwardReach, MantleHeight, MantleMaxStandingMantleHeight, MantleMinHitNormalDeltaZ, MantleSpeed, NextCheckMantleTime, ProneAlignMeshTraceOffset1, ProneAlignMeshTraceOffset2, ProneAlignMeshTraceOffset3, ProneMeshAlignTraceLenFudgeFactor, PronePct, RunningSlowPct, WalkingSlowPct |
Inherited Variables from Engine.Pawn |
AccelRate, AirControl, AirSpeed, Alertness, Anchor, AnimAction, AnimStatus, AvgPhysicsTime, bAdjacentZoneHearing, bAlert, bAlwaysGib, bAmbientCreature, bAroundCornerHearing, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBlockAdjustJump, bCanAdjustJump, bCanClimbLadders, bCanCrawl, bCanCrouch, bCanDiscardInventory, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanPickupInventory, bCanStrafe, bCanSwim, bCanWalk, bCanWalkOffLedges, bCountJumps, bCrawler, bFallingHitWallNotifications, bForceBlobShadows, bForceDirectionalShadows, bForceDynamicShadow, bForceFullPolyShadows, bForceLightSourcedShadows, bForceShadowBlur, bForceShadowUnBlur, bForceStaticShadow, bFriendlyToPlayerTeam, bGibOnInvalidDeathLanding, bIgnoreExtraCosts, bInitializeAnimation, bInvulnerableBody, bIsFemale, bIsRealPlayer, bIsTurning, bIsWalking, bJustLanded, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNeverGib, bNoVelocityUpdate, BodyLandedSound, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedCylinder, bReducedSpeed, bResortToBasicTacticalMoves, bSameZoneHearing, bScaleRotationRates, bScaleRotationRatesEnemy, bSightRadiusLoseEnemy, bSilentCrouch, bSimulateGravity, bSmoothTurns, bSpecialNavigation, bSteadyFiring, bStopAtLedges, bThumped, bTurningLeft, bUpAndOut, bUpdateEyeheight, bUpdatingDisplay, bWarping, bWasCrouched, bWasFalling, bWasOnGround, bWasWalking, CarcassCollisionHeight, CarcassCollisionRadius, ControlledActor, Controller, ControllerClass, CrouchCostMultiplier, CrouchEyeHeight, CrouchHeight, CrouchRadius, DamageScaling, DeathObservers, DesiredSpeed, DesiredStance, DestinationOffset, Die, DoorCostMultiplier, EyeHeight, FlashCount, Floor, FlyCostMultiplier, GibForSureHealth, GibMaybeHealth, GibMaybeOdds, GroundSpeed, HeadVolume, Health, HearingThreshold, HitDamageType, HitSound[4], JumpCostMultiplier, JumpZ, LadderCostMultiplier, LadderSpeed, Land, LandMovementState, LastPainAnimTime, LastPainSound, LeapMaxRange, LeapMinRange, LeapOdds, LowDetailBlood, LowGoreBlood, MaxDesiredSpeed, MaxFallSpeed, MaxJumpDistance, MaxJumpDownDistance, MaxJumpUpDistance, MaxStepHeight, MeleeOdds, MeleeRange, MenuName, MinIsTurningRate, MovementAnimRate[4], MovementAnims[4], MovementBlendStartTime, NavigationStance, NextPathRadius, nextPawn, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldPhysics, OldRotYaw, OldZ, OnLadder, OwnerName, PendingWeapon, PeripheralVision, PlayerReplicationInfo, PreviousDesiredRotationYaw, ProneEyeHeight, ProneHeight, ProneRadius, ReducedDamageType, RotationRateYawEnemy, RotationRateYawEnemySeen, SeenRadius, SeenRadiusNoFOV, SeeOtherOdds, SelectedItem, SerpentineDir, SerpentineDist, SerpentineTime, ShadowA, ShadowB, ShadowBoundScale, ShadowCullDistance, ShadowInterpolateRate, ShadowLightDirection, ShadowLightDistance, ShadowResolution, ShadowTraceDistance, SightRadius, SightRadiusFriend, SightRadiusFriendAlert, SoundDampening, SpecialNavigationList, SplashTime, Stance, SwimCostMultiplier, TacticalMoveType, TakeHitLocation, TeamNumber, TearOffMomentum, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, Visibility, WalkingPct, WaterMovementState, WaterSpeed, Weapon, YawRateMultiplier |
Enumerations Summary |
EErrorType ET_ExternalPath,
ET_InternalPath,
ET_MinZ,
ET_Move,
ET_ScriptLoad,
ET_ScriptRun,
ET_Other,
|
Functions Summary |
| | AddAdditionalDamageFilter (U2Inventory Inv ))
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| | AddVelocity (vector NewVelocity ))
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| | AddWeaponDamageItem (U2Inventory Inv ))
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| int | AdjustFinalDamage (int Damage ))
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| float | AdjustWeaponDamage (float Damage ))
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| | AnimEnd (int Channel) @DyingPlacedState |
| | AnimEnd (int Channel)) @MissionFailedState |
| float | ApplyAdditionalDamageFilters (float Damage ))
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| | AssignDefaultInventory ()))
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| | BaseChange () @DyingPlacedState |
| | BaseChange ())) @MissionFailedState |
| | BeginState ())) @DyingPlacedState |
| | BeginState ())) @DyingState |
| | BeginState ())) @MissionFailedState |
| | BreathTimer ()))
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| bool | CanDoRagdollHit ()))
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| | ChunkUp ()))
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| | ChunkUp ())) @DyingState |
| | CleanupCarcass ())) @DyingState |
| | CleanupCarcassTimer ())) @DyingState |
| | CleanupShadows ())) @DyingState |
| | Destroyed ()))
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| | DialogBegin (Actor Other ))
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| | DialogEnd ()))
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| | DialogPause ()))
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| | DialogSetEndingFocus (Actor FocusActor ))
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| | DialogSetFocus (Actor FocusActor ))
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| | DialogUnPause ()))
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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)) @MissionFailedState |
| | DMAI (coerce string Msg ))
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| | DMAIA (coerce string Msg ))
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| | DMAIE (coerce string Msg ))
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| | DMAIL (coerce string Msg ))
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| | DMAIM (coerce string Msg ))
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| | DoDamageEffect (int Damage, class<DamageType> DamageType, out ParticleRadiator DamageEffect, ParticleRadiator EffectType, optional float MaxScale))
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| | Dodge (eDoubleClickDir DoubleClickMove, bool bJumpDodge ))
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| | DoGibbedEffect ()))
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| | DoGibs ()))
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| | DropEnergy ()))
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| | DropEnergy () @DyingPlacedState |
| | DumpAgentAnimInfo ()))
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| | DumpAgentInfo ()))
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| | DumpAgentInputInfo ()))
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| | EndState ())) @DyingState |
| | ErrorGeneral (EErrorType ErrorType, coerce string Msg ))
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| | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
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| | FellOutOfWorld ()))
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| | FixSkins ()))
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| | Gesture (name Sequence, optional float Rate ))
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| ParticleGenerator | GetDamageEffect (float Damage, vector HitLocation ))
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| float | GetDamageIndicatorAngleA ()
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| float | GetDamageIndicatorAngleB ()
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| string | GetDescription ()))
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| bool | GetInfiniteAmmo ()))
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| float | GetJumpPack ()))
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| string | GetPlayerModel ()))
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| float | GetPowerSuit ()))
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| float | GetPowerSuitMax ()))
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| float | GetPowerSuitPct ()))
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| int | GetPowerSuitResurrections ()))
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| string | GetPowerSuitResurrectionsString ()))
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| bool | GetReloadsEnabled ()))
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| LicenseePawn.EWeaponAnimationType | GetWeaponAnimationTypeW (Weapon Weap ))
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| bool | GiveTossedItem (string ItemStr ))
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| | HandleCarcassCleanup ())) @DyingState |
| | HandleJumpSound ()))
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| bool | HandleKnockdown (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ))
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| | HandleMissionFailed ()))
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| | HandleRandomAttackSound ()))
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| | HandleRandomIdleSound ()))
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| | HandleTakeHit (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ))
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| bool | HasGibs ()))
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| bool | IsPanicDamageType (class DamageType ))
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| bool | IsSentient ()))
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| bool | JumpInProgress ()))
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| | JumpOutOfWater (vector jumpDir))
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| | KImpact (actor other, vector pos, vector impactVel, vector impactNorm))
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| | LandedEx (CheckResult Hit ))
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| | LandedEx (CheckResult Hit) @DyingPlacedState |
| | LandedEx (CheckResult Hit )) @DyingState |
| | LandedEx (CheckResult Hit )) @MissionFailedState |
| | LandedOnTexture (float ImpactSpeed ))
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| | LandThump () @DyingPlacedState |
| | LandThump ())) @DyingState |
| | LandThump ())) @MissionFailedState |
| | LaunchOffPawnDamage (Pawn Stompee ))
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| | LieStill () @DyingPlacedState |
| | LieStill ())) @DyingState |
| | LieStill ())) @MissionFailedState |
| bool | LookupLoopAnim (name LookupName, optional float Rate, optional float TweenTime, optional int LockVal ))
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| bool | LookupPlayAnim (name LookupName, optional float Rate, optional float TweenTime, optional int LockVal ))
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| bool | LookupTweenAnim (name LookupName, optional float TweenTime, optional int LockVal ))
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| | MakeErrorObvious (EErrorType ErrorType ))
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| | MantlingBegin ()))
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| | MaybeScaleSettings ()
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| | NotifyFallingFar (bool bEnable ))
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| | NotifyGoreDetailChanged (byte GameGoreDetailLevel ))
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| | NotifyRagdollCollisionChange ()
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| | NotifyRagdollCollisionChange ())) @DyingState |
| | NotifyRagdollDeathEnded ()
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| | NotifyRagdollDeathEnded ())) @DyingState |
| | NotifySetMovementSound (bool bEnable ))
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| | NotifySound (string SoundTableSlot ))
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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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| | PlayMovementSound ()))
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| | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)) @MissionFailedState |
| | PlayTakeHitSound (int Damage, class<DamageType> DamageType, int Mult ))
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| | PlayTaunt ()))
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| | PlayVictoryDance ()))
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| | PlayWaving ()))
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| | PlayWeaponSwitch (Weapon NewWeapon)) @MissionFailedState |
| | PossessedBy (Controller C ))
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| | PostBeginPlay ()))
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| | PostRecvCurrentStatus ()))
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| | PostRecvWeapon ()))
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| | PreBeginPlay ()))
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| | PreRecvCurrentStatus ()))
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| | PreRecvWeapon ()))
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| | PreSetMovement ()))
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| | PressedAltFire ()))
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| | PressedFire ()))
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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 ))
|
| | ReduceCylinder ())) @DyingState |
| | RemoveAdditionalDamageFilter (U2Inventory Inv ))
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| bool | RemoveTossedItem (string ItemStr ))
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| | RemoveWeaponDamageItem (U2Inventory Inv ))
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| | Replication ()))
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| | RestoreSightRadius ()))
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| | ServerTaunt (name Sequence ))
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| | SetDefaultWeapon ()))
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| | SetHealth (float NewVal ))
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| | SetInitialState () @DyingPlacedState |
| | SetMovementPhysics (optional bool bInitializing ))
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| | SetNumWalkingAnims ()))
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| | SetPlayerModel (string S ))
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| | SetupAnimationComponents ()))
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| | SetupComponents ()))
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| | SetupSoundComponents ()))
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| bool | ShouldGib (class<DamageType> DamageType, optional float Damage ))
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| | SpamTextures (Texture Tex ))
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| | StopDamageEffects ()))
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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)) @MissionFailedState |
| | TakeDamageHandlePhysics (Pawn InstigatedBy, out vector Momentum ))
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| | TakeDrowningDamage ()))
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| | Taunt (name Sequence ))
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| | TestMissionFailed (name ViewTargetTag ))
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| | Tick (float DeltaTime ))
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| | Tick (float DeltaSeconds )) @DyingState |
| | Timer () @DyingPlacedState |
| | Timer ())) @DyingState |
| | TravelPreAccept ()))
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| | Trigger (Actor Other, Pawn EventInstigator, optional name EventName )) @DyingState |
Inherited Functions from Engine.LicenseePawn |
CrouchBegin, DebugAI, DebugAIAttacks, DebugAIEvents, DebugAIMovement, GetAlert, GetAnimationFlags, GetHealth, GetHealthPct, GetHurt, GetLandCompressVelocity, GetLandDamageVelocity, GetLandFatalVelocity, GetLandMakeNoiseVelocity, GetMoveDir, GetPlayerName, GetWeaponAnimationType, GetWeaponAnimationTypeW, HandleLandedHard, InitLicenseeController, IsHardLanding, IsPointing, IsRapidFiring, IsUsable, LandedEx, LookupLoopAnim, LookupPlayAnim, LookupTweenAnim, MantlingBegin, NotifyStanceChange, OnUnuse, OnUse, PlayDyingSound, PossessedBy, PreBeginPlay, ProneBegin, SetAlert, SetHealth, StandBegin, TakeFallingDamage, UpdateWalkingPct, WentDormant |
Inherited Functions from Engine.Pawn |
AddDeathObserver, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustEyeHeight, AnimEnd, BaseChange, BecomeViewTarget, BeginFalling, BeginState, BreathTimer, CalcDrawOffset, CanCrouch, CanGrabLadder, CanJump, CanSplash, CanTrigger, ChangedWeapon, CheckStanceStatus, CheckWaterJump, ChunkUp, ClearReferencesTo, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, DeleteInventory, Destroyed, Died, DisplayDebug, DoJump, DropToGround, EnableRotation, EncroachingOn, EndClimbLadder, EyePosition, FaceRotation, FellOutOfWorld, FindInventoryType, ForceStance, Gasp, GetAimRotation, GetDesiredStance, GetHumanReadableName, GetInfiniteAmmo, GetMoveTarget, GetStance, GetTeam, GetViewRotation, GetWeaponBoneFor, gibbedBy, GiveWeapon, HandleFellOutOfWorld, HandleJumpSound, HandlePickup, HandleTakeHit, HasDeathObserver, HasGibs, HeadVolumeChange, HitWall, InGodMode, InitShadow, IsCrouching, IsFrozen, IsHumanControlled, IsInPain, IsLocallyControlled, IsMobile, IsNPC, IsPlayer, IsPlayerPawn, IsProne, IsRealPlayer, IsSentient, IsStanding, IsStationary, JumpInProgress, JumpOutOfWater, KilledBy, KillSelf, Landed, LandedEx, LandThump, LaunchOffPawnDamage, LaunchPawn, LieStill, LineOfSightTo, MaybeScaleSettings, NextItem, NotifyStanceChange, PlayDodge, PlayDying, PlayTakeHit, PlayTakeHitSound, PlayWeaponSwitch, PointOfView, PossessedBy, PostBeginPlay, PostRecvOwner, PostRecvPlayerReplicationInfo, PostRecvRole, PreBeginPlay, PreSetMovement, PressingAltFire, PressingFire, PreventDeath, ReceiveLocalizedMessage, ReduceCylinder, RemoveDeathObserver, RemovePawn, Replication, Reset, ResetShadows, RestartPlayer, RestoreEyeHeight, RestoreSightRadius, SameTeam, ServerChangedWeapon, SetBaseEyeHeight, SetDefaultDisplayProperties, SetDisplayProperties, SetEnemyRotationRates, SetEyeHeight, SetMesh, SetMovementPhysics, SetMoveTarget, SetSightRadius, SetStance, SetTeam, SetViewRotation, SetWalking, ShootSpecial, ShouldGib, TakeDamage, TakeDamageHandlePhysics, TakeDrowningDamage, TakeFallingDamage, Timer, TossWeapon, TouchingWaterVolume, Trigger, TriggerDeathEvent, TryToGib, UnPossessed, UpdateEyeHeight, ValidPawn |
@DyingState Source code |
state @DyingState
|
BeginState, ChunkUp, CleanupCarcass, CleanupCarcassTimer, CleanupShadows, EndState, HandleCarcassCleanup, LandedEx, LandThump, LieStill, NotifyRagdollCollisionChange, NotifyRagdollDeathEnded, ReduceCylinder, Tick, Timer, Trigger |
CleanupCarcassTimerName Source code
const CleanupCarcassTimerName = 'CleanupCarcassTimer';
const DyingPlacedState = 'DyingPlaced';
MaxCollectMomentumTime Source code
const MaxCollectMomentumTime = 0.25;
const MaxTossedItems = 12;
const MaxWalkingAnims = 8;
const MissionFailedState = 'MissionFailed';
const TexDormant =
Texture'JLSSGrey';
const TexExternalPathError =
Texture'JLSSBlue';
const TexInternalPathError =
Texture'JLSSGreen';
const TexMinZError =
Texture'JLSSCyan';
const TexMoveError =
Texture'JLSSMagenta';
const TexOtherError =
Texture'JLSSYellow';
const TexScriptLoadError =
Texture'JLSSWhite';
const TexScriptRunError =
Texture'JLSSRed';
AdditionalDamageFilters Source code
var bool bCanKnockDown;
bCauseMoveTargetNavError Source code
var bool bCauseMoveTargetNavError;
bCauseScriptedNavError Source code
var bool bCauseScriptedNavError;
var globalconfig bool bDisableErrorColors;
var globalconfig bool bDisableErrorMessages;
var bool bHeadTrackingEnabled;
bNoFlavorTextTeamCheck Source code
var bool bNoFlavorTextTeamCheck;
bOverridesDamageEffect Source code
var bool bOverridesDamageEffect;
var bool bRagdollDeath;
bReceivedInitialStatus Source code
var bool bReceivedInitialStatus;
bReceivedInitialWeapon Source code
var bool bReceivedInitialWeapon;
var bool bServoEnabled;
var bool bShrinkCarcass;
var bool bSinkCarcass;
var bool bTestAnimHandler;
var bool bUseSoundSlotTimers;
var bool bWeaponAimingEnabled;
var float CarcassShrinkRateX;
var float CarcassShrinkRateY;
var float CarcassShrinkRateZ;
var float CarcassSinkRatePerSec;
CarcassSinkRatePerSecInc Source code
var float CarcassSinkRatePerSecInc;
CarcassSinkRatePerSecMax Source code
var float CarcassSinkRatePerSecMax;
CarcassSinkRatePerSecMin Source code
var float CarcassSinkRatePerSecMin;
CollectedMomentumTransfer Source code
var float CrouchingMoveSpeed;
var Sound CurPanicSound;
CurrentMomentumTransferSlot Source code
var int CurrentMomentumTransferSlot;
DamageEffectOffsetMultiplier Source code
var float DamageEffectOffsetMultiplier;
var float DamageIndicatorAngle;
var string DefaultPackage;
var globalconfig float DodgeJumpZScale;
var globalconfig float DodgeXYVelocityScale;
var float DrowningDamageAmount;
var float FallTimer;
var float FriendDeadSoundDelay;
var
Actor HeadTrackActor;
var float HeadTrackTimer;
var float InitialAlertness;
var int InitialHealth;
InitialHearingThreshold Source code
var float InitialHearingThreshold;
var float InitialSightRadius;
var float LastKnockDownTime;
LastMomentumTransferTime Source code
var float LastMomentumTransferTime;
var float MaxAliveAddedVelocity;
var float MaxDeadAddedVelocity;
var float MaxHeadTrackDistance;
MaxHeadTrackPlayerDistance Source code
var float MaxHeadTrackPlayerDistance;
var float MaxRandomSoundTime;
var float MinJumpAnimSpeed;
MinKnockDownMomentumThreshold Source code
var float MinKnockDownMomentumThreshold;
var float MinLandAnimSpeed;
var float MinPanicTime;
var float MinRandomSoundTime;
MinTimeBetweenKnockDowns Source code
var float MinTimeBetweenKnockDowns;
MinTimeBetweenRandomSounds Source code
var float MinTimeBetweenRandomSounds;
var int NumTextureSounds;
var int NumWalkingAnims;
var
Pawn PanicDamageInstigator;
PanicSoundPauseSeconds Source code
var float PanicSoundPauseSeconds;
var float ProneMoveSpeed;
RemainingPowerSuitEnergy Source code
var float RemainingPowerSuitEnergy;
var float SetMoveSpeedFudge;
var float StandingMoveSpeed;
var float StopPanicTime;
TextureSoundIndices[4] Source code
var int TextureSoundIndices[4];
var float TimeSinceBeginState;
TotalCarcassSinkDistance Source code
var float TotalCarcassSinkDistance;
var int TotalRecentHits;
TotalRecentMomentumTransfer Source code
var float TotalRecentMomentumTransfer;
var array<
actor> UsableActors;
var string VoicePackMetaClass;
var string VoiceType;
WalkingAnims[MaxWalkingAnims] Source code
AI
var(AI) bool bCanPanic;
var(AI) bool bFrozen;
var(AI) bool bInfiniteAmmo;
var(AI) bool bReloadsEnabled;
var(AI) bool bSentient;
var(AI) bool bStationary;
var(AI) string CommandFileName;
var(AI) string CommandStartLabel;
var(AI) float DeadBuoyancy;
Pawn
AnimationControllerClass Source code
var(
Pawn)
bool bQuickCarcassCleanup;
var(
Pawn)
bool bUsesFlavorText;
var(
Pawn)
float CarcassPrePivotZ;
var(
Pawn) array<
string> DefaultInventory;
var(
Pawn)
string DefaultWeapon;
var(
Pawn) localized
string Description;
var(
Pawn)
float LoopDeathAnimRate;
var(
Pawn)
Mesh LowGoreMesh;
var(
Pawn)
byte LowGoreMeshGoreLevel;
MinTimeBetweenHitSounds Source code
var(
Pawn)
float MinTimeBetweenHitSounds;
TimeBeforeCarcassDestroyed Source code
var(
Pawn)
float TimeBeforeCarcassDestroyed;
TossedItems[MaxTossedItems] Source code
var(
Pawn)
string TossedItems[MaxTossedItems];
var(
Pawn)
name VoiceListTag;
var(
Pawn)
string VoicePackage;
Sound
var(Sound) name SoundSlotTimerListTag;
enum
EErrorType
{
ET_ExternalPath,
ET_InternalPath,
ET_MinZ,
ET_Move,
ET_ScriptLoad,
ET_ScriptRun,
ET_Other,
};
struct
SCurrentStatus
{
var bool bAltFiring;
var bool bFiring;
var int<0,3> NumAltFires;
var int<0,3> NumFires;
var int<0,65535,64> Pitch;
var int<0,65535,32> Yaw;
};
AddAdditionalDamageFilter Source code
function AddAdditionalDamageFilter (
U2Inventory Inv ) )
function AddVelocity (
vector NewVelocity ) )
function int AdjustFinalDamage ( int Damage ) )
function float AdjustWeaponDamage ( float Damage ) )
AnimEnd @DyingPlacedState Source code
event AnimEnd ( int Channel )
AnimEnd @MissionFailedState Source code
event AnimEnd ( int Channel) )
ApplyAdditionalDamageFilters Source code
function float ApplyAdditionalDamageFilters ( float Damage ) )
AssignDefaultInventory Source code
function AssignDefaultInventory ( ) )
BaseChange @DyingPlacedState Source code
singular event BaseChange ( )
BaseChange @MissionFailedState Source code
singular event BaseChange ( ) )
BeginState @DyingPlacedState Source code
event BeginState ( ) )
BeginState @DyingState Source code
event BeginState ( ) )
BeginState @MissionFailedState Source code
event BeginState ( ) )
event BreathTimer ( ) )
function bool CanDoRagdollHit ( ) )
function ChunkUp ( ) )
function ChunkUp ( ) )
CleanupCarcass @DyingState Source code
function CleanupCarcass ( ) )
CleanupCarcassTimer @DyingState Source code
function CleanupCarcassTimer ( ) )
CleanupShadows @DyingState Source code
function CleanupShadows ( ) )
simulated event Destroyed ( ) )
event DialogBegin (
Actor Other ) )
event DialogEnd ( ) )
function DialogPause ( ) )
function DialogSetEndingFocus (
Actor FocusActor ) )
function DialogSetFocus (
Actor FocusActor ) )
function DialogUnPause ( ) )
Died @MissionFailedState Source code
function DMAI ( coerce string Msg ) )
function DMAIA ( coerce string Msg ) )
function DMAIE ( coerce string Msg ) )
function DMAIL ( coerce string Msg ) )
function DMAIM ( coerce string Msg ) )
function DoGibbedEffect ( ) )
function DoGibs ( ) )
function DropEnergy ( ) )
DropEnergy @DyingPlacedState Source code
function DropEnergy ( )
function DumpAgentAnimInfo ( ) )
function DumpAgentInfo ( ) )
function DumpAgentInputInfo ( ) )
event EndState ( ) )
function ErrorGeneral (
EErrorType ErrorType, coerce
string Msg ) )
event FellOutOfWorld ( ) )
function FixSkins ( ) )
exec function Gesture ( name Sequence, optional float Rate ) )
GetDamageIndicatorAngleA Source code
function float GetDamageIndicatorAngleA ( )
GetDamageIndicatorAngleB Source code
function float GetDamageIndicatorAngleB ( )
function string GetDescription ( ) )
function bool GetInfiniteAmmo ( ) )
simulated function float GetJumpPack ( ) )
simulated function string GetPlayerModel ( ) )
simulated function float GetPowerSuit ( ) )
simulated function float GetPowerSuitMax ( ) )
simulated function float GetPowerSuitPct ( ) )
GetPowerSuitResurrections Source code
simulated function int GetPowerSuitResurrections ( ) )
GetPowerSuitResurrectionsString Source code
simulated function string GetPowerSuitResurrectionsString ( ) )
function bool GetReloadsEnabled ( ) )
GetWeaponAnimationTypeW Source code
function bool GiveTossedItem ( string ItemStr ) )
HandleCarcassCleanup @DyingState Source code
function HandleCarcassCleanup ( ) )
function HandleJumpSound ( ) )
function HandleMissionFailed ( ) )
HandleRandomAttackSound Source code
function HandleRandomAttackSound ( ) )
function HandleRandomIdleSound ( ) )
function bool HasGibs ( ) )
function bool IsSentient ( ) )
function bool JumpInProgress ( ) )
function JumpOutOfWater (
vector jumpDir) )
LandedEx @DyingPlacedState Source code
LandedEx @MissionFailedState Source code
function LandedOnTexture ( float ImpactSpeed ) )
LandThump @DyingPlacedState Source code
function LandThump ( )
function LandThump ( ) )
LandThump @MissionFailedState Source code
function LandThump ( ) )
function LaunchOffPawnDamage (
Pawn Stompee ) )
LieStill @DyingPlacedState Source code
function LieStill ( )
function LieStill ( ) )
LieStill @MissionFailedState Source code
function LieStill ( ) )
function bool LookupLoopAnim ( name LookupName, optional float Rate, optional float TweenTime, optional int LockVal ) )
function bool LookupPlayAnim ( name LookupName, optional float Rate, optional float TweenTime, optional int LockVal ) )
function bool LookupTweenAnim ( name LookupName, optional float TweenTime, optional int LockVal ) )
function MakeErrorObvious (
EErrorType ErrorType ) )
function MantlingBegin ( ) )
function MaybeScaleSettings ( )
function NotifyFallingFar ( bool bEnable ) )
NotifyGoreDetailChanged Source code
function NotifyGoreDetailChanged ( byte GameGoreDetailLevel ) )
NotifyRagdollCollisionChange Source code
function NotifyRagdollCollisionChange ( )
NotifyRagdollCollisionChange @DyingState Source code
function NotifyRagdollCollisionChange ( ) )
NotifyRagdollDeathEnded Source code
function NotifyRagdollDeathEnded ( )
NotifyRagdollDeathEnded @DyingState Source code
function NotifyRagdollDeathEnded ( ) )
NotifySetMovementSound Source code
function NotifySetMovementSound ( bool bEnable ) )
simulated function NotifySound ( string SoundTableSlot ) )
function PlayMovementSound ( ) )
PlayTakeHit @MissionFailedState Source code
exec function PlayTaunt ( ) )
function PlayVictoryDance ( ) )
function PlayWaving ( ) )
PlayWeaponSwitch @MissionFailedState Source code
function PlayWeaponSwitch (
Weapon NewWeapon) )
simulated event PostBeginPlay ( ) )
simulated function PostRecvCurrentStatus ( ) )
simulated function PostRecvWeapon ( ) )
simulated event PreBeginPlay ( ) )
simulated function PreRecvCurrentStatus ( ) )
simulated function PreRecvWeapon ( ) )
function PreSetMovement ( ) )
simulated function PressedAltFire ( ) )
simulated function PressedFire ( ) )
simulated function bool PressingAltFire ( ) )
simulated function bool PressingFire ( ) )
ReduceCylinder @DyingState Source code
function ReduceCylinder ( ) )
RemoveAdditionalDamageFilter Source code
function RemoveAdditionalDamageFilter (
U2Inventory Inv ) )
function bool RemoveTossedItem ( string ItemStr ) )
RemoveWeaponDamageItem Source code
event Replication ( ) )
function RestoreSightRadius ( ) )
function ServerTaunt ( name Sequence ) )
function SetDefaultWeapon ( ) )
simulated function SetHealth ( float NewVal ) )
SetInitialState @DyingPlacedState Source code
simulated event SetInitialState ( )
function SetMovementPhysics ( optional bool bInitializing ) )
function SetNumWalkingAnims ( ) )
simulated function SetPlayerModel ( string S ) )
SetupAnimationComponents Source code
function SetupAnimationComponents ( ) )
function SetupComponents ( ) )
function SetupSoundComponents ( ) )
function SpamTextures (
Texture Tex ) )
function StopDamageEffects ( ) )
TakeDamage @MissionFailedState Source code
TakeDamageHandlePhysics Source code
function TakeDamageHandlePhysics (
Pawn InstigatedBy,
out vector Momentum ) )
function TakeDrowningDamage ( ) )
exec function Taunt ( name Sequence ) )
exec function TestMissionFailed ( name ViewTargetTag ) )
event Tick ( float DeltaTime ) )
event Tick ( float DeltaSeconds ) )
Timer @DyingPlacedState Source code
event Timer ( )
event Timer ( ) )
event TravelPreAccept ( ) )
function Trigger (
Actor Other,
Pawn EventInstigator, optional
name EventName ) )
defaultproperties
{
AnimationControllerClass=Class'U2.AnimationControllerBase'
AssetsHelperClass=Class'U2.AssetsHelperGeneric'
DamageFilterClass=Class'U2.DamageFilterDefault'
TimeBeforeCarcassDestroyed=30.000000
bServoEnabled=true
MaxHeadTrackPlayerDistance=2048.000000
MaxHeadTrackDistance=1024.000000
MinTimeBetweenHitSounds=0.500000
FriendDeadSoundDelay=1.250000
RandomAttackSoundSlot=STS_Attack
RandomIdleSoundSlot=STS_Idle
MinRandomSoundTime=1.000000
MaxRandomSoundTime=8.000000
MovementPhysics=PHYS_Walking
CrouchingMoveSpeed=0.300000
ProneMoveSpeed=0.300000
StandingMoveSpeed=1.000000
SetMoveSpeedFudge=1.000000
DodgeXYVelocityScale=2.000000
DodgeJumpZScale=0.600000
MinJumpAnimSpeed=100.000000
MinLandAnimSpeed=-100.000000
WalkingAnims(0)=(WalkingAnimType=WAT_WalkFast)
WalkingAnims(1)=(MinSpeed=0.450000,WalkingAnimType=WAT_RunFast)
MinTimeBetweenKnockDowns=0.500000
MinPanicTime=0.500000
bCanPanic=true
PanicSoundPauseSeconds=1.500000
MaxAliveAddedVelocity=1024.000000
MaxDeadAddedVelocity=2048.000000
bQuickCarcassCleanup=true
CarcassSinkRatePerSecMin=1.000000
CarcassSinkRatePerSecMax=160.000000
CarcassSinkRatePerSecInc=100.000000
CarcassShrinkRateX=5.000000
CarcassShrinkRateY=5.000000
CarcassShrinkRateZ=5.000000
CarcassFadeTemplate=ParticleRadiator'corpse_disappear_FX.ParticleRadiator1'
bInfiniteAmmo=true
bReloadsEnabled=true
bDisableErrorColors=true
bDisableErrorMessages=true
DrowningDamageAmount=20.000000
DeathWAT=AT_NoWeapon
DamageEffectOffsetMultiplier=0.500000
GibSetClass=Class'U2.GibSetGeneric'
bCanWalk=true
bCanSwim=true
GibForSureHealth=-250.000000
GibMaybeHealth=-100.000000
GibMaybeOdds=0.500000
ControllerClass=None
LightBrightness=70
LightHue=40
LightSaturation=128
LightRadius=6
Physics=PHYS_Falling
bStasis=false
bIgnoreSingularityDamage=false
bIgnoreSingularityForces=false
AmbientGlow=17
bAutoEnableAgent=true
bDisturbFluidSurface=true
SoundRadius=100.000000
TransientSoundRadius=1500.000000
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 10:48:35.042 - Created with
UnCodeX