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U2.U2Pawn

Extends
LicenseePawn
Modifiers
config ( User ) abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.LicenseePawn
         |   
         +-- U2.U2Pawn

Direct Known Subclasses:

StationaryPawn, U2PawnBase

Constants Summary
CleanupCarcassTimerName='CleanupCarcassTimer'
DyingPlacedState='DyingPlaced'
MaxCollectMomentumTime=0.25
MaxTossedItems=12
MaxWalkingAnims=8
MissionFailedState='MissionFailed'
TexDormant=Texture'JLSSGrey'
TexExternalPathError=Texture'JLSSBlue'
TexInternalPathError=Texture'JLSSGreen'
TexMinZError=Texture'JLSSCyan'
TexMoveError=Texture'JLSSMagenta'
TexOtherError=Texture'JLSSYellow'
TexScriptLoadError=Texture'JLSSWhite'
TexScriptRunError=Texture'JLSSRed'
Inherited Contants from Engine.LicenseePawn
AF_Alert, AF_Hurt, AF_None
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

Variables Summary
array<U2Inventory>AdditionalDamageFilters
array<U2UseManagerPlayer>AlternateUseManagers
AnimationControllerInterfAnimationController
boolbCanKnockDown
boolbCauseMoveTargetNavError
boolbCauseScriptedNavError
boolbDisableErrorColors
boolbDisableErrorMessages
boolbHeadTrackingEnabled
boolbNoFlavorTextTeamCheck
boolbOverridesDamageEffect
boolbRagdollDeath
boolbReceivedInitialStatus
boolbReceivedInitialWeapon
boolbServoEnabled
boolbShrinkCarcass
boolbSinkCarcass
boolbTestAnimHandler
boolbUseSoundSlotTimers
boolbWeaponAimingEnabled
ParticleRadiatorCarcassFadeEffect
ParticleRadiatorCarcassFadeTemplate
floatCarcassShrinkRateX
floatCarcassShrinkRateY
floatCarcassShrinkRateZ
floatCarcassSinkRatePerSec
floatCarcassSinkRatePerSecInc
floatCarcassSinkRatePerSecMax
floatCarcassSinkRatePerSecMin
array<MomentumTransferT>CollectedMomentumTransfer
floatCrouchingMoveSpeed
SoundCurPanicSound
intCurrentMomentumTransferSlot
SCurrentStatusCurrentStatus
floatDamageEffectOffsetMultiplier
floatDamageIndicatorAngle
LicenseePawn.EWeaponAnimationTypeDeathWAT
stringDefaultPackage
floatDodgeJumpZScale
floatDodgeXYVelocityScale
DroppedEnergyPickupDroppedEnergy
floatDrowningDamageAmount
ParticleRadiatorEMPEffect
floatFallTimer
FlameDamagerFDamager
ParticleRadiatorFlameEffect
floatFriendDeadSoundDelay
ParticleRadiatorGibbedEffect
ActorHeadTrackActor
floatHeadTrackTimer
array<SInitialAgentInput>InitialAgentInputs
floatInitialAlertness
intInitialHealth
floatInitialHearingThreshold
floatInitialSightRadius
floatLastKnockDownTime
floatLastMomentumTransferTime
class<TextureHelperGeneric>LastSoundClass
Material.ETextureTypeLastTextureType
floatMaxAliveAddedVelocity
floatMaxDeadAddedVelocity
floatMaxHeadTrackDistance
floatMaxHeadTrackPlayerDistance
floatMaxRandomSoundTime
floatMinJumpAnimSpeed
floatMinKnockDownMomentumThreshold
floatMinLandAnimSpeed
floatMinPanicTime
floatMinRandomSoundTime
floatMinTimeBetweenKnockDowns
floatMinTimeBetweenRandomSounds
EPhysicsMovementPhysics
intNumTextureSounds
intNumWalkingAnims
SCurrentStatusOldStatus
WeaponOldWeapon
PawnPanicDamageInstigator
class<DamageType>PanicDamageType
floatPanicSoundPauseSeconds
ParticleGeneratorParticleHitEffect
floatProneMoveSpeed
SoundSlotInterf.ESoundTableSlotRandomAttackSoundSlot
SoundSlotInterf.ESoundTableSlotRandomIdleSoundSlot
floatRemainingPowerSuitEnergy
floatSetMoveSpeedFudge
SoundSlotTimerListImplSoundSlotTimers
SoundTableSoundTable
floatStandingMoveSpeed
textureStatusBelt
textureStatusDoll
floatStopPanicTime
intTextureSoundIndices[4]
floatTimeSinceBeginState
floatTotalCarcassSinkDistance
intTotalRecentHits
floatTotalRecentMomentumTransfer
ParticleRadiatorToxicEffect
array<actor>UsableActors
U2UseManagerUseManager
stringVoicePackMetaClass
stringVoiceType
WalkingAnimInfoTWalkingAnims[MaxWalkingAnims]
array<U2Inventory>WeaponDamageItems
AI
boolbCanPanic
boolbFrozen
boolbInfiniteAmmo
boolbReloadsEnabled
boolbSentient
boolbStationary
stringCommandFileName
stringCommandStartLabel
floatDeadBuoyancy
Pawn
class<AnimationControllerInterf>AnimationControllerClass
class<AssetsHelperGeneric>AssetsHelperClass
boolbQuickCarcassCleanup
boolbUsesFlavorText
floatCarcassPrePivotZ
class<DamageFilter>DamageFilterClass
array<string>DefaultInventory
stringDefaultWeapon
stringDescription
class<GibSet>GibSetClass
floatLoopDeathAnimRate
MeshLowGoreMesh
byteLowGoreMeshGoreLevel
floatMinTimeBetweenHitSounds
floatTimeBeforeCarcassDestroyed
stringTossedItems[MaxTossedItems]
class<VoiceList>VoiceListClass
nameVoiceListTag
stringVoicePackage
Sound
nameSoundSlotTimerListTag
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,
Inherited Enumerations from Engine.LicenseePawn
EMoveDir, EWeaponAnimationType

Structures Summary
MomentumTransferT
MomentumTransfer, Time, NumHits
SCurrentStatus
NumFires, NumAltFires, bFiring, bAltFiring, Yaw, Pitch
SInitialAgentInput
InputName, InputValue
WalkingAnimInfoT
MinSpeed, WalkingAnimType
Inherited Structures from Engine.Pawn
TSpecialNavigationEntry

Functions Summary
function AddAdditionalDamageFilter (U2Inventory Inv ))
function AddVelocity (vector NewVelocity ))
function AddWeaponDamageItem (U2Inventory Inv ))
functionint AdjustFinalDamage (int Damage ))
functionfloat AdjustWeaponDamage (float Damage ))
event AnimEnd (int Channel)
@DyingPlacedState
event AnimEnd (int Channel))
@MissionFailedState
functionfloat ApplyAdditionalDamageFilters (float Damage ))
function AssignDefaultInventory ()))
event BaseChange ()
@DyingPlacedState
event BaseChange ()))
@MissionFailedState
event BeginState ()))
@DyingPlacedState
event BeginState ()))
@DyingState
event BeginState ()))
@MissionFailedState
event BreathTimer ()))
functionbool CanDoRagdollHit ()))
function ChunkUp ()))
function ChunkUp ()))
@DyingState
function CleanupCarcass ()))
@DyingState
function CleanupCarcassTimer ()))
@DyingState
function CleanupShadows ()))
@DyingState
event Destroyed ()))
event DialogBegin (Actor Other ))
event DialogEnd ()))
function DialogPause ()))
function DialogSetEndingFocus (Actor FocusActor ))
function DialogSetFocus (Actor FocusActor ))
function DialogUnPause ()))
function Died (Controller Killer, class<DamageType> DamageType, vector HitLocation, vector Momentum ))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation, vector Momentum))
@MissionFailedState
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 DoDamageEffect (int Damage, class<DamageType> DamageType, out ParticleRadiator DamageEffect, ParticleRadiator EffectType, optional float MaxScale))
function Dodge (eDoubleClickDir DoubleClickMove, bool bJumpDodge ))
function DoGibbedEffect ()))
function DoGibs ()))
function DropEnergy ()))
function DropEnergy ()
@DyingPlacedState
function DumpAgentAnimInfo ()))
function DumpAgentInfo ()))
function DumpAgentInputInfo ()))
event EndState ()))
@DyingState
function ErrorGeneral (EErrorType ErrorType, coerce string Msg ))
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
event FellOutOfWorld ()))
function FixSkins ()))
function Gesture (name Sequence, optional float Rate ))
functionParticleGenerator GetDamageEffect (float Damage, vector HitLocation ))
functionfloat GetDamageIndicatorAngleA ()
functionfloat GetDamageIndicatorAngleB ()
functionstring GetDescription ()))
functionbool GetInfiniteAmmo ()))
functionfloat GetJumpPack ()))
functionstring GetPlayerModel ()))
functionfloat GetPowerSuit ()))
functionfloat GetPowerSuitMax ()))
functionfloat GetPowerSuitPct ()))
functionint GetPowerSuitResurrections ()))
functionstring GetPowerSuitResurrectionsString ()))
functionbool GetReloadsEnabled ()))
functionLicenseePawn.EWeaponAnimationType GetWeaponAnimationTypeW (Weapon Weap ))
functionbool GiveTossedItem (string ItemStr ))
function HandleCarcassCleanup ()))
@DyingState
function HandleJumpSound ()))
functionbool HandleKnockdown (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ))
function HandleMissionFailed ()))
function HandleRandomAttackSound ()))
function HandleRandomIdleSound ()))
function HandleTakeHit (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ))
functionbool HasGibs ()))
functionbool IsPanicDamageType (class DamageType ))
functionbool IsSentient ()))
functionbool JumpInProgress ()))
function JumpOutOfWater (vector jumpDir))
event KImpact (actor other, vector pos, vector impactVel, vector impactNorm))
event LandedEx (CheckResult Hit ))
event LandedEx (CheckResult Hit)
@DyingPlacedState
event LandedEx (CheckResult Hit ))
@DyingState
event LandedEx (CheckResult Hit ))
@MissionFailedState
function LandedOnTexture (float ImpactSpeed ))
function LandThump ()
@DyingPlacedState
function LandThump ()))
@DyingState
function LandThump ()))
@MissionFailedState
function LaunchOffPawnDamage (Pawn Stompee ))
function LieStill ()
@DyingPlacedState
function LieStill ()))
@DyingState
function LieStill ()))
@MissionFailedState
functionbool LookupLoopAnim (name LookupName, optional float Rate, optional float TweenTime, optional int LockVal ))
functionbool LookupPlayAnim (name LookupName, optional float Rate, optional float TweenTime, optional int LockVal ))
functionbool LookupTweenAnim (name LookupName, optional float TweenTime, optional int LockVal ))
function MakeErrorObvious (EErrorType ErrorType ))
function MantlingBegin ()))
function MaybeScaleSettings ()
function NotifyFallingFar (bool bEnable ))
function NotifyGoreDetailChanged (byte GameGoreDetailLevel ))
function NotifyRagdollCollisionChange ()
function NotifyRagdollCollisionChange ()))
@DyingState
function NotifyRagdollDeathEnded ()
function NotifyRagdollDeathEnded ()))
@DyingState
function NotifySetMovementSound (bool bEnable ))
function NotifySound (string SoundTableSlot ))
functionfloat PlayDodge (eDoubleClickDir DoubleClickMove ))
function PlayDying (class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum ))
function PlayMovementSound ()))
function PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType))
@MissionFailedState
function PlayTakeHitSound (int Damage, class<DamageType> DamageType, int Mult ))
function PlayTaunt ()))
function PlayVictoryDance ()))
function PlayWaving ()))
function PlayWeaponSwitch (Weapon NewWeapon))
@MissionFailedState
function PossessedBy (Controller C ))
event PostBeginPlay ()))
function PostRecvCurrentStatus ()))
function PostRecvWeapon ()))
event PreBeginPlay ()))
function PreRecvCurrentStatus ()))
function PreRecvWeapon ()))
function PreSetMovement ()))
function PressedAltFire ()))
function PressedFire ()))
functionbool PressingAltFire ()))
functionbool PressingFire ()))
functionbool PreventDeath (int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ))
function ReduceCylinder ()))
@DyingState
function RemoveAdditionalDamageFilter (U2Inventory Inv ))
functionbool RemoveTossedItem (string ItemStr ))
function RemoveWeaponDamageItem (U2Inventory Inv ))
event Replication ()))
function RestoreSightRadius ()))
function ServerTaunt (name Sequence ))
function SetDefaultWeapon ()))
function SetHealth (float NewVal ))
event SetInitialState ()
@DyingPlacedState
function SetMovementPhysics (optional bool bInitializing ))
function SetNumWalkingAnims ()))
function SetPlayerModel (string S ))
function SetupAnimationComponents ()))
function SetupComponents ()))
function SetupSoundComponents ()))
functionbool ShouldGib (class<DamageType> DamageType, optional float Damage ))
function SpamTextures (Texture Tex ))
function StopDamageEffects ()))
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))
@MissionFailedState
function TakeDamageHandlePhysics (Pawn InstigatedBy, out vector Momentum ))
function TakeDrowningDamage ()))
function Taunt (name Sequence ))
function TestMissionFailed (name ViewTargetTag ))
event Tick (float DeltaTime ))
event Tick (float DeltaSeconds ))
@DyingState
event Timer ()
@DyingPlacedState
event Timer ()))
@DyingState
event TravelPreAccept ()))
function 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

States Summary
@DyingPlacedState Source code
state @DyingPlacedState extends @DyingState
AnimEnd, BaseChange, BeginState, DropEnergy, LandedEx, LandThump, LieStill, SetInitialState, Timer
@DyingState Source code
state @DyingState
BeginState, ChunkUp, CleanupCarcass, CleanupCarcassTimer, CleanupShadows, EndState, HandleCarcassCleanup, LandedEx, LandThump, LieStill, NotifyRagdollCollisionChange, NotifyRagdollDeathEnded, ReduceCylinder, Tick, Timer, Trigger
@MissionFailedState Source code
state @MissionFailedState
AnimEnd, BaseChange, BeginState, Died, LandedEx, LandThump, LieStill, PlayTakeHit, PlayWeaponSwitch, TakeDamage


Constants Detail

CleanupCarcassTimerName Source code

const CleanupCarcassTimerName = 'CleanupCarcassTimer';

DyingPlacedState Source code

const DyingPlacedState = 'DyingPlaced';

MaxCollectMomentumTime Source code

const MaxCollectMomentumTime = 0.25;

MaxTossedItems Source code

const MaxTossedItems = 12;

MaxWalkingAnims Source code

const MaxWalkingAnims = 8;

MissionFailedState Source code

const MissionFailedState = 'MissionFailed';

TexDormant Source code

const TexDormant = Texture'JLSSGrey';

TexExternalPathError Source code

const TexExternalPathError = Texture'JLSSBlue';

TexInternalPathError Source code

const TexInternalPathError = Texture'JLSSGreen';

TexMinZError Source code

const TexMinZError = Texture'JLSSCyan';

TexMoveError Source code

const TexMoveError = Texture'JLSSMagenta';

TexOtherError Source code

const TexOtherError = Texture'JLSSYellow';

TexScriptLoadError Source code

const TexScriptLoadError = Texture'JLSSWhite';

TexScriptRunError Source code

const TexScriptRunError = Texture'JLSSRed';


Variables Detail

AdditionalDamageFilters Source code

var array<U2Inventory> AdditionalDamageFilters;

AlternateUseManagers Source code

var array<U2UseManagerPlayer> AlternateUseManagers;

AnimationController Source code

var AnimationControllerInterf AnimationController;

bCanKnockDown Source code

var bool bCanKnockDown;

bCauseMoveTargetNavError Source code

var bool bCauseMoveTargetNavError;

bCauseScriptedNavError Source code

var bool bCauseScriptedNavError;

bDisableErrorColors Source code

var globalconfig bool bDisableErrorColors;

bDisableErrorMessages Source code

var globalconfig bool bDisableErrorMessages;

bHeadTrackingEnabled Source code

var bool bHeadTrackingEnabled;

bNoFlavorTextTeamCheck Source code

var bool bNoFlavorTextTeamCheck;

bOverridesDamageEffect Source code

var bool bOverridesDamageEffect;

bRagdollDeath Source code

var bool bRagdollDeath;

bReceivedInitialStatus Source code

var bool bReceivedInitialStatus;

bReceivedInitialWeapon Source code

var bool bReceivedInitialWeapon;

bServoEnabled Source code

var bool bServoEnabled;

bShrinkCarcass Source code

var bool bShrinkCarcass;

bSinkCarcass Source code

var bool bSinkCarcass;

bTestAnimHandler Source code

var bool bTestAnimHandler;

bUseSoundSlotTimers Source code

var bool bUseSoundSlotTimers;

bWeaponAimingEnabled Source code

var bool bWeaponAimingEnabled;

CarcassFadeEffect Source code

var ParticleRadiator CarcassFadeEffect;

CarcassFadeTemplate Source code

var ParticleRadiator CarcassFadeTemplate;

CarcassShrinkRateX Source code

var float CarcassShrinkRateX;

CarcassShrinkRateY Source code

var float CarcassShrinkRateY;

CarcassShrinkRateZ Source code

var float CarcassShrinkRateZ;

CarcassSinkRatePerSec Source code

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 array<MomentumTransferT> CollectedMomentumTransfer;

CrouchingMoveSpeed Source code

var float CrouchingMoveSpeed;

CurPanicSound Source code

var Sound CurPanicSound;

CurrentMomentumTransferSlot Source code

var int CurrentMomentumTransferSlot;

CurrentStatus Source code

var SCurrentStatus CurrentStatus;

DamageEffectOffsetMultiplier Source code

var float DamageEffectOffsetMultiplier;

DamageIndicatorAngle Source code

var float DamageIndicatorAngle;

DeathWAT Source code

var LicenseePawn.EWeaponAnimationType DeathWAT;

DefaultPackage Source code

var string DefaultPackage;

DodgeJumpZScale Source code

var globalconfig float DodgeJumpZScale;

DodgeXYVelocityScale Source code

var globalconfig float DodgeXYVelocityScale;

DroppedEnergy Source code

var DroppedEnergyPickup DroppedEnergy;

DrowningDamageAmount Source code

var float DrowningDamageAmount;

EMPEffect Source code

var ParticleRadiator EMPEffect;

FallTimer Source code

var float FallTimer;

FDamager Source code

var FlameDamager FDamager;

FlameEffect Source code

var ParticleRadiator FlameEffect;

FriendDeadSoundDelay Source code

var float FriendDeadSoundDelay;

GibbedEffect Source code

var ParticleRadiator GibbedEffect;

HeadTrackActor Source code

var Actor HeadTrackActor;

HeadTrackTimer Source code

var float HeadTrackTimer;

InitialAgentInputs Source code

var array<SInitialAgentInput> InitialAgentInputs;

InitialAlertness Source code

var float InitialAlertness;

InitialHealth Source code

var int InitialHealth;

InitialHearingThreshold Source code

var float InitialHearingThreshold;

InitialSightRadius Source code

var float InitialSightRadius;

LastKnockDownTime Source code

var float LastKnockDownTime;

LastMomentumTransferTime Source code

var float LastMomentumTransferTime;

LastSoundClass Source code

var class<TextureHelperGeneric> LastSoundClass;

LastTextureType Source code

var Material.ETextureType LastTextureType;

MaxAliveAddedVelocity Source code

var float MaxAliveAddedVelocity;

MaxDeadAddedVelocity Source code

var float MaxDeadAddedVelocity;

MaxHeadTrackDistance Source code

var float MaxHeadTrackDistance;

MaxHeadTrackPlayerDistance Source code

var float MaxHeadTrackPlayerDistance;

MaxRandomSoundTime Source code

var float MaxRandomSoundTime;

MinJumpAnimSpeed Source code

var float MinJumpAnimSpeed;

MinKnockDownMomentumThreshold Source code

var float MinKnockDownMomentumThreshold;

MinLandAnimSpeed Source code

var float MinLandAnimSpeed;

MinPanicTime Source code

var float MinPanicTime;

MinRandomSoundTime Source code

var float MinRandomSoundTime;

MinTimeBetweenKnockDowns Source code

var float MinTimeBetweenKnockDowns;

MinTimeBetweenRandomSounds Source code

var float MinTimeBetweenRandomSounds;

MovementPhysics Source code

var EPhysics MovementPhysics;

NumTextureSounds Source code

var int NumTextureSounds;

NumWalkingAnims Source code

var int NumWalkingAnims;

OldStatus Source code

var SCurrentStatus OldStatus;

OldWeapon Source code

var Weapon OldWeapon;

PanicDamageInstigator Source code

var Pawn PanicDamageInstigator;

PanicDamageType Source code

var class<DamageType> PanicDamageType;

PanicSoundPauseSeconds Source code

var float PanicSoundPauseSeconds;

ParticleHitEffect Source code

var ParticleGenerator ParticleHitEffect;

ProneMoveSpeed Source code

var float ProneMoveSpeed;

RandomAttackSoundSlot Source code

var SoundSlotInterf.ESoundTableSlot RandomAttackSoundSlot;

RandomIdleSoundSlot Source code

var SoundSlotInterf.ESoundTableSlot RandomIdleSoundSlot;

RemainingPowerSuitEnergy Source code

var float RemainingPowerSuitEnergy;

SetMoveSpeedFudge Source code

var float SetMoveSpeedFudge;

SoundSlotTimers Source code

var SoundSlotTimerListImpl SoundSlotTimers;

SoundTable Source code

var SoundTable SoundTable;

StandingMoveSpeed Source code

var float StandingMoveSpeed;

StatusBelt Source code

var texture StatusBelt;

StatusDoll Source code

var texture StatusDoll;

StopPanicTime Source code

var float StopPanicTime;

TextureSoundIndices[4] Source code

var int TextureSoundIndices[4];

TimeSinceBeginState Source code

var float TimeSinceBeginState;

TotalCarcassSinkDistance Source code

var float TotalCarcassSinkDistance;

TotalRecentHits Source code

var int TotalRecentHits;

TotalRecentMomentumTransfer Source code

var float TotalRecentMomentumTransfer;

ToxicEffect Source code

var ParticleRadiator ToxicEffect;

UsableActors Source code

var array<actor> UsableActors;

UseManager Source code

var U2UseManager UseManager;

VoicePackMetaClass Source code

var string VoicePackMetaClass;

VoiceType Source code

var string VoiceType;

WalkingAnims[MaxWalkingAnims] Source code

var WalkingAnimInfoT WalkingAnims[MaxWalkingAnims];

WeaponDamageItems Source code

var array<U2Inventory> WeaponDamageItems;

AI

bCanPanic Source code

var(AI) bool bCanPanic;

bFrozen Source code

var(AI) bool bFrozen;

bInfiniteAmmo Source code

var(AI) bool bInfiniteAmmo;

bReloadsEnabled Source code

var(AI) bool bReloadsEnabled;

bSentient Source code

var(AI) bool bSentient;

bStationary Source code

var(AI) bool bStationary;

CommandFileName Source code

var(AI) string CommandFileName;

CommandStartLabel Source code

var(AI) string CommandStartLabel;

DeadBuoyancy Source code

var(AI) float DeadBuoyancy;

Pawn

AnimationControllerClass Source code

var(Pawn) class<AnimationControllerInterf> AnimationControllerClass;

AssetsHelperClass Source code

var(Pawn) class<AssetsHelperGeneric> AssetsHelperClass;

bQuickCarcassCleanup Source code

var(Pawn) bool bQuickCarcassCleanup;

bUsesFlavorText Source code

var(Pawn) bool bUsesFlavorText;

CarcassPrePivotZ Source code

var(Pawn) float CarcassPrePivotZ;

DamageFilterClass Source code

var(Pawn) class<DamageFilter> DamageFilterClass;

DefaultInventory Source code

var(Pawn) array<string> DefaultInventory;

DefaultWeapon Source code

var(Pawn) string DefaultWeapon;

Description Source code

var(Pawn) localized string Description;

GibSetClass Source code

var(Pawn) class<GibSet> GibSetClass;

LoopDeathAnimRate Source code

var(Pawn) float LoopDeathAnimRate;

LowGoreMesh Source code

var(Pawn) Mesh LowGoreMesh;

LowGoreMeshGoreLevel Source code

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];

VoiceListClass Source code

var(Pawn) class<VoiceList> VoiceListClass;

VoiceListTag Source code

var(Pawn) name VoiceListTag;

VoicePackage Source code

var(Pawn) string VoicePackage;

Sound

SoundSlotTimerListTag Source code

var(Sound) name SoundSlotTimerListTag;


Enumerations Detail

EErrorType Source code

enum EErrorType
{
ET_ExternalPath, ET_InternalPath, ET_MinZ, ET_Move, ET_ScriptLoad, ET_ScriptRun, ET_Other,
};


Structures Detail

MomentumTransferT Source code

struct MomentumTransferT
{
var float MomentumTransfer;
var int NumHits;
var float Time;
};


SCurrentStatus Source code

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;
};


SInitialAgentInput Source code

struct SInitialAgentInput
{
var name InputName;
var name InputValue;
};


WalkingAnimInfoT Source code

struct WalkingAnimInfoT
{
var float MinSpeed;
var AnimationControllerInterf.EWalkingAnimType WalkingAnimType;
};



Functions Detail

AddAdditionalDamageFilter Source code

function AddAdditionalDamageFilter ( U2Inventory Inv ) )

AddVelocity Source code

function AddVelocity ( vector NewVelocity ) )

AddWeaponDamageItem Source code

function AddWeaponDamageItem ( U2Inventory Inv ) )

AdjustFinalDamage Source code

function int AdjustFinalDamage ( int Damage ) )

AdjustWeaponDamage Source code

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 ( ) )

BreathTimer Source code

event BreathTimer ( ) )

CanDoRagdollHit Source code

function bool CanDoRagdollHit ( ) )

ChunkUp Source code

function ChunkUp ( ) )

ChunkUp @DyingState Source code

function ChunkUp ( ) )

CleanupCarcass @DyingState Source code

function CleanupCarcass ( ) )

CleanupCarcassTimer @DyingState Source code

function CleanupCarcassTimer ( ) )

CleanupShadows @DyingState Source code

function CleanupShadows ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

DialogBegin Source code

event DialogBegin ( Actor Other ) )

DialogEnd Source code

event DialogEnd ( ) )

DialogPause Source code

function DialogPause ( ) )

DialogSetEndingFocus Source code

function DialogSetEndingFocus ( Actor FocusActor ) )

DialogSetFocus Source code

function DialogSetFocus ( Actor FocusActor ) )

DialogUnPause Source code

function DialogUnPause ( ) )

Died Source code

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

Died @MissionFailedState Source code

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

DMAI Source code

function DMAI ( coerce string Msg ) )

DMAIA Source code

function DMAIA ( coerce string Msg ) )

DMAIE Source code

function DMAIE ( coerce string Msg ) )

DMAIL Source code

function DMAIL ( coerce string Msg ) )

DMAIM Source code

function DMAIM ( coerce string Msg ) )

DoDamageEffect Source code

function DoDamageEffect ( int Damage, class<DamageType> DamageType, out ParticleRadiator DamageEffect, ParticleRadiator EffectType, optional float MaxScale) )

Dodge Source code

function Dodge ( eDoubleClickDir DoubleClickMove, bool bJumpDodge ) )

DoGibbedEffect Source code

function DoGibbedEffect ( ) )

DoGibs Source code

function DoGibs ( ) )

DropEnergy Source code

function DropEnergy ( ) )

DropEnergy @DyingPlacedState Source code

function DropEnergy ( )

DumpAgentAnimInfo Source code

function DumpAgentAnimInfo ( ) )

DumpAgentInfo Source code

function DumpAgentInfo ( ) )

DumpAgentInputInfo Source code

function DumpAgentInputInfo ( ) )

EndState @DyingState Source code

event EndState ( ) )

ErrorGeneral Source code

function ErrorGeneral ( EErrorType ErrorType, coerce string Msg ) )

eventTakeDamage Source code

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

FellOutOfWorld Source code

event FellOutOfWorld ( ) )

FixSkins Source code

function FixSkins ( ) )

Gesture Source code

exec function Gesture ( name Sequence, optional float Rate ) )

GetDamageEffect Source code

function ParticleGenerator GetDamageEffect ( float Damage, vector HitLocation ) )

GetDamageIndicatorAngleA Source code

function float GetDamageIndicatorAngleA ( )

GetDamageIndicatorAngleB Source code

function float GetDamageIndicatorAngleB ( )

GetDescription Source code

function string GetDescription ( ) )

GetInfiniteAmmo Source code

function bool GetInfiniteAmmo ( ) )

GetJumpPack Source code

simulated function float GetJumpPack ( ) )

GetPlayerModel Source code

simulated function string GetPlayerModel ( ) )

GetPowerSuit Source code

simulated function float GetPowerSuit ( ) )

GetPowerSuitMax Source code

simulated function float GetPowerSuitMax ( ) )

GetPowerSuitPct Source code

simulated function float GetPowerSuitPct ( ) )

GetPowerSuitResurrections Source code

simulated function int GetPowerSuitResurrections ( ) )

GetPowerSuitResurrectionsString Source code

simulated function string GetPowerSuitResurrectionsString ( ) )

GetReloadsEnabled Source code

function bool GetReloadsEnabled ( ) )

GetWeaponAnimationTypeW Source code

function LicenseePawn.EWeaponAnimationType GetWeaponAnimationTypeW ( Weapon Weap ) )

GiveTossedItem Source code

function bool GiveTossedItem ( string ItemStr ) )

HandleCarcassCleanup @DyingState Source code

function HandleCarcassCleanup ( ) )

HandleJumpSound Source code

function HandleJumpSound ( ) )

HandleKnockdown Source code

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

HandleMissionFailed Source code

function HandleMissionFailed ( ) )

HandleRandomAttackSound Source code

function HandleRandomAttackSound ( ) )

HandleRandomIdleSound Source code

function HandleRandomIdleSound ( ) )

HandleTakeHit Source code

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

HasGibs Source code

function bool HasGibs ( ) )

IsPanicDamageType Source code

static function bool IsPanicDamageType ( class<DamageType> DamageType ) )

IsSentient Source code

function bool IsSentient ( ) )

JumpInProgress Source code

function bool JumpInProgress ( ) )

JumpOutOfWater Source code

function JumpOutOfWater ( vector jumpDir) )

KImpact Source code

event KImpact ( actor other, vector pos, vector impactVel, vector impactNorm) )

LandedEx Source code

event LandedEx ( CheckResult Hit ) )

LandedEx @DyingPlacedState Source code

event LandedEx ( CheckResult Hit )

LandedEx @DyingState Source code

event LandedEx ( CheckResult Hit ) )

LandedEx @MissionFailedState Source code

event LandedEx ( CheckResult Hit ) )

LandedOnTexture Source code

function LandedOnTexture ( float ImpactSpeed ) )

LandThump @DyingPlacedState Source code

function LandThump ( )

LandThump @DyingState Source code

function LandThump ( ) )

LandThump @MissionFailedState Source code

function LandThump ( ) )

LaunchOffPawnDamage Source code

function LaunchOffPawnDamage ( Pawn Stompee ) )

LieStill @DyingPlacedState Source code

function LieStill ( )

LieStill @DyingState Source code

function LieStill ( ) )

LieStill @MissionFailedState Source code

function LieStill ( ) )

LookupLoopAnim Source code

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

LookupPlayAnim Source code

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

LookupTweenAnim Source code

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

MakeErrorObvious Source code

function MakeErrorObvious ( EErrorType ErrorType ) )

MantlingBegin Source code

function MantlingBegin ( ) )

MaybeScaleSettings Source code

function MaybeScaleSettings ( )

NotifyFallingFar Source code

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 ) )

NotifySound Source code

simulated function NotifySound ( string SoundTableSlot ) )

PlayDodge Source code

function float PlayDodge ( eDoubleClickDir DoubleClickMove ) )

PlayDying Source code

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

PlayMovementSound Source code

function PlayMovementSound ( ) )

PlayTakeHit @MissionFailedState Source code

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

PlayTakeHitSound Source code

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

PlayTaunt Source code

exec function PlayTaunt ( ) )

PlayVictoryDance Source code

function PlayVictoryDance ( ) )

PlayWaving Source code

function PlayWaving ( ) )

PlayWeaponSwitch @MissionFailedState Source code

function PlayWeaponSwitch ( Weapon NewWeapon) )

PossessedBy Source code

simulated function PossessedBy ( Controller C ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PostRecvCurrentStatus Source code

simulated function PostRecvCurrentStatus ( ) )

PostRecvWeapon Source code

simulated function PostRecvWeapon ( ) )

PreBeginPlay Source code

simulated event PreBeginPlay ( ) )

PreRecvCurrentStatus Source code

simulated function PreRecvCurrentStatus ( ) )

PreRecvWeapon Source code

simulated function PreRecvWeapon ( ) )

PreSetMovement Source code

function PreSetMovement ( ) )

PressedAltFire Source code

simulated function PressedAltFire ( ) )

PressedFire Source code

simulated function PressedFire ( ) )

PressingAltFire Source code

simulated function bool PressingAltFire ( ) )

PressingFire Source code

simulated function bool PressingFire ( ) )

PreventDeath Source code

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

ReduceCylinder @DyingState Source code

function ReduceCylinder ( ) )

RemoveAdditionalDamageFilter Source code

function RemoveAdditionalDamageFilter ( U2Inventory Inv ) )

RemoveTossedItem Source code

function bool RemoveTossedItem ( string ItemStr ) )

RemoveWeaponDamageItem Source code

function RemoveWeaponDamageItem ( U2Inventory Inv ) )

Replication Source code

event Replication ( ) )

RestoreSightRadius Source code

function RestoreSightRadius ( ) )

ServerTaunt Source code

function ServerTaunt ( name Sequence ) )

SetDefaultWeapon Source code

function SetDefaultWeapon ( ) )

SetHealth Source code

simulated function SetHealth ( float NewVal ) )

SetInitialState @DyingPlacedState Source code

simulated event SetInitialState ( )

SetMovementPhysics Source code

function SetMovementPhysics ( optional bool bInitializing ) )

SetNumWalkingAnims Source code

function SetNumWalkingAnims ( ) )

SetPlayerModel Source code

simulated function SetPlayerModel ( string S ) )

SetupAnimationComponents Source code

function SetupAnimationComponents ( ) )

SetupComponents Source code

function SetupComponents ( ) )

SetupSoundComponents Source code

function SetupSoundComponents ( ) )

ShouldGib Source code

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

SpamTextures Source code

function SpamTextures ( Texture Tex ) )

StopDamageEffects Source code

function StopDamageEffects ( ) )

TakeDamage Source code

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

TakeDamage @MissionFailedState Source code

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

TakeDamageHandlePhysics Source code

function TakeDamageHandlePhysics ( Pawn InstigatedBy, out vector Momentum ) )

TakeDrowningDamage Source code

function TakeDrowningDamage ( ) )

Taunt Source code

exec function Taunt ( name Sequence ) )

TestMissionFailed Source code

exec function TestMissionFailed ( name ViewTargetTag ) )

Tick Source code

event Tick ( float DeltaTime ) )

Tick @DyingState Source code

event Tick ( float DeltaSeconds ) )

Timer @DyingPlacedState Source code

event Timer ( )

Timer @DyingState Source code

event Timer ( ) )

TravelPreAccept Source code

event TravelPreAccept ( ) )

Trigger @DyingState Source code

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


Defaultproperties

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