| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.Pawn
RedeemerWarhead, Scout, UnrealPawn, Vehicle
| Constants Summary |
|---|
| Inherited Contants from Engine.Actor |
|---|
| MAXSTEPHEIGHT, MINFLOORZ |
| Inherited Contants from Core.Object |
|---|
| MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient |
| Inherited Variables from Core.Object |
|---|
| Class, Name, ObjectFlags, ObjectInternal[7], Outer |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Actor |
|---|
| EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode |
| Inherited Enumerations from Core.Object |
|---|
| EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis |
| Structures Summary | ||
|---|---|---|
| HitFXData Bone, damtype, bSever, rotDir | ||
| Inherited Structures from Engine.Actor |
|---|
| ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr |
| Inherited Structures from Core.Object |
|---|
| BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector |
| Functions Summary | ||
|---|---|---|
![]() | bool | AddInventory (inventory NewItem )) |
![]() | bool | AddShieldStrength (int Amount) |
![]() | AddVelocity (vector NewVelocity)) | |
![]() | rotator | AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)) |
![]() | float | AdjustedStrength ())) |
![]() | AltFire (optional float F )) | |
![]() | AnimEnd (int Channel)) | |
![]() | AnimEnd (int Channel)) Dying | |
![]() | BaseChange ())) | |
![]() | BaseChange ())) Dying | |
![]() | BecomeViewTarget ())) | |
![]() | BeginState ())) Dying | |
![]() | BreathTimer ())) | |
![]() | vector | CalcDrawOffset (inventory Inv)) |
![]() | vector | CameraShake ())) |
![]() | bool | CanAttack (Actor Other)) |
![]() | bool | CanDoubleJump () |
![]() | bool | CanGrabLadder ())) |
![]() | bool | CanMultiJump () |
![]() | bool | CannotJumpNow ())) |
![]() | bool | CanSplash ())) |
![]() | bool | CanThrowWeapon ())) |
![]() | bool | CanTrigger (Trigger T)) |
![]() | int | CanUseShield (int Amount) |
![]() | ChangeAnimation ())) | |
![]() | ChangeAnimation ())) Dying | |
![]() | ChangedWeapon ())) | |
![]() | bool | CheatFly ())) |
![]() | bool | CheatGhost ())) |
![]() | bool | CheatWalk ())) |
![]() | CheckBob (float DeltaTime, vector Y)) | |
![]() | bool | CheckTauntValid (name Sequence )) |
![]() | bool | CheckWaterJump (out vector WallNormal)) |
![]() | ChooseFireAt (Actor A )) | |
![]() | ChunkUp (Rotator HitRotation, float ChunkPerterbation )) | |
![]() | ClientDying (class<DamageType> DamageType, vector HitLocation)) | |
![]() | ClientMessage (coerce string S, optional Name Type )) | |
![]() | ClientReStart ())) | |
![]() | ClientSetLocation (vector NewLocation, rotator NewRotation )) | |
![]() | ClientSetRotation (rotator NewRotation )) | |
![]() | ClimbLadder (LadderVolume L)) | |
![]() | CreateInventory (string InventoryClassName)) | |
![]() | DeactivateSpawnProtection ())) | |
![]() | DeleteInventory (inventory Item )) | |
![]() | Destroyed ())) | |
![]() | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)) | |
![]() | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)) Dying | |
![]() | DisableUDamage () | |
![]() | DisplayDebug (Canvas Canvas, out float YL, out float YPos)) | |
![]() | DoComboName (string ComboClassName) | |
![]() | bool | Dodge (eDoubleClickDir DoubleClickMove)) |
![]() | DoDoubleJump (bool bUpdating) | |
![]() | bool | DoJump (bool bUpdating )) |
![]() | DrawHUD (Canvas Canvas) | |
![]() | DropFlag () | |
![]() | DropToGround ())) | |
![]() | EnableUDamage (float Amount) | |
![]() | EncroachedBy (actor Other )) | |
![]() | bool | EncroachingOn (actor Other )) |
![]() | EndClimbLadder (LadderVolume OldLadder)) | |
![]() | EndCrouch (float HeightAdjust)) | |
![]() | vector | EyePosition ())) |
![]() | FaceRotation (rotator NewRotation, float DeltaTime )) | |
![]() | Falling ())) | |
![]() | FellOutOfWorld (eKillZType KillType)) | |
![]() | FellOutOfWorld (eKillZType KillType)) Dying | |
![]() | Inventory | FindInventoryType (class DesiredClass )) |
![]() | bool | FindValidTaunt (out name Sequence )) |
![]() | FinishedInterpolation ())) | |
![]() | Fire (optional float F )) | |
![]() | bool | FireOnRelease ())) |
![]() | ForceCrouch () | |
![]() | Gasp () | |
![]() | int | Get4WayDirection () |
![]() | Pawn | GetAimTarget ())) |
![]() | Weapon | GetDemoRecordingWeapon ())) |
![]() | String | GetHumanReadableName ())) |
![]() | Controller | GetKillerController ())) |
![]() | Actor | GetMoveTarget ())) |
![]() | name | GetOffhandBoneFor (Inventory I)) |
![]() | Actor | GetPathTo (Actor Dest)) |
![]() | float | GetShieldStrength () |
![]() | float | GetShieldStrengthMax () |
![]() | int | GetSpree ())) |
![]() | vector | GetTargetLocation ())) |
![]() | TeamInfo | GetTeam ())) |
![]() | int | GetTeamNum ())) |
![]() | Vehicle | GetVehicleBase ())) |
![]() | rotator | GetViewRotation ())) |
![]() | name | GetWeaponBoneFor (Inventory I)) |
![]() | gibbedBy (actor Other)) | |
![]() | bool | GiveHealth (int HealAmount, int HealMax)) |
![]() | GiveWeapon (string aClassName )) | |
![]() | HandlePickup (Pickup pick)) | |
![]() | bool | HasUDamage ())) |
![]() | bool | HasWeapon ())) |
![]() | HeadVolumeChange (PhysicsVolume newHeadVolume)) | |
![]() | HitWall (vector HitNormal, actor Wall) | |
![]() | HoldFlag (Actor FlagActor) | |
![]() | IncrementSpree () | |
![]() | bool | InCurrentCombo ())) |
![]() | bool | InGodMode ())) |
![]() | bool | IsFiring ())) |
![]() | bool | IsFirstPerson ())) |
![]() | bool | IsHeadShot (vector loc, vector ray, float AdditionalScale)) |
![]() | bool | IsHumanControlled ())) |
![]() | bool | IsInLoadout (class<Inventory> InventoryClass)) |
![]() | bool | IsInPain ())) |
![]() | bool | IsLocallyControlled ())) |
![]() | bool | IsPlayerPawn ())) |
![]() | JumpOffPawn ())) | |
![]() | JumpOutOfWater (vector jumpDir)) | |
![]() | KilledBy (pawn EventInstigator )) | |
![]() | Landed (vector HitNormal)) | |
![]() | Landed (vector HitNormal)) Dying | |
![]() | LandThump ())) Dying | |
![]() | LieStill ())) Dying | |
![]() | int | LimitPitch (int pitch)) |
![]() | bool | LineOfSightTo (actor Other)) |
![]() | vector | ModifiedPlayerViewOffset (inventory Inv)) |
![]() | float | ModifyThreat (float current, Pawn Threat)) |
![]() | ModifyVelocity (float DeltaTime, vector OldVelocity) | |
![]() | bool | NearMoveTarget ())) |
![]() | bool | NeedToTurn (vector targ)) |
![]() | NextItem ())) | |
![]() | NextWeapon ())) | |
![]() | NotifyTeamChanged () | |
![]() | bool | PerformDodge (eDoubleClickDir DoubleClickMove, vector Dir, vector Cross) |
![]() | PlayDying (class<DamageType> DamageType, vector HitLoc)) | |
![]() | PlayDyingSound () | |
![]() | PlayerChangedTeam ())) | |
![]() | PlayFalling () | |
![]() | PlayFiring (optional float Rate, optional name FiringMode) | |
![]() | PlayFiring (float Rate, name FiringMode)) Dying | |
![]() | PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum)) | |
![]() | PlayJump () | |
![]() | PlayLanded (float impactVel)) | |
![]() | PlayLandingAnimation (float ImpactVel) | |
![]() | PlayMoverHitSound () | |
![]() | PlayMoving () | |
![]() | PlayNextAnimation ())) Dying | |
![]() | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)) | |
![]() | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)) Dying | |
![]() | PlayTeleportEffect (bool bOut, bool bSound)) | |
![]() | PlayVictoryAnimation () | |
![]() | PlayWaiting () | |
![]() | PlayWeaponSwitch (Weapon NewWeapon) | |
![]() | PlayWeaponSwitch (Weapon NewWeapon)) Dying | |
![]() | bool | PointOfView ())) |
![]() | PossessedBy (Controller C)) | |
![]() | PostBeginPlay ())) | |
![]() | PostNetBeginPlay ())) | |
![]() | PostRender2D (Canvas C, float ScreenLocX, float ScreenLocY)) | |
![]() | PreBeginPlay ())) | |
![]() | bool | PressingAltFire ())) |
![]() | bool | PressingFire ())) |
![]() | PrevWeapon ())) | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) | |
![]() | float | RangedAttackTime ())) |
![]() | RawInput (float DeltaTime, float aBaseX, float aBaseY, float aBaseZ, float aMouseX, float aMouseY, float aForward, float aTurn, float aStrafe, float aUp, float aLookUp)) | |
![]() | bool | ReachedDestination (Actor Goal) |
![]() | ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )) | |
![]() | bool | RecommendLongRangedAttack ())) |
![]() | ReduceCylinder ())) Dying | |
![]() | float | RefireRate ())) |
![]() | RemovePowerups () | |
![]() | Reset ())) | |
![]() | RestartPlayer () | |
![]() | ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon)) | |
![]() | ServerNoTranslocator ())) | |
![]() | SetAnimAction (name NewAction) | |
![]() | SetBaseEyeheight ())) | |
![]() | SetDefaultDisplayProperties ())) | |
![]() | SetDelayedDamageInstigatorController (Controller C)) | |
![]() | SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting )) | |
![]() | SetHeadScale (float NewScale) | |
![]() | SetMesh ())) | |
![]() | SetMovementPhysics () | |
![]() | SetMoveTarget (Actor NewTarget )) | |
![]() | SetTwistLook (int twist, int look) | |
![]() | SetViewPitch (int NewPitch) | |
![]() | SetViewRotation (rotator NewRotation )) | |
![]() | SetWalking (bool bNewIsWalking)) | |
![]() | int | ShieldAbsorb (int damage )) |
![]() | Actor | ShootSpecial (Actor A)) |
![]() | ShouldCrouch (bool Crouch)) | |
![]() | bool | SpecialCalcView (out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation) |
![]() | SpecialDrawCrosshair (Canvas C) | |
![]() | bool | SpectatorSpecialCalcView (PlayerController Viewer, out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation) |
![]() | StartCrouch (float HeightAdjust)) | |
![]() | StartDriving (Vehicle V)) | |
![]() | StaticPrecache (LevelInfo L) | |
![]() | StopDriving (Vehicle V)) | |
![]() | StopPlayFiring ())) | |
![]() | StopPlayFiring ())) Dying | |
![]() | bool | StopWeaponFiring ())) |
![]() | Suicide ())) | |
![]() | SwitchToLastWeapon ())) | |
![]() | SwitchWeapon (byte F)) | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)) | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)) Dying | |
![]() | TakeDrowningDamage () | |
![]() | TakeFallingDamage ())) | |
![]() | Timer ())) Dying | |
![]() | bool | TooCloseToAttack (Actor Other)) |
![]() | TossWeapon (Vector TossVel)) | |
![]() | bool | TouchingWaterVolume ())) |
![]() | Trigger (actor Other, pawn EventInstigator )) | |
![]() | TurnOff ())) | |
![]() | UnPossessed ())) | |
![]() | UpdateEyeHeight (float DeltaTime )) | |
![]() | UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange) | |
![]() | bool | WasPlayerPawn ())) |
![]() | vector | WeaponBob (float BobDamping)) |
| States Summary |
|---|
| Dying Source code |
|---|
|
state Dying |
| AnimEnd, BaseChange, BeginState, ChangeAnimation, Died, FellOutOfWorld, Landed, LandThump, LieStill, PlayFiring, PlayNextAnimation, PlayTakeHit, PlayWeaponSwitch, ReduceCylinder, StopPlayFiring, TakeDamage, Timer |
| Variables Detail |
|---|
| Structures Detail |
|---|
var(Pawn) Name Bone;};
var(Pawn) bool bSever;
var(Pawn) class<DamageType> damtype;
var(Pawn) Rotator rotDir;
| Functions Detail |
|---|
AddInventory Source code
AddShieldStrength Source code
AddVelocity Source code
AdjustAim Source code
AdjustedStrength Source code
AltFire Source code
AnimEnd Source code
AnimEnd Dying Source code
BaseChange Source code
BaseChange Dying Source code
BecomeViewTarget Source code
BeginState Dying Source code
BreathTimer Source code
CalcDrawOffset Source code
CameraShake Source code
CanAttack Source code
CanDoubleJump Source code
CanGrabLadder Source code
CanMultiJump Source code
CannotJumpNow Source code
CanSplash Source code
CanThrowWeapon Source code
CanTrigger Source code
CanUseShield Source code
ChangeAnimation Source code
ChangeAnimation Dying Source code
ChangedWeapon Source code
CheatFly Source code
CheatGhost Source code
CheatWalk Source code
CheckBob Source code
CheckTauntValid Source code
CheckWaterJump Source code
ChooseFireAt Source code
ChunkUp Source code
ClientDying Source code
ClientMessage Source code
ClientReStart Source code
ClientSetLocation Source code
ClientSetRotation Source code
ClimbLadder Source code
CreateInventory Source code
DeactivateSpawnProtection Source code
DeleteInventory Source code
Destroyed Source code
Died Source code
Died Dying Source code
DisableUDamage Source code
DisplayDebug Source code
DoComboName Source code
Dodge Source code
DoDoubleJump Source code
DoJump Source code
DrawHUD Source code
DropFlag Source code
DropToGround Source code
EnableUDamage Source code
EncroachedBy Source code
EncroachingOn Source code
EndClimbLadder Source code
EndCrouch Source code
EyePosition Source code
FaceRotation Source code
Falling Source code
FellOutOfWorld Source code
FellOutOfWorld Dying Source code
FindInventoryType Source code
FindValidTaunt Source code
FinishedInterpolation Source code
Fire Source code
FireOnRelease Source code
ForceCrouch Source code
Gasp Source code
Get4WayDirection Source code
GetAimTarget Source code
GetDemoRecordingWeapon Source code
GetHumanReadableName Source code
GetKillerController Source code
GetMoveTarget Source code
GetOffhandBoneFor Source code
GetPathTo Source code
GetShieldStrength Source code
GetShieldStrengthMax Source code
GetSpree Source code
GetTargetLocation Source code
GetTeam Source code
GetTeamNum Source code
GetVehicleBase Source code
GetViewRotation Source code
GetWeaponBoneFor Source code
gibbedBy Source code
GiveHealth Source code
GiveWeapon Source code
HandlePickup Source code
HasUDamage Source code
HasWeapon Source code
HeadVolumeChange Source code
HitWall Source code
HoldFlag Source code
IncrementSpree Source code
InCurrentCombo Source code
InGodMode Source code
IsFiring Source code
IsFirstPerson Source code
IsHeadShot Source code
IsHumanControlled Source code
IsInLoadout Source code
IsInPain Source code
IsLocallyControlled Source code
IsPlayerPawn Source code
JumpOffPawn Source code
JumpOutOfWater Source code
KilledBy Source code
Landed Source code
Landed Dying Source code
LandThump Dying Source code
LieStill Dying Source code
LimitPitch Source code
LineOfSightTo Source code
ModifiedPlayerViewOffset Source code
ModifyThreat Source code
ModifyVelocity Source code
NearMoveTarget Source code
NeedToTurn Source code
NextItem Source code
NextWeapon Source code
NotifyTeamChanged Source code
PerformDodge Source code
PlayDying Source code
PlayDyingSound Source code
PlayerChangedTeam Source code
PlayFalling Source code
PlayFiring Source code
PlayFiring Dying Source code
PlayHit Source code
PlayJump Source code
PlayLanded Source code
PlayLandingAnimation Source code
PlayMoverHitSound Source code
PlayMoving Source code
PlayNextAnimation Dying Source code
PlayTakeHit Source code
PlayTakeHit Dying Source code
PlayTeleportEffect Source code
PlayVictoryAnimation Source code
PlayWaiting Source code
PlayWeaponSwitch Source code
PlayWeaponSwitch Dying Source code
PointOfView Source code
PossessedBy Source code
PostBeginPlay Source code
PostNetBeginPlay Source code
PostRender2D Source code
PreBeginPlay Source code
PressingAltFire Source code
PressingFire Source code
PrevWeapon Source code
ProcessMove Source code
RangedAttackTime Source code
RawInput Source code
ReachedDestination Source code
ReceiveLocalizedMessage Source code
RecommendLongRangedAttack Source code
ReduceCylinder Dying Source code
RefireRate Source code
RemovePowerups Source code
Reset Source code
RestartPlayer Source code
ServerChangedWeapon Source code
ServerNoTranslocator Source code
SetAnimAction Source code
SetBaseEyeheight Source code
SetDefaultDisplayProperties Source code
SetDelayedDamageInstigatorController Source code
SetDisplayProperties Source code
SetHeadScale Source code
SetMesh Source code
SetMovementPhysics Source code
SetMoveTarget Source code
SetTwistLook Source code
SetViewPitch Source code
SetViewRotation Source code
SetWalking Source code
ShieldAbsorb Source code
ShootSpecial Source code
ShouldCrouch Source code
SpecialCalcView Source code
SpecialDrawCrosshair Source code
SpectatorSpecialCalcView Source code
StartCrouch Source code
StartDriving Source code
StaticPrecache Source code
StopDriving Source code
StopPlayFiring Source code
StopPlayFiring Dying Source code
StopWeaponFiring Source code
Suicide Source code
SwitchToLastWeapon Source code
SwitchWeapon Source code
TakeDamage Source code
TakeDamage Dying Source code
TakeDrowningDamage Source code
TakeFallingDamage Source code
Timer Dying Source code
TooCloseToAttack Source code
TossWeapon Source code
TouchingWaterVolume Source code
Trigger Source code
TurnOff Source code
UnPossessed Source code
UpdateEyeHeight Source code
UpdateRocketAcceleration Source code
WasPlayerPawn Source code
WeaponBob Source code| Defaultproperties |
|---|
defaultproperties
{
bJumpCapable=True
bCanJump=True
bCanWalk=True
bCanDoubleJump=True
bSimulateGravity=True
bServerMoveSetPawnRot=True
bAutoActivate=True
bLOSHearing=True
bUseCompressedPosition=True
bWeaponBob=True
bCanUse=True
Visibility=128
DesiredSpeed=1.000000
MaxDesiredSpeed=1.000000
HearingThreshold=2800.000000
SightRadius=5000.000000
AvgPhysicsTime=0.100000
GroundSpeed=440.000000
WaterSpeed=300.000000
AirSpeed=440.000000
LadderSpeed=200.000000
AccelRate=2048.000000
JumpZ=420.000000
AirControl=0.050000
WalkingPct=0.500000
CrouchedPct=0.500000
MaxFallSpeed=1200.000000
PitchUpLimit=18000
PitchDownLimit=49153
BaseEyeHeight=64.000000
EyeHeight=54.000000
CrouchHeight=40.000000
CrouchRadius=34.000000
DrivingHeight=20.000000
DrivingRadius=22.000000
HealthMax=100.000000
SuperHealthMax=199.000000
Health=100
HeadRadius=9.000000
HeadHeight=6.000000
HeadScale=1.000000
bSetPCRotOnPossess=True
noise1time=-10.000000
noise2time=-10.000000
Bob=0.006000
SoundDampening=1.000000
DamageScaling=1.000000
AmbientSoundScaling=0.800000
ControllerClass=Class'Engine.AIController'
LandMovementState="PlayerWalking"
WaterMovementState="PlayerSwimming"
BlendChangeTime=0.250000
DrawType=DT_Mesh
bUseDynamicLights=True
bStasis=True
bUpdateSimulatedPosition=True
RemoteRole=ROLE_SimulatedProxy
NetPriority=2.000000
Texture=Texture'Engine.S_Pawn'
bTravel=True
bCanBeDamaged=True
bShouldBaseAtStartup=True
bOwnerNoSee=True
bCanTeleport=True
bDisturbFluidSurface=True
SoundVolume=255
SoundRadius=160.000000
CollisionRadius=34.000000
CollisionHeight=78.000000
bCollideActors=True
bCollideWorld=True
bBlockActors=True
bProjTarget=True
bRotateToDesired=True
RotationRate=(Pitch=4096,Yaw=20000,Roll=3072)
bNoRepMesh=True
bDirectional=True
}
|
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