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Onslaught.ONSWeaponPawn

Extends
Vehicle
Modifiers
native nativereplication

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Onslaught.ONSWeaponPawn

Direct Known Subclasses:

ONSArtillerySideGunPawn, ONSDualACGatlingGunPawn, ONSMASSideGunPawn, ONSPRVRearGunPawn, ONSPRVSideGunPawn, ONSStationaryWeaponPawn, ONSTankSecondaryTurretPawn

Constants Summary
FilterFrames=5

Variables Summary
boolbCustomAiming
boolbHasAltFire
boolbHasAltFireImpulse
boolbHasFireImpulse
boolbHasOwnHealth
boolbHistoryWarmup
vectorCameraHistory[FilterFrames]
colorCrosshairColor
TextureCrosshairTexture
floatCrosshairX
floatCrosshairY
RotatorCustomAim
stringDebugInfo
ONSWeaponGun
class<ONSWeapon>GunClass
intNextHistorySlot
floatPitchAccel
ONSVehicleVehicleBase
floatYawAccel
ONSWeaponPawn
vectorAltFireImpulse
nameCameraBone
class<Actor>DestroyEffectClass
vectorFireImpulse
vectorGunnerPos
rotatorGunnerRot
Inherited Variables from Engine.Vehicle
AIMoveCheckTime, AutoTurretControllerClass, bAdjustDriversHead, bAllowViewChange, bAllowWeaponToss, bAutoTurret, bCanCarryFlag, bCanDoTrickJumps, bCanFlip, bCanHover, bDefensive, bDesiredBehindView, bDrawDriverInTP, bDrawMeshInFP, bDrawVehicleShadow, bDriverCollideActors, bDriverHoldsFlag, bDriving, bDropDetail, bEjectDriver, bEnemyLockedOn, bEnterringUnlocks, bFollowLookDir, bFPNoZFromCameraPitch, bHasHandbrake, bHasRadar, bHideRemoteDriver, bHighScoreKill, bHUDTrackVehicle, bKeyVehicle, bNoFriendlyFire, bNonHumanControl, bOldDriving, bPCRelativeFPRotation, bRelativeExitPos, bRemoteControlled, bScriptedRise, bSeparateTurretFocus, bShowChargingBar, bShowDamageOverlay, bSpawnProtected, bStalled, bTeamLocked, bTurnInPlace, BulletSounds, bVehicleDestroyed, bVehicleShadows, bWeaponisAltFiring, bWeaponisFiring, bZeroPCRotOnEntry, CameraSpeed, CenterSpringForce, CenterSpringRangePitch, CenterSpringRangeRoll, CrushedDamageType, DesiredTPCamDistance, DriveAnim, DrivePos, Driver, DriverDamageMult, DriveRot, DriverViewPitch, DriverViewYaw, EjectMomentum, EntryPosition, EntryRadius, ExitPositions, FlagBone, FlagOffset, FlagRotation, FPCamPos, FPCamViewOffset, HornSounds, HUDOverlay, HUDOverlayClass, HUDOverlayFOV, HUDOverlayOffset, LastCameraCalcTime, LastHornTime, LastLockWarningTime, LinkHealMult, LockOnClassString, LockWarningInterval, MaxDesireability, MaxViewPitch, MaxViewYaw, MinRunOverSpeed, MomentumMult, myMarker, NextVehicle, NoEntryTexture, ObjectiveGetOutDist, OldSteering, OldTeam, ParentFactory, PlayerEnterredRotation, PlayerStartTime, PrevTeam, RanOverDamageType, RanOverSound, Rise, ShadowCullDistance, ShadowMaxTraceDist, SpawnOverlay[2], Steering, StolenAnnouncement, StolenSound, StuckCount, StuckTime, Team, TeamBeaconBorderMaterial, TeamBeaconTexture, TeamUseTime, Throttle, ThrottleTime, TPCamDistance, TPCamDistRange, TPCamLookat, TPCamWorldOffset, TransEffects[2], VehicleDescription, VehicleDrowningDamType, VehicleIcon, VehicleLostTime, VehicleMovingTime, VehicleNameString, VehiclePositionString, VehicleShadow, WaterDamage, WheelsScale
Inherited Variables from Engine.Pawn
AccelRate, AirAnims[4], AirControl, AirSpeed, AirStillAnim, AIScriptTag, Alertness, AmbientSoundScaling, Anchor, AnimAction, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, bAroundCornerHearing, BaseEyeHeight, bAutoActivate, bAutoFire, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanPickupInventory, bCanStrafe, bCanSwim, bCanUse, bCanWalk, bCanWalkOffLedges, bCanWallDodge, bClientCollision, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bDoTorsoTwist, bDrawCorona, bFlyingKarma, bHideRegularHUD, bIgnoreForces, bIgnorePlayFiring, bInitializeAnimation, bInvulnerableBody, bIsCrouched, bIsFemale, bIsIdle, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, bLandRecovery, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNoCoronas, bNoJumpAdjust, bNoTeamBeacon, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bReverseRun, bRollToDesired, bSameZoneHearing, bScriptPostRender, bServerMoveSetPawnRot, bSetPCRotOnPossess, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialCrosshair, bSpecialHUD, bStationary, bSteadyFiring, bStopAtLedges, bSuperSize, bThumped, bTryToUncrouch, bUpAndOut, bUpdateEyeheight, bUpdatingDisplay, bUseCompressedPosition, bWaitForAnim, bWantsToCrouch, bWarping, bWasCrouched, bWasOnGround, bWasWalking, bWaterStepup, bWeaponBob, ConstantAcceleration, Controller, ControllerClass, CrouchAnims[4], CrouchedPct, CrouchHeight, CrouchRadius, CrouchTurnLeftAnim, CrouchTurnRightAnim, DamageScaling, DelayedDamageInstigatorController, DesiredSpeed, DestinationOffset, DodgeAnims[4], DodgeSpeedFactor, DodgeSpeedZ, DoubleJumpAnims[4], DrivenVehicle, DrivingHeight, DrivingRadius, EyeHeight, FindAnchorFailedTime, FlashCount, Floor, FootRot, FootStill, FootTurning, ForwardStrafeBias, GroundSpeed, HeadBone, HeadHeight, HeadRadius, HeadScale, HeadVolume, Health, HealthMax, HearingThreshold, HitDamageType, HitFxTicker, HitFx[8], IdleChatAnim, IdleCrouchAnim, IdleRestAnim, IdleSwimAnim, IdleTime, IdleWeaponAnim, ImpactVelocity, JumpZ, LadderSpeed, LandAnims[4], LandBob, LandMovementState, LastAnchor, LastHitBy, LastLocTime, LastPainSound, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, LowGoreBlood, MaxDesiredSpeed, MaxFallSpeed, MaxRotation, MeleeRange, MenuName, MinFlySpeed, MovementAnims[4], MovementBlendStartTime, NavigationPointRange, NetRelevancyTime, NextPathRadius, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldAnimDir, OldPhysics, OldRotYaw, OldVelocity, OldZ, OnLadder, OwnerName, PawnPosition, PendingWeapon, PeripheralVision, PitchDownLimit, PitchUpLimit, PlayerReplicationInfo, ReducedDamageType, RootBone, SelectedItem, SerpentineDir, SerpentineDist, SerpentineTime, Shadow, ShieldStrength, SightRadius, SkillModifier, SmoothViewPitch, SmoothViewYaw, SoundDampening, SpawnTime, SpineBone1, SpineBone2, SplashTime, SuperHealthMax, SwimAnims[4], TakeHitLocation, TakeoffAnims[4], TakeoffStillAnim, TauntAnimNames[16], TauntAnims, TearOffMomentum, TurnDir, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, ViewPitch, Visibility, WalkAnims[4], WalkBob, WalkingPct, WaterMovementState, WaterSpeed, Weapon

Structures Summary
Inherited Structures from Engine.Vehicle
SVehicleIcon
Inherited Structures from Engine.Pawn
HitFXData

Functions Summary
function AltFire (optional float F))
event ApplyFireImpulse (bool bAlt))
function AttachDriver (Pawn P))
function AttachFlag (Actor FlagActor))
function AttachToVehicle (ONSVehicle VehiclePawn, name WeaponBone))
event BaseChange ()))
function BeginPlay ()))
functionbool CanAttack (Actor Other))
functionfloat ChargeBar ()))
function ChooseFireAt (Actor A))
function ClientKDriverEnter (PlayerController PC))
function ClientKDriverLeave (PlayerController PC))
function ClientVehicleCeaseFire (bool bWasAltFire))
function Destroyed ()))
function DetachDriver (Pawn P))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DrawHUD (Canvas Canvas))
function DriverDied ()))
event EncroachedBy (actor Other ))
function Fire (optional float F))
functionbool FireOnRelease ()))
functionPawn GetAimTarget ()))
functionvector GetCameraLocationStart ()))
functionVehicle GetMoveTargetFor (Pawn P))
functionVehicle GetVehicleBase ()))
functionbool HasUDamage ()))
functionbool HasWeapon ()))
functionbool IndependentVehicle ()))
functionbool IsFiring ()))
function KDriverEnter (Pawn P))
functionbool KDriverLeave (bool bForceLeave ))
functionint LimitPitch (int pitch))
functionbool NeedToTurn (vector targ))
functionbool PlaceExitingDriver ()))
function PossessedBy (Controller C))
function PostNetBeginPlay ()))
function PostNetReceive ()))
function ProjectilePostRender2D (Projectile P, Canvas C, float ScreenLocX, float ScreenLocY)
functionfloat RefireRate ()))
function ServerChangeDriverPosition (byte F))
function SetTeamNum (byte T))
function SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function StaticPrecache (LevelInfo L))
function SwitchWeapon (byte F))
event TakeDamage (int Damage, Pawn EventInstigator, Vector HitLocation, Vector Momentum, class<DamageType> DamageType))
function TeamChanged ()))
functionbool TeamLink (int TeamNum))
functionbool TooCloseToAttack (Actor Other))
functionbool TryToDrive (Pawn P))
function UpdateRocketAcceleration (float deltaTime, float YawChange, float PitchChange))
function VehicleCeaseFire (bool bWasAltFire))
Inherited Functions from Engine.Vehicle
ActivateOverlay, AdjustDriverDamage, AdjustedStrength, AlternateTarget, AltFire, AttachDriver, AttachFlag, BotDesireability, ChangedReservation, ChargeBar, CheatFly, CheatGhost, CheatWalk, CheckForHeadShot, CheckSuperBerserk, CheckTauntValid, ClientClearController, ClientKDriverEnter, ClientKDriverLeave, ClientPlayForceFeedback, ClientVehicleCeaseFire, Destroyed, Destroyed_HandleDriver, DetachDriver, Died, DisplayDebug, DriverDied, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EjectDriver, EncroachedBy, EncroachingOn, FaceRotation, FindEntryVehicle, FindValidTaunt, Fire, FixPCRotation, Flip, GetBestEntry, GetBotPassenger, GetCameraLocationStart, GetInstigator, GetMoveTargetFor, GetSpree, GetTeamNum, GetTurrets, GetVehiclePositionString, HasOccupiedTurret, HealDamage, ImportantVehicle, IncomingMissile, IncrementSpree, IndependentVehicle, IsArtillery, IsVehicleEmpty, KDriverEnter, KDriverLeave, LockOnWarning, NeedsFlip, NewReservationCostMultiplier, NextWeapon, NotifyEnemyLockedOn, NotifyEnemyLostLock, NumPassengers, Occupied, OpenPositionFor, PlaceExitingDriver, PlayDying, PlayerChangedTeam, PlayTakeHit, PlayTeleportEffect, PointOfView, PossessedBy, PostBeginPlay, POVChanged, PreBeginPlay, PrevWeapon, RanInto, ReservationCostMultiplier, ServerPlayHorn, SetAnimAction, SetBaseEyeheight, SetInitialState, SetReservation, SetTeamNum, SetWheelsScale, ShootMissile, ShootSpecial, ShouldTargetMissile, SpecialCalcBehindView, SpecialCalcFirstPersonView, SpecialCalcView, SpectatorSpecialCalcView, SpokenFor, Stalled, StaticPrecache, StopForceFeedback, StopWeaponFiring, StronglyRecommended, Suicide, TakeDamage, TakeWaterDamage, TeamChanged, TeamLink, TryToDrive, UnPossessed, UnStalled, UpdateEyeHeight, UpdateTiltForceFeedback, UsedBy, VehicleCeaseFire, VehicleFire, VehicleLocked, VerifyLock
Inherited Functions from Engine.Pawn
AddInventory, AddShieldStrength, AddVelocity, AdjustAim, AdjustedStrength, AltFire, AnimEnd, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CalcDrawOffset, CameraShake, CanAttack, CanDoubleJump, CanGrabLadder, CanMultiJump, CannotJumpNow, CanSplash, CanThrowWeapon, CanTrigger, CanUseShield, ChangeAnimation, ChangedWeapon, CheatFly, CheatGhost, CheatWalk, CheckBob, CheckTauntValid, CheckWaterJump, ChooseFireAt, ChunkUp, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, DeactivateSpawnProtection, DeleteInventory, Destroyed, Died, DisableUDamage, DisplayDebug, DoComboName, Dodge, DoDoubleJump, DoJump, DrawHUD, DropFlag, DropToGround, EnableUDamage, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, EyePosition, FaceRotation, Falling, FellOutOfWorld, FindInventoryType, FindValidTaunt, FinishedInterpolation, Fire, FireOnRelease, ForceCrouch, Gasp, Get4WayDirection, GetAimTarget, GetDemoRecordingWeapon, GetHumanReadableName, GetKillerController, GetMoveTarget, GetOffhandBoneFor, GetPathTo, GetShieldStrength, GetShieldStrengthMax, GetSpree, GetTargetLocation, GetTeam, GetTeamNum, GetVehicleBase, GetViewRotation, GetWeaponBoneFor, gibbedBy, GiveHealth, GiveWeapon, HandlePickup, HasUDamage, HasWeapon, HeadVolumeChange, HitWall, HoldFlag, IncrementSpree, InCurrentCombo, InGodMode, IsFiring, IsFirstPerson, IsHeadShot, IsHumanControlled, IsInLoadout, IsInPain, IsLocallyControlled, IsPlayerPawn, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LimitPitch, LineOfSightTo, ModifiedPlayerViewOffset, ModifyThreat, ModifyVelocity, NearMoveTarget, NeedToTurn, NextItem, NextWeapon, NotifyTeamChanged, PerformDodge, PlayDying, PlayDyingSound, PlayerChangedTeam, PlayFalling, PlayFiring, PlayHit, PlayJump, PlayLanded, PlayLandingAnimation, PlayMoverHitSound, PlayMoving, PlayNextAnimation, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PlayWeaponSwitch, PointOfView, PossessedBy, PostBeginPlay, PostNetBeginPlay, PostRender2D, PreBeginPlay, PressingAltFire, PressingFire, PrevWeapon, ProcessMove, RangedAttackTime, RawInput, ReachedDestination, ReceiveLocalizedMessage, RecommendLongRangedAttack, ReduceCylinder, RefireRate, RemovePowerups, Reset, RestartPlayer, ServerChangedWeapon, ServerNoTranslocator, SetAnimAction, SetBaseEyeheight, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetHeadScale, SetMesh, SetMovementPhysics, SetMoveTarget, SetTwistLook, SetViewPitch, SetViewRotation, SetWalking, ShieldAbsorb, ShootSpecial, ShouldCrouch, SpecialCalcView, SpecialDrawCrosshair, SpectatorSpecialCalcView, StartCrouch, StartDriving, StaticPrecache, StopDriving, StopPlayFiring, StopWeaponFiring, Suicide, SwitchToLastWeapon, SwitchWeapon, TakeDamage, TakeDrowningDamage, TakeFallingDamage, Timer, TooCloseToAttack, TossWeapon, TouchingWaterVolume, Trigger, TurnOff, UnPossessed, UpdateEyeHeight, UpdateRocketAcceleration, WasPlayerPawn, WeaponBob


Constants Detail

FilterFrames Source code

const FilterFrames = 5;


Variables Detail

bCustomAiming Source code

var bool bCustomAiming;

bHasAltFire Source code

var bool bHasAltFire;

bHasAltFireImpulse Source code

var bool bHasAltFireImpulse;

bHasFireImpulse Source code

var bool bHasFireImpulse;

bHasOwnHealth Source code

var bool bHasOwnHealth;

bHistoryWarmup Source code

var bool bHistoryWarmup;

CameraHistory[FilterFrames] Source code

var vector CameraHistory[FilterFrames];

CrosshairColor Source code

var config color CrosshairColor;

CrosshairTexture Source code

var config Texture CrosshairTexture;

CrosshairX Source code

var config float CrosshairX;

CrosshairY Source code

var config float CrosshairY;

CustomAim Source code

var Rotator CustomAim;

DebugInfo Source code

var string DebugInfo;

Gun Source code

var ONSWeapon Gun;

GunClass Source code

var class<ONSWeapon> GunClass;

NextHistorySlot Source code

var int NextHistorySlot;

PitchAccel Source code

var float PitchAccel;

VehicleBase Source code

var ONSVehicle VehicleBase;

YawAccel Source code

var float YawAccel;

ONSWeaponPawn

AltFireImpulse Source code

var(ONSWeaponPawn) vector AltFireImpulse;

CameraBone Source code

var(ONSWeaponPawn) name CameraBone;

DestroyEffectClass Source code

var(ONSWeaponPawn) class<Actor> DestroyEffectClass;

FireImpulse Source code

var(ONSWeaponPawn) vector FireImpulse;

GunnerPos Source code

var(ONSWeaponPawn) vector GunnerPos;

GunnerRot Source code

var(ONSWeaponPawn) rotator GunnerRot;


Functions Detail

AltFire Source code

function AltFire ( optional float F) )

ApplyFireImpulse Source code

event ApplyFireImpulse ( bool bAlt) )

AttachDriver Source code

simulated function AttachDriver ( Pawn P) )

AttachFlag Source code

function AttachFlag ( Actor FlagActor) )

AttachToVehicle Source code

function AttachToVehicle ( ONSVehicle VehiclePawn, name WeaponBone) )

BaseChange Source code

singular event BaseChange ( ) )

BeginPlay Source code

function BeginPlay ( ) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

ChargeBar Source code

simulated function float ChargeBar ( ) )

ChooseFireAt Source code

function ChooseFireAt ( Actor A) )

ClientKDriverEnter Source code

simulated function ClientKDriverEnter ( PlayerController PC) )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController PC) )

ClientVehicleCeaseFire Source code

function ClientVehicleCeaseFire ( bool bWasAltFire) )

Destroyed Source code

simulated function Destroyed ( ) )

DetachDriver Source code

simulated function DetachDriver ( Pawn P) )

Died Source code

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

DisplayDebug Source code

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

DrawHUD Source code

simulated function DrawHUD ( Canvas Canvas) )

DriverDied Source code

function DriverDied ( ) )

EncroachedBy Source code

event EncroachedBy ( actor Other ) )

Fire Source code

function Fire ( optional float F) )

FireOnRelease Source code

function bool FireOnRelease ( ) )

GetAimTarget Source code

function Pawn GetAimTarget ( ) )

GetCameraLocationStart Source code

simulated function vector GetCameraLocationStart ( ) )

GetMoveTargetFor Source code

function Vehicle GetMoveTargetFor ( Pawn P) )

GetVehicleBase Source code

function Vehicle GetVehicleBase ( ) )

HasUDamage Source code

function bool HasUDamage ( ) )

HasWeapon Source code

function bool HasWeapon ( ) )

IndependentVehicle Source code

simulated function bool IndependentVehicle ( ) )

IsFiring Source code

function bool IsFiring ( ) )

KDriverEnter Source code

function KDriverEnter ( Pawn P) )

KDriverLeave Source code

function bool KDriverLeave ( bool bForceLeave ) )

LimitPitch Source code

function int LimitPitch ( int pitch) )

NeedToTurn Source code

function bool NeedToTurn ( vector targ) )

PlaceExitingDriver Source code

function bool PlaceExitingDriver ( ) )

PossessedBy Source code

function PossessedBy ( Controller C) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

ProjectilePostRender2D Source code

simulated function ProjectilePostRender2D ( Projectile P, Canvas C, float ScreenLocX, float ScreenLocY )

RefireRate Source code

function float RefireRate ( ) )

ServerChangeDriverPosition Source code

function ServerChangeDriverPosition ( byte F) )

SetTeamNum Source code

function SetTeamNum ( byte T) )

SpecialCalcFirstPersonView Source code

simulated function SpecialCalcFirstPersonView ( PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L) )

SwitchWeapon Source code

simulated function SwitchWeapon ( byte F) )

TakeDamage Source code

event TakeDamage ( int Damage, Pawn EventInstigator, Vector HitLocation, Vector Momentum, class<DamageType> DamageType) )

TeamChanged Source code

simulated function TeamChanged ( ) )

TeamLink Source code

function bool TeamLink ( int TeamNum) )

TooCloseToAttack Source code

function bool TooCloseToAttack ( Actor Other) )

TryToDrive Source code

function bool TryToDrive ( Pawn P) )

UpdateRocketAcceleration Source code

function UpdateRocketAcceleration ( float deltaTime, float YawChange, float PitchChange) )

VehicleCeaseFire Source code

function VehicleCeaseFire ( bool bWasAltFire) )


Defaultproperties

defaultproperties
{
     bHistoryWarmup=True
     bHasAltFire=True
     CrossHairColor=(G=255,A=255)
     CrosshairX=32.000000
     CrosshairY=32.000000
     CrosshairTexture=Texture'ONSInterface-TX.tankBarrelAligned'
     bDrawVehicleShadow=False
     bDrawDriverInTP=True
     bTurnInPlace=True
     bFollowLookDir=True
     bDrawMeshInFP=True
     bZeroPCRotOnEntry=False
     bPCRelativeFPRotation=False
     EntryRadius=50.000000
     bCrawler=True
     bIgnoreForces=True
     bStationary=True
     bSpecialHUD=True
     bSpecialCalcView=True
     bSetPCRotOnPossess=False
     LandMovementState="PlayerTurreting"
     DrawType=DT_None
     bAcceptsProjectors=False
     bIgnoreEncroachers=True
     bNetInitialRotation=True
     NetPriority=0.500000
     bCollideActors=False
     bCollideWorld=False
     bBlockActors=False
     bProjTarget=False
     bBlockZeroExtentTraces=False
     bBlockNonZeroExtentTraces=False
     bNetNotify=True
}

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Creation time: sk 18-3-2018 09:49:48.691 - Created with UnCodeX