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UT2k4Assault.ASVehicle

Extends
Vehicle
Modifiers
Abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- UT2k4Assault.ASVehicle

Direct Known Subclasses:

ASTurret, ASVehicle_SpaceFighter

Variables Summary
boolbCHZeroYOffset
boolbCustomHealthDisplay
vectorBotError
MaterialCrosshairHitFeedbackTex
floatCrosshairScale
floatDamLastDamageTime
PawnDamLastInstigator
EmitterDebugFX
MaterialDefaultCrosshair
ControllerDestroyPrevController
EmitterExplosionEffect
ActorLastCalcHA
vectorLastCalcHL
vectorLastCalcHN
floatLastCalcWeaponFire
ActorOldTarget
ASVehicle
StringDefaultWeaponClassName
SoundLockedOnSound
VectorVehicleProjSpawnOffset
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 AddDefaultInventory ()))
event AnimEnd (int Channel))
Dying
function BaseChange ()))
Dying
function BeginState ()))
Dying
functionfloat CalcInertia (float DeltaTime, float FrictionFactor, float OldValue, float NewValue))
functionActor CalcWeaponFire (out vector HitLocation, out Vector HitNormal ))
event ChangeAnimation ()))
Dying
function ClientDying (class<DamageType> DamageType, vector HitLocation))
function ClientKDriverEnter (PlayerController PC ))
function ClientKDriverLeave (PlayerController PC))
event Destroyed ()))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
Dying
functionbool DrawCrosshair (Canvas C, out vector ScreenPos ))
function DrawCrosshairAlignment (Canvas C, Vector ScreenPos ))
function DrawEnemyName (Canvas C, HUDCDeathMatch H ))
function DrawHealthInfo (Canvas C, PlayerController PC)
function DrawHUD (Canvas C))
function DrawVehicleHUD (Canvas C, PlayerController PC)
function DrawWeaponInfo (Canvas C, HUD H)
function DriverDied ()
Dying
function Explode (vector HitLocation, vector HitNormal ))
event FellOutOfWorld (eKillZType KillType))
Dying
functionvector GetBotError (vector StartLocation))
functionvector GetCrosshairWorldLocation ()))
functionvector GetFireStart (optional float XOffset ))
functionname GetWeaponBoneFor (Inventory I))
eventbool KDriverLeave (bool bForceLeave ))
function Landed (vector HitNormal))
Dying
function LandThump ()))
Dying
function LieStill ()))
Dying
event NotifyEnemyLockedOn ()))
functionActor PerformTrace (out vector HitLocation, out Vector HitNormal, vector End, vector Start ))
event PlayDying (class<DamageType> DamageType, vector HitLoc))
function PlayFiring (float Rate, name FiringMode))
Dying
function PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum))
function PlayNextAnimation ()))
Dying
function PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType))
Dying
function PlayWeaponSwitch (Weapon NewWeapon))
Dying
function PossessedBy (Controller C))
event PostBeginPlay ()))
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
Dying
function ReduceCylinder ()))
Dying
function SpecialDrawCrosshair (Canvas C ))
function StaticPrecache (LevelInfo L))
event StopPlayFiring ()))
Dying
functionbool StopWeaponFiring ()))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType))
Dying
function Tick (float DeltaTime)
function Timer ()))
Dying
function UnPossessed ()))
function UpdatePrecacheMaterials ()))
function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange))
Dying
function VehicleSwitchView (bool bUpdating))
Dying
functionbool WeaponHitsCrosshairsHL ()))
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

States Summary
Dying Source code
state Dying
AnimEnd, BaseChange, BeginState, ChangeAnimation, Died, DriverDied, FellOutOfWorld, Landed, LandThump, LieStill, PlayFiring, PlayNextAnimation, PlayTakeHit, PlayWeaponSwitch, ProcessMove, ReduceCylinder, StopPlayFiring, TakeDamage, Timer, UpdateRocketAcceleration, VehicleSwitchView


Variables Detail

bCHZeroYOffset Source code

var bool bCHZeroYOffset;

bCustomHealthDisplay Source code

var bool bCustomHealthDisplay;

BotError Source code

var vector BotError;

CrosshairHitFeedbackTex Source code

var Material CrosshairHitFeedbackTex;

CrosshairScale Source code

var float CrosshairScale;

DamLastDamageTime Source code

var float DamLastDamageTime;

DamLastInstigator Source code

var Pawn DamLastInstigator;

DebugFX Source code

var Emitter DebugFX;

DefaultCrosshair Source code

var Material DefaultCrosshair;

DestroyPrevController Source code

var Controller DestroyPrevController;

ExplosionEffect Source code

var Emitter ExplosionEffect;

LastCalcHA Source code

var Actor LastCalcHA;

LastCalcHL Source code

var vector LastCalcHL;

LastCalcHN Source code

var vector LastCalcHN;

LastCalcWeaponFire Source code

var float LastCalcWeaponFire;

OldTarget Source code

var Actor OldTarget;

ASVehicle

DefaultWeaponClassName Source code

var(ASVehicle) String DefaultWeaponClassName;

LockedOnSound Source code

var(ASVehicle) Sound LockedOnSound;

VehicleProjSpawnOffset Source code

var(ASVehicle) Vector VehicleProjSpawnOffset;


Functions Detail

AddDefaultInventory Source code

function AddDefaultInventory ( ) )

AnimEnd Dying Source code

event AnimEnd ( int Channel) )

BaseChange Dying Source code

singular function BaseChange ( ) )

BeginState Dying Source code

function BeginState ( ) )

CalcInertia Source code

simulated final function float CalcInertia ( float DeltaTime, float FrictionFactor, float OldValue, float NewValue) )

CalcWeaponFire Source code

simulated function Actor CalcWeaponFire ( out vector HitLocation, out Vector HitNormal ) )

ChangeAnimation Dying Source code

event ChangeAnimation ( ) )

ClientDying Source code

function ClientDying ( class<DamageType> DamageType, vector HitLocation) )

ClientKDriverEnter Source code

simulated function ClientKDriverEnter ( PlayerController PC ) )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController PC) )

Destroyed Source code

simulated event Destroyed ( ) )

Died Dying Source code

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

DrawCrosshair Source code

simulated function bool DrawCrosshair ( Canvas C, out vector ScreenPos ) )

DrawCrosshairAlignment Source code

simulated function DrawCrosshairAlignment ( Canvas C, Vector ScreenPos ) )

DrawEnemyName Source code

simulated function DrawEnemyName ( Canvas C, HUDCDeathMatch H ) )

DrawHealthInfo Source code

simulated function DrawHealthInfo ( Canvas C, PlayerController PC )

DrawHUD Source code

simulated function DrawHUD ( Canvas C) )

DrawVehicleHUD Source code

simulated function DrawVehicleHUD ( Canvas C, PlayerController PC )

DrawWeaponInfo Source code

simulated function DrawWeaponInfo ( Canvas C, HUD H )

DriverDied Dying Source code

function DriverDied ( )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal ) )

FellOutOfWorld Dying Source code

event FellOutOfWorld ( eKillZType KillType) )

GetBotError Source code

function vector GetBotError ( vector StartLocation) )

GetCrosshairWorldLocation Source code

simulated function vector GetCrosshairWorldLocation ( ) )

GetFireStart Source code

simulated function vector GetFireStart ( optional float XOffset ) )

GetWeaponBoneFor Source code

function name GetWeaponBoneFor ( Inventory I) )

KDriverLeave Source code

event bool KDriverLeave ( bool bForceLeave ) )

Landed Dying Source code

function Landed ( vector HitNormal) )

LandThump Dying Source code

function LandThump ( ) )

LieStill Dying Source code

function LieStill ( ) )

NotifyEnemyLockedOn Source code

event NotifyEnemyLockedOn ( ) )

PerformTrace Source code

simulated function Actor PerformTrace ( out vector HitLocation, out Vector HitNormal, vector End, vector Start ) )

PlayDying Source code

simulated event PlayDying ( class<DamageType> DamageType, vector HitLoc) )

PlayFiring Dying Source code

function PlayFiring ( float Rate, name FiringMode) )

PlayHit Source code

function PlayHit ( float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum) )

PlayNextAnimation Dying Source code

simulated function PlayNextAnimation ( ) )

PlayTakeHit Dying Source code

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

PlayWeaponSwitch Dying Source code

function PlayWeaponSwitch ( Weapon NewWeapon) )

PossessedBy Source code

function PossessedBy ( Controller C) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

ProcessMove Dying Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot )

ReduceCylinder Dying Source code

function ReduceCylinder ( ) )

SpecialDrawCrosshair Source code

simulated function SpecialDrawCrosshair ( Canvas C ) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L) )

StopPlayFiring Dying Source code

event StopPlayFiring ( ) )

StopWeaponFiring Source code

simulated function bool StopWeaponFiring ( ) )

TakeDamage Source code

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

TakeDamage Dying Source code

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

Tick Source code

simulated function Tick ( float DeltaTime )

Timer Dying Source code

simulated function Timer ( ) )

UnPossessed Source code

function UnPossessed ( ) )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( ) )

UpdateRocketAcceleration Dying Source code

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

VehicleSwitchView Dying Source code

function VehicleSwitchView ( bool bUpdating) )

WeaponHitsCrosshairsHL Source code

simulated function bool WeaponHitsCrosshairsHL ( ) )


Defaultproperties

defaultproperties
{
     DefaultWeaponClassName="XWeapons.ShockRifle"
     DefaultCrosshair=FinalBlend'InterfaceContent.HUD.fbBombFocus'
     CrosshairHitFeedbackTex=Texture'ONSInterface-TX.tankBarrelAligned'
     CrosshairScale=0.125000
     LockedOnSound=Sound'WeaponSounds.BaseGunTech.BSeekLost1'
     bDrawVehicleShadow=False
     bShowDamageOverlay=True
     bAdjustDriversHead=False
     bDesiredBehindView=False
     TeamBeaconTexture=Texture'ONSInterface-TX.HealthBar'
     NoEntryTexture=Texture'HUDContent.Generic.NoEntry'
     TeamBeaconBorderMaterial=Texture'InterfaceContent.Menu.BorderBoxD'
     VehicleIcon=(Material=Texture'AS_FX_TX.HUD.TrackedVehicleIcon',SizeX=64.000000,SizeY=64.000000)
     bSpecialCrosshair=True
     BaseEyeHeight=0.000000
     EyeHeight=0.000000
     bStasis=False
     bNetInitialRotation=True
     bCanTeleport=False
     bBlockKarma=True
}

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Creation time: sk 18-3-2018 09:49:34.757 - Created with UnCodeX