| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- Engine.Vehicle
|
+-- UT2k4Assault.ASVehicle
ASTurret, ASVehicle_SpaceFighter
| Structures Summary |
|---|
| Inherited Structures from Engine.Vehicle |
|---|
| SVehicleIcon |
| Inherited Structures from Engine.Pawn |
|---|
| HitFXData |
| Functions Summary | ||
|---|---|---|
![]() | AddDefaultInventory ())) | |
![]() | AnimEnd (int Channel)) Dying | |
![]() | BaseChange ())) Dying | |
![]() | BeginState ())) Dying | |
![]() | float | CalcInertia (float DeltaTime, float FrictionFactor, float OldValue, float NewValue)) |
![]() | Actor | CalcWeaponFire (out vector HitLocation, out Vector HitNormal )) |
![]() | ChangeAnimation ())) Dying | |
![]() | ClientDying (class<DamageType> DamageType, vector HitLocation)) | |
![]() | ClientKDriverEnter (PlayerController PC )) | |
![]() | ClientKDriverLeave (PlayerController PC)) | |
![]() | Destroyed ())) | |
![]() | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)) Dying | |
![]() | bool | DrawCrosshair (Canvas C, out vector ScreenPos )) |
![]() | DrawCrosshairAlignment (Canvas C, Vector ScreenPos )) | |
![]() | DrawEnemyName (Canvas C, HUDCDeathMatch H )) | |
![]() | DrawHealthInfo (Canvas C, PlayerController PC) | |
![]() | DrawHUD (Canvas C)) | |
![]() | DrawVehicleHUD (Canvas C, PlayerController PC) | |
![]() | DrawWeaponInfo (Canvas C, HUD H) | |
![]() | DriverDied () Dying | |
![]() | Explode (vector HitLocation, vector HitNormal )) | |
![]() | FellOutOfWorld (eKillZType KillType)) Dying | |
![]() | vector | GetBotError (vector StartLocation)) |
![]() | vector | GetCrosshairWorldLocation ())) |
![]() | vector | GetFireStart (optional float XOffset )) |
![]() | name | GetWeaponBoneFor (Inventory I)) |
![]() | bool | KDriverLeave (bool bForceLeave )) |
![]() | Landed (vector HitNormal)) Dying | |
![]() | LandThump ())) Dying | |
![]() | LieStill ())) Dying | |
![]() | NotifyEnemyLockedOn ())) | |
![]() | Actor | PerformTrace (out vector HitLocation, out Vector HitNormal, vector End, vector Start )) |
![]() | PlayDying (class<DamageType> DamageType, vector HitLoc)) | |
![]() | PlayFiring (float Rate, name FiringMode)) Dying | |
![]() | PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum)) | |
![]() | PlayNextAnimation ())) Dying | |
![]() | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)) Dying | |
![]() | PlayWeaponSwitch (Weapon NewWeapon)) Dying | |
![]() | PossessedBy (Controller C)) | |
![]() | PostBeginPlay ())) | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) Dying | |
![]() | ReduceCylinder ())) Dying | |
![]() | SpecialDrawCrosshair (Canvas C )) | |
![]() | StaticPrecache (LevelInfo L)) | |
![]() | StopPlayFiring ())) Dying | |
![]() | bool | StopWeaponFiring ())) |
![]() | 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 | |
![]() | Tick (float DeltaTime) | |
![]() | Timer ())) Dying | |
![]() | UnPossessed ())) | |
![]() | UpdatePrecacheMaterials ())) | |
![]() | UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)) Dying | |
![]() | VehicleSwitchView (bool bUpdating)) Dying | |
![]() | bool | WeaponHitsCrosshairsHL ())) |
| States Summary |
|---|
| Variables Detail |
|---|
| Functions Detail |
|---|
AddDefaultInventory Source code
AnimEnd Dying Source code
BaseChange Dying Source code
BeginState Dying Source code
CalcInertia Source code
CalcWeaponFire Source code
ChangeAnimation Dying Source code
ClientDying Source code
ClientKDriverEnter Source code
ClientKDriverLeave Source code
Destroyed Source code
Died Dying Source code
DrawCrosshair Source code
DrawCrosshairAlignment Source code
DrawEnemyName Source code
DrawHealthInfo Source code
DrawHUD Source code
DrawVehicleHUD Source code
DrawWeaponInfo Source code
DriverDied Dying Source code
Explode Source code
FellOutOfWorld Dying Source code
GetBotError Source code
GetCrosshairWorldLocation Source code
GetFireStart Source code
GetWeaponBoneFor Source code
KDriverLeave Source code
Landed Dying Source code
LandThump Dying Source code
LieStill Dying Source code
NotifyEnemyLockedOn Source code
PerformTrace Source code
PlayDying Source code
PlayFiring Dying Source code
PlayHit Source code
PlayNextAnimation Dying Source code
PlayTakeHit Dying Source code
PlayWeaponSwitch Dying Source code
PossessedBy Source code
PostBeginPlay Source code
ProcessMove Dying Source code
ReduceCylinder Dying Source code
SpecialDrawCrosshair Source code
StaticPrecache Source code
StopPlayFiring Dying Source code
StopWeaponFiring Source code
TakeDamage Source code
TakeDamage Dying Source code
Tick Source code
Timer Dying Source code
UnPossessed Source code
UpdatePrecacheMaterials Source code
UpdateRocketAcceleration Dying Source code
VehicleSwitchView Dying Source code
WeaponHitsCrosshairsHL Source code| 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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