Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.Actor


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
00655
00656
00657
00658
00659
00660
00661
00662
00663
00664
00665
00666
00667
00668
00669
00670
00671
00672
00673
00674
00675
00676
00677
00678
00679
00680
00681
00682
00683
00684
00685
00686
00687
00688
00689
00690
00691
00692
00693
00694
00695
00696
00697
00698
00699
00700
00701
00702
00703
00704
00705
00706
00707
00708
00709
00710
00711
00712
00713
00714
00715
00716
00717
00718
00719
00720
00721
00722
00723
00724
00725
00726
00727
00728
00729
00730
00731
00732
00733
00734
00735
00736
00737
00738
00739
00740
00741
00742
00743
00744
00745
00746
00747
00748
00749
00750
00751
00752
00753
00754
00755
00756
00757
00758
00759
00760
00761
00762
00763
00764
00765
00766
00767
00768
00769
00770
00771
00772
00773
00774
00775
00776
00777
00778
00779
00780
00781
00782
00783
00784
00785
00786
00787
00788
00789
00790
00791
00792
00793
00794
00795
00796
00797
00798
00799
00800
00801
00802
00803
00804
00805
00806
00807
00808
00809
00810
00811
00812
00813
00814
00815
00816
00817
00818
00819
00820
00821
00822
00823
00824
00825
00826
00827
00828
00829
00830
00831
00832
00833
00834
00835
00836
00837
00838
00839
00840
00841
00842
00843
00844
00845
00846
00847
00848
00849
00850
00851
00852
00853
00854
00855
00856
00857
00858
00859
00860
00861
00862
00863
00864
00865
00866
00867
00868
00869
00870
00871
00872
00873
00874
00875
00876
00877
00878
00879
00880
00881
00882
00883
00884
00885
00886
00887
00888
00889
00890
00891
00892
00893
00894
00895
00896
00897
00898
00899
00900
00901
00902
00903
00904
00905
00906
00907
00908
00909
00910
00911
00912
00913
00914
00915
00916
00917
00918
00919
00920
00921
00922
00923
00924
00925
00926
00927
00928
00929
00930
00931
00932
00933
00934
00935
00936
00937
00938
00939
00940
00941
00942
00943
00944
00945
00946
00947
00948
00949
00950
00951
00952
00953
00954
00955
00956
00957
00958
00959
00960
00961
00962
00963
00964
00965
00966
00967
00968
00969
00970
00971
00972
00973
00974
00975
00976
00977
00978
00979
00980
00981
00982
00983
00984
00985
00986
00987
00988
00989
00990
00991
00992
00993
00994
00995
00996
00997
00998
00999
01000
01001
01002
01003
01004
01005
01006
01007
01008
01009
01010
01011
01012
01013
01014
01015
01016
01017
01018
01019
01020
01021
01022
01023
01024
01025
01026
01027
01028
01029
01030
01031
01032
01033
01034
01035
01036
01037
01038
01039
01040
01041
01042
01043
01044
01045
01046
01047
01048
01049
01050
01051
01052
01053
01054
01055
01056
01057
01058
01059
01060
01061
01062
01063
01064
01065
01066
01067
01068
01069
01070
01071
01072
01073
01074
01075
01076
01077
01078
01079
01080
01081
01082
01083
01084
01085
01086
01087
01088
01089
01090
01091
01092
01093
01094
01095
01096
01097
01098
01099
01100
01101
01102
01103
01104
01105
01106
01107
01108
01109
01110
01111
01112
01113
01114
01115
01116
01117
01118
01119
01120
01121
01122
01123
01124
01125
01126
01127
01128
01129
01130
01131
01132
01133
01134
01135
01136
01137
01138
01139
01140
01141
01142
01143
01144
01145
01146
01147
01148
01149
01150
01151
01152
01153
01154
01155
01156
01157
01158
01159
01160
01161
01162
01163
01164
01165
01166
01167
01168
01169
01170
01171
01172
01173
01174
01175
01176
01177
01178
01179
01180
01181
01182
01183
01184
01185
01186
01187
01188
01189
01190
01191
01192
01193
01194
01195
01196
01197
01198
01199
01200
01201
01202
01203
01204
01205
01206
01207
01208
01209
01210
01211
01212
01213
01214
01215
01216
01217
01218
01219
01220
01221
01222
01223
01224
01225
01226
01227
01228
01229
01230
01231
01232
01233
01234
01235
01236
01237
01238
01239
01240
01241
01242
01243
01244
01245
01246
01247
01248
01249
01250
01251
01252
01253
01254
01255
01256
01257
01258
01259
01260
01261
01262
01263
01264
01265
01266
01267
01268
01269
01270
01271
01272
01273
01274
01275
01276
01277
01278
01279
01280
01281
01282
01283
01284
01285
01286
01287
01288
01289
01290
01291
01292
01293
01294
01295
01296
01297
01298
01299
01300
01301
01302
01303
01304
01305
01306
01307
01308
01309
01310
01311
01312
01313
01314
01315
01316
01317
01318
01319
01320
01321
01322
01323
01324
01325
01326
01327
01328
01329
01330
01331
01332
01333
01334
01335
01336
01337
01338
01339
01340
01341
01342
01343
01344
01345
01346
01347
01348
01349
01350
01351
01352
01353
01354
01355
01356
01357
01358
01359
01360
01361
01362
01363
01364
01365
01366
01367
01368
01369
01370
01371
01372
01373
01374
01375
01376
01377
01378
01379
01380
01381
01382
01383
01384
01385
01386
01387
01388
01389
01390
01391
01392
01393
01394
01395
01396
01397
01398
01399
01400
01401
01402
01403
01404
01405
01406
01407
01408
01409
01410
01411
01412
01413
01414
01415
01416
01417
01418
01419
01420
01421
01422
01423
01424
01425
01426
01427
01428
01429
01430
01431
01432
01433
01434
01435
01436
01437
01438
01439
01440
01441
01442
01443
01444
01445
01446
01447
01448
01449
01450
01451
01452
01453
01454
01455
01456
01457
01458
01459
01460
01461
01462
01463
01464
01465
01466
01467
01468
01469
01470
01471
01472
01473
01474
01475
01476
01477
01478
01479
01480
01481
01482
01483
01484
01485
01486
01487
01488
01489
01490
01491
01492
01493
01494
01495
01496
01497
01498
01499
01500
01501
01502
01503
01504
01505
01506
01507
01508
01509
01510
01511
01512
01513
01514
01515
01516
01517
01518
01519
01520
01521
01522
01523
01524
01525
01526
01527
01528
01529
01530
01531
01532
01533
01534
01535
01536
01537
01538
01539
01540
01541
01542
01543
01544
01545
01546
01547
01548
01549
01550
01551
01552
01553
01554
01555
01556
01557
01558
01559
01560
01561
01562
01563
01564
01565
01566
01567
01568
01569
01570
01571
01572
01573
01574
01575
01576
01577
01578
01579
01580
01581
01582
01583
01584
01585
01586
01587
01588
01589
01590
01591
01592
01593
01594
01595
01596
01597
01598
01599
01600
01601
01602
01603
01604
01605
01606
01607
01608
01609
01610
01611
01612
01613
01614
01615
01616
01617
01618
01619
01620
01621
01622
01623
01624
01625
01626
01627
01628
01629
01630
01631
01632
01633
01634
01635
01636
01637
01638
01639
01640
01641
01642
01643
01644
01645
01646
01647
01648
01649
01650
01651
01652
01653
01654
01655
01656
01657
01658
01659
01660
01661
01662
01663
01664
01665
01666
01667
01668
01669
01670
01671
01672
01673
01674
01675
01676
01677
01678
01679
01680
01681
01682
01683
01684
01685
01686
01687
01688
01689
01690
01691
01692
01693
01694
01695
01696
01697
01698
01699
01700
01701
01702
01703
01704
01705
01706
01707
01708
01709
01710
01711
01712
01713
01714
01715
01716
01717
01718
01719
01720
01721
01722
01723
01724
01725
01726
01727
01728
01729
01730
01731
01732
01733
01734
01735
01736
01737
01738
01739
01740
01741
01742
01743
01744
01745
01746
01747
01748
01749
01750
01751
01752
01753
01754
01755
01756
01757
01758
01759
01760
01761
01762
01763
01764
01765
01766
01767
01768
01769
01770
01771
01772
01773
01774
01775
01776
01777
01778
01779
01780
01781
01782
01783
01784
01785
01786
01787
01788
01789
01790
01791
01792
01793
01794
01795
01796
01797
01798
01799
01800
01801
01802
01803
01804
01805
01806
01807
01808
01809
01810
01811
01812
01813
01814
01815
01816
01817
01818
01819
01820
01821
01822
01823
01824
01825
01826
01827
01828
01829
01830
01831
01832
01833
01834
01835
01836
01837
01838
01839
01840
01841
01842
01843
01844
01845
01846
01847
01848
01849
01850
01851
01852
01853
01854
01855
01856
01857
01858
01859
01860
01861
01862
01863
01864
01865
01866
01867
01868
01869
01870
01871
01872
01873
01874
01875
01876
01877
01878
01879
01880
01881
01882
01883
01884
01885
01886
01887
01888
01889
01890
01891
01892
01893
01894
01895
01896
01897
01898
01899
01900
01901
01902
01903
01904
01905
01906
01907
01908
01909
01910
01911
01912
01913
01914
01915
01916
01917
01918
01919
01920
01921
01922
01923
01924
01925
01926
01927
01928
01929
01930
01931
01932
01933
01934
01935
01936
01937
01938
01939
01940
01941
01942
01943
01944
01945
01946
01947
01948
01949
01950
01951
01952
01953
01954
01955
01956
01957
01958
01959
01960
01961
01962
01963
01964
01965
01966
01967
01968
01969
01970
01971
01972
01973
01974
01975
01976
01977
01978
01979
01980
01981
01982
01983
01984
01985
01986
01987
01988
01989
01990
01991
01992
01993
01994
01995
01996
01997
01998
01999
02000
02001
02002
02003
02004
02005
02006
02007
02008
02009
02010
02011
02012
02013
02014
02015
02016
02017
02018
02019
02020
02021
02022
02023
02024
02025
02026
02027
02028
02029
02030
02031
02032
02033
02034
02035
02036
02037
02038
02039
02040
02041
02042
02043
02044
02045
02046
02047
02048
02049
02050
02051
02052
02053
02054
02055
02056
02057
02058
02059
02060
02061
02062
02063
02064
02065
02066
02067
02068
02069
02070
02071
02072
02073
02074
02075
02076
02077
02078
02079
02080
02081
02082
02083
02084
02085
02086
02087
02088
02089
02090
02091
02092
02093
02094
02095
02096
02097
02098
02099
02100
02101
02102
02103
02104
02105
02106
02107
02108
02109
02110
02111
02112
02113
02114
02115
02116
02117
02118
02119
02120
02121
02122
02123
02124
02125
02126
02127
02128
02129
02130
02131
02132
02133
02134
02135
02136
02137
02138
02139
02140
02141
02142
02143
02144
02145
02146
02147
02148
02149
02150
02151
02152
02153
02154
02155
02156
02157
02158
02159
02160
02161
02162
02163
02164
02165
02166
02167
02168
02169
02170
02171
02172
02173
02174
02175
02176
02177
02178
02179
02180
02181
02182
02183
02184
02185
02186
02187
02188
02189
02190
02191
02192
02193
02194
02195
02196
02197
02198
02199
02200
02201
02202
02203
02204
02205
02206
02207
02208
02209
02210
02211
02212
02213
02214
02215
02216
02217
02218
02219
02220
02221
02222
02223
02224
02225
02226
02227
02228
02229
02230
02231
02232
02233
02234
02235
02236
02237
02238
02239
02240
02241
02242
02243
02244
02245
02246
02247
02248
02249
02250
02251
02252
02253
02254
02255
02256
02257
02258
02259
02260
02261
02262
02263
02264
02265
02266
02267
02268
02269
02270
02271
02272
02273
02274
02275
02276
02277
02278
02279
02280
02281
02282
02283
02284
02285
02286
02287
02288
02289
02290
02291
02292
02293
02294
02295
02296
02297
02298
02299
02300
02301
02302
02303
02304
02305
02306
02307
02308
02309
02310
02311
02312
02313
02314
02315
02316
02317
02318
02319
02320
02321
02322
02323
02324
02325
02326
02327
02328
02329
02330
02331
02332
02333
02334
02335
02336
02337
02338
02339
02340
02341
02342
02343
02344
02345
02346
02347
02348
02349
02350
02351
02352
02353
02354
02355
02356
02357
02358
02359
02360
02361
02362
02363
02364
02365
02366
02367
02368
02369
02370
02371
02372
02373
02374
02375
02376
02377
02378
02379
02380
02381
02382
02383
02384
02385
02386
02387
02388
02389
02390
02391
02392
02393
02394
02395
02396
02397
02398
02399
02400
02401
02402
02403
02404
02405
02406
02407
02408
02409
02410
02411
02412
02413
02414
02415
02416
02417
02418
02419
02420
02421
02422
02423
02424
02425
02426
02427
02428
02429
02430
02431
02432
02433
02434
02435
02436
02437
02438
02439
02440
02441
02442
02443
02444
02445
02446
02447
02448
02449
02450
02451
02452
02453
02454
02455
02456
02457
02458
02459
02460
02461
02462
02463
02464
02465
02466
02467
02468
02469
02470
02471
02472
02473
02474
02475
02476
02477
02478
02479
02480
02481
02482
02483
02484
02485
02486
02487
02488
02489
02490
02491
02492
02493
02494
02495
02496
02497
02498
02499
02500
02501
02502
02503
02504
02505
02506
02507
02508
02509
02510
02511
02512
02513
02514
02515
02516
02517
02518
02519
02520
02521
02522
02523
02524
02525
02526
02527
02528
02529
02530
02531
02532
02533
02534
02535
02536
02537
02538
02539
02540
02541
02542
02543
02544
02545
02546
02547
02548
02549
02550
02551
02552
02553
02554
02555
02556
02557
02558
02559
02560
02561
02562
02563
02564
02565
02566
02567
02568
02569
02570
02571
02572
02573
02574
02575
02576
02577
02578
02579
02580
02581
02582
02583
02584
02585
02586
02587
02588
02589
02590
02591
02592
02593
02594
02595
02596
02597
02598
02599
02600
02601
02602
02603
02604
02605
02606
02607
02608
02609
02610
02611
02612
02613
02614
02615
02616
02617
02618
02619
02620
02621
02622
02623
02624
02625
02626
02627
02628
02629
02630
02631
02632
02633
02634
02635
02636
02637
02638
02639
02640
02641
02642
02643
02644
02645
02646
02647
02648
02649
02650
02651
02652
02653
02654
02655
02656
02657
02658
02659
02660
02661
02662
02663
02664
02665
02666
02667
02668
02669
02670
02671
02672
02673
02674
02675
02676
02677
02678
02679
02680
02681
02682
02683
02684
02685
02686
02687
02688
02689
02690
02691
02692
02693
02694
02695
02696
02697
02698
02699
02700
02701
02702
02703
02704
02705
02706
02707
02708
02709
02710
02711
02712
02713
02714
02715
02716
02717
02718
02719
02720
02721
02722
02723
02724
02725
02726
02727
02728
02729
02730
02731
02732
02733
02734
02735
02736
02737
02738
02739
02740
02741
02742
02743
02744
02745
02746
02747
02748
02749
02750
02751
02752
02753
02754
02755
02756
02757
02758
02759
02760
02761
02762
02763
02764
02765
02766
02767
02768
02769
02770
02771
02772
02773
02774
02775
02776
02777
02778
02779
02780
02781
02782
02783
02784
02785
02786
02787
02788
02789
02790
02791
02792
02793
02794
02795
02796
02797
02798
02799
02800
02801
02802
02803
02804
02805
02806
02807
02808
02809
02810
02811
02812
02813
02814
02815
02816
02817
02818
02819
02820
02821
02822
02823
02824
02825
02826
02827
02828
02829
02830
02831
02832
02833
02834
02835
02836
02837
02838
02839
02840
02841
02842
02843
02844
02845
02846
02847
02848
02849
02850
02851
02852
02853
02854
02855
02856
02857
02858
02859
02860
02861
02862
02863
02864
02865
02866
02867
02868
02869
02870
02871
02872
02873
02874
02875
02876
02877
02878
02879
02880
02881
02882
02883
02884
02885
02886
02887
02888
02889
02890
02891
02892
02893
02894
02895
02896
02897
02898
02899
02900
02901
02902
02903
02904
02905
02906
02907
02908
02909
02910
02911
02912
02913
02914
02915
02916
02917
02918
02919
02920
02921
02922
02923
02924
02925
02926
02927
02928
02929
02930
02931
02932
02933
02934
02935
02936
02937
02938
02939
02940
02941
02942
02943
02944
02945
02946
02947
02948
02949
02950
02951
02952
02953
02954
02955
02956
02957
02958
02959
02960
02961
02962
02963
02964
02965
02966
02967
02968
02969
02970
02971
02972
02973
02974
02975
02976
02977
02978
02979
02980
02981
02982
02983
02984
02985
02986
02987
02988
02989
02990
02991
02992
02993
02994
02995
02996
02997
02998
02999
03000
03001
03002
03003
03004
03005
03006
03007
03008
03009
03010
03011
03012
03013
03014
03015
03016
03017
03018
03019
03020
03021
03022
03023
03024
03025
03026
03027
03028
03029
03030
03031
03032
03033
03034
03035
03036
03037
03038
03039
03040
03041
03042
03043
03044
03045
03046
03047
03048
03049
03050
03051
03052
03053
03054
03055
03056
03057
03058
03059
03060
//=============================================================================
// Actor: The base class of all actors.
// Actor is the base class of all gameplay objects.
// A large number of properties, behaviors and interfaces are implemented in Actor, including:
//
// -	Display
// -	Animation
// -	Physics and world interaction
// -	Making sounds
// -	Networking properties
// -	Actor creation and destruction
// -	Actor iterator functions
// -	Message broadcasting
//
// Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
//=============================================================================

class Actor extends Object
	abstract
	native
	nativereplication
	hidecategories(Navigation)
	DependsOn(AnimNode);

/** List of extra trace flags */
const TRACEFLAG_Bullet			= 1;
const TRACEFLAG_PhysicsVolumes	= 2;
const TRACEFLAG_SkipMovers		= 4;
const TRACEFLAG_Blocking		= 8;

/** when bReplicateRigidBodyLocation is true, the root body of a ragdoll will be replicated
 * but this is not entirely accurate (and isn't meant to be) as the other bodies in the ragdoll may interfere
 * this can then result in jittering from the client constantly trying to apply the replicated value
 * so if the client's error is less than this amount from the replicated value, it will be ignored
 */
const REP_RBLOCATION_ERROR_TOLERANCE_SQ = 16.0f;

/**
 * Actor components.
 * These are not exposed by default to level designers for several reasons.
 * The main one being that properties are not propagated to network clients
 * when is actor is dynamic (bStatic=FALSE and bNoDelete=FALSE).
 * So instead the actor should expose and interface the necessary component variables.
 */

/** The actor components which are attached directly to the actor's location/rotation. */
var private const array<ActorComponent>	Components;

/** All actor components which are directly or indirectly attached to the actor. */
var private transient const array<ActorComponent> AllComponents;

/** A fence to track when the primitive is detached from the scene in the rendering thread. */
var private native const RenderCommandFence DetachFence;

/** Allow each actor to run at a different time speed */
var float CustomTimeDilation;

// Priority Parameters
// Actor's current physics mode.
var(Movement) const enum EPhysics
{
	PHYS_None,
	PHYS_Walking,
	PHYS_Falling,
	PHYS_Swimming,
	PHYS_Flying,
	PHYS_Rotating,
	PHYS_Projectile,
	PHYS_Interpolating,
	PHYS_Spider,
	PHYS_Ladder,
	PHYS_RigidBody,
	PHYS_SoftBody, /** update bounding boxes and killzone test, otherwise like PHYS_None */
	PHYS_Unused
} Physics;

/** The set of Directions an actor can be moving **/
enum EMoveDir
{
	MD_Stationary,
	MD_Forward,
	MD_Backward,
	MD_Left,
	MD_Right,
	MD_Up,
	MD_Down
};


// Owner.
var const Actor	Owner;			// Owner actor.
var(Attachment) const Actor	Base;           // Actor we're standing on.

struct native TimerData
{
	var bool			bLoop;
	var Name			FuncName;
	var float			Rate, Count;
	var Object			TimerObj;
};
var const array<TimerData>			Timers;			// list of currently active timers

// Flags.
var			  const bool	bStatic;			// Does not move or change over time. Don't let L.D.s change this - screws up net play

/** If this is True, all PrimitiveComponents of the actor are hidden.  If this is false, only PrimitiveComponents with HiddenGame=True are hidden. */
var(Display) const bool	bHidden;

var			  const	bool	bNoDelete;			// Cannot be deleted during play.
var			  const	bool	bDeleteMe;			// About to be deleted.
var transient const bool	bTicked;			// Actor has been updated.
var const				bool    bOnlyOwnerSee;		// Only owner can see this actor.
var					bool	bStasis;			// In StandAlone games, turn off if not in a recently rendered zone turned off if  bStasis  and physics = PHYS_None or PHYS_Rotating.
var					bool	bWorldGeometry;		// Collision and Physics treats this actor as static world geometry
/** Ignore Unreal collisions between PHYS_RigidBody pawns (vehicles/ragdolls) and this actor (only relevant if bIgnoreEncroachers is false) */
var					bool	bIgnoreRigidBodyPawns;
var					bool	bOrientOnSlope;		// when landing, orient base on slope of floor
var			  const	bool	bIgnoreEncroachers;	// Ignore collisions between movers and this actor
/** whether encroachers can push this Actor (only relevant if bIgnoreEncroachers is false and not an encroacher ourselves)
 * if false, the encroacher gets EncroachingOn() called immediately instead of trying to safely move this actor first
 */
var bool bPushedByEncroachers;
/** If TRUE, when an InterpActor (Mover) encroaches or runs into this Actor, it is destroyed, and will not stop the mover. */
var bool bDestroyedByInterpActor;

/** Whether to route BeginPlay even if the actor is static. */
var			  const bool	bRouteBeginPlayEvenIfStatic;
/** Used to determine when we stop moving, so we can update PreviousLocalToWorld to stop motion blurring. */
var			  const	bool	bIsMoving;
/**
 *	If true (and is an encroacher) will do the encroachment check inside MoveActor even if there is no movement.
 *	This is useful for objects that may change bounding box but not actually move.
 */
var					bool	bAlwaysEncroachCheck;
/** whether this Actor may return an alternate location from GetTargetLocation() when bRequestAlternateLoc is true
 * (used as an early out when tracing to those locations, etc)
 */
var bool bHasAlternateTargetLocation;

// Networking flags
var			  const	bool	bNetTemporary;				// Tear-off simulation in network play.
var			  const	bool	bOnlyRelevantToOwner;			// this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.
var transient				bool	bNetDirty;				// set when any attribute is assigned a value in unrealscript, reset when the actor is replicated
var					bool	bAlwaysRelevant;			// Always relevant for network.
var					bool	bReplicateInstigator;		// Replicate instigator to client (used by bNetTemporary projectiles).
var					bool	bReplicateMovement;			// if true, replicate movement/location related properties
var					bool	bSkipActorPropertyReplication; // if true, don't replicate actor class variables for this actor
var					bool	bUpdateSimulatedPosition;	// if true, update velocity/location after initialization for simulated proxies
var					bool	bTearOff;					// if true, this actor is no longer replicated to new clients, and
														// is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated.
var					bool	bOnlyDirtyReplication;		// if true, only replicate actor if bNetDirty is true - useful if no C++ changed attributes (such as physics)
														// bOnlyDirtyReplication only used with bAlwaysRelevant actors


/** Demo recording variables */
var transient				bool	bDemoRecording;		/** set when we are currently replicating this Actor into a demo */
var transient				bool	bClientDemoRecording;	/** set when we are recording a clientside demo */
var transient				bool	bRepClientDemo;		/** set if remote client is recording a clientside demo */
var					bool	bDemoOwner;					// Demo recording driver owns this actor.

/** Should replicate initial rotation.  This property should never be changed during execution, as the client and server rely on the default value of this property always being the same. */
var const           bool    bNetInitialRotation;

/** If true, never replicate rotation */
var					bool	bNeverReplicateRotation;

var					bool	bReplicateRigidBodyLocation;	// replicate Location property even when in PHYS_RigidBody
var					bool	bKillDuringLevelTransition;	// If set, actor and its components are marked as pending kill during seamless map transitions
/** whether we already exchanged Role/RemoteRole on the client, as removing then readding a streaming level
 * causes all initialization to be performed again even though the actor may not have actually been reloaded
 */
var const				bool	bExchangedRoles;

/** If true, texture streaming code iterates over all StaticMeshComponents found on this actor when building texture streaming information. */
var(Advanced)				bool	bConsiderAllStaticMeshComponentsForStreaming;

//debug
var(Debug)					bool	 bDebug;	// Used to toggle debug logging

// HUD
/** IF true, may call PostRenderFor() even when this actor is not visible */
var							bool	bPostRenderIfNotVisible;

// Net variables.
enum ENetRole
{
	ROLE_None,              // No role at all.
	ROLE_SimulatedProxy,	// Locally simulated proxy of this actor.
	ROLE_AutonomousProxy,	// Locally autonomous proxy of this actor.
	ROLE_Authority,			// Authoritative control over the actor.
};
var ENetRole RemoteRole, Role;

/** Internal - used by UWorld::ServerTickClients() */
var const transient int		NetTag;

/** Next time this actor will be considered for replication, set by SetNetUpdateTime() */
var const float NetUpdateTime;

/** How often (per second) this actor will be considered for replication, used to determine NetUpdateTime */
var float NetUpdateFrequency;

/** Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate */
var float NetPriority;

/** When set to TRUE will force this actor to immediately be considered for replication, instead of waiting for NetUpdateTime */
var transient bool bForceNetUpdate;

/** Last time this actor was updated for replication via NetUpdateTime or bForceNetUpdate */
var const transient float LastNetUpdateTime;

/** Is this actor still pending a full net update due to clients that weren't able to replicate the actor at the time of LastNetUpdateTime */
var const transient bool bPendingNetUpdate;


var Pawn                  Instigator;    // Pawn responsible for damage caused by this actor.

var const transient WorldInfo	WorldInfo;
var	float						LifeSpan;		// How old the object lives before dying, 0=forever.
var const float					CreationTime;	// The time this actor was created, relative to WorldInfo.TimeSeconds

//-----------------------------------------------------------------------------
// Structures.

struct native transient TraceHitInfo
{
	var Material			Material; // Material we hit.
	var PhysicalMaterial    PhysMaterial; // The Physical Material that was hit
	var int					Item; // Extra info about thing we hit.
	var int					LevelIndex; // Level index, if we hit BSP.
	var name				BoneName; // Name of bone if we hit a skeletal mesh.
	var PrimitiveComponent	HitComponent; // Component of the actor that we hit.
};


/** Hit definition struct. Mainly used by Instant Hit Weapons. */
struct native transient ImpactInfo
{
	/** Actor Hit */
	var	Actor			HitActor;
	/** world location of hit impact */
	var	vector			HitLocation;
	/** Hit normal of impact */
	var	vector			HitNormal;
	/** Direction of ray when hitting actor */
	var	vector			RayDir;
	/** Trace Hit Info (material, bonename...) */
	var	TraceHitInfo	HitInfo;
};

/** Struct used for passing information from Matinee to an Actor for blending animations during a sequence. */
struct native transient AnimSlotInfo
{
	/** Name of slot that we want to play the animtion in. */
	var	name			SlotName;

	/** Strength of each Channel within this Slot. Channel indexs are determined by track order in Matinee. */
	var array<float>	ChannelWeights;
};

/** Used to indicate each slot name and how many channels they have. */
struct native transient AnimSlotDesc
{
	/** Name of the slot. */
	var name			SlotName;

	/** Number of channels that are available in this slot. */
	var int				NumChannels;
};

//-----------------------------------------------------------------------------
// Major actor properties.

/**
 * The value of WorldInfo->TimeSeconds for the frame when this actor was last rendered.  This is written
 * from the render thread, which is up to a frame behind the game thread, so you should allow this time to
 * be at least a frame behind the game thread's world time before you consider the actor non-visible.
 * There's an equivalent variable in PrimitiveComponent.
 */
var transient float		LastRenderTime;

var(Object)	name			Tag;			// Actor's tag name.
var			name			InitialState;
var(Object)	name			Group;

// Internal.
var transient const array<Actor>		Touching;		 // List of touching actors.
var transient const array<Actor> Children;		// array of actors owned by this actor
var const float				LatentFloat;   // Internal latent function use.
var const AnimNodeSequence	LatentSeqNode; // Internal latent function use.

// The actor's position and rotation.
var transient const PhysicsVolume	PhysicsVolume;	// physics volume this actor is currently in
var(Movement) const vector			Location;		// Actor's location; use Move to set.
var(Movement) const rotator			Rotation;		// Rotation.
var					vector			Velocity;		// Velocity.
var					vector			Acceleration;	// Acceleration.

// Attachment related variables
var(Attachment) SkeletalMeshComponent	BaseSkelComponent;
var(Attachment) name					BaseBoneName;

var const array<Actor>  Attached;			// array of actors attached to this actor.
var const vector		RelativeLocation;	// location relative to base/bone (valid if base exists)
var const rotator		RelativeRotation;	// rotation relative to base/bone (valid if base exists)

var(Attachment) const bool bHardAttach;		// Uses 'hard' attachment code. bBlockActor must also be false.
											// This actor cannot then move relative to base (setlocation etc.).
											// Dont set while currently based on something!

var(Attachment) bool bIgnoreBaseRotation;	/** If true, this actor ignores the effects of changes in its base's rotation on its location and rotation */

/** If TRUE, BaseSkelComponent is used as the shadow parent for this actor. */
var(Attachment) bool bShadowParented;

/** Determines whether or not adhesion code should attempt to adhere to this actor. **/
var bool bCanBeAdheredTo;

/** Determines whether or not friction code should attempt to friction to this actor. **/
var bool bCanBeFrictionedTo;


//-----------------------------------------------------------------------------
// Display properties.

var(Display) const interp	float	DrawScale;		// Scaling factor, 1.0=normal size.
var(Display) const interp	vector	DrawScale3D;	// Scaling vector, (1.0,1.0,1.0)=normal size.
var(Display) const			vector	PrePivot;		// Offset from box center for drawing.

// Advanced.
var			  bool		bHurtEntry;				// keep HurtRadius from being reentrant
var			  bool		bGameRelevant;			// Always relevant for game
var const     bool		bMovable;				// Actor can be moved.
var			  bool		bDestroyInPainVolume;	// destroy this actor if it enters a pain volume
var			  bool		bCanBeDamaged;			// can take damage
var			  bool		bShouldBaseAtStartup;	// if true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating
var			  bool		bPendingDelete;			// set when actor is about to be deleted (since endstate and other functions called
												// during deletion process before bDeleteMe is set).
var			  bool		bCanTeleport;			// This actor can be teleported.
var			  const	bool	bAlwaysTick;		// Update even when paused
/** indicates that this Actor can dynamically block AI paths */
var(Navigation) bool bBlocksNavigation;

//-----------------------------------------------------------------------------
// Collision.

// Collision primitive.
var(Collision) PrimitiveComponent	CollisionComponent;

var				native int	  		OverlapTag;

/** enum for LDs to select collision options - sets Actor flags and that of our CollisionComponent via PostEditChange() */
var(Collision) const transient enum ECollisionType
{
	COLLIDE_CustomDefault, // custom programmer set collison (PostEditChange() will restore collision to defaults when this is selected)
	COLLIDE_NoCollision, // doesn't collide
	COLLIDE_BlockAll, // blocks everything
	COLLIDE_BlockWeapons, // only blocks zero extent things (usually weapons)
	COLLIDE_TouchAll, // touches (doesn't block) everything
	COLLIDE_TouchWeapons, // touches (doesn't block) only zero extent things
	COLLIDE_BlockAllButWeapons, // only blocks non-zero extent things (Pawns, etc)
	COLLIDE_TouchAllButWeapons, // touches (doesn't block) only non-zero extent things
} CollisionType;
/** mirrored copy of CollisionComponent's BlockRigidBody for the Actor property window for LDs (so it's next to CollisionType)
 * purely for editing convenience and not used at all by the physics code
 */
var(Collision) const transient bool BlockRigidBody;

// Collision flags.
var 			bool		bCollideWhenPlacing;	// This actor collides with the world when placing.
var const	bool		bCollideActors;			// Collides with other actors.
var		bool		bCollideWorld;			// Collides with the world.
var(Collision)			bool		bCollideComplex;		// Ignore Simple Collision on Static Meshes, and collide per Poly.
var			bool		bBlockActors;			// Blocks other nonplayer actors.
var						bool		bProjTarget;			// Projectiles should potentially target this actor.
var						bool		bBlocksTeleport;

/**
 *	For encroachers, don't do the overlap check when they move. You will not get touch events for this actor moving, but it is much faster.
 *	This is an optimisation for large numbers of PHYS_RigidBody actors for example.
 */
var(Collision)			bool		bNoEncroachCheck;

/** If true, do a zero-extent trace each frame from old to new Location when in PHYS_RigidBody. If it hits the world (ie might be tunneling), call FellOutOfWorld. */
var(Collision)			bool		bPhysRigidBodyOutOfWorldCheck;

/** Set TRUE if a component is ever attached which is outside the world. OutsideWorldBounds will be called in Tick in this case. */
var	const bool						bComponentOutsideWorld;

//-----------------------------------------------------------------------------
// Physics.

// Options.
var			  bool        bBounce;           // Bounces when hits ground fast.
var			  const bool  bJustTeleported;   // Used by engine physics - not valid for scripts.

// Physics properties.
var(Movement) rotator	  RotationRate;		// Change in rotation per second.
var(Movement) rotator     DesiredRotation;	// Physics will smoothly rotate actor to this rotation.
var			  Actor		  PendingTouch;		// Actor touched during move which wants to add an effect after the movement completes

//@note: Pawns have properties that override these values
const MINFLOORZ = 0.7; // minimum z value for floor normal (if less, not a walkable floor)
					   // 0.7 ~= 45 degree angle for floor
const ACTORMAXSTEPHEIGHT = 35.0; // max height floor walking actor can step up to

const RBSTATE_LINVELSCALE = 10.0;
const RBSTATE_ANGVELSCALE = 1000.0;

/** describes the physical state of a rigid body
 * @warning: C++ mirroring is in UnPhysPublic.h
 */
struct RigidBodyState
{
	var vector	Position;
	var Quat	Quaternion;
	var vector	LinVel; // RBSTATE_LINVELSCALE times actual (precision reasons)
	var vector	AngVel; // RBSTATE_ANGVELSCALE times actual (precision reasons)
	var	byte	bNewData;
};

const RB_None=0x00;			// Not set, empty
const RB_NeedsUpdate=0x01;	// If bNewData & RB_NeedsUpdate != 0 then an update is needed
const RB_Sleeping=0x02;		// if bNewData & RB_Sleeping != 0 then this RigidBody needs to sleep

/** If linear error is less than this, will not be corrected by net update. */
var(Physics)	float	MinDistForNetRBCorrection;

/** Information about one contact between a pair of rigid bodies
 * @warning: C++ mirroring is in UnPhysPublic.h
 */
struct RigidBodyContactInfo
{
	var vector ContactPosition;
	var vector ContactNormal;
	var float ContactPenetration;
	var vector ContactVelocity[2];
	var PhysicalMaterial PhysMaterial[2];
};

/** Information about an overall collision, including contacts
 * @warning: C++ mirroring is in UnPhysPublic.h
 */
struct CollisionImpactData
{
	/** all the contact points in the collision*/
	var array<RigidBodyContactInfo> ContactInfos;

	/** the total force applied as the two objects push against each other*/
	var vector TotalNormalForceVector;
	/** the total counterforce applied of the two objects sliding against each other*/
	var vector TotalFrictionForceVector;
};

/** Structure filled in by async line check when it completes.
 * @warning: C++ mirroring is in UnPhysPublic.h
 */
struct AsyncLineCheckResult
{
	/** Indicates that there is an outstanding async line check that will be filling in this structure. */
	var int	bCheckStarted;

	/** Indicates that the async line check has finished, and bHit now contains the result. */
	var int	bCheckCompleted;

	/** Indicates result of line check. If bHit is TRUE, then the line hit some part of the level. */
	var int	bHit;
};

struct native ReplicatedHitImpulse
{
	var vector AppliedImpulse; //contains DamageRadius in X and damageimpulse in y for radial impulse
	var vector HitLocation;  // HurtOrigin for radial impulse
	var name BoneName;
	var byte ImpulseCount;
	var bool bRadialImpulse;
};

// endif

//-----------------------------------------------------------------------------
// Networking.

// Symmetric network flags, valid during replication only.
var const bool bNetInitial;       // Initial network update.
var const bool bNetOwner;         // Player owns this actor.

//Editing flags
var(Advanced) const bool  bHiddenEd;     // Is hidden during editing.
var(Advanced) const bool  bHiddenEdGroup;// Is hidden by the group brower.
var const bool bHiddenEdCustom; // custom visibility flag for game-specific editor modes; not used by base editor functionality
var(Advanced) bool        bEdShouldSnap; // Snap to grid in editor.
var transient const bool  bTempEditor;   // Internal UnrealEd.
var(Collision) bool		  bPathColliding;// this actor should collide (if bWorldGeometry && bBlockActors is true) during path building (ignored if bStatic is true, as actor will always collide during path building)
var transient bool		  bPathTemp;	 // Internal/path building
var	bool				  bScriptInitialized; // set to prevent re-initializing of actors spawned during level startup
var(Advanced) bool        bLockLocation; // Prevent the actor from being moved in the editor.

var class<LocalMessage> MessageClass;

//-----------------------------------------------------------------------------
// Enums.

// Traveling from server to server.
enum ETravelType
{
	TRAVEL_Absolute,	// Absolute URL.
	TRAVEL_Partial,		// Partial (carry name, reset server).
	TRAVEL_Relative,	// Relative URL.
};


// double click move direction.
enum EDoubleClickDir
{
	DCLICK_None,
	DCLICK_Left,
	DCLICK_Right,
	DCLICK_Forward,
	DCLICK_Back,
	DCLICK_Active,
	DCLICK_Done
};

/** The ticking group this actor belongs to */
var const ETickingGroup TickGroup;

//-----------------------------------------------------------------------------
// Kismet

/** List of all events that this actor can support, for use by the editor */
var const array<class<SequenceEvent> > SupportedEvents;

/** List of all events currently associated with this actor */
var const array<SequenceEvent> GeneratedEvents;

/** List of all latent actions currently active on this actor */
var array<SeqAct_Latent> LatentActions;

/**
 * Struct used for cross level navigation point references.
 */
struct native NavReference
{
	var() NavigationPoint Nav;
	var() editconst const guid Guid;

	structcpptext
	{
		FNavReference()
		{
			Nav = NULL;
		}
		explicit FNavReference(class ANavigationPoint *InNav, FGuid &InGuid)
		{
			Nav = InNav;
			Guid = InGuid;
		}
		// overload various operators to make the reference struct as transparent as possible
		FORCEINLINE ANavigationPoint* operator*()
		{
			return Nav;
		}
		FORCEINLINE ANavigationPoint* operator->()
		{
			return Nav;
		}
		/** Slow version of deref that will use GUID if Nav is NULL */
		ANavigationPoint* operator~();
		FORCEINLINE FNavReference* operator=(ANavigationPoint *TargetNav)
		{
			Nav = TargetNav;
			return this;
		}
		FORCEINLINE UBOOL operator==(const FNavReference &Ref) const
		{
			return (Ref != NULL && (Ref.Nav == Nav));
		}
		FORCEINLINE UBOOL operator!=(const FNavReference &Ref) const
		{
			return (Ref == NULL || (Ref.Nav != Nav));
		}
		FORCEINLINE UBOOL operator==(ANavigationPoint *TestNav) const
		{
			return (Nav == TestNav);
		}
		FORCEINLINE UBOOL operator!=(ANavigationPoint *TestNav) const
		{
			return (Nav != TestNav);
		}
		FORCEINLINE operator AActor*()
		{
			return (AActor*)Nav;
		}
		FORCEINLINE operator ANavigationPoint*()
		{
			return Nav;
		}
		FORCEINLINE operator UBOOL()
		{
			return (Nav != NULL);
		}
		FORCEINLINE UBOOL operator!()
		{
			return (Nav == NULL);
		}
	}
};

//-----------------------------------------------------------------------------
// cpptext.

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

//-----------------------------------------------------------------------------
// Network replication.

replication
{
	// Location
	if ( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
					&& (((RemoteRole == ROLE_AutonomousProxy) && bNetInitial)
						|| ((RemoteRole == ROLE_SimulatedProxy) && (bNetInitial || bUpdateSimulatedPosition) && ((Base == None) || Base.bWorldGeometry))) )
		Location, Rotation;

	if ( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
					&& RemoteRole==ROLE_SimulatedProxy )
		Base;

	if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement && (bNetInitial || bUpdateSimulatedPosition)
					&& RemoteRole==ROLE_SimulatedProxy && (Base != None) && !Base.bWorldGeometry)
		RelativeRotation, RelativeLocation;

	// Physics
	if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
					&& ((RemoteRole == ROLE_SimulatedProxy) && (bNetInitial || bUpdateSimulatedPosition)) )
		Velocity, Physics;

	// Animation.
	if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) )
		bHardAttach;

	// Properties changed using accessor functions
	if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && bNetDirty )
		bHidden;

	if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && bNetDirty
					&& (bCollideActors || bCollideWorld) )
		bProjTarget, bBlockActors;

	// Properties changed only when spawning or in script (relationships, rendering, lighting)
	if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) )
		Role,RemoteRole,bNetOwner,bTearOff;

	if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
					&& bNetDirty && bReplicateInstigator )
		Instigator;

	// Infrequently changed mesh properties
	if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)	&& bNetDirty )
		DrawScale, bCollideActors, bCollideWorld;

	// Properties changed using accessor functions
	if ( bNetOwner && (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && bNetDirty )
		Owner;
}

//-----------------------------------------------------------------------------
// natives.

/**
 * Flags all components as dirty and then calls UpdateComponents().
 *
 * @param	bCollisionUpdate	[opt] As per UpdateComponents; defaults to FALSE.
 * @param	bTransformOnly		[opt] TRUE to update only the component transforms, FALSE to update the entire component.
 */
native function ForceUpdateComponents(optional bool bCollisionUpdate = FALSE, optional bool bTransformOnly = TRUE);

// Execute a console command in the context of the current level and game engine.
native function string ConsoleCommand(string Command, optional bool bWriteToLog = true);

//=============================================================================
// General functions.

// Latent functions.
native(256) final latent function Sleep( float Seconds );
native(261) final latent function FinishAnim( AnimNodeSequence SeqNode );

// Collision.
native(262) final noexport function SetCollision( optional bool bNewColActors, optional bool bNewBlockActors, optional bool bNewIgnoreEncroachers );
native(283) final function SetCollisionSize( float NewRadius, float NewHeight );
native final function SetDrawScale(float NewScale);
native final function SetDrawScale3D(vector NewScale3D);

// Movement.
native(266) final function bool Move( vector Delta );
native(267) final function bool SetLocation( vector NewLocation );
native(299) final function bool SetRotation( rotator NewRotation );
/** This will return the direction in LocalSpace that that actor is moving.  This is useful for firing off effects based on which way the actor is moving. **/
native function EMoveDir MovingWhichWay( out float Amount );

/** updates the zone/PhysicsVolume of this Actor
 * @param bForceRefresh - forces the code to do a full collision check instead of exiting early if the current info is valid
 */
native final noexport function SetZone(bool bForceRefresh);

// SetRelativeRotation() sets the rotation relative to the actor's base
native final function bool SetRelativeRotation( rotator NewRotation );
native final function bool SetRelativeLocation( vector NewLocation );
native final function noexport SetHardAttach(optional bool bNewHardAttach);

native(3969) noexport final function bool MoveSmooth( vector Delta );
native(3971) final function AutonomousPhysics(float DeltaSeconds);

/** returns terminal velocity (max speed while falling) for this actor.  Unless overridden, it returns the TerminalVelocity of the PhysicsVolume in which this actor is located.
*/
native function float GetTerminalVelocity();

// Relations.
native(298) noexport final function SetBase( actor NewBase, optional vector NewFloor, optional SkeletalMeshComponent SkelComp, optional name AttachName );
native(272) final function SetOwner( actor NewOwner );

/** Attempts to find a valid base for this actor */
native function FindBase();

/** iterates up the Base chain to see whether or not this Actor is based on the given Actor
 * @param TestActor the Actor to test for
 * @return whether or not this Actor is based on TestActor
 */
native noexport final function bool IsBasedOn(Actor TestActor);

/** Walks up the Base chain from this Actor and returns the Actor at the top (the eventual Base). this->Base is NULL, returns this. */
native function Actor GetBaseMost();

/** iterates up the Owner chain to see whether or not this Actor is owned by the given Actor
 * @param TestActor the Actor to test for
 * @return whether or not this Actor is owned by TestActor
 */
native noexport final function bool IsOwnedBy(Actor TestActor);

simulated event ReplicatedEvent(name VarName);	// Called when a variable with the property flag "RepNotify" is replicated

/** adds/removes a property from a list of properties that will always be replicated when this Actor is bNetInitial, even if the code thinks
 * the client has the same value the server already does
 * This is a workaround to the problem where an LD places an Actor in the level, changes a replicated variable away from the defaults,
 * then at runtime the variable is changed back to the default but it doesn't replicate because initial replication is based on class defaults
 * Only has an effect when called on bStatic or bNoDelete Actors
 * Only properties already in the owning class's replication block may be specified
 * @param PropToReplicate the property to add or remove to the list
 * @param bAdd true to add the property, false to remove the property
 */
native final function SetForcedInitialReplicatedProperty(Property PropToReplicate, bool bAdd);

//=========================================================================
// Rendering.

/** Flush persistent lines */
native static final function FlushPersistentDebugLines();

/** Draw a debug line */
native static final function DrawDebugLine(vector LineStart, vector LineEnd, byte R, byte G, byte B, optional bool bPersistentLines); // SLOW! Use for debugging only!

/** Draw a debug box */
native static final function DrawDebugBox(vector Center, vector Extent, byte R, byte G, byte B, optional bool bPersistentLines); // SLOW! Use for debugging only!

/** Draw Debug coordinate system */
native static final function DrawDebugCoordinateSystem(vector AxisLoc, Rotator AxisRot, float Scale, optional bool bPersistentLines); // SLOW! Use for debugging only!

/** Draw a debug sphere */
native static final function DrawDebugSphere(vector Center, float Radius, INT Segments, byte R, byte G, byte B, optional bool bPersistentLines); // SLOW! Use for debugging only!

/** Draw a debug cylinder */
native static final function DrawDebugCylinder(vector Start, vector End, float Radius, INT Segments, byte R, byte G, byte B, optional bool bPersistentLines); // SLOW! Use for debugging only!

/** Draw a debug cone */
native static final function DrawDebugCone(Vector Origin, Vector Direction, FLOAT Length, FLOAT AngleWidth, FLOAT AngleHeight, INT NumSides, Color DrawColor, optional bool bPersistentLines);

/** Draw some value over time onto the StatChart. Toggle on and off with */
native final function ChartData(string DataName, float DataValue);

/**
 * Changes the value of bHidden.
 *
 * @param bNewHidden	- The value to assign to bHidden.
 */
native final function SetHidden(bool bNewHidden);

/** changes the value of bOnlyOwnerSee
 * @param bNewOnlyOwnerSee the new value to assign to bOnlyOwnerSee
 */
native final function SetOnlyOwnerSee(bool bNewOnlyOwnerSee);

//=========================================================================
// Physics.

native(3970) noexport final function SetPhysics( EPhysics newPhysics );

// Timing
native final function Clock(out float time);
native final function UnClock(out float time);

// Components

/**
 * Adds a component to the actor's components array, attaching it to the actor.
 * @param NewComponent - The component to attach.
 */
native final function AttachComponent(ActorComponent NewComponent);

/**
 * Removes a component from the actor's components array, detaching it from the actor.
 * @param ExComponent - The component to detach.
 */
native final function DetachComponent(ActorComponent ExComponent);

/** Changes the ticking group for this actor */
native final function SetTickGroup(ETickingGroup NewTickGroup);

//=========================================================================
// Engine notification functions.

//
// Major notifications.
//
event Destroyed();
event GainedChild( Actor Other );
event LostChild( Actor Other );
event Tick( float DeltaTime );

//
// Physics & world interaction.
//
event Timer();
event HitWall( vector HitNormal, actor Wall, PrimitiveComponent WallComp);
event Falling();
event Landed( vector HitNormal, actor FloorActor );
event PhysicsVolumeChange( PhysicsVolume NewVolume );
event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal );
event PostTouch( Actor Other ); // called for PendingTouch actor after physics completes
event UnTouch( Actor Other );
event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal );
event BaseChange();
event Attach( Actor Other );
event Detach( Actor Other );
event Actor SpecialHandling(Pawn Other);
/**
 * Called when collision values change for this actor (via SetCollision/SetCollisionSize).
 */
event CollisionChanged();
/** called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
 * @return true to abort the move, false to allow it
 * @warning do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
 */
event bool EncroachingOn(Actor Other);
event EncroachedBy( actor Other );
event RanInto( Actor Other );	// called for encroaching actors which successfully moved the other actor out of the way

/** Clamps out_Rot between the upper and lower limits offset from the base */
simulated final native function bool ClampRotation( out Rotator out_Rot, Rotator rBase, Rotator rUpperLimits, Rotator rLowerLimits );
/** Called by ClampRotation if the rotator was outside of the limits */
simulated event bool OverRotated( out Rotator out_Desired, out Rotator out_Actual );

/**
 * Called when being activated by the specified pawn.  Default
 * implementation searches for any SeqEvent_Used and activates
 * them.
 *
 * @return		true to indicate this actor was activated
 */
function bool UsedBy(Pawn User)
{
	return TriggerEventClass(class'SeqEvent_Used', User, -1);
}

/** called when the actor falls out of the world 'safely' (below KillZ and such) */
simulated event FellOutOfWorld(class<DamageType> dmgType)
{
	SetPhysics(PHYS_None);
	SetHidden(True);
	SetCollision(false,false);
	Destroy();
}

/** called when the Actor is outside the hard limit on world bounds
 * @note physics and collision are automatically turned off after calling this function
 */
simulated event OutsideWorldBounds()
{
	Destroy();
}

/**
 * Trace a line and see what it collides with first.
 * Takes this actor's collision properties into account.
 * Returns first hit actor, Level if hit level, or None if hit nothing.
 */
native(277) noexport final function Actor Trace
(
	out vector					HitLocation,
	out vector					HitNormal,
	vector						TraceEnd,
	optional vector				TraceStart,
	optional bool				bTraceActors,
	optional vector				Extent,
	optional out TraceHitInfo	HitInfo,
	optional int				ExtraTraceFlags
);

/**
 *	Run a line check against just this PrimitiveComponent. Return TRUE if we hit.
 *  NOTE: the actual Actor we call this on is irrelevant!
 */
native noexport final function bool TraceComponent
(
	out vector						HitLocation,
	out vector						HitNormal,
	PrimitiveComponent				InComponent,
	vector							TraceEnd,
	optional vector					TraceStart,
	optional vector					Extent,
	optional out TraceHitInfo		HitInfo
);

/**
 *	Run a point check against just this PrimitiveComponent. Return TRUE if we hit.
 *  NOTE: the actual Actor we call this on is irrelevant!
 */
native noexport final function bool PointCheckComponent
(
	PrimitiveComponent				InComponent,
	vector							PointLocation,
	vector							PointExtent
);

// returns true if did not hit world geometry
native(548) noexport final function bool FastTrace
(
	vector          TraceEnd,
	optional vector TraceStart,
	optional vector BoxExtent,
	optional bool	bTraceBullet
);

/*
 * Tries to position a box to avoid overlapping world geometry.
 * If no overlap, the box is placed at SpotLocation, otherwise the position is adjusted
 * @Parameter BoxExtent is the collision extent (X and Y=CollisionRadius, Z=CollisionHeight)
 * @Parameter SpotLocation is the position where the box should be placed.  Contains the adjusted location if it is adjusted.
 * @Return true if successful in finding a valid non-world geometry overlapping location
 */
native final function bool FindSpot(vector BoxExtent, out vector SpotLocation);

native final function bool ContainsPoint(vector Spot);
native noexport final function bool IsOverlapping(Actor A);
native final function GetComponentsBoundingBox(out box ActorBox) const;
native function GetBoundingCylinder(out float CollisionRadius, out float CollisionHeight) const;

/** Spawn an actor. Returns an actor of the specified class, not
 * of class Actor (this is hardcoded in the compiler). Returns None
 * if the actor could not be spawned (if that happens, there will be a log warning indicating why)
 * Defaults to spawning at the spawner's location.
 *
 * @note: ActorTemplate is sent for replicated actors and therefore its properties will also be applied
 * at initial creation on the client. However, because of this, ActorTemplate must be a static resource
 * (an actor archetype, default object, or a bStatic/bNoDelete actor in a level package)
 * or the spawned Actor cannot be replicated
 */
native noexport final function coerce actor Spawn
(
	class<actor>      SpawnClass,
	optional actor	  SpawnOwner,
	optional name     SpawnTag,
	optional vector   SpawnLocation,
	optional rotator  SpawnRotation,
	optional Actor    ActorTemplate,
	optional bool	  bNoCollisionFail
);

//
// Destroy this actor. Returns true if destroyed, false if indestructible.
// Destruction is latent. It occurs at the end of the tick.
//
native(279) final noexport function bool Destroy();

// Networking - called on client when actor is torn off (bTearOff==true)
event TornOff();

//=============================================================================
// Timing.

/**
 * Sets a timer to call the given function at a set
 * interval.  Defaults to calling the 'Timer' event if
 * no function is specified.  If inRate is set to
 * 0.f it will effectively disable the previous timer.
 *
 * NOTE: Functions with parameters are not supported!
 *
 * @param inRate the amount of time to pass between firing
 * @param inbLoop whether to keep firing or only fire once
 * @param inTimerFunc the name of the function to call when the timer fires
 */
native(280) final function SetTimer(float inRate, optional bool inbLoop, optional Name inTimerFunc='Timer', optional Object inObj);

/**
 * Clears a previously set timer, identical to calling
 * SetTimer() with a <= 0.f rate.
 *
 * @param inTimerFunc the name of the timer to remove or the default one if not specified
 */
native final function ClearTimer(optional Name inTimerFunc='Timer', optional Object inObj);

/**
 * Returns true if the specified timer is active, defaults
 * to 'Timer' if no function is specified.
 *
 * @param inTimerFunc the name of the timer to remove or the default one if not specified
 */
native final function bool IsTimerActive(optional Name inTimerFunc='Timer', optional Object inObj);

/**
 * Gets the current count for the specified timer, defaults
 * to 'Timer' if no function is specified.  Returns -1.f
 * if the timer is not currently active.
 *
 * @param inTimerFunc the name of the timer to remove or the default one if not specified
 */
native final function float GetTimerCount(optional Name inTimerFunc='Timer', optional Object inObj);

/**
 * Gets the current rate for the specified timer.
 *
 * @note: GetTimerRate('SomeTimer') - GetTimerCount('SomeTimer') is the time remaining before 'SomeTimer' is called
 *
 * @param: TimerFuncName the name of the function to check for a timer for; 'Timer' is the default
 *
 * @return the rate for the given timer, or -1.f if that timer is not active
 */
native final function float GetTimerRate(optional name TimerFuncName = 'Timer', optional Object inObj);

//=============================================================================
// Sound functions.

/* Create an audio component.
 * may fail and return None if sound is disabled, there are too many sounds playing, or if the Location is out of range of all listeners
 */
native final function AudioComponent CreateAudioComponent(SoundCue InSoundCue, optional bool bPlay, optional bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional vector SourceLocation, optional bool bAttachToSelf = true);

/*
 * Play a sound.  Creates an AudioComponent only if the sound is determined to be audible, and replicates the sound to clients based on optional flags
 * @param InSoundCue - the sound to play
 * @param bNotReplicated (opt) - sound is considered only for players on this machine (supercedes other flags)
 * @param bNoRepToOwner (opt) - sound is not replicated to the Owner of this Actor (typically for Inventory sounds)
 * @param bStopWhenOwnerDestroyed (opt) - whether the sound should cut out early if the playing Actor is destroyed
 * @param SoundLocation (opt) - alternate location to play the sound instead of this Actor's Location
 * @param bNoRepToRelevant (opt) - sound is not replicated to clients for which this Actor is relevant (for important sounds that are locally simulated when possible)
 */
native noexport final function PlaySound(SoundCue InSoundCue, optional bool bNotReplicated, optional bool bNoRepToOwner, optional bool bStopWhenOwnerDestroyed, optional vector SoundLocation, optional bool bNoRepToRelevant);

//=============================================================================
// AI functions.

/* Inform other creatures that you've made a noise
 they might hear (they are sent a HearNoise message)
 Senders of MakeNoise should have an instigator if they are not pawns.
*/
native(512) final function MakeNoise( float Loudness, optional Name NoiseType );

/* PlayerCanSeeMe returns true if any player (server) or the local player (standalone
or client) has a line of sight to actor's location.
*/
native(532) final function bool PlayerCanSeeMe();

/* epic ===============================================
* ::SuggestTossVelocity()
*
* returns true if a successful toss from Start to Destination was found, and returns the suggested toss velocity in TossVelocity.
* TossSpeed in the magnitude of the toss
* BaseTossZ is an additional Z direction force added to the toss. (defaults to 0)
* DesiredZPct is the requested pct of the toss in the z direction (0=toss horizontally, 0.5 = toss at 45 degrees).  This is the starting point for finding a toss.  (Defaults to 0.05).
*		the purpose of this is to bias the test in cases where there is more than one solution
* CollisionSize is the size of bunding box of the tossed actor (defaults to (0,0,0)
*/
native noexport final function bool SuggestTossVelocity(out vector TossVelocity, vector Destination, vector Start, float TossSpeed, optional float BaseTossZ, optional float DesiredZPct, optional vector CollisionSize, optional float TerminalVelocity);

/** returns the position the AI should move toward to reach this actor
 * accounts for AI using path lanes, cutting corners, and other special adjustments
 */
native final virtual function vector GetDestination(Controller C);

//=============================================================================
// Regular engine functions.

// Teleportation.
function bool PreTeleport(Teleporter InTeleporter);
function PostTeleport(Teleporter OutTeleporter);

//========================================================================
// Disk access.

// Find files.
native(547) final function string GetURLMap();

//=============================================================================
// Iterator functions.

// Iterator functions for dealing with sets of actors.

/* AllActors() - avoid using AllActors() too often as it iterates through the whole actor list and is therefore slow
*/
native(304) final iterator function AllActors     ( class<actor> BaseClass, out actor Actor );

/* DynamicActors() only iterates through the non-static actors on the list (still relatively slow, but
 much better than AllActors).  This should be used in most cases and replaces AllActors in most of
 Epic's game code.
*/
native(313) final iterator function DynamicActors     ( class<actor> BaseClass, out actor Actor );

/* ChildActors() returns all actors owned by this actor.  Slow like AllActors()
*/
native(305) final iterator function ChildActors   ( class<actor> BaseClass, out actor Actor );

/* BasedActors() returns all actors based on the current actor (fast)
*/
native(306) final iterator function BasedActors   ( class<actor> BaseClass, out actor Actor );

/* TouchingActors() returns all actors touching the current actor (fast)
*/
native(307) final iterator function TouchingActors( class<actor> BaseClass, out actor Actor );

/* TraceActors() return all actors along a traced line.  Reasonably fast (like any trace)
*/
native(309) final iterator function TraceActors   ( class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent, optional out TraceHitInfo HitInfo, optional int ExtraTraceFlags );

/* VisibleActors() returns all visible (not bHidden) actors within a radius
for which a trace from Loc (which defaults to caller's Location) to that actor's Location does not hit the world.
Slow like AllActors(). Use VisibleCollidingActors() instead if desired actor types are in the collision hash (bCollideActors is true)
*/
native(311) final iterator function VisibleActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc );

/* VisibleCollidingActors() returns all colliding (bCollideActors==true) actors within a certain radius
for which a trace from Loc (which defaults to caller's Location) to that actor's Location does not hit the world.
Much faster than AllActors() since it uses the collision octree
bUseOverlapCheck uses a sphere vs. box check instead of checking to see if the center of an object lies within a sphere
*/
native(312) final iterator function VisibleCollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden );

/* CollidingActors() returns colliding (bCollideActors==true) actors within a certain radius.
Much faster than AllActors() for reasonably small radii since it uses the collision octree
bUseOverlapCheck uses a sphere vs. box check instead of checking to see if the center of an object lies within a sphere
*/
native(321) final iterator function CollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bUseOverlapCheck );

/**
 * Returns colliding (bCollideActors==true) which overlap a Sphere from location 'Loc' and 'Radius' radius.
 *
 * @param BaseClass		The Actor returns must be a subclass of this.
 * @param out_Actor		returned Actor at each iteration.
 * @param Radius		Radius of sphere for overlapping check.
 * @param Loc			Center of sphere for overlapping check. (Optional, caller's location is used otherwise).
 * @param bIgnoreHidden	if true, ignore bHidden actors.
 */
native final iterator function OverlappingActors( class<Actor> BaseClass, out Actor out_Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden );

/**
*	Returns each component in the Components list
*	author: superville
**/
native final iterator function ComponentList( class<Object> BaseClass, out ActorComponent out_Component );

/**
 * Iterates over all components directly or indirectly attached to this actor.
 * @param BaseClass - Only components deriving from BaseClass will be iterated upon.
 * @param OutComponent - The iteration variable.
 */
native final iterator function AllOwnedComponents(class<Component> BaseClass,out ActorComponent OutComponent);

/**
 iterator LocalPlayerControllers()
 returns all locally rendered/controlled player controllers (typically 1 per client, unless split screen)
*/
native final iterator function LocalPlayerControllers(class<PlayerController> BaseClass, out PlayerController PC);

/**
 * Searches for actors of the specified class.
 */
final function bool FindActorsOfClass(class<Actor> ActorClass, out array<Actor> out_Actors)
{
	local Actor TestActor;
	out_Actors.Length = 0;
	foreach AllActors(ActorClass,TestActor)
	{
		out_Actors[out_Actors.Length] = TestActor;
	}
	return (out_Actors.Length > 0);
}

//=============================================================================
// Scripted Actor functions.

//
// Called immediately before gameplay begins.
//
event PreBeginPlay()
{
	// Handle autodestruction if desired.
	if (!bGameRelevant && !bStatic && WorldInfo.NetMode != NM_Client && !WorldInfo.Game.CheckRelevance(self))
	{
		if (bNoDelete)
		{
			ShutDown();
		}
		else
		{
			Destroy();
		}
	}
}

//
// Broadcast a localized message to all players.
// Most message deal with 0 to 2 related PRIs.
// The LocalMessage class defines how the PRI's and optional actor are used.
//
event BroadcastLocalizedMessage( class<LocalMessage> InMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
	WorldInfo.Game.BroadcastLocalized( self, InMessageClass, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
}

//
// Broadcast a localized message to all players on a team.
// Most message deal with 0 to 2 related PRIs.
// The LocalMessage class defines how the PRI's and optional actor are used.
//
event BroadcastLocalizedTeamMessage( int TeamIndex, class<LocalMessage> InMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
	WorldInfo.Game.BroadcastLocalizedTeam( TeamIndex, self, InMessageClass, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
}

// Called immediately after gameplay begins.
//
event PostBeginPlay();

// Called after PostBeginPlay.
//
simulated event SetInitialState()
{
	bScriptInitialized = true;
	if( InitialState!='' )
		GotoState( InitialState );
	else
		GotoState( 'Auto' );
}


/**
 * When a constraint is broken we will get this event from c++ land.
 **/
simulated event ConstraintBrokenNotify( Actor ConOwner, RB_ConstraintSetup ConSetup, RB_ConstraintInstance ConInstance  )
{

}

simulated event NotifySkelControlBeyondLimit( SkelControlLookAt LookAt );

/* epic ===============================================
* ::StopsProjectile()
*
* returns true if Projectiles should call ProcessTouch() when they touch this actor
*/
simulated function bool StopsProjectile(Projectile P)
{
	return bProjTarget || bBlockActors;
}

/* HurtRadius()
 Hurt locally authoritative actors within the radius.
*/
simulated function bool HurtRadius
(
	float				BaseDamage,
	float				DamageRadius,
	class<DamageType>	DamageType,
	float				Momentum,
	vector				HurtOrigin,
	optional Actor		IgnoredActor,
	optional Controller InstigatedByController = Instigator != None ? Instigator.Controller : None,
	optional bool       bDoFullDamage
)
{
	local Actor	Victim;
	local bool bCausedDamage;

	// Prevent HurtRadius() from being reentrant.
	if ( bHurtEntry )
		return false;

	bHurtEntry = true;
	bCausedDamage = false;
	foreach VisibleCollidingActors( class'Actor', Victim, DamageRadius, HurtOrigin )
	{
		if ( !Victim.bWorldGeometry && (Victim != self) && (Victim != IgnoredActor) && (Victim.bProjTarget || (NavigationPoint(Victim) == None)) )
		{
			Victim.TakeRadiusDamage(InstigatedByController, BaseDamage, DamageRadius, DamageType, Momentum, HurtOrigin, bDoFullDamage, self);
			bCausedDamage = bCausedDamage || Victim.bProjTarget;
		}
	}
	bHurtEntry = false;
	return bCausedDamage;
}

//
// Damage and kills.
//
function KilledBy( pawn EventInstigator );

/** apply some amount of damage to this actor
 * @param Damage the base damage to apply
 * @param EventInstigator the Controller responsible for the damage
 * @param HitLocation world location where the hit occurred
 * @param Momentum force caused by this hit
 * @param DamageType class describing the damage that was done
 * @param HitInfo additional info about where the hit occurred
 * @param DamageCauser the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
 */
event TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
{
	local int idx;
	local SeqEvent_TakeDamage dmgEvent;
	// search for any damage events
	for (idx = 0; idx < GeneratedEvents.Length; idx++)
	{
		dmgEvent = SeqEvent_TakeDamage(GeneratedEvents[idx]);
		if (dmgEvent != None)
		{
			// notify the event of the damage received
			dmgEvent.HandleDamage(self, EventInstigator, DamageType, DamageAmount);
		}
	}
}
/**
 * the reverse of TakeDamage(); heals the specified amount
 *
 * @param	Amount		The amount of damage to heal
 * @param	Healer		Who is doing the healing
 * @param	DamageType	What type of healing is it
 */
function bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType);

/**
 * Take Radius Damage
 * by default scales damage based on distance from HurtOrigin to Actor's location.
 * This can be overridden by the actor receiving the damage for special conditions (see KAsset.uc).
 * This then calls TakeDamage() to go through the same damage pipeline.
 *
 * @param	InstigatedBy, instigator of the damage
 * @param	Base Damage
 * @param	Damage Radius (from Origin)
 * @param	DamageType class
 * @param	Momentum (float)
 * @param	HurtOrigin, origin of the damage radius.
 * @param	bFullDamage, if true, damage not scaled based on distance HurtOrigin
 * @param DamageCauser the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
 */
simulated function TakeRadiusDamage
(
	Controller			InstigatedBy,
	float				BaseDamage,
	float				DamageRadius,
	class<DamageType>	DamageType,
	float				Momentum,
	vector				HurtOrigin,
	bool				bFullDamage,
	Actor DamageCauser
)
{
	local float		ColRadius, ColHeight;
	local float		DamageScale, Dist;
	local vector	Dir;

	GetBoundingCylinder(ColRadius, ColHeight);

	Dir	= Location - HurtOrigin;
	Dist = VSize(Dir);
	Dir	= Normal(Dir);

	if ( bFullDamage )
	{
		DamageScale = 1;
	}
	else
	{
		Dist = FClamp(Dist - ColRadius, 0.f, DamageRadius);
		DamageScale = 1 - Dist/DamageRadius;
	}

	if (DamageScale > 0.f)
	{
		TakeDamage
		(
			DamageScale * BaseDamage,
			InstigatedBy,
			Location - 0.5 * (ColHeight + ColRadius) * Dir,
			(DamageScale * Momentum * Dir),
			DamageType,,
			DamageCauser
		);
	}
}

/**
 * Make sure we pass along a valid HitInfo struct for damage.
 * The main reason behind this is that SkeletalMeshes do require a BoneName to receive and process an impulse...
 * So if we don't have access to it (through touch() or for any non trace damage results), we need to perform an extra trace call().
 *
 * @param	HitInfo, initial structure to check
 * @param	FallBackComponent, PrimitiveComponent to use if HitInfo.HitComponent is none
 * @param	Dir, Direction to use if a Trace needs to be performed to find BoneName on skeletalmesh. Trace from HitLocation.
 * @param	out_HitLocation, HitLocation to use for potential Trace, will get updated by Trace.
 */
final simulated function CheckHitInfo
(
	out	TraceHitInfo		HitInfo,
		PrimitiveComponent	FallBackComponent,
		Vector				Dir,
	out Vector				out_HitLocation
)
{
	local vector			out_NewHitLocation, out_HitNormal, TraceEnd, TraceStart;
	local TraceHitInfo		newHitInfo;

	//`log("Actor::CheckHitInfo - HitInfo.HitComponent:" @ HitInfo.HitComponent @ "FallBackComponent:" @ FallBackComponent );

	// we're good, return!
	if( SkeletalMeshComponent(HitInfo.HitComponent) != None && HitInfo.BoneName != '' )
	{
		return;
	}

	// Use FallBack PrimitiveComponent if possible
	if( HitInfo.HitComponent == None ||
		(SkeletalMeshComponent(HitInfo.HitComponent) == None && SkeletalMeshComponent(FallBackComponent) != None) )
	{
		HitInfo.HitComponent = FallBackComponent;
	}

	// if we do not have a valid BoneName, perform a trace against component to try to find one.
	if( SkeletalMeshComponent(HitInfo.HitComponent) != None && HitInfo.BoneName == '' )
	{
		if( IsZero(Dir) )
		{
			//`warn("passed zero dir for trace");
			Dir = Vector(Rotation);
		}

		if( IsZero(out_HitLocation) )
		{
			//`warn("IsZero(out_HitLocation)");
			//assert(false);
			out_HitLocation = Location;
		}

		TraceStart	= out_HitLocation - 128 * Normal(Dir);
		TraceEnd	= out_HitLocation + 128 * Normal(Dir);

		if( TraceComponent( out_NewHitLocation, out_HitNormal, HitInfo.HitComponent, TraceEnd, TraceStart, vect(0,0,0), newHitInfo ) )
		{	// Update HitLocation
			HitInfo.BoneName	= newHitInfo.BoneName;
			HitInfo.PhysMaterial = newHitInfo.PhysMaterial;
			out_HitLocation		= out_NewHitLocation;
		}
		/*
		else
		{
			// FIXME LAURENT -- The test fails when a just spawned projectile triggers a touch() event, the trace performed will be slightly off and fail.
			`log("Actor::CheckHitInfo non successful TraceComponent!!");
			`log("HitInfo.HitComponent:" @ HitInfo.HitComponent );
			`log("TraceEnd:" @ TraceEnd );
			`log("TraceStart:" @ TraceStart );
			`log("out_HitLocation:" @ out_HitLocation );

			ScriptTrace();
			//DrawDebugLine(TraceEnd, TraceStart, 255, 0, 0, TRUE);
			//DebugFreezeGame();
		}
		*/
	}
}

/**
 * Get gravity currently affecting this actor
 */
native function float GetGravityZ();

/**
 * Debug Freeze Game
 * dumps the current script function stack and pauses the game with PlayersOnly (still allowing the player to move around).
 */
function DebugFreezeGame()
{
	local PlayerController	PC;

	ScriptTrace();
	ForEach LocalPlayerControllers(class'PlayerController', PC)
	{
		PC.ConsoleCommand("PlayersOnly");
		return;
	}
}

function bool CheckForErrors();

/* BecomeViewTarget
	Called by Camera when this actor becomes its ViewTarget */
event BecomeViewTarget( PlayerController PC );

/* EndViewTarget
	Called by Camera when this actor no longer its ViewTarget */
event EndViewTarget( PlayerController PC );

/**
 *	Calculate camera view point, when viewing this actor.
 *
 * @param	fDeltaTime	delta time seconds since last update
 * @param	out_CamLoc	Camera Location
 * @param	out_CamRot	Camera Rotation
 * @param	out_FOV		Field of View
 *
 * @return	true if Actor should provide the camera point of view.
 */
simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
{
	local vector HitNormal;
	local float Radius, Height;

	GetBoundingCylinder(Radius, Height);

	if (Trace(out_CamLoc, HitNormal, Location - vector(out_CamRot) * Radius * 20, Location, false) == None)
	{
		out_CamLoc = Location - vector(out_CamRot) * Radius * 20;
	}
	else
	{
		out_CamLoc = Location + Height * vector(Rotation);
	}

	return false;
}

// Returns the string representation of the name of an object without the package
// prefixes.
//
simulated function String GetItemName( string FullName )
{
	local int pos;

	pos = InStr(FullName, ".");
	While ( pos != -1 )
	{
		FullName = Right(FullName, Len(FullName) - pos - 1);
		pos = InStr(FullName, ".");
	}

	return FullName;
}

// Returns the human readable string representation of an object.
//
simulated function String GetHumanReadableName()
{
	return GetItemName(string(class));
}

static function ReplaceText(out string Text, string Replace, string With)
{
	local int i;
	local string Input;

	Input = Text;
	Text = "";
	i = InStr(Input, Replace);
	while(i != -1)
	{
		Text = Text $ Left(Input, i) $ With;
		Input = Mid(Input, i + Len(Replace));
		i = InStr(Input, Replace);
	}
	Text = Text $ Input;
}

// Get localized message string associated with this actor
static function string GetLocalString(
	optional int Switch,
	optional PlayerReplicationInfo RelatedPRI_1,
	optional PlayerReplicationInfo RelatedPRI_2
	)
{
	return "";
}

function MatchStarting(); // called when gameplay actually starts
function SetGRI(GameReplicationInfo GRI);

function String GetDebugName()
{
	return GetItemName(string(self));
}

/**
 * list important Actor variables on canvas.  HUD will call DisplayDebug() on the current ViewTarget when
 * the ShowDebug exec is used
 *
 * @param	HUD		- HUD with canvas to draw on
 * @input	out_YL		- Height of the current font
 * @input	out_YPos	- Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
 */
simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
{
	local string	T;
	local Actor		A;
	local float MyRadius, MyHeight;
	local Canvas Canvas;

	Canvas = HUD.Canvas;

	Canvas.SetPos(4, out_YPos);
	Canvas.SetDrawColor(255,0,0);

	T = GetDebugName();
	if( bDeleteMe )
	{
		T = T$" DELETED (bDeleteMe == true)";
	}

	if( T != "" )
	{
		Canvas.DrawText(T, FALSE);
		out_YPos += out_YL;
		Canvas.SetPos(4, out_YPos);
	}

	Canvas.SetDrawColor(255,255,255);

	if( HUD.ShouldDisplayDebug('net') )
	{
		if( WorldInfo.NetMode != NM_Standalone )
		{
			// networking attributes
			T = "ROLE:" @ Role @ "RemoteRole:" @ RemoteRole @ "NetMode:" @ WorldInfo.NetMode;

			if( bTearOff )
			{
				T = T @ "Tear Off";
			}
			Canvas.DrawText(T, FALSE);
			out_YPos += out_YL;
			Canvas.SetPos(4, out_YPos);
		}
	}

	Canvas.DrawText("Location:" @ Location @ "Rotation:" @ Rotation, FALSE);
	out_YPos += out_YL;
	Canvas.SetPos(4,out_YPos);

	if( HUD.ShouldDisplayDebug('physics') )
	{
		T = "Physics" @ GetPhysicsName() @ "in physicsvolume" @ GetItemName(string(PhysicsVolume)) @ "on base" @ GetItemName(string(Base)) @ "gravity" @ GetGravityZ();
		if( bBounce )
		{
			T = T$" - will bounce";
		}
		Canvas.DrawText(T, FALSE);
		out_YPos += out_YL;
		Canvas.SetPos(4,out_YPos);

		Canvas.DrawText("bHardAttach:" @ bHardAttach @ "RelativeLoc:" @ RelativeLocation @ "RelativeRot:" @ RelativeRotation @ "SkelComp:" @ BaseSkelComponent @ "Bone:" @ string(BaseBoneName), FALSE);
		out_YPos += out_YL;
		Canvas.SetPos(4,out_YPos);

		Canvas.DrawText("Velocity:" @ Velocity @ "Speed:" @ VSize(Velocity) @ "Speed2D:" @ VSize2D(Velocity), FALSE);
		out_YPos += out_YL;
		Canvas.SetPos(4,out_YPos);

		Canvas.DrawText("Acceleration:" @ Acceleration, FALSE);
		out_YPos += out_YL;
		Canvas.SetPos(4,out_YPos);
	}

	if( HUD.ShouldDisplayDebug('collision') )
	{
		Canvas.DrawColor.B = 0;
		GetBoundingCylinder(MyRadius, MyHeight);
		Canvas.DrawText("Collision Radius:" @ MyRadius @ "Height:" @ MyHeight);
		out_YPos += out_YL;
		Canvas.SetPos(4,out_YPos);

		Canvas.DrawText("Collides with Actors:" @ bCollideActors @ " world:" @ bCollideWorld @ "proj. target:" @ bProjTarget);
		out_YPos += out_YL;
		Canvas.SetPos(4,out_YPos);
		Canvas.DrawText("Blocks Actors:" @ bBlockActors);
		out_YPos += out_YL;
		Canvas.SetPos(4,out_YPos);

		T = "Touching ";
		ForEach TouchingActors(class'Actor', A)
			T = T$GetItemName(string(A))$" ";
		if ( T == "Touching ")
			T = "Touching nothing";
		Canvas.DrawText(T, FALSE);
		out_YPos += out_YL;
		Canvas.SetPos(4,out_YPos);
	}

	Canvas.DrawColor.B = 255;
	Canvas.DrawText(" STATE:" @ GetStateName(), FALSE);
	out_YPos += out_YL;
	Canvas.SetPos(4,out_YPos);

	Canvas.DrawText( " Instigator:" @ GetItemName(string(Instigator)) @ "Owner:" @ GetItemName(string(Owner)) );
	out_YPos += out_YL;
	Canvas.SetPos(4,out_YPos);
}

simulated function String GetPhysicsName()
{
	Switch( PHYSICS )
	{
		case PHYS_None:				return "None"; break;
		case PHYS_Walking:			return "Walking"; break;
		case PHYS_Falling:			return "Falling"; break;
		case PHYS_Swimming:			return "Swimming"; break;
		case PHYS_Flying:			return "Flying"; break;
		case PHYS_Rotating:			return "Rotating"; break;
		case PHYS_Projectile:		return "Projectile"; break;
		case PHYS_Interpolating:	return "Interpolating"; break;
		case PHYS_Spider:			return "Spider"; break;
		case PHYS_Ladder:			return "Ladder"; break;
		case PHYS_RigidBody:		return "RigidBody"; break;
		case PHYS_Unused:			return "Unused"; break;
	}
	return "Unknown";
}

/** called when a sound is going to be played on this Actor via PlayerController::ClientHearSound()
 * gives it a chance to modify the component that will be used (add parameter values, etc)
 */
simulated event ModifyHearSoundComponent(AudioComponent AC);

/**
 *	Function for allowing you to tell FaceFX which AudioComponent it should use for playing audio
 *	for corresponding facial animation.
 */
simulated event AudioComponent GetFaceFXAudioComponent()
{
	return None;
}

/* Reset()
reset actor to initial state - used when restarting level without reloading.
*/
event Reset();

function bool IsInVolume(Volume aVolume)
{
	local Volume V;

	ForEach TouchingActors(class'Volume',V)
		if ( V == aVolume )
			return true;
	return false;
}

function bool IsInPain()
{
	local PhysicsVolume V;

	ForEach TouchingActors(class'PhysicsVolume',V)
		if ( V.bPainCausing && (V.DamagePerSec > 0) )
			return true;
	return false;
}

function PlayTeleportEffect(bool bOut, bool bSound);

simulated function bool CanSplash()
{
	return false;
}

simulated function bool CheckMaxEffectDistance(PlayerController P, vector SpawnLocation, optional float CullDistance)
{
	local float Dist;

	if ( P.ViewTarget == None )
		return true;

	if ( (Vector(P.Rotation) Dot (SpawnLocation - P.ViewTarget.Location)) < 0.0 )
	{
		return (VSize(P.ViewTarget.Location - SpawnLocation) < 1600);
	}

	Dist = VSize(SpawnLocation - P.ViewTarget.Location);

	if (CullDistance > 0 && CullDistance < Dist * P.LODDistanceFactor)
	{
		return false;
	}

	return !P.BeyondFogDistance(P.ViewTarget.Location,SpawnLocation);
}

simulated function bool EffectIsRelevant(vector SpawnLocation, bool bForceDedicated, optional float CullDistance )
{
	local PlayerController	P;
	local bool				bResult;

	if ( WorldInfo.NetMode == NM_DedicatedServer )
	{
		return bForceDedicated;
	}

	if ( (WorldInfo.NetMode == NM_ListenServer) && (WorldInfo.Game.NumPlayers > 1) )
	{
		if ( bForceDedicated )
			return true;
		if ( (Instigator != None) && Instigator.IsHumanControlled() && Instigator.IsLocallyControlled() )
			return true;
	}
	else if ( (Instigator != None) && Instigator.IsHumanControlled() )
	{
		return true;
	}

	if ( SpawnLocation == Location )
	{
		bResult = ( WorldInfo.TimeSeconds - LastRenderTime < 0.5 );
	}
	else if ( (Instigator != None) && (WorldInfo.TimeSeconds - Instigator.LastRenderTime < 1.0) )
	{
		bResult = true;
	}

	if ( bResult )
	{
		bResult = false;
		ForEach LocalPlayerControllers(class'PlayerController', P)
		{
			if ( P.ViewTarget != None )
			{
				if ( (P.Pawn == Instigator) && (Instigator != None) )
				{
					return true;
				}
				else
				{
					bResult = CheckMaxEffectDistance(P, SpawnLocation, CullDistance);
					break;
				}
			}
		}
	}
	return bResult;
}

/** Retrieves difference between world time and given time */
simulated final function float TimeSince( float Time )
{
	return WorldInfo.TimeSeconds - Time;
}

//-----------------------------------------------------------------------------
// Scripting support


/** Convenience function for triggering events in the GeneratedEvents list
 * If you need more options (activating multiple outputs, etc), call ActivateEventClass() directly
 */
simulated function bool TriggerEventClass(class<SequenceEvent> InEventClass, Actor InInstigator, optional int ActivateIndex = -1, optional bool bTest)
{
	local array<int> ActivateIndices;

	if (ActivateIndex >= 0)
	{
		ActivateIndices[0] = ActivateIndex;
	}
	return ActivateEventClass(InEventClass, InInstigator, GeneratedEvents, ActivateIndices, bTest);
}

/**
 * Iterates through the given list of events and looks for all
 * matching events, activating them as found.
 *
 * @return		true if an event was found and activated
 */
simulated final function bool ActivateEventClass( class<SequenceEvent> InClass, Actor InInstigator, const out array<SequenceEvent> EventList,
					optional const out array<int> ActivateIndices, optional bool bTest )
{
	local int Idx, ActivateCnt;

	for (Idx = 0; Idx < EventList.Length; Idx++)
	{
		if ( ClassIsChildOf(EventList[idx].Class, InClass) &&
			EventList[idx].CheckActivate(self, InInstigator, bTest, ActivateIndices) )
		{
			ActivateCnt++;
		}
	}
	return (ActivateCnt > 0);
}

/**
 * Builds a list of all events of the specified class.
 *
 * @param	eventClass - type of event to search for
 * @param	out_EventList - list of found events
 *
 * @return	true if any events were found
 */
simulated final function bool FindEventsOfClass(class<SequenceEvent> EventClass, optional out array<SequenceEvent> out_EventList)
{
	local int idx;
	local bool bFoundEvent;
	for (idx = 0; idx < GeneratedEvents.Length; idx++)
	{
		if (ClassIsChildOf(GeneratedEvents[idx].Class, EventClass) &&
			GeneratedEvents[idx].bEnabled &&
			(GeneratedEvents[idx].MaxTriggerCount == 0 ||
			 GeneratedEvents[idx].MaxTriggerCount > GeneratedEvents[idx].TriggerCount))
		{
			out_EventList[out_EventList.Length] = GeneratedEvents[idx];
			bFoundEvent = true;
		}
	}
	return bFoundEvent;
}

/**
 * Clears all latent actions of the specified class.
 *
 * @param	actionClass - type of latent action to clear
 * @param	bAborted - was this latent action aborted?
 * @param	exceptionAction - action to skip
 */
simulated final function ClearLatentAction(class<SeqAct_Latent> actionClass,optional bool bAborted,optional SeqAct_Latent exceptionAction)
{
	local int idx;
	for (idx = 0; idx < LatentActions.Length; idx++)
	{
		if (LatentActions[idx] == None)
		{
			// remove dead entry
			LatentActions.Remove(idx--,1);
		}
		else
		if (ClassIsChildOf(LatentActions[idx].class,actionClass) &&
			LatentActions[idx] != exceptionAction)
		{
			// if aborted,
			if (bAborted)
			{
				// then notify the action
				LatentActions[idx].AbortFor(self);
			}
			// remove action from list
			LatentActions.Remove(idx--,1);
		}
	}
}

/**
 * If this actor is not already scheduled for destruction,
 * destroy it now.
 */
simulated function OnDestroy(SeqAct_Destroy Action)
{
	if (bNoDelete || Role < ROLE_Authority)
	{
		// bNoDelete actors cannot be destroyed, and are shut down instead.
		ShutDown();
	}
	else if( !bDeleteMe )
	{
		Destroy();
	}
}

/** forces this actor to be net relevant if it is not already
 * by default, only works on level placed actors (bNoDelete)
 */
function ForceNetRelevant()
{
	if (RemoteRole == ROLE_None && bNoDelete && !bStatic)
	{
		// we now need to replicate this Actor so clients get the updated bHidden
		RemoteRole = ROLE_SimulatedProxy;
		bAlwaysRelevant = true;
		NetUpdateFrequency = 0.1;
	}
	bForceNetUpdate = TRUE;
}

/** Updates NetUpdateTime to the new value for future net relevancy checks */
final native function SetNetUpdateTime(float NewUpdateTime);

/**
 * ShutDown an actor.
 */

simulated event ShutDown()
{
	// Shut down physics
	SetPhysics(PHYS_None);
	// shut down collision
	SetCollision(false, false);
	if (CollisionComponent != None)
	{
		CollisionComponent.SetBlockRigidBody(false);
	}

	// shut down rendering
	SetHidden(true);
	// ignore if in a non rendered zone
	bStasis = true;

	ForceNetRelevant();

	if (RemoteRole != ROLE_None)
	{
		// force replicate flags if necessary
		SetForcedInitialReplicatedProperty(Property'Engine.Actor.bCollideActors', (bCollideActors == default.bCollideActors));
		SetForcedInitialReplicatedProperty(Property'Engine.Actor.bBlockActors', (bBlockActors == default.bBlockActors));
		SetForcedInitialReplicatedProperty(Property'Engine.Actor.bHidden', (bHidden == default.bHidden));
		SetForcedInitialReplicatedProperty(Property'Engine.Actor.Physics', (Physics == default.Physics));
	}

	// we can't set bTearOff here as that will prevent newly joining clients from receiving the state changes
	// so we just set a really low NetUpdateFrequency
	NetUpdateFrequency = 0.1;
	// force immediate network update of these changes
	bForceNetUpdate = TRUE;
}

/**
 * Called upon receiving a SeqAct_CauseDamage action, calls
 * TakeDamage() with the given parameters.
 *
 * @param	Action - damage action that was activated
 */
simulated function OnCauseDamage(SeqAct_CauseDamage Action)
{
	local Controller InstigatorController;
	local Pawn InstigatorPawn;

	InstigatorController = Controller(Action.Instigator);
	if (InstigatorController == None)
	{
		InstigatorPawn = Pawn(Action.Instigator);
		if (InstigatorPawn != None)
		{
			InstigatorController = InstigatorPawn.Controller;
		}
	}
	TakeDamage(Action.DamageAmount, InstigatorController, Location, vector(Rotation) * -Action.Momentum, Action.DamageType);
}

/**
 * Called upon receiving a SeqAct_HealDamage action, calls
 * HealDamage() with the given parameters.
 *
 * @param	Action - heal action that was activated
 */
function OnHealDamage(SeqAct_HealDamage Action)
{
	local Controller InstigatorController;
	local Pawn InstigatorPawn;

	InstigatorController = Controller(Action.Instigator);
	if (InstigatorController == None)
	{
		InstigatorPawn = Pawn(Action.Instigator);
		if (InstigatorPawn != None)
		{
			InstigatorController = InstigatorPawn.Controller;
		}
	}
	HealDamage(Action.HealAmount, InstigatorController, Action.DamageType);
}

/**
 * Called upon receiving a SeqAct_Teleport action.  Grabs
 * the first destination available and attempts to teleport
 * this actor.
 *
 * @param	Action - teleport action that was activated
 */
simulated function OnTeleport(SeqAct_Teleport Action)
{
	local array<Object> objVars;
	local int idx;
	local Actor destActor;
	local Controller C;

	// find the first supplied actor
	Action.GetObjectVars(objVars,"Destination");
	for (idx = 0; idx < objVars.Length && destActor == None; idx++)
	{
		destActor = Actor(objVars[idx]);

		// If its a player variable, teleport to the Pawn not the Controller.
		C = Controller(destActor);
		if(C != None && C.Pawn != None)
		{
			destActor = C.Pawn;
		}

		// make sure the changes get replicated
		ForceNetRelevant();
		bUpdateSimulatedPosition = true;
	}
	// and set to that actor's location
	if (destActor != None && SetLocation(destActor.Location))
	{
		PlayTeleportEffect(false, true);
		if (Action.bUpdateRotation)
		{
			SetRotation(destActor.Rotation);
		}

		// make sure the changes get replicated
		ForceNetRelevant();
		bUpdateSimulatedPosition = true;
	}
	else
	{
		WarnInternal("Unable to teleport to"@destActor);
	}
}

/**
 *	Handler for the SeqAct_SetBlockRigidBody action. Allows level designer to toggle the rigid-body blocking
 *	flag on an Actor, and will handle updating the physics engine etc.
 */
simulated function OnSetBlockRigidBody(SeqAct_SetBlockRigidBody Action)
{
	if(CollisionComponent != None)
	{
		// Turn on
		if(Action.InputLinks[0].bHasImpulse)
		{
			CollisionComponent.SetBlockRigidBody(true);
		}
		// Turn off
		else if(Action.InputLinks[1].bHasImpulse)
		{
			CollisionComponent.SetBlockRigidBody(false);
		}
	}
}

/** Handler for the SeqAct_SetPhysics action, allowing designer to change the Physics mode of an Actor. */
simulated function OnSetPhysics(SeqAct_SetPhysics Action)
{
	ForceNetRelevant();
	SetPhysics( Action.NewPhysics );
	if (RemoteRole != ROLE_None)
	{
		SetForcedInitialReplicatedProperty(Property'Engine.Actor.Physics', (Physics == default.Physics));
	}
}

/** Handler for collision action, allow designer to toggle collide/block actors */
function OnChangeCollision(SeqAct_ChangeCollision Action)
{
	SetCollision( Action.bCollideActors, Action.bBlockActors, Action.bIgnoreEncroachers );
	ForceNetRelevant();
	if (RemoteRole != ROLE_None)
	{
		// force replicate flags if necessary
		SetForcedInitialReplicatedProperty(Property'Engine.Actor.bCollideActors', (bCollideActors == default.bCollideActors));
		SetForcedInitialReplicatedProperty(Property'Engine.Actor.bBlockActors', (bBlockActors == default.bBlockActors));
		// don't bother with bIgnoreEncroachers as it isn't editable
	}
}

/** Handler for SeqAct_ToggleHidden, just sets bHidden. */
simulated function OnToggleHidden(SeqAct_ToggleHidden Action)
{
	if (Action.InputLinks[0].bHasImpulse)
	{
		SetHidden(True);
	}
	else if (Action.InputLinks[1].bHasImpulse)
	{
		SetHidden(False);
	}
	else
	{
		SetHidden(!bHidden);
	}

	ForceNetRelevant();
	if (RemoteRole != ROLE_None)
	{
		SetForcedInitialReplicatedProperty(Property'Engine.Actor.bHidden', (bHidden == default.bHidden));
	}
}

native final function Actor GetUTFlag(bool bIsRed);

/** Attach an actor to another one. Kismet action. */
function OnAttachToActor(SeqAct_AttachToActor Action)
{
	local int			idx;
	local Actor			Attachment;
	local Controller	C;
	local Array<Object> ObjVars;

	Action.GetObjectVars(ObjVars,"Attachment");
	for( idx=0; idx<ObjVars.Length && Attachment == None; idx++ )
	{
		Attachment = Actor(ObjVars[idx]);

		// If its a player variable, attach the Pawn, not the controller
		C = Controller(Attachment);
		if( C != None && C.Pawn != None )
		{
			Attachment = C.Pawn;
		}

		if( Attachment != None )
		{
			if( Action.bDetach )
			{
				Attachment.SetBase(None);
			}
			else
			{
				// if we're a controller and have a pawn, then attach to pawn instead.
				C = Controller(Self);
				if (Action.ObjComment == "___RedFlag")
				{
					GetUTFlag(TRUE).DoKismetAttachment(Attachment, Action);
				}
				else if (Action.ObjComment == "___BlueFlag")
				{
					GetUTFlag(FALSE).DoKismetAttachment(Attachment, Action);
				}
				else if( C != None && C.Pawn != None )
				{
					C.Pawn.DoKismetAttachment(Attachment, Action);
				}
				else
				{
					DoKismetAttachment(Attachment, Action);
				}
			}
		}
	}
}


/** Performs actual attachment. Can be subclassed for class specific behaviors. */
function DoKismetAttachment(Actor Attachment, SeqAct_AttachToActor Action)
{
	local bool		bOldCollideActors, bOldBlockActors;
	local vector	X, Y, Z;

	Attachment.SetBase(None);
	Attachment.SetHardAttach(Action.bHardAttach);

	if( Action.bUseRelativeOffset || Action.bUseRelativeRotation )
	{
		// Disable collision, so we can successfully move the attachment
		bOldCollideActors	= Attachment.bCollideActors;
		bOldBlockActors		= Attachment.bBlockActors;

		Attachment.SetCollision(FALSE, FALSE);

		if( Action.bUseRelativeRotation )
		{
			Attachment.SetRotation(Rotation + Action.RelativeRotation);
		}

		// if we're using the offset, place attachment relatively to the target
		if( Action.bUseRelativeOffset )
		{
			GetAxes(Rotation, X, Y, Z);
			Attachment.SetLocation(Location + Action.RelativeOffset.X * X + Action.RelativeOffset.Y * Y + Action.RelativeOffset.Z * Z);
		}

		// restore previous collision
		Attachment.SetCollision(bOldCollideActors, bOldBlockActors);
	}

	// Attach Actor to Base
	Attachment.SetBase(Self);
}


/**
 * Force this actor to make a noise that the AI may hear
 */
simulated function OnMakeNoise( SeqAct_MakeNoise Action )
{
	MakeNoise( Action.Loudness, 'ScriptNoise' );
}

/**
 * Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops.
 * Will not get called if bLooping is 'true' on the AnimNodeSequence.
 * bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
 *
 * @param	SeqNode		- Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
 * @param	PlayedTime	- Time played on this animation. (play rate independant).
 * @param	ExcessTime	- how much time overlapped beyond end of animation. (play rate independant).
 */
event OnAnimEnd(AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime);

/**
 * Event called when a PlayAnim is called AnimNodeSequence in the animation tree of one of this Actor's SkeletalMeshComponents.
 * bCauseActorAnimPlay must be set 'true' on the AnimNodeSequence for this event to get generated.
 *
 * @param	SeqNode - Node had PlayAnim called. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
 */
event OnAnimPlay(AnimNodeSequence SeqNode);

// AnimControl Matinee Track Support

/** Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from. */
event BeginAnimControl(array<AnimSet> InAnimSets);

/** Called each from while the Matinee action is running, with the desired sequence name and position we want to be at. */
event SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping);

/** Called each from while the Matinee action is running, to set the animation weights for the actor. */
event SetAnimWeights(array<AnimSlotInfo> SlotInfos);

/** Called when we are done with the AnimControl track. */
event FinishAnimControl();

/**
 * Play FaceFX animations on this Actor.
 * Returns TRUE if succeeded, if failed, a log warning will be issued.
 */
event bool PlayActorFaceFXAnim(FaceFXAnimSet AnimSet, String GroupName, String SeqName);

/** Stop any matinee FaceFX animations on this Actor. */
event StopActorFaceFXAnim();

/** Called each frame by Matinee to update the weight of a particular MorphNodeWeight. */
event SetMorphWeight(name MorphNodeName, float MorphWeight);

/** Called each frame by Matinee to update the scaling on a SkelControl. */
event SetSkelControlScale(name SkelControlName, float Scale);


/**
 * Returns TRUE if Actor is playing a FaceFX anim.
 * Implement in sub-class.
 */
simulated function bool IsActorPlayingFaceFXAnim()
{
	return FALSE;
}

/** Used by Matinee in-game to mount FaceFXAnimSets before playing animations. */
event FaceFXAsset GetActorFaceFXAsset();

// for AI... bots have perfect aim shooting non-pawn stationary targets
function bool IsStationary()
{
	return true;
}

/**
 * returns the point of view of the actor.
 * note that this doesn't mean the camera, but the 'eyes' of the actor.
 * For example, for a Pawn, this would define the eye height location,
 * and view rotation (which is different from the pawn rotation which has a zeroed pitch component).
 * A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.
 *
 * @param	out_Location - location of view point
 * @param	out_Rotation - view rotation of actor.
 */
simulated event GetActorEyesViewPoint( out vector out_Location, out Rotator out_Rotation )
{
	out_Location = Location;
	out_Rotation = Rotation;
}

/**
 * Searches the owner chain looking for a player.
 */
native simulated function bool IsPlayerOwned();

/* PawnBaseDied()
The pawn on which this actor is based has just died
*/
function PawnBaseDied();

/*
 * default implementation calls eventScriptGetTeamNum()
 */
simulated native function byte GetTeamNum();

simulated event byte ScriptGetTeamNum()
{
	return 255;
}

simulated function string GetLocationStringFor(PlayerReplicationInfo PRI)
{
	return "";
}

simulated function NotifyLocalPlayerTeamReceived();

/** Used by PlayerController.FindGoodView() in RoundEnded State */
simulated function FindGoodEndView(PlayerController PC, out Rotator GoodRotation)
{
	GoodRotation = PC.Rotation;
}

/**
 * @param RequestedBy - the Actor requesting the target location
 * @param bRequestAlternateLoc (optional) - return a secondary target location if there are multiple
 * @return the optimal location to fire weapons at this actor
 */
simulated native function vector GetTargetLocation(optional actor RequestedBy, optional bool bRequestAlternateLoc) const;

/** called when this Actor was spawned by a Kismet actor factory (SeqAct_ActorFactory)
 *	after all other spawn events (PostBeginPlay(), etc) have been called
 */
event SpawnedByKismet();

/**
 * implemented by pickup type Actors to do things following a successful pickup
 * @param P the Pawn that picked us up
 *
 * @todo remove this and fix up the DenyPickupQuery() calls that use this
 */
function PickedUpBy(Pawn P);

/** called when a SeqAct_Interp action starts interpolating this Actor via matinee
 * @note this function is called on clients for actors that are interpolated clientside via MatineeActor
 * @param InterpAction the SeqAct_Interp that is affecting the Actor
 */
simulated event InterpolationStarted(SeqAct_Interp InterpAction);

/** called when a SeqAct_Interp action finished interpolating this Actor
 * @note this function is called on clients for actors that are interpolated clientside via MatineeActor
 * @param InterpAction the SeqAct_Interp that was affecting the Actor
 */
simulated event InterpolationFinished(SeqAct_Interp InterpAction);

/** called when a SeqAct_Interp action affecting this Actor received an event that changed its properties
 *	(paused, reversed direction, etc)
 * @note this function is called on clients for actors that are interpolated clientside via MatineeActor
 * @param InterpAction the SeqAct_Interp that is affecting the Actor
 */
simulated event InterpolationChanged(SeqAct_Interp InterpAction);

/** Called when a PrimitiveComponent this Actor owns has:
 *     -bNotifyRigidBodyCollision set to true
 *     -ScriptRigidBodyCollisionThreshold > 0
 *     -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold
 *
 * @param HitComponent the component of this Actor that collided
 * @param OtherComponent the other component that collided
 * @param RigidCollisionData information on the collision itslef, including contact points
 * @param ContactIndex the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds
 *			to this Actor/HitComponent
 */
event RigidBodyCollision( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent,
				const out CollisionImpactData RigidCollisionData, int ContactIndex );

/**
 *	Called each frame (for each wheel) when an SVehicle has a wheel in contact with this Actor.
 *	Not called on Actors that have bWorldGeometry or bStatic set to TRUE.
 */
event OnRanOver(SVehicle Vehicle, PrimitiveComponent RunOverComponent, int WheelIndex);

/** function used to update where icon for this actor should be rendered on the HUD
 *  @param NewHUDLocation is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD
 */
simulated native function SetHUDLocation(vector NewHUDLocation);

/**
Hook to allow actors to render HUD overlays for themselves.
Assumes that appropriate font has already been set
*/
simulated native function NativePostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir);

/**
Script function called by NativePostRenderFor().
*/
simulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir);

/**
 * Notification that root motion mode changed.
 * Called only from SkelMeshComponents that have bRootMotionModeChangeNotify set.
 * This is useful for synchronizing movements.
 * For intance, when using RMM_Translate, and the event is called, we know that root motion will kick in on next frame.
 * It is possible to kill in-game physics, and then use root motion seemlessly.
 */
simulated event RootMotionModeChanged(SkeletalMeshComponent SkelComp);

/**
 * Notification called after root motion has been extracted, and before it's been used.
 * This notification can be used to alter extracted root motion before it is forwarded to physics.
 * It is only called when bRootMotionExtractedNotify is TRUE on the SkeletalMeshComponent.
 * @note: It is fairly slow in Script, so enable only when really needed.
 */
simulated event RootMotionExtracted(SkeletalMeshComponent SkelComp, out BoneAtom ExtractedRootMotionDelta);

/** called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner
 * this is a good place to cache references to skeletal controllers, etc that the Actor modifies
 */
event PostInitAnimTree(SkeletalMeshComponent SkelComp);

/** Looks up the GUID of a package on disk. The package must NOT be in the autodownload cache.
 * This may require loading the header of the package in question and is therefore slow.
 */
native static final function Guid GetPackageGuid(name PackageName);

defaultproperties
{
   CustomTimeDilation=1.000000
   Role=ROLE_Authority
   bPushedByEncroachers=True
   bRouteBeginPlayEvenIfStatic=True
   bReplicateMovement=True
   bMovable=True
   bJustTeleported=True
   NetUpdateFrequency=100.000000
   NetPriority=1.000000
   DrawScale=1.000000
   DrawScale3D=(X=1.000000,Y=1.000000,Z=1.000000)
   CollisionType=COLLIDE_NoCollision
   MessageClass=Class'Engine.LocalMessage'
   SupportedEvents(0)=Class'Engine.SeqEvent_Touch'
   SupportedEvents(1)=Class'Engine.SeqEvent_Destroyed'
   SupportedEvents(2)=Class'Engine.SeqEvent_TakeDamage'
   Name="Default__Actor"
   ObjectArchetype=Object'Core.Default__Object'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:17:52.000 - Creation time: sk 18-3-2018 10:01:04.566 - Created with UnCodeX