- Extends
- Actor
- Modifiers
- native nativereplication abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Controller
Direct Known Subclasses:
AIController, PlayerController
Inherited Contants from Engine.Actor |
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers |
Inherited Variables from Engine.Actor |
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo |
Inherited Variables from Core.Object |
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Inherited Structures from Engine.Actor |
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
Inherited Structures from Core.Object |
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4 |
Functions Summary |
 | bool | ActorReachable (actor anActor)
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 | bool | AllowDetourTo (NavigationPoint N))
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 | | BeginState (Name PreviousStateName)) RoundEnded |
 | bool | BeyondFogDistance (vector ViewPoint, vector OtherPoint)
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 | bool | CanSee (Pawn Other)
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 | bool | CanSeeByPoints (Vector ViewLocation, Vector TestLocation, Rotator ViewRotation)
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 | | CheckNearMiss (Pawn Shooter, Weapon W, vector WeapLoc, vector LineDir, vector HitLocation)
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 | | CleanupPRI ()))
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 | | ClientSetLocation (vector NewLocation, rotator NewRotation ))
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 | | ClientSetRotation (rotator NewRotation, optional bool bResetCamera ))
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 | | ClientSetWeapon (class WeaponClass ))
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 | | ClientSwitchToBestWeapon (optional bool bForceNewWeapon))
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 | | CurrentLevelUnloaded ()
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 | | Destroyed ()))
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 | | DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
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 | | EndClimbLadder ()
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 | | EnemyJustTeleported ()))
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 | | EnemyNotVisible ()
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 | Actor | FindPathTo (Vector aPoint, optional int MaxPathLength, optional bool bReturnPartial)
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 | Actor | FindPathToIntercept (Pawn P, Actor InRouteGoal, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial)
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 | Actor | FindPathToward (Actor anActor, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial)
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 | Actor | FindPathTowardNearest (class<NavigationPoint> GoalClass, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial)
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 | NavigationPoint | FindRandomDest ()
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 | | FinishRotation ()
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 | bool | FireWeaponAt (Actor inActor)
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 | | GameHasEnded (optional Actor EndGameFocus, optional bool bIsWinner))
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 | bool | GamePlayEndedState ()))
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 | bool | GamePlayEndedState ())) RoundEnded |
 | | GetActorEyesViewPoint (out vector out_Location, out Rotator out_Rotation ))
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 | Rotator | GetAdjustedAimFor (Weapon W, vector StartFireLoc ))
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 | String | GetHumanReadableName ()))
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 | Controller | GetKillerController ()))
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 | | GetPlayerViewPoint (out vector out_Location, out Rotator out_rotation ))
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 | Actor | GetRouteGoalAfter (int RouteIdx ))
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 | byte | GetTeamNum ()
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 | bool | HandlePathObstruction (Actor BlockedBy)
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 | | HandlePickup (Inventory Inv)
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 | | HearNoise (float Loudness, Actor NoiseMaker, optional Name NoiseType)
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 | | InitPlayerReplicationInfo ()))
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 | bool | InLatentExecution (int LatentActionNumber)
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 | | InstantWarnTarget (Actor InTarget, Weapon FiredWeapon, vector FireDir))
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 | bool | IsAimingAt (Actor ATarget, float Epsilon ))
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 | bool | IsDead ()
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 | bool | IsDead ())) Dead |
 | bool | IsInCombat ()
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 | bool | IsLocalPlayerController ()
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 | bool | IsSpectating ()))
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 | bool | LandingShake ()))
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 | bool | LineOfSightTo (Actor Other, optional vector chkLocation, optional bool bTryAlternateTargetLoc)
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 | | LongFall ()
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 | | MayFall ()
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 | bool | MoverFinished ()))
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 | | MoveTo (vector NewDestination, optional Actor ViewFocus, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false)
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 | | MoveToward (Actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false)
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 | | MoveUnreachable (vector AttemptedDest, Actor AttemptedTarget))
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 | | NotifyAddInventory (Inventory NewItem)
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 | bool | NotifyBump (Actor Other, Vector HitNormal)
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 | | NotifyChangedWeapon (Weapon PrevWeapon, Weapon NewWeapon)
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 | | NotifyCoverAdjusted ()))
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 | bool | NotifyCoverClaimViolation (Controller NewClaim, CoverLink Link, int SlotIdx)
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 | | NotifyCoverDisabled (CoverLink Link, int SlotIdx)
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 | | NotifyFallingHitWall (vector HitNormal, actor Wall)
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 | bool | NotifyHeadVolumeChange (PhysicsVolume NewVolume)
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 | bool | NotifyHitWall (vector HitNormal, actor Wall)
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 | | NotifyJumpApex ()
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 | | NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn))
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 | bool | NotifyLanded (vector HitNormal, Actor FloorActor)
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 | | NotifyMissedJump ()
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 | | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)
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 | | NotifyPostLanded ()
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 | | NotifyProjLanded (Projectile Proj ))
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 | | NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
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 | | OnCauseDamage (SeqAct_CauseDamage Action))
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 | | OnMakeNoise (SeqAct_MakeNoise Action ))
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 | | OnPossess (SeqAct_Possess inAction))
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 | | OnTeleport (SeqAct_Teleport Action))
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 | | OnToggleAffectedByHitEffects (SeqAct_ToggleAffectedByHitEffects inAction ))
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 | | OnToggleGodMode (SeqAct_ToggleGodMode inAction))
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 | | OnToggleHidden (SeqAct_ToggleHidden Action))
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 | | PawnDied (Pawn inPawn))
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 | | PawnDied (Pawn P)) Dead |
 | Pawn | PickTarget (class<Pawn> TargetClass, out float bestAim, out float bestDist, vector FireDir, vector projStart, float MaxRange)
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 | bool | PickWallAdjust (vector HitNormal)
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 | bool | PointReachable (vector aPoint)
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 | | Possess (Pawn inPawn, bool bVehicleTransition))
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 | | PostBeginPlay ()))
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 | float | RatePickup (Actor PickupHolder, class<Inventory> inPickup)
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 | | ReadyForLift ()
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 | | ReceiveProjectileWarning (Projectile Proj)
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 | | ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir)
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 | | ReplicatedEvent (name VarName))
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 | | Reset ()))
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 | | Restart (bool bVehicleTransition))
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 | | RoundHasEnded (optional Actor EndRoundFocus))
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 | | RouteCache_AddItem (NavigationPoint Nav)
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 | | RouteCache_Empty ()
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 | | RouteCache_InsertItem (NavigationPoint Nav, int Idx=0)
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 | | RouteCache_RemoveIndex (int InIndex, int Count=1)
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 | | RouteCache_RemoveItem (NavigationPoint Nav)
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 | | SeeMonster (Pawn Seen)
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 | | SeePlayer (Pawn Seen)
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 | | SendMessage (PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType)
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 | | ServerGivePawn ()
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 | | ServerRestartPlayer ()))
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 | | ServerReStartPlayer ())) Dead |
 | | SetCharacter (string inCharacter)
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 | | SetupSpecialPathAbilities ()
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 | | StopFiring ()))
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 | | StopLatentExecution ()
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 | | SwitchToBestWeapon (optional bool bForceNewWeapon))
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 | | UnderLift (LiftCenter Lift)
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 | | UnPossess ()))
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 | | UpdateSex ()))
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 | | WaitForLanding (optional float waitDuration)
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 | | WaitForMover (InterpActor M))
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 | | WarnProjExplode (Projectile Proj)
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Inherited Functions from Engine.Actor |
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors |
Inherited Functions from Core.Object |
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~= |
const LATENT_MOVETOWARD = 503;
var bool bAdjusting;
var bool bAdvancedTactics;
var bool bAffectedByHitEffects;
var bool bCanDoSpecial;
var bool bForceDesiredRotation;
var bool bForceStrafe;
var bool bGodMode;
var bool bIsPlayer;
var const bool bLOSflag;
var bool bNotifyApex;
var bool bNotifyFallingHitWall;
var bool bNotifyPostLanded;
var bool bPreciseDestination;
var bool bPreparingMove;
var bool bSeeFriendly;
var bool bSlowerZAcquire;
var bool bSoaking;
var bool bUsePlayerHearing;
var bool bUsingPathLanes;
var
Actor FailedMoveTarget;
var const
vector FailedReachLocation;
var const float FailedReachTime;
var float GroundPitchTime;
HighJumpNodeCostModifier Source code
var int HighJumpNodeCostModifier;
InUseNodeCostMultiplier Source code
var float InUseNodeCostMultiplier;
var float LaneOffset;
var const
Actor LastFailedReach;
var float LastRouteFind;
var float MinHitWall;
var int MoveFailureCount;
var float MoveTimer;
var const
rotator OldBasedRotation;
var const int PlayerNum;
var float RespawnPredictionTime;
var float RouteDist;
var float SightCounter;
var float SightCounterInterval;
var deprecated
Actor Target;
native(
520) final function
bool ActorReachable (
actor anActor )
event BeginState ( Name PreviousStateName) )
final native function
bool BeyondFogDistance (
vector ViewPoint,
vector OtherPoint )
native(
533) final function
bool CanSee (
Pawn Other )
native(
537) final function
bool CanSeeByPoints (
Vector ViewLocation,
Vector TestLocation,
Rotator ViewRotation )
function CleanupPRI ( ) )
reliable client function ClientSetLocation (
vector NewLocation,
rotator NewRotation ) )
reliable client function ClientSetRotation (
rotator NewRotation, optional
bool bResetCamera ) )
reliable client function ClientSetWeapon (
class<
Weapon>
WeaponClass ) )
ClientSwitchToBestWeapon Source code
reliable client function ClientSwitchToBestWeapon ( optional bool bForceNewWeapon) )
event CurrentLevelUnloaded ( )
event Destroyed ( ) )
simulated function DisplayDebug (
HUD HUD, out
float out_YL, out
float out_YPos) )
native function EndClimbLadder ( )
function EnemyJustTeleported ( ) )
event EnemyNotVisible ( )
native(
518) final function
Actor FindPathTo (
Vector aPoint, optional
int MaxPathLength, optional
bool bReturnPartial )
native final function
Actor FindPathToIntercept (
Pawn P,
Actor InRouteGoal, optional
bool bWeightDetours, optional
int MaxPathLength, optional
bool bReturnPartial )
native(
517) final function
Actor FindPathToward (
Actor anActor, optional
bool bWeightDetours, optional
int MaxPathLength, optional
bool bReturnPartial )
native final function
Actor FindPathTowardNearest (
class<
NavigationPoint> GoalClass, optional
bool bWeightDetours, optional
int MaxPathLength, optional
bool bReturnPartial )
native(508) final latent function FinishRotation ( )
function
bool FireWeaponAt (
Actor inActor )
function GameHasEnded ( optional
Actor EndGameFocus, optional
bool bIsWinner) )
function bool GamePlayEndedState ( ) )
GamePlayEndedState RoundEnded Source code
function bool GamePlayEndedState ( ) )
simulated event GetActorEyesViewPoint ( out
vector out_Location, out
Rotator out_Rotation ) )
simulated function String GetHumanReadableName ( ) )
simulated event GetPlayerViewPoint ( out
vector out_Location, out
Rotator out_rotation ) )
function
Actor GetRouteGoalAfter (
int RouteIdx ) )
simulated native function byte GetTeamNum ( )
event
bool HandlePathObstruction (
Actor BlockedBy )
event HearNoise (
float Loudness,
Actor NoiseMaker, optional
Name NoiseType )
InitPlayerReplicationInfo Source code
function InitPlayerReplicationInfo ( ) )
native final function bool InLatentExecution ( int LatentActionNumber )
simulated function
bool IsAimingAt (
Actor ATarget,
float Epsilon ) )
function bool IsDead ( )
function bool IsDead ( ) )
event bool IsInCombat ( )
IsLocalPlayerController Source code
native function bool IsLocalPlayerController ( )
function bool IsSpectating ( ) )
simulated function bool LandingShake ( ) )
native(
514) noexport final function
bool LineOfSightTo (
Actor Other, optional
vector chkLocation, optional
bool bTryAlternateTargetLoc )
event LongFall ( )
event MayFall ( )
event bool MoverFinished ( ) )
native(
500) noexport final latent function MoveTo (
vector NewDestination, optional
Actor ViewFocus, optional
bool bShouldWalk = (
Pawn != None) ?
Pawn.bIsWalking :
false )
native(
502) noexport final latent function MoveToward (
Actor NewTarget, optional
Actor ViewFocus, optional
float DestinationOffset, optional
bool bUseStrafing, optional
bool bShouldWalk = (
Pawn != None) ?
Pawn.bIsWalking :
false )
event MoveUnreachable (
vector AttemptedDest,
Actor AttemptedTarget) )
function NotifyAddInventory (
Inventory NewItem )
event
bool NotifyBump (
Actor Other,
Vector HitNormal )
function NotifyChangedWeapon (
Weapon PrevWeapon,
Weapon NewWeapon )
simulated event NotifyCoverAdjusted ( ) )
NotifyCoverClaimViolation Source code
simulated function
bool NotifyCoverClaimViolation (
Controller NewClaim,
CoverLink Link,
int SlotIdx )
simulated function NotifyCoverDisabled (
CoverLink Link,
int SlotIdx )
event NotifyFallingHitWall (
vector HitNormal,
actor Wall )
NotifyHeadVolumeChange Source code
event
bool NotifyHitWall (
vector HitNormal,
actor Wall )
event NotifyJumpApex ( )
event
bool NotifyLanded (
vector HitNormal,
Actor FloorActor )
event NotifyMissedJump ( )
NotifyPhysicsVolumeChange Source code
event NotifyPostLanded ( )
OnToggleAffectedByHitEffects Source code
function PawnDied (
Pawn inPawn) )
function PawnDied (
Pawn P) )
native(
531) final function
Pawn PickTarget (
class<
Pawn> TargetClass, out
float bestAim, out
float bestDist,
vector FireDir,
vector projStart,
float MaxRange )
native(
526) final function
bool PickWallAdjust (
vector HitNormal )
native(
521) final function
bool PointReachable (
vector aPoint )
event Possess (
Pawn inPawn,
bool bVehicleTransition) )
event PostBeginPlay ( ) )
event
float RatePickup (
Actor PickupHolder,
class<
Inventory> inPickup )
function ReadyForLift ( )
ReceiveProjectileWarning Source code
function ReceiveProjectileWarning (
Projectile Proj )
function ReceiveWarning (
Pawn shooter,
float projSpeed,
vector FireDir )
simulated event ReplicatedEvent ( name VarName) )
function Reset ( ) )
function Restart ( bool bVehicleTransition) )
function RoundHasEnded ( optional
Actor EndRoundFocus) )
native function RouteCache_Empty ( )
RouteCache_RemoveIndex Source code
native function RouteCache_RemoveIndex ( int InIndex, int Count=1 )
event SeeMonster (
Pawn Seen )
event SeePlayer (
Pawn Seen )
function ServerGivePawn ( )
reliable server function ServerRestartPlayer ( ) )
ServerReStartPlayer Dead Source code
reliable server function ServerReStartPlayer ( ) )
function SetCharacter ( string inCharacter )
SetupSpecialPathAbilities Source code
event SetupSpecialPathAbilities ( )
event StopFiring ( ) )
native final function StopLatentExecution ( )
exec function SwitchToBestWeapon ( optional bool bForceNewWeapon) )
event UnPossess ( ) )
function UpdateSex ( ) )
native(527) noexport final latent function WaitForLanding ( optional float waitDuration )
defaultproperties
{
bAffectedByHitEffects=True
bSlowerZAcquire=True
MinHitWall=-1.000000
SightCounterInterval=0.200000
Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent'
HiddenGame=True
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
Name="Sprite"
ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent'
End Object
Components(0)=Sprite
bHidden=True
bOnlyRelevantToOwner=True
bHiddenEd=True
CollisionType=COLLIDE_CustomDefault
RotationRate=(Pitch=30000,Yaw=30000,Roll=2048)
Name="Default__Controller"
ObjectArchetype=Actor'Engine.Default__Actor'
}
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Creation time: sk 18-3-2018 10:00:35.598 - Created with
UnCodeX