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UTGame.UTBetrayalPawn

Extends
UTPawn
Modifiers
config ( Game ) native notplaceable

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- GameFramework.GamePawn
         |   
         +-- UTGame.UTPawn
            |   
            +-- UTGame.UTBetrayalPawn

Constants Summary
Inherited Contants from UTGame.UTPawn
MINTIMEBETWEENPAINSOUNDS

Variables Summary
soundcueAnnouncerSoundCue
boolbTeamInvitation
intCount
AudioComponentCurrentAnnouncementComponent
SoundCueEndTeamSound
SoundCueTeamInvitationSound
Inherited Variables from UTGame.UTPawn
AccumulateDamage, AccumulationTime, AimNode, AnimRepInfo, AppliedBob, ArmorHitSound, ArmsMesh[2], ArmsOverlay[2], AttachedProj, AuraRadius, bArmsAttached, BaseTranslationOffset, bBlendOutTakeHitPhysics, bCanDoubleJump, bCanPlayFallingImpacts, bCanRagDoll, bClientInHeroMelee, bClientIsHero, bComponentDebug, bDodging, bDualWielding, bEnableFootPlacement, bFeigningDeath, bFixedView, bForcedFeignDeath, bGibbed, bHasHoverboard, bHasSlowField, bHeadGibbed, bHideOnListenServer, BigTeleportCount, BioBurnAway, BioBurnAwayTime, BioEffectName, bIsHoverboardAnimPawn, bIsInvisible, bIsInvulnerable, bIsTyping, bJustDroppedOrb, bJustLanded, bKilledByBio, bKillsAffectHead, bLandRecovery, bNoJumpAdjust, bNotifyStopFalling, Bob, bobtime, BodyMatColor, BodyMaterialInstances, BodyMatFadeDuration, bPlayingFeignDeathRecovery, bPostRenderOtherTeam, bPostRenderTraceSucceeded, bPuttingDownWeapon, bReadyToDoubleJump, bReceivedValidTeam, bRequiresDoubleJump, bSetupDeathLight, bShieldAbsorb, bSpawnDone, bSpawnIn, bStopDeathCamera, bStopOnDoubleLanding, bTearOffGibs, bUpdateEyeheight, bWeaponAttachmentVisible, bWeaponBob, bWinnerCam, bXRayEffectActive, CameraScale, CameraScaleMax, CameraScaleMin, CameraZOffset, ClientBodyMatDuration, ClientSideWeaponPawn, CompressedBodyMatColor, CrouchMeshZOffset, CrouchTranslationOffset, CurrentBodyMatColor, CurrentCameraScale, CurrentDir, CurrentEmoteDuration, CurrentSkelAim, CurrentWeaponAttachment, CurrentWeaponAttachmentClass, CurrFamilyInfo, CustomGravityScaling, DamageParameterName, DarkMatchLight, DeathAnimDamageType, DeathHipAngDamp, DeathHipAngSpring, DeathHipLinDamp, DeathHipLinSpring, DeathTime, DefaultAirControl, DefaultFamily, DefaultHeadPortrait, DefaultHeight, DefaultMesh, DefaultMeshScale, DefaultRadius, DefaultTeamHeadMaterials, DefaultTeamHeadPortrait, DefaultTeamMaterials, DemoWeapon, DesiredMeshScale, DodgeResetTime, DodgeResetTimestamp, DodgeSpeed, DodgeSpeedZ, DoubleJumpEyeHeight, DoubleJumpThreshold, DrivenWeaponPawn, DrivingNode, EmoteRepInfo, FallImpactSound, FallingDamageWaveForm, FallSpeedThreshold, FeignDeathBlend, FeignDeathBodyAtRestSpeed, FeignDeathPhysicsBlendOutSpeed, FeignDeathRecoveryStartTime, FeignDeathStartTime, FeignDeathWaveForm, FireRateMultiplier, FirstPersonDeathVisionLightEnvironment, FirstPersonDeathVisionMesh, FixedViewLoc, FixedViewRot, FullBodyAnimSlot, GunRecoilNode, HeadBone, HeadHeight, HeadOffset, HeadRadius, HeadScale, HeadshotNeckAttachment, HelmetArmor, HeroCameraPitch, HeroCameraScale, HeroStartTime, HoverboardClass, HoverboardingNode, HUDLocation, IconCoords, JumpBob, JumpBootCharge, LandBob, LastAuraCheckTime, LastDrivenWeaponPawn, LastEmoteTime, LastHoverboardTime, LastPainSound, LastPostRenderTraceTime, LastTakeHitInfo, LastTakeHitTimeout, LeftFootBone, LeftFootControlName, LeftHandIK, LeftLegControl, LeftRecoilNode, LightEnvironment, LookYaw, MapSize, MaxDoubleJumpHeight, MaxFootPlacementDistSquared, MaxFootstepDistSq, MaxJumpSoundDistSq, MaxLeanRoll, MaxMultiDodge, MaxMultiJump, MaxYawAim, MinHoverboardInterval, MinTimeBetweenEmotes, MultiDodgeRemaining, MultiJumpBoost, MultiJumpRemaining, NextTauntTime, NoDriveBodies, OldCameraPosition, OldLocationZ, OldReplicatedVelocity, OverlayMaterialInstance, OverlayMesh, PawnAmbientSound, PawnAmbientSoundCue, PawnEffectSockets[2], RagdollLifespan, RemainingBodyMatDuration, ReplicatedBodyMaterial, RightFootBone, RightFootControlName, RightHandIK, RightLegControl, RightRecoilNode, RootRotControl, RootYaw, RootYawSpeed, SaturationParameterName, SavedAimPitch, ShieldBeltArmor, ShieldBeltMaterialInstance, ShieldBeltPickupClass, ShieldBeltTeamMaterialInstances[4], SlopeBoostFriction, SoundGroupClass, SpawnProtectionColor, SpawnSound, SpeakingBeaconTexture, SpiderChasers, StartDeathAnimTime, StartedFallingTime, StartFallImpactTime, SuperHealthMax, SwimmingZOffset, SwimmingZOffsetSpeed, TakeHitPhysicsBlendOutSpeed, TakeHitPhysicsFixedBones, TauntNames[6], TeamBeaconMaxDist, TeamBeaconPlayerInfoMaxDist, TeleportSound, ThighpadArmor, TimeLastTookDeathAnimDamage, TopHalfAnimSlot, TorsoBoneName, Trackers, TransCameraAnim[3], TransInEffects[2], TranslocateColor[2], TransOutEffects[2], Twisting, UnfeignFailedCount, VehicleNode, VestArmor, WalkBob, WeaponAmbientSound, WeaponAmbientSoundCue, WeaponOverlayFlags, WeaponSocket, WeaponSocket2, XRayEffectDamageMult, XRayEffectLightEnvironment, ZSmoothingRate

Structures Summary
Inherited Structures from UTGame.UTPawn
DrivenWeaponPawnInfo, PlayAnimInfo, PlayEmoteInfo, QuickPickCell, TakeHitInfo

Functions Summary
functionbyte GetTeamNum ()
function WeaponFired (bool bViaReplication, optional vector HitLocation))
Inherited Functions from UTGame.UTPawn
AbsorbDamage, ActivateHero, ActuallyPlayFootstepSound, AddDefaultInventory, AddSpiderChaser, AddVelocity, AdjustCameraScale, AdjustDamage, AngDriveDAmp, AngDriveSpring, ApplyWeaponOverlayFlags, BackDamp, BackSpring, BecomeHero, BecomeViewTarget, BeginState, BotDodge, BotFire, CalcCamera, CalcThirdPersonCam, CanDoubleJump, CanMultiJump, CanThrowWeapon, CheckGameClass, CheckValidLocation, ChooseFireMode, ClearBodyMatColor, ClearWeaponOverlayFlag, ClearXRayEffect, ClientReStart, CreateOverlayArmsMesh, DeactivateSpawnProtection, Destroyed, Died, DisplayDebug, Dodge, DoDoubleJump, DoingDeathAnim, DoJump, DoPlayAnim, DoPlayEmote, DoTranslocate, DoTranslocateOut, DropFlag, EncroachedBy, EncroachingOn, EndCrouch, EndState, EndViewTarget, EnsureOverlayComponentLast, FaceRotation, Falling, FeignDeath, FeignDeathDelayTimer, FellOutOfWorld, FindGoodEndView, FireRateChanged, FiringModeUpdated, FixedView, ForceRagdoll, ForceSpecialAttack, Gasp, GetBoundingCylinder, GetDebugName, GetEyeHeight, GetFamilyInfo, GetMaterialBelowFeet, GetOverlayMaterial, GetPawnAmbientSound, GetPawnViewLocation, GetPuttingDownWeapon, GetQuickPickCells, GetScreenName, GetShieldMaterialInstance, GetShieldStrength, GetTargetLocation, GetUTPlayerReplicationInfo, GetViewRotation, GetWeaponAmbientSound, GetWeaponStartTraceLocation, gibbedBy, GiveHealth, HandDamp, HandSpring, HeadVolumeChange, HeroFits, HoldGameObject, InCombat, IsFirstPerson, IsHero, IsInvisible, IsLocationOnHead, JumpOffPawn, JumpOutOfWater, Landed, LeaveABloodSplatterDecal, LinDriveDAmp, LinDriveSpring, ModifyRotForDebugFreeCam, NativePostRenderFor, NeedToTurn, NotifyArmMeshChanged, NotifyTeamChanged, OnAnimEnd, OnExitVehicle, OnHealDamage, OnInfiniteAmmo, OnPlayAnim, OnRanOver, OnUseHoverboard, PerformDodge, PerformEmoteCommand, PerformMeleeAttack, PlayDying, PlayDyingSound, PlayEmote, PlayFeignDeath, PlayFootStepSound, PlayHit, PlayJumpingSound, PlayLandingSound, PlayTakeHitEffects, PlayTeleportEffect, PlayVictoryAnimation, PossessedBy, PostBeginPlay, PostBigTeleport, PostInitAnimTree, PostRenderFor, PostTeleport, PoweredUp, QuickPick, RangedAttackTime, ReattachMesh, RecommendLongRangedAttack, RenderMapIcon, ReplicatedEvent, ResetCharPhysState, RestorePreRagdollCollisionComponent, RigidBodyCollision, ServerFeignDeath, ServerHoverboard, ServerPlayAnim, ServerPlayEmote, SetAnimRateScale, SetArmsSkin, SetBigHead, SetBodyMatColor, SetFeignEndLocation, SetHandIKEnabled, SetHeadScale, SetHeroCam, SetHUDLocation, SetInfoFromFamily, SetInvisible, SetMaxStepHeight, SetMeshVisibility, SetOverlayMaterial, SetOverlayVisibility, SetPawnAmbientSound, SetPawnRBChannels, SetPuttingDownWeapon, SetSkin, SetTeamColor, SetThirdPersonCamera, SetWalking, SetWeapAnimType, SetWeaponAmbientSound, SetWeaponAttachmentVisibility, SetWeaponOverlayFlag, SetWeaponVisibility, SetXRayEffect, ShieldAbsorb, ShouldGib, ShowCompDebug, SpawnDefaultController, SpawnGib, SpawnGibs, SpawnHeadGib, SpawnTransEffect, StartCrouch, StartDriving, StartFeignDeathRecoveryAnim, StartFire, StopDriving, StopFiring, StoppedFalling, StopWeaponFiring, StuckFalling, StuckOnPawn, SuggestJumpVelocity, SwitchWeapon, TakeDamage, TakeDrowningDamage, TakeFallingDamage, TakeHeadShot, TakeHitBlendedOut, ThrowActiveWeapon, Tick, Timer, ToggleMelee, TornOff, TryNewCamRot, TurnOff, TurnOffPawn, UpdateEyeHeight, UpdateShadowSettings, VerifyBodyMaterialInstance, WeaponAttachmentChanged, WeaponBob, WeaponChanged, WeaponFired, WeaponStoppedFiring
Inherited Functions from GameFramework.GamePawn
GetTargetFrictionCylinder


Variables Detail

AnnouncerSoundCue Source code

var soundcue AnnouncerSoundCue;
cue used for TeamInvitations

bTeamInvitation Source code

var bool bTeamInvitation;

Count Source code

var int Count;

CurrentAnnouncementComponent Source code

var AudioComponent CurrentAnnouncementComponent;
currently playing TeamInvitation AudioComponent

EndTeamSound Source code

var SoundCue EndTeamSound;

TeamInvitationSound Source code

var SoundCue TeamInvitationSound;


Functions Detail

GetTeamNum Source code

simulated native function byte GetTeamNum ( )

WeaponFired Source code

simulated function WeaponFired ( bool bViaReplication, optional vector HitLocation) )
Called when a pawn's weapon has fired and is responsibile for delegating the creation off all of the different effects. bViaReplication denotes if this call in as the result of the flashcount/flashlocation being replicated. It's used filter out when to make the effects.


Defaultproperties

defaultproperties
{
   AnnouncerSoundCue=SoundCue'A_Announcer_Reward_Cue.SoundCues.AnnouncerCue'
   bPostRenderOtherTeam=True
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   Begin Object Class=ParticleSystemComponent Name=GooDeath ObjName=GooDeath Archetype=ParticleSystemComponent'UTGame.Default__UTPawn:GooDeath'
      ObjectArchetype=ParticleSystemComponent'UTGame.Default__UTPawn:GooDeath'
   End Object
   BioBurnAway=GooDeath
   Begin Object Class=DynamicLightEnvironmentComponent Name=DeathVisionLightEnv ObjName=DeathVisionLightEnv Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:DeathVisionLightEnv'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:DeathVisionLightEnv'
   End Object
   FirstPersonDeathVisionLightEnvironment=DeathVisionLightEnv
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonArms ObjName=FirstPersonArms Archetype=UTSkeletalMeshComponent'UTGame.Default__UTPawn:FirstPersonArms'
      Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'UTGame.Default__UTPawn:MeshSequenceA'
         ObjectArchetype=AnimNodeSequence'UTGame.Default__UTPawn:MeshSequenceA'
      End Object
      Animations=AnimNodeSequence'UTGame.Default__UTBetrayalPawn:FirstPersonArms.MeshSequenceA'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTPawn:FirstPersonArms'
   End Object
   ArmsMesh(0)=FirstPersonArms
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonArms2 ObjName=FirstPersonArms2 Archetype=UTSkeletalMeshComponent'UTGame.Default__UTPawn:FirstPersonArms2'
      Begin Object Class=AnimNodeSequence Name=MeshSequenceB ObjName=MeshSequenceB Archetype=AnimNodeSequence'UTGame.Default__UTPawn:MeshSequenceB'
         ObjectArchetype=AnimNodeSequence'UTGame.Default__UTPawn:MeshSequenceB'
      End Object
      Animations=AnimNodeSequence'UTGame.Default__UTBetrayalPawn:FirstPersonArms2.MeshSequenceB'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTPawn:FirstPersonArms2'
   End Object
   ArmsMesh(1)=FirstPersonArms2
   Begin Object Class=UTAmbientSoundComponent Name=AmbientSoundComponent ObjName=AmbientSoundComponent Archetype=UTAmbientSoundComponent'UTGame.Default__UTPawn:AmbientSoundComponent'
      ObjectArchetype=UTAmbientSoundComponent'UTGame.Default__UTPawn:AmbientSoundComponent'
   End Object
   PawnAmbientSound=AmbientSoundComponent
   Begin Object Class=UTAmbientSoundComponent Name=AmbientSoundComponent2 ObjName=AmbientSoundComponent2 Archetype=UTAmbientSoundComponent'UTGame.Default__UTPawn:AmbientSoundComponent2'
      ObjectArchetype=UTAmbientSoundComponent'UTGame.Default__UTPawn:AmbientSoundComponent2'
   End Object
   WeaponAmbientSound=AmbientSoundComponent2
   Begin Object Class=SkeletalMeshComponent Name=OverlayMeshComponent0 ObjName=OverlayMeshComponent0 Archetype=SkeletalMeshComponent'UTGame.Default__UTPawn:OverlayMeshComponent0'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTPawn:OverlayMeshComponent0'
   End Object
   OverlayMesh=OverlayMeshComponent0
   Begin Object Class=DynamicLightEnvironmentComponent Name=XRayEffectLightEnv ObjName=XRayEffectLightEnv Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:XRayEffectLightEnv'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:XRayEffectLightEnv'
   End Object
   XRayEffectLightEnvironment=XRayEffectLightEnv
   Begin Object Class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent ObjName=WPawnSkeletalMeshComponent Archetype=SkeletalMeshComponent'UTGame.Default__UTPawn:WPawnSkeletalMeshComponent'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTPawn:WPawnSkeletalMeshComponent'
   End Object
   Mesh=WPawnSkeletalMeshComponent
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTPawn:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTPawn:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTPawn:Arrow'
      ObjectArchetype=ArrowComponent'UTGame.Default__UTPawn:Arrow'
   End Object
   Components(1)=Arrow
   Components(2)=MyLightEnvironment
   Components(3)=WPawnSkeletalMeshComponent
   Components(4)=AmbientSoundComponent
   Components(5)=AmbientSoundComponent2
   CollisionComponent=CollisionCylinder
   Name="Default__UTBetrayalPawn"
   ObjectArchetype=UTPawn'UTGame.Default__UTPawn'
}

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Creation time: sk 18-3-2018 10:00:49.063 - Created with UnCodeX