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

UTGame.UTRemoteRedeemer

Extends
Vehicle
Modifiers
native notplaceable abstract

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- UTGame.UTRemoteRedeemer

Direct Known Subclasses:

UTRemoteRedeemer_Content

Variables Summary
boolbCanHitDriver
boolbDying
PostProcessChainCameraEffect
ForcedDirVolumeForcedDirectionVolume
ControllerInstigatorController
AudioComponentPawnAmbientSound
floatPitchAccel
class<UTProj_RedeemerBase>RedeemerProjClass
array<MaterialInterface>TeamCameraMaterials
ParticleSystemComponentTrail
floatYawAccel
Inherited Variables from Engine.Vehicle
AIMoveCheckTime, bAttachDriver, bAvoidReversing, bDoExtraNetRelevancyTraces, bDriverIsVisible, bDriving, bDuckObstacles, bFollowLookDir, bHasHandbrake, bIgnoreStallZ, bRetryPathfindingWithDriver, bScriptedRise, bSeparateTurretFocus, bTurnInPlace, CrushedDamageType, Driver, DriverDamageMult, ExitOffset, ExitPositions, ExitRadius, ForceCrushPenetration, MinCrushSpeed, MomentumMult, OldSteering, OldThrottle, OnlySteeringStartTime, Rise, Steering, StuckCount, StuckTime, TargetLocationAdjustment, Throttle, ThrottleTime, TurnTime, VehicleMovingTime
Inherited Variables from Engine.Pawn
AccelRate, AIMaxFallSpeedFactor, AirControl, AirSpeed, Alertness, AllowedYawError, AlwaysRelevantDistanceSquared, Anchor, AvgPhysicsTime, bAmbientCreature, BaseEyeHeight, bAutoFire, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbCeilings, bCanClimbLadders, bCanCrouch, bCanFly, bCanJump, bCanMantle, bCanPickupInventory, bCanStrafe, bCanSwatTurn, bCanSwim, bCanUse, bCanWalk, bCanWalkOffLedges, bCrawler, bDirectHitWall, bDisplayPathErrors, bDontPossess, bForceFloorCheck, bForceKeepAnchor, bForceMaxAccel, bForceRegularVelocity, bForceRMVelocity, bIgnoreForces, bIsCrouched, bIsFemale, bIsWalking, bJumpCapable, bLOSHearing, bModifyReachSpecCost, bMuffledHearing, bNoWeaponFiring, bPathfindsAsVehicle, bPlayedDeath, bPushesRigidBodies, BreathTime, bReducedSpeed, bRollToDesired, bRunPhysicsWithNoController, bSimGravityDisabled, bSimulateGravity, bSpecialHUD, bStationary, bStopAtLedges, bTryToUncrouch, Buoyancy, bUpAndOut, bWantsToCrouch, Controller, ControllerClass, CrouchedPct, CrouchHeight, CrouchRadius, CylinderComponent, DamageScaling, DesiredSpeed, DestinationOffset, DrivenVehicle, EyeHeight, FailedLandingCount, FindAnchorFailedTime, FiringMode, FlashCount, FlashLocation, Floor, FullHeight, GroundSpeed, HeadVolume, Health, HealthMax, HearingThreshold, HitDamageType, InterpolatedYaw, InventoryManagerClass, InvManager, JumpZ, LadderSpeed, LandMovementState, LastAnchor, LastFiringFlashLocation, LastHitBy, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, Mass, MaxDesiredSpeed, MaxFallSpeed, MaxJumpHeight, MaxOutOfWaterStepHeight, MaxPitchLimit, MaxStepHeight, MeleeRange, MenuName, Mesh, MeshTranslationOffset, NetRelevancyTime, NextPathRadius, NextPawn, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, NonPreferredVehiclePathMultiplier, OldZ, OnLadder, OutofWaterZ, PathSearchType, PeripheralVision, PhysicsPushBody, PlayerReplicationInfo, PreRagdollCollisionComponent, RBPushRadius, RBPushStrength, ReceivedYaw, RemoteViewPitch, RMVelocity, SerpentineDir, SerpentineDist, SerpentineTime, ShotCount, SightRadius, SoundDampening, SpawnTime, SplashTime, TakeHitLocation, TearOffMomentum, UncrouchTime, UnderWaterTime, VehicleCheckRadius, ViewPitchMax, ViewPitchMin, WalkableFloorZ, WalkingPct, WaterMovementState, WaterSpeed, Weapon

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EPathSearchType

Functions Summary
event BaseChange ()
function BeginState (name OldStateName))
Dying
function BlowUp ()))
function BlowUp ()
Dying
event Bump (Actor Other, PrimitiveComponent OtherComp, vector HitNormal))
functionbool CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
functionbool CheatFly ()
functionbool CheatGhost ()
functionbool CheatWalk ()
function ClientRestart ()
function ClientSetCameraEffect (Controller C, bool bEnabled))
function Destroyed ()))
functionbool Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
functionbool DoJump (bool bUpdating)
function DrawHUD (HUD H))
function DriverDied ()))
functionbool DriverEnter (Pawn P))
eventbool DriverLeave (bool bForceLeave ))
function DriverLeft ()))
event EncroachedBy (Actor Other))
eventbool EncroachingOn (Actor Other))
function FaceRotation (rotator NewRotation, float DeltaTime))
Flying
functionrotator GetViewRotation ()))
event HitWall (vector HitNormal, Actor Wall, PrimitiveComponent WallComp))
functionbool IsPlayerPawn () con)
event Landed (vector HitNormal, Actor FloorActor))
function PhysicsVolumeChange (PhysicsVolume Volume)
functionbool PlaceExitingDriver (optional Pawn ExitingDriver))
event PlayDying (class<DamageType> DamageType, vector HitLoc)
function PossessedBy (Controller C, bool bVehicleTransition))
function PostBeginPlay ()))
functionbool PoweredUp ()))
event PreBeginPlay ()))
function ReplicatedEvent (name VarName))
function ServerBlowUp ()))
function ServerBlowUp ()
Dying
function SetOnlyControllableByTilt (bool bActive ))
event SetWalking (bool bNewIsWalking)
function ShouldCrouch (bool Crouch)
function StartFire (byte FireModeNum))
function StartFire (byte FireModeNum)
Dying
function Suicide ()))
event TakeDamage (int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
Dying
function Tick (float DeltaTime))
Flying
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal))
function TurnOff ()))
function TurnOff ()))
Dying
function UnPossessed ()))
Inherited Functions from Engine.Vehicle
AdjustDriverDamage, AnySeatAvailable, AttachDriver, CanEnterVehicle, CheatFly, CheatGhost, CheatWalk, ContinueOnFoot, CrushedBy, Destroyed, Destroyed_HandleDriver, DetachDriver, Died, DisplayDebug, DriverDied, DriverEnter, DriverLeave, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EncroachedBy, EncroachingOn, EntryAnnouncement, FaceRotation, FindAutoExit, GetCollisionDamageInstigator, GetDefaultCameraMode, GetEntryLocation, GetTargetLocation, HandleDeadVehicleDriver, NotifyDriverTakeHit, NotifyTeamChanged, PancakeOther, PlaceExitingDriver, PlayDying, PlayerChangedTeam, PossessedBy, PostBeginPlay, ReplicatedEvent, SetBaseEyeheight, SetDriving, SetInputs, SetKillInstigator, Suicide, TakeDamage, TakeRadiusDamage, ThrowActiveWeapon, TryExitPos, TryToDrive, UnPossessed
Inherited Functions from Engine.Pawn
AddDefaultInventory, AddVelocity, AdjustCameraScale, AdjustDamage, AdjustedStrength, AffectedByHitEffects, BaseChange, BecomeViewTarget, BeginState, BotFire, BreathTimer, CanAttack, CanBeBaseForPawn, CanGrabLadder, CannotJumpNow, CanSplash, CanThrowWeapon, CheatFly, CheatGhost, CheatWalk, CheckWaterJump, ChooseFireMode, ClearFlashCount, ClearFlashLocation, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, CrushedBy, Destroyed, DetachFromController, Died, DisplayDebug, DoJump, DoKismetAttachment, DrawHUD, DropToGround, EffectIsRelevant, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, FaceRotation, Falling, FellOutOfWorld, FindInventoryType, FinishedInterpolation, FireOnRelease, FiringModeUpdated, FlashCountUpdated, FlashLocationUpdated, ForceCrouch, ForceSpecialAttack, Gasp, GetActorEyesViewPoint, GetAdjustedAimFor, GetBaseAimRotation, GetBestAnchor, GetBoundingCylinder, GetCollisionExtent, GetCollisionHeight, GetCollisionRadius, GetDamageScaling, GetDefaultCameraMode, GetHumanReadableName, GetMoveTarget, GetPawnViewLocation, GetTeam, GetTeamNum, GetVehicleBase, GetViewRotation, GetWeaponStartTraceLocation, gibbedBy, HandlePickup, HasRangedAttack, HeadVolumeChange, HealDamage, HitWall, InCombat, IncrementFlashCount, InFreeCam, InGodMode, InitRagdoll, IsFiring, IsFirstPerson, IsHumanControlled, IsInPain, IsInvisible, IsLocallyControlled, IsPlayerPawn, IsSameTeam, IsStationary, IsValidEnemy, IsValidEnemyTargetFor, IsValidTargetFor, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LineOfSightTo, MessagePlayer, ModifyVelocity, NearMoveTarget, NeedToTurn, NotifyTakeHit, NotifyTeamChanged, OnAssignController, OnGiveInventory, OnSetMaterial, OnTeleport, OutsideWorldBounds, PawnCalcCamera, PlayDying, PlayDyingSound, PlayerChangedTeam, PlayFootStepSound, PlayHit, PlayLanded, PlayNextAnimation, PlayTeleportEffect, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PoweredUp, PreBeginPlay, ProcessViewRotation, PruneDamagedBoneList, RangedAttackTime, ReachedDestination, ReachedPoint, ReceiveLocalizedMessage, RecommendLongRangedAttack, ReplicatedEvent, Reset, Restart, RestartPlayer, SetActiveWeapon, SetAnchor, SetBaseEyeheight, SetFiringMode, SetFlashLocation, SetKillInstigator, SetMovementPhysics, SetMoveTarget, SetPushesRigidBodies, SetRemoteViewPitch, SetViewRotation, SetWalking, ShouldCrouch, SoakPause, SpawnDefaultController, SpawnedByKismet, SpecialCostForPath, SpecialMoveTo, StartCrouch, StartDriving, StartFire, StopDriving, StopFire, StopFiring, StuckOnPawn, SuggestJumpVelocity, Suicide, TakeDamage, TakeDrowningDamage, TakeFallingDamage, TakeRadiusDamageOnBones, TermRagdoll, ThrowActiveWeapon, Timer, ToggleMelee, TooCloseToAttack, TornOff, TossWeapon, TouchingWaterVolume, TurnOff, UnCrouch, UnPossessed, UpdateControllerOnPossess, ValidAnchor, WasPlayerPawn, WeaponFired, WeaponStoppedFiring

States Summary
Dying Source code
simulated state Dying
BeginState, BlowUp, ServerBlowUp, StartFire, TakeDamage, TurnOff
Flying Source code
auto state Flying
FaceRotation, Tick


Variables Detail

bCanHitDriver Source code

var bool bCanHitDriver;
used to avoid colliding with Driver when initially firing

bDying Source code

var repnotify bool bDying;

CameraEffect Source code

var PostProcessChain CameraEffect;
camera overlay effect

ForcedDirectionVolume Source code

var ForcedDirVolume ForcedDirectionVolume;

InstigatorController Source code

var Controller InstigatorController;
Controller that should get credit for explosion kills (since Controller variable won't be hooked up during the explosion)

PawnAmbientSound Source code

var AudioComponent PawnAmbientSound;

PitchAccel Source code

var float PitchAccel;

RedeemerProjClass Source code

var class<UTProj_RedeemerBase> RedeemerProjClass;
we use this class's defaults for many properties (damage, effects, etc) to reduce code duplication

TeamCameraMaterials Source code

var array<MaterialInterface> TeamCameraMaterials;

Trail Source code

var ParticleSystemComponent Trail;

YawAccel Source code

var float YawAccel;


Functions Detail

BaseChange Source code

singular event BaseChange ( )

BeginState Dying Source code

simulated function BeginState ( name OldStateName) )

BlowUp Source code

function BlowUp ( ) )

BlowUp Dying Source code

function BlowUp ( )

Bump Source code

singular event Bump ( Actor Other, PrimitiveComponent OtherComp, vector HitNormal) )

CalcCamera Source code

simulated function bool CalcCamera ( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) )
Calculate camera view point, when viewing this pawn.
@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 Pawn should provide the camera point of view.

CheatFly Source code

function bool CheatFly ( )

CheatGhost Source code

function bool CheatGhost ( )

CheatWalk Source code

function bool CheatWalk ( )

ClientRestart Source code

simulated function ClientRestart ( )

ClientSetCameraEffect Source code

reliable client function ClientSetCameraEffect ( Controller C, bool bEnabled) )
turns on or off the camera effect

Destroyed Source code

simulated function Destroyed ( ) )

Died Source code

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

DoJump Source code

function bool DoJump ( bool bUpdating )

DrawHUD Source code

simulated function DrawHUD ( HUD H) )

DriverDied Source code

function DriverDied ( ) )

DriverEnter Source code

function bool DriverEnter ( Pawn P) )

DriverLeave Source code

event bool DriverLeave ( bool bForceLeave ) )

DriverLeft Source code

function DriverLeft ( ) )

EncroachedBy Source code

event EncroachedBy ( Actor Other) )

EncroachingOn Source code

event bool EncroachingOn ( Actor Other) )

FaceRotation Flying Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime) )

GetViewRotation Source code

simulated function rotator GetViewRotation ( ) )

HitWall Source code

event HitWall ( vector HitNormal, Actor Wall, PrimitiveComponent WallComp) )

IsPlayerPawn Source code

simulated native const function bool IsPlayerPawn ( ) con )

Landed Source code

event Landed ( vector HitNormal, Actor FloorActor) )

PhysicsVolumeChange Source code

function PhysicsVolumeChange ( PhysicsVolume Volume )

PlaceExitingDriver Source code

function bool PlaceExitingDriver ( optional Pawn ExitingDriver) )

PlayDying Source code

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

PossessedBy Source code

function PossessedBy ( Controller C, bool bVehicleTransition) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PoweredUp Source code

function bool PoweredUp ( ) )
PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation

PreBeginPlay Source code

simulated event PreBeginPlay ( ) )

ReplicatedEvent Source code

simulated function ReplicatedEvent ( name VarName) )

ServerBlowUp Source code

reliable server function ServerBlowUp ( ) )

ServerBlowUp Dying Source code

reliable server function ServerBlowUp ( )

SetOnlyControllableByTilt Source code

reliable client function SetOnlyControllableByTilt ( bool bActive ) )
Used to turn on or off the functionality of the controller only accepting input from the tilt aspect (if it has it)

SetWalking Source code

event SetWalking ( bool bNewIsWalking )

ShouldCrouch Source code

function ShouldCrouch ( bool Crouch )

StartFire Source code

simulated function StartFire ( byte FireModeNum) )

StartFire Dying Source code

simulated function StartFire ( byte FireModeNum )

Suicide Source code

function Suicide ( ) )

TakeDamage Source code

event TakeDamage ( int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TakeDamage Dying Source code

event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser )

Tick Flying Source code

simulated function Tick ( float DeltaTime) )

Touch Source code

singular event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal) )

TurnOff Source code

simulated function TurnOff ( ) )

TurnOff Dying Source code

simulated function TurnOff ( ) )

UnPossessed Source code

function UnPossessed ( ) )


Defaultproperties

defaultproperties
{
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__Vehicle:CollisionCylinder'
      ObjectArchetype=CylinderComponent'Engine.Default__Vehicle:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   CollisionComponent=CollisionCylinder
   Name="Default__UTRemoteRedeemer"
   ObjectArchetype=Vehicle'Engine.Default__Vehicle'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:56.000 - Created with UnCodeX