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Engine.Pawn

Extends
Actor
Modifiers
abstract native placeable dependsOn ( Tyrion_ResourceBase ) nativereplication

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn

Direct Known Subclasses:

ChrisPawn, HavokVehicle, KVehicle, Rook, Scout, SkeletalPawn, SVehicle

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
floatAccelRate
floatAirControl
floatAirSpeed
nameAIScriptTag
Tyrion_ResourceBase.AI_LOD_LevelsAI_LOD_LevelOrig
floatAlertness
NavigationPointAnchor
nameAnimAction
floatAppliedBob
floatAvgPhysicsTime
floatBackwardStrafeBias
boolbAdjacentZoneHearing
boolbAmbientCreature
floatBaseEyeHeight
floatBaseMovementRate
boolbAvoidLedges
boolbCachedRelevant
boolbCanBeBaseForPawns
boolbCanClimbLadders
boolbCanCrouch
boolbCanDoubleJump
boolbCanFly
boolbCanJump
boolbCanStrafe
boolbCanSwim
boolbCanWalk
boolbCanWalkOffLedges
boolbClientCollision
boolbCouldSeeLastTick
boolbCountJumps
boolbCrawler
boolbDirectHitWall
boolbDontPossess
boolbGroundNavigationObstruction
boolbHavokInitCalled
boolbHideRegularHUD
boolbIgnoreForces
boolbInitializeAnimation
boolbInvulnerableBody
boolbIsCrouched
boolbIsTyping
boolbIsWalking
boolbJumpCapable
boolbJustLanded
class<Effects>BloodEffect
boolbLOSHearing
boolbMuffledHearing
boolbNoJumpAdjust
boolbNotifiedDeathListeners
boolbNoVelocityUpdate
boolbNoWeaponFiring
floatBob
floatbobtime
boolbPhysicsAnimUpdate
boolbPlayedDeath
floatBreathTime
boolbReducedSpeed
boolbRollToDesired
boolbSameZoneHearing
boolbSimGravityDisabled
boolbSimulateGravity
boolbSpecialCalcView
boolbSpecialHUD
boolbSteadyFiring
boolbStopAtLedges
boolbThumped
boolbTryToUncrouch
boolbUpAndOut
boolbUpdateEyeHeight
boolbUpdatingDisplay
boolbUseCompressedPosition
boolbWantsToCrouch
boolbWarping
boolbWasCrouched
boolbWasOnGround
boolbWasWalking
boolbWeaponBob
Tyrion_ResourceBaseCharacterAI
vectorConstantAcceleration
ControllerController
floatCrouchedPct
floatCrouchHeight
floatCrouchRadius
floatDamageScaling
floatDesiredSpeed
floatDestinationOffset
floatEyeHeight
vectorFloor
floatForwardStrafeBias
floatGroundSpeed
Tyrion_ResourceBaseHeadAI
floatHeadScale
PhysicsVolumeHeadVolume
floatHearingThreshold
class<DamageType>HitDamageType
floatJumpZ
floatLadderSpeed
floatLandBob
nameLandMovementState
NavigationPointLastAnchor
floatLastPainSound
floatLastPainTime
playerControllerLastRealViewer
ActorLastStartSpot
floatLastStartTime
floatLastValidAnchorTime
actorLastViewer
boollogDLM
boollogNavigationSystem
boollogTyrion
class<Effects>LowGoreBlood
floatMaxFallSpeed
floatMeleeRange
stringMenuName
Tyrion_ResourceBaseMovementAI
nameMovementAnims[4]
floatMovementBlendStartTime
boolmovementSimProxyPending
VectormovementSimProxyPosition
RotatormovementSimProxyRotation
VectormovementSimProxyVelocity
floatNetRelevancyTime
PawnnextPawn
floatnoise1loudness
pawnnoise1other
vectornoise1spot
floatnoise1time
floatnoise2loudness
pawnnoise2other
vectornoise2spot
floatnoise2time
vectorOldAcceleration
EPhysicsOldPhysics
floatOldRotYaw
floatOldZ
LadderVolumeOnLadder
stringOwnerName
CompressedPositionPawnPosition
PlayerReplicationInfoPlayerReplicationInfo
class<DamageType>ReducedDamageType
floatSerpentineDist
floatSerpentineTime
ShadowProjectorShadow
floatSoundDampening
floatSpawnTime
floatSplashTime
vectorTakeHitLocation
vectorTearOffMomentum
nameTurnLeftAnim
nameTurnRightAnim
floatUncrouchTime
floatUnderWaterTime
byteVisibility
floatVisionCounter
RangeVisionUpdateRange
vectorWalkBob
floatWalkingPct
nameWaterMovementState
floatWaterSpeed
Tyrion_ResourceBaseWeaponAI
AI
array<class<Tyrion_ActionBase>>abilities
Tyrion_ResourceBase.AI_LOD_LevelsAI_LOD_Level
stringControllerClassName
array<class<Tyrion_GoalBase>>goals
floatPeripheralVision
floatSightRadius
AnimTweaks
floatBlendChangeTime
Havok
floatbHavokCharacterCollisionExtraRadius
boolbHavokCharacterCollisions
Pawn
boolbSendsDamagedMessages
floatHealth
SinglePlayerCharacter
boolbIsFemale
Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AmbientGlow, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bAcceptsShadowProjectors, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockHavok, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bCastsVolumetricShadows, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bClientHavokPhysics, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableBspVolumetrics, bDisableEditorCopying, bDisableHavokCollisionWhenAttached, bDisableShadowOptimisation, bDisableSorting, bDisableTick, bDisableTouch, bDisturbFluidSurface, bDoNotApproximateBumpmap, bDynamicLight, bEdShouldSnap, bEdSnap, bEnableHavokBackstep, bFixedRotationDir, bGameRelevant, bGetOverlayMaterialFromBase, bGetSkinFromBase, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bImportantActor, bInterpolating, bIsMirror, bIsVehicle, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNavigationRelevant, bNeedLifetimeEffectEvents, bNeedPostRenderCallback, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNetworkRelevancyVisible, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectCurrentZone, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOverruleNavigationRelevant, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjectile, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateLabel, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bSendDestructionNotification, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bSkipActorPropertyReplication, bSkipEncroachment, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTriggerEffectEventsBeforeGameStarts, BumpmapLODScale, bUnifiedPositionChanged, bUnifiedVelocityChanged, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bUseRootMotionBound, bVolumetricShadowCast, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, exclusiveToGameInfo, forceAccumulator, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, gameInfoExclusions, gameInfoInclusions, GravityScale, Group, HardRelMatrix, havokAngularVelocity, HavokData, havokDataClass, havokGameTickForce, havokGameTickForcePosition, havokSkeletalRotationSpeed, InitialState, Instigator, JoinedTag, Label, LastRenderTime, LastTick, LatentAnimChannelCount, LatentFloat, LatentStackLocations, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, maxDifficulty, MaxLights, maxNumPlayers, MaxTraceDistance, Mesh, MeshInstance, MessageClass, minDifficulty, minNumPlayers, movementObject, MovementObjectClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, OwnerGroups, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SpeechTag, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, torqueAccumulator, Touching, TriggeredBy, unifiedPosition, unifiedVelocity, UsesSubVisibility, Velocity, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary
HavokCharacterObjectInteractionEvent
Position, Normal, ObjectImpulse, Timestep, ProjectedVelocity, ObjectMassInv, CharacterMassInv, Body
HavokCharacterObjectInteractionResult
ObjectImpulse, ImpulsePosition, CharacterImpulse
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary
function AddPawn ()
function AddVelocity (vector NewVelocity))
functionfloat AdjustedStrength ()))
event AnimEnd (int Channel))
event AnimEnd (int Channel))
Dying
function ApplyDamage (Pawn instigatedBy, float Damage, optional Name teamLabel))
event BaseChange ()))
function BaseChange ()))
Dying
function BecomeViewTarget ()))
function BeginState ()))
Dying
event BreathTimer ()))
functionbool CanDoubleJump ()
functionbool CanGrabLadder ()))
functionbool CannotJumpNow ()))
functionbool CanSee (Actor Other)
functionbool CanSplash ()))
functionbool CanThrowWeapon ()))
functionbool CanTrigger (Trigger T))
event ChangeAnimation ()))
event ChangeAnimation ()))
Dying
function ChangedWeapon ()))
functionbool checkAlive (Pawn pawn ))
function CheckBob (float DeltaTime, vector Y))
functionbool checkDead (Pawn pawn ))
functionbool CheckWaterJump (out vector WallNormal))
function ChunkUp (Rotator HitRotation, class D ))
function classConstruct ()))
function ClientDying (class<DamageType> DamageType, vector HitLocation))
event ClientMessage (coerce string S, optional Name Type ))
function ClientReStart ()))
function ClientSetLocation (vector NewLocation, rotator NewRotation ))
function ClientSetRotation (rotator NewRotation ))
function ClimbLadder (LadderVolume L))
function CreateInventory (string InventoryClassName))
event Destroyed ()))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
Dying
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
functionbool Dodge (EDoubleClickDir DoubleClickMove))
function DoDoubleJump (bool bUpdating)
functionbool DoJump (bool bUpdating ))
function DrawHUD (Canvas Canvas)
function DropToGround ()))
event EncroachedBy (actor Other ))
eventbool EncroachingOn (actor Other ))
function EndClimbLadder (LadderVolume OldLadder))
event EndCrouch (float HeightAdjust))
functionvector EyePosition ()))
function FaceRotation (rotator NewRotation, float DeltaTime ))
event Falling ()))
function FinishedInterpolation ()))
function ForceCrouch ()
function Gasp ()
functionString GetHumanReadableName ()))
functionController GetKillerController ()))
functionvector GetViewDirection ()
functionvector GetViewPoint ()
functionrotator GetViewRotation ()))
functionbool Gibbed (class<DamageType> damageType))
function gibbedBy (actor Other))
function GiveWeapon (string aClassName ))
functionVector groundPredictedLocation (float t)
eventbool HavokCharacterCollision (HavokCharacterObjectInteractionEvent data, out HavokCharacterObjectInteractionResult res))
event HeadVolumeChange (PhysicsVolume newHeadVolume))
event HitWall (vector HitNormal, actor Wall)
eventbool IgnoresSeenPawnsOfType (class<Pawn> SeenType))
functionbool InCurrentCombo ()))
functionbool InGodMode ()))
eventbool isAlive ()))
functionbool IsFirstPerson ()))
functionbool IsHumanControlled ()))
functionbool IsInPain ()))
functionbool IsLocallyControlled ()))
functionbool IsPlayerPawn ()))
function JumpOffPawn ()))
function JumpOutOfWater (vector jumpDir))
function KilledBy (pawn EventInstigator ))
event Landed (vector HitNormal))
function Landed (vector HitNormal))
Dying
function LandThump ()))
Dying
function LieStill ()))
Dying
functionbool LineOfSightTo (actor Other)
event ModifyVelocity (float DeltaTime, vector OldVelocity)
function NextItem ()))
function NotifyKilled (Controller Killer, Controller Killed, pawn Other))
function NotifyPawnDeathListeners ()
event PlayDying (class<DamageType> DamageType, vector HitLoc))
function PlayDyingSound ()
event PlayFalling ()
function PlayFiring (float Rate, name FiringMode)
function PlayFiring (float Rate, name FiringMode))
Dying
function PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum))
event PlayJump ()
function PlayLanded (float impactVel))
event PlayLandingAnimation (float ImpactVel)
function PlayMoverHitSound ()
function PlayMoving ()
function PlayNextAnimation ()))
Dying
function PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType))
function PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType))
Dying
function PlayTeleportEffect (bool bOut, bool bSound))
function PlayVictoryAnimation ()
function PlayWaiting ()
function PossessedBy (Controller C))
event PostBeginPlay ()))
event PostLoadGame ()))
event PostNetBeginPlay ()))
function PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor))
function PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor))
Dying
event PreBeginPlay ()))
functionVector predictedLocation (float t)
functionbool PressingAltFire ()))
functionbool PressingFire ()))
functionbool ReachedDestination (Actor Goal)
function ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Core.Object OptionalObject, optional String OptionalString ))
function ReduceCylinder ()))
Dying
function rematchGoals ()
function RemovePawn ()
function Reset ()))
event SetAnimAction (name NewAction)
function SetDefaultDisplayProperties ()))
function SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting ))
event SetHeadScale (float NewScale)
event setLimitedTimeLODActivation (int ticksToKeepActivated)
function SetMesh ()))
function SetMovementPhysics ()
function SetViewRotation (rotator NewRotation ))
event SetWalking (bool bNewIsWalking))
functionActor ShootSpecial (Actor A))
function ShouldCrouch (bool Crouch))
functionbool SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
event StartCrouch (float HeightAdjust))
event StopPlayFiring ()))
event StopPlayFiring ()))
Dying
function SwitchToLastWeapon ()))
function TakeDrowningDamage ()
function TakeFallingDamage ()))
function Timer ()))
Dying
function TossWeapon (Vector TossVel))
functionbool TouchingWaterVolume ()))
function Trigger (actor Other, pawn EventInstigator ))
function UnPossessed ()))
event UpdateEyeHeight (float DeltaTime ))
function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)
functionbool WasPlayerPawn ()))
functionvector WeaponBob (float BobDamping))
Inherited Functions from Engine.Actor
*, +, -, actorLabel, AddContextForNextEffectEvent, AddDebugMessage, AITrace, AllActors, Allocate, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, checkSocket, ChildActors, classConstruct, clientDispatchMessage, Clock, CollidingActors, ConsoleCommand, Construct, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, dispatchMessage, DisplayDebug, DrawDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, findByLabel, findStaticByLabel, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimLength, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetCurrentMaterial, GetDebugName, GetHumanReadableName, getHurtRadiusParent, GetItemName, GetLIPSincAnimDuration, GetLocalString, GetMapName, GetMaterial, GetMeshName, GetMeshOrigin, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOverlayMaterial, GetRadarInfoClass, getReceiveDamageRadius, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, getSocket, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HavokActivate, HavokCollisionGroupChange, HavokGetAngularVelocity, HavokGetCenterOfMass, HavokGetLastTracedBone, HavokGetLinearVelocity, HavokGetPosition, HavokGetState, HavokImpartCOMImpulse, HavokImpartForce, HavokImpartImpulse, HavokImpartLinearForceAll, HavokIsActive, HavokReturnSkeletalActorToAnimationSystem, HavokSetAngularDamping, HavokSetAngularVelocity, HavokSetBlocking, HavokSetCOM, HavokSetGameTickForce, HavokSetLinearDamping, HavokSetLinearVelocity, HavokSetLinearVelocityAll, HavokSetPosition, HavokSetRotation, HavokSlowSetCollisionEnabled, HavokUpdateState, Hide, HitWall, HurtRadius, InterruptSound, IsAnimating, IsInPain, IsInVolume, IsOverlapping, IsPlayingLIPSincAnim, IsTweening, KilledBy, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LocalizeMapText, LockRootMotion, LoopAnim, LostChild, makeDormant, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, nearbyControlledPawns, NearSpot, OnGameStarted, OnHidden, OnlyAffectPawns, onMessage, OnOptimizedIn, OnOptimizedOut, OnShown, OptimizeIn, OptimizeOut, PauseSound, PhysicsVolumeChange, PlayAnim, PlayAnimAdditive, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayLoopedSound, PlayMusic, PlayOwnedSound, PlayScriptedAnim, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PostTeleport, PostTouch, PreBeginPlay, PrecacheSpeech, PreScriptedTextureRendered, PreTeleport, PreTrigger, processHurtRadiusVictim, ProjectileTouch, RadiusActors, registerClientMessage, registerMessage, RegisterNotifyGameStarted, RenderOverlays, RenderTexture, ReplaceText, Reset, ResumeSound, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShallowCopyMaterial, ShouldActorsBlockSplash, ShouldProjectileHit, Show, Spawn, SpecialHandling, StartInterpolation, staticActorLabel, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, SuggestFallVelocity, TakeDamage, TestMove, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEffectEvent, TriggerEvent, TweenAnim, UnClock, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddTorque, unifiedAddVelocity, unifiedGetAcceleration, unifiedGetCOMPosition, unifiedGetGravity, unifiedGetMass, unifiedGetNaturalCOMPosition, unifiedGetPosition, unifiedGetVelocity, unifiedSetAcceleration, unifiedSetAngularVelocity, unifiedSetMass, unifiedSetPosition, unifiedSetRotation, unifiedSetVelocity, UnTouch, UnTrigger, UnTriggerEffectEvent, UnTriggerEvent, UpdateAttachmentLocations, UpdatePrecacheRenderData, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

States Summary
Dying Source code
state Dying
AnimEnd, BaseChange, BeginState, ChangeAnimation, Died, Landed, LandThump, LieStill, PlayFiring, PlayNextAnimation, PlayTakeHit, PostTakeDamage, ReduceCylinder, StopPlayFiring, Timer


Variables Detail

AccelRate Source code

var float AccelRate;

AirControl Source code

var float AirControl;

AirSpeed Source code

var float AirSpeed;

AIScriptTag Source code

var name AIScriptTag;

AI_LOD_LevelOrig Source code

var Tyrion_ResourceBase.AI_LOD_Levels AI_LOD_LevelOrig;

Alertness Source code

var float Alertness;

Anchor Source code

var NavigationPoint Anchor;

AnimAction Source code

var name AnimAction;

AppliedBob Source code

var float AppliedBob;

AvgPhysicsTime Source code

var const float AvgPhysicsTime;

BackwardStrafeBias Source code

var float BackwardStrafeBias;

bAdjacentZoneHearing Source code

var bool bAdjacentZoneHearing;

bAmbientCreature Source code

var bool bAmbientCreature;

BaseEyeHeight Source code

var float BaseEyeHeight;

BaseMovementRate Source code

var float BaseMovementRate;

bAvoidLedges Source code

var bool bAvoidLedges;

bCachedRelevant Source code

var bool bCachedRelevant;

bCanBeBaseForPawns Source code

var bool bCanBeBaseForPawns;

bCanClimbLadders Source code

var bool bCanClimbLadders;

bCanCrouch Source code

var bool bCanCrouch;

bCanDoubleJump Source code

var bool bCanDoubleJump;

bCanFly Source code

var bool bCanFly;

bCanJump Source code

var bool bCanJump;

bCanStrafe Source code

var bool bCanStrafe;

bCanSwim Source code

var bool bCanSwim;

bCanWalk Source code

var bool bCanWalk;

bCanWalkOffLedges Source code

var bool bCanWalkOffLedges;

bClientCollision Source code

var bool bClientCollision;

bCouldSeeLastTick Source code

var bool bCouldSeeLastTick;

bCountJumps Source code

var bool bCountJumps;

bCrawler Source code

var bool bCrawler;

bDirectHitWall Source code

var bool bDirectHitWall;

bDontPossess Source code

var bool bDontPossess;

bGroundNavigationObstruction Source code

var bool bGroundNavigationObstruction;

bHavokInitCalled Source code

var const transient bool bHavokInitCalled;

bHideRegularHUD Source code

var bool bHideRegularHUD;

bIgnoreForces Source code

var bool bIgnoreForces;

bInitializeAnimation Source code

var bool bInitializeAnimation;

bInvulnerableBody Source code

var bool bInvulnerableBody;

bIsCrouched Source code

var const bool bIsCrouched;

bIsTyping Source code

var bool bIsTyping;

bIsWalking Source code

var bool bIsWalking;

bJumpCapable Source code

var bool bJumpCapable;

bJustLanded Source code

var bool bJustLanded;

BloodEffect Source code

var class<Effects> BloodEffect;

bLOSHearing Source code

var bool bLOSHearing;

bMuffledHearing Source code

var bool bMuffledHearing;

bNoJumpAdjust Source code

var bool bNoJumpAdjust;

bNotifiedDeathListeners Source code

var private const bool bNotifiedDeathListeners;

bNoVelocityUpdate Source code

var const bool bNoVelocityUpdate;

bNoWeaponFiring Source code

var bool bNoWeaponFiring;

Bob Source code

var float Bob;

bobtime Source code

var float bobtime;

bPhysicsAnimUpdate Source code

var bool bPhysicsAnimUpdate;

bPlayedDeath Source code

var bool bPlayedDeath;

BreathTime Source code

var float BreathTime;

bReducedSpeed Source code

var const bool bReducedSpeed;

bRollToDesired Source code

var bool bRollToDesired;

bSameZoneHearing Source code

var bool bSameZoneHearing;

bSimGravityDisabled Source code

var const bool bSimGravityDisabled;

bSimulateGravity Source code

var const bool bSimulateGravity;

bSpecialCalcView Source code

var bool bSpecialCalcView;

bSpecialHUD Source code

var bool bSpecialHUD;

bSteadyFiring Source code

var bool bSteadyFiring;

bStopAtLedges Source code

var bool bStopAtLedges;

bThumped Source code

var bool bThumped;

bTryToUncrouch Source code

var const bool bTryToUncrouch;

bUpAndOut Source code

var bool bUpAndOut;

bUpdateEyeHeight Source code

var bool bUpdateEyeHeight;

bUpdatingDisplay Source code

var bool bUpdatingDisplay;

bUseCompressedPosition Source code

var bool bUseCompressedPosition;

bWantsToCrouch Source code

var bool bWantsToCrouch;

bWarping Source code

var bool bWarping;

bWasCrouched Source code

var bool bWasCrouched;

bWasOnGround Source code

var bool bWasOnGround;

bWasWalking Source code

var bool bWasWalking;

bWeaponBob Source code

var bool bWeaponBob;

CharacterAI Source code

var Tyrion_ResourceBase CharacterAI;

ConstantAcceleration Source code

var vector ConstantAcceleration;

Controller Source code

var Controller Controller;

CrouchedPct Source code

var float CrouchedPct;

CrouchHeight Source code

var float CrouchHeight;

CrouchRadius Source code

var float CrouchRadius;

DamageScaling Source code

var float DamageScaling;

DesiredSpeed Source code

var float DesiredSpeed;

DestinationOffset Source code

var float DestinationOffset;

EyeHeight Source code

var float EyeHeight;

Floor Source code

var const vector Floor;

ForwardStrafeBias Source code

var float ForwardStrafeBias;

GroundSpeed Source code

var float GroundSpeed;

HeadAI Source code

var Tyrion_ResourceBase HeadAI;

HeadScale Source code

var float HeadScale;

HeadVolume Source code

var PhysicsVolume HeadVolume;

HearingThreshold Source code

var float HearingThreshold;

HitDamageType Source code

var class<DamageType> HitDamageType;

JumpZ Source code

var float JumpZ;

LadderSpeed Source code

var float LadderSpeed;

LandBob Source code

var float LandBob;

LandMovementState Source code

var name LandMovementState;

LastAnchor Source code

var const NavigationPoint LastAnchor;

LastPainSound Source code

var float LastPainSound;

LastPainTime Source code

var float LastPainTime;

LastRealViewer Source code

var playerController LastRealViewer;

LastStartSpot Source code

var Actor LastStartSpot;

LastStartTime Source code

var float LastStartTime;

LastValidAnchorTime Source code

var float LastValidAnchorTime;

LastViewer Source code

var actor LastViewer;

logDLM Source code

var bool logDLM;

logNavigationSystem Source code

var bool logNavigationSystem;

logTyrion Source code

var bool logTyrion;

LowGoreBlood Source code

var class<Effects> LowGoreBlood;

MaxFallSpeed Source code

var float MaxFallSpeed;

MeleeRange Source code

var float MeleeRange;

MenuName Source code

var localized string MenuName;

MovementAI Source code

var Tyrion_ResourceBase MovementAI;

MovementAnims[4] Source code

var name MovementAnims[4];

MovementBlendStartTime Source code

var float MovementBlendStartTime;

movementSimProxyPending Source code

var bool movementSimProxyPending;

movementSimProxyPosition Source code

var Vector movementSimProxyPosition;

movementSimProxyRotation Source code

var Rotator movementSimProxyRotation;

movementSimProxyVelocity Source code

var Vector movementSimProxyVelocity;

NetRelevancyTime Source code

var float NetRelevancyTime;

nextPawn Source code

var transient Pawn nextPawn;

noise1loudness Source code

var const float noise1loudness;

noise1other Source code

var const pawn noise1other;

noise1spot Source code

var const vector noise1spot;

noise1time Source code

var const float noise1time;

noise2loudness Source code

var const float noise2loudness;

noise2other Source code

var const pawn noise2other;

noise2spot Source code

var const vector noise2spot;

noise2time Source code

var const float noise2time;

OldAcceleration Source code

var vector OldAcceleration;

OldPhysics Source code

var EPhysics OldPhysics;

OldRotYaw Source code

var float OldRotYaw;

OldZ Source code

var float OldZ;

OnLadder Source code

var LadderVolume OnLadder;

OwnerName Source code

var string OwnerName;

PawnPosition Source code

var transient CompressedPosition PawnPosition;

PlayerReplicationInfo Source code

var PlayerReplicationInfo PlayerReplicationInfo;

ReducedDamageType Source code

var class<DamageType> ReducedDamageType;

SerpentineDist Source code

var float SerpentineDist;

SerpentineTime Source code

var float SerpentineTime;

Shadow Source code

var ShadowProjector Shadow;

SoundDampening Source code

var float SoundDampening;

SpawnTime Source code

var float SpawnTime;

SplashTime Source code

var float SplashTime;

TakeHitLocation Source code

var vector TakeHitLocation;

TearOffMomentum Source code

var vector TearOffMomentum;

TurnLeftAnim Source code

var name TurnLeftAnim;

TurnRightAnim Source code

var name TurnRightAnim;

UncrouchTime Source code

var const float UncrouchTime;

UnderWaterTime Source code

var float UnderWaterTime;

Visibility Source code

var byte Visibility;

VisionCounter Source code

var const float VisionCounter;

VisionUpdateRange Source code

var Range VisionUpdateRange;

WalkBob Source code

var vector WalkBob;

WalkingPct Source code

var float WalkingPct;

WaterMovementState Source code

var name WaterMovementState;

WaterSpeed Source code

var float WaterSpeed;

WeaponAI Source code

var Tyrion_ResourceBase WeaponAI;

AI

abilities Source code

var(AI) editinline array<class<Tyrion_ActionBase>> abilities;
The actions this resource is capable of performing

AI_LOD_Level Source code

var(AI) Tyrion_ResourceBase.AI_LOD_Levels AI_LOD_Level;

ControllerClassName Source code

var(AI) string ControllerClassName;

goals Source code

var(AI) editinline array<class<Tyrion_GoalBase>> goals;
Goals the resource is trying to achieve

PeripheralVision Source code

var(AI) float PeripheralVision;

SightRadius Source code

var(AI) float SightRadius;

AnimTweaks

BlendChangeTime Source code

var(AnimTweaks) float BlendChangeTime;

Havok

bHavokCharacterCollisionExtraRadius Source code

var(Havok) float bHavokCharacterCollisionExtraRadius;
How much larger than the Unreal collision cylinder should the Havok collision cylinder be? Default is 1, which is enough to ensure that Havok can respond to collisions before Unreal does.\r\n\r\nWARNING: must be in Unreal units, not meters (1 Unreal unit == 1/50 meter)

bHavokCharacterCollisions Source code

var(Havok) bool bHavokCharacterCollisions;
If true this pawn's bones will collide with Havok objects, push them out of the way, and generate collision events.

Pawn

bSendsDamagedMessages Source code

var(Pawn) bool bSendsDamagedMessages;

Health Source code

var(Pawn) travel float Health;

SinglePlayerCharacter

bIsFemale Source code

var(SinglePlayerCharacter) bool bIsFemale;


Structures Detail

HavokCharacterObjectInteractionEvent Source code

struct HavokCharacterObjectInteractionEvent
{
var Actor Body;
var float CharacterMassInv;
var vector Normal;
var float ObjectImpulse;
var float ObjectMassInv;
var vector Position;
var float ProjectedVelocity;
var float Timestep;
};


HavokCharacterObjectInteractionResult Source code

struct HavokCharacterObjectInteractionResult
{
var vector CharacterImpulse;
var vector ImpulsePosition;
var vector ObjectImpulse;
};



Functions Detail

AddPawn Source code

native function AddPawn ( )

AddVelocity Source code

function AddVelocity ( vector NewVelocity) )

AdjustedStrength Source code

function float AdjustedStrength ( ) )

AnimEnd Source code

simulated event AnimEnd ( int Channel) )

AnimEnd Dying Source code

event AnimEnd ( int Channel) )

ApplyDamage Source code

function ApplyDamage ( Pawn instigatedBy, float Damage, optional Name teamLabel) )

BaseChange Source code

singular event BaseChange ( ) )

BaseChange Dying Source code

singular function BaseChange ( ) )

BecomeViewTarget Source code

function BecomeViewTarget ( ) )

BeginState Dying Source code

function BeginState ( ) )

BreathTimer Source code

event BreathTimer ( ) )

CanDoubleJump Source code

function bool CanDoubleJump ( )

CanGrabLadder Source code

function bool CanGrabLadder ( ) )

CannotJumpNow Source code

function bool CannotJumpNow ( ) )

CanSee Source code

native function bool CanSee ( Actor Other )

CanSplash Source code

function bool CanSplash ( ) )

CanThrowWeapon Source code

simulated function bool CanThrowWeapon ( ) )

CanTrigger Source code

function bool CanTrigger ( Trigger T) )

ChangeAnimation Source code

simulated event ChangeAnimation ( ) )

ChangeAnimation Dying Source code

event ChangeAnimation ( ) )

ChangedWeapon Source code

function ChangedWeapon ( ) )

checkAlive Source code

static final function bool checkAlive ( Pawn pawn ) )

CheckBob Source code

function CheckBob ( float DeltaTime, vector Y) )

checkDead Source code

static final function bool checkDead ( Pawn pawn ) )

CheckWaterJump Source code

function bool CheckWaterJump ( out vector WallNormal) )

ChunkUp Source code

simulated function ChunkUp ( Rotator HitRotation, class<DamageType> D ) )

classConstruct Source code

function classConstruct ( ) )

ClientDying Source code

function ClientDying ( class<DamageType> DamageType, vector HitLocation) )

ClientMessage Source code

event ClientMessage ( coerce string S, optional Name Type ) )

ClientReStart Source code

function ClientReStart ( ) )

ClientSetLocation Source code

function ClientSetLocation ( vector NewLocation, rotator NewRotation ) )

ClientSetRotation Source code

function ClientSetRotation ( rotator NewRotation ) )

ClimbLadder Source code

function ClimbLadder ( LadderVolume L) )

CreateInventory Source code

function CreateInventory ( string InventoryClassName) )

Destroyed Source code

simulated event Destroyed ( ) )

Died Source code

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

Died Dying Source code

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

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

Dodge Source code

function bool Dodge ( EDoubleClickDir DoubleClickMove) )

DoDoubleJump Source code

function DoDoubleJump ( bool bUpdating )

DoJump Source code

function bool DoJump ( bool bUpdating ) )

DrawHUD Source code

function DrawHUD ( Canvas Canvas )

DropToGround Source code

function DropToGround ( ) )

EncroachedBy Source code

event EncroachedBy ( actor Other ) )

EncroachingOn Source code

event bool EncroachingOn ( actor Other ) )

EndClimbLadder Source code

function EndClimbLadder ( LadderVolume OldLadder) )

EndCrouch Source code

event EndCrouch ( float HeightAdjust) )

EyePosition Source code

simulated function vector EyePosition ( ) )

FaceRotation Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime ) )

Falling Source code

event Falling ( ) )

FinishedInterpolation Source code

function FinishedInterpolation ( ) )

ForceCrouch Source code

native function ForceCrouch ( )

Gasp Source code

function Gasp ( )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

GetKillerController Source code

function Controller GetKillerController ( ) )

GetViewDirection Source code

native function vector GetViewDirection ( )

GetViewPoint Source code

native function vector GetViewPoint ( )

GetViewRotation Source code

simulated function rotator GetViewRotation ( ) )

Gibbed Source code

function bool Gibbed ( class<DamageType> damageType) )

gibbedBy Source code

function gibbedBy ( actor Other) )

GiveWeapon Source code

function GiveWeapon ( string aClassName ) )

groundPredictedLocation Source code

function Vector groundPredictedLocation ( float t )

HavokCharacterCollision Source code

simulated event bool HavokCharacterCollision ( HavokCharacterObjectInteractionEvent data, out HavokCharacterObjectInteractionResult res) )

HeadVolumeChange Source code

event HeadVolumeChange ( PhysicsVolume newHeadVolume) )

HitWall Source code

event HitWall ( vector HitNormal, actor Wall )

IgnoresSeenPawnsOfType Source code

event bool IgnoresSeenPawnsOfType ( class<Pawn> SeenType) )

InCurrentCombo Source code

function bool InCurrentCombo ( ) )

InGodMode Source code

function bool InGodMode ( ) )

isAlive Source code

simulated event bool isAlive ( ) )

IsFirstPerson Source code

simulated function bool IsFirstPerson ( ) )

IsHumanControlled Source code

simulated function bool IsHumanControlled ( ) )

IsInPain Source code

function bool IsInPain ( ) )

IsLocallyControlled Source code

simulated function bool IsLocallyControlled ( ) )

IsPlayerPawn Source code

simulated function bool IsPlayerPawn ( ) )

JumpOffPawn Source code

function JumpOffPawn ( ) )

JumpOutOfWater Source code

function JumpOutOfWater ( vector jumpDir) )

KilledBy Source code

function KilledBy ( pawn EventInstigator ) )

Landed Source code

event Landed ( vector HitNormal) )

Landed Dying Source code

function Landed ( vector HitNormal) )

LandThump Dying Source code

function LandThump ( ) )

LieStill Dying Source code

function LieStill ( ) )

LineOfSightTo Source code

native function bool LineOfSightTo ( actor Other )

ModifyVelocity Source code

simulated event ModifyVelocity ( float DeltaTime, vector OldVelocity )

NextItem Source code

exec function NextItem ( ) )

NotifyKilled Source code

final function NotifyKilled ( Controller Killer, Controller Killed, pawn Other) )

NotifyPawnDeathListeners Source code

native function NotifyPawnDeathListeners ( )

PlayDying Source code

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

PlayDyingSound Source code

function PlayDyingSound ( )

PlayFalling Source code

simulated event PlayFalling ( )

PlayFiring Source code

simulated function PlayFiring ( float Rate, name FiringMode )

PlayFiring Dying Source code

function PlayFiring ( float Rate, name FiringMode) )

PlayHit Source code

function PlayHit ( float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum) )

PlayJump Source code

simulated event PlayJump ( )

PlayLanded Source code

function PlayLanded ( float impactVel) )

PlayLandingAnimation Source code

simulated event PlayLandingAnimation ( float ImpactVel )

PlayMoverHitSound Source code

function PlayMoverHitSound ( )

PlayMoving Source code

simulated function PlayMoving ( )

PlayNextAnimation Dying Source code

simulated function PlayNextAnimation ( ) )

PlayTakeHit Source code

function PlayTakeHit ( vector HitLoc, int Damage, class<DamageType> damageType) )

PlayTakeHit Dying Source code

function PlayTakeHit ( vector HitLoc, int Damage, class<DamageType> damageType) )

PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound) )

PlayVictoryAnimation Source code

function PlayVictoryAnimation ( )

PlayWaiting Source code

simulated function PlayWaiting ( )

PossessedBy Source code

function PossessedBy ( Controller C) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PostLoadGame Source code

event PostLoadGame ( ) )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

PostTakeDamage Source code

function PostTakeDamage ( float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor) )

PostTakeDamage Dying Source code

function PostTakeDamage ( float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

predictedLocation Source code

function Vector predictedLocation ( float t )

PressingAltFire Source code

simulated final function bool PressingAltFire ( ) )

PressingFire Source code

simulated final function bool PressingFire ( ) )

ReachedDestination Source code

native function bool ReachedDestination ( Actor Goal )

ReceiveLocalizedMessage Source code

function ReceiveLocalizedMessage ( class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Core.Object OptionalObject, optional String OptionalString ) )

ReduceCylinder Dying Source code

function ReduceCylinder ( ) )

rematchGoals Source code

function rematchGoals ( )

RemovePawn Source code

native function RemovePawn ( )

Reset Source code

function Reset ( ) )

SetAnimAction Source code

simulated event SetAnimAction ( name NewAction )

SetDefaultDisplayProperties Source code

function SetDefaultDisplayProperties ( ) )

SetDisplayProperties Source code

function SetDisplayProperties ( ERenderStyle NewStyle, Material NewTexture, bool bLighting ) )

SetHeadScale Source code

simulated event SetHeadScale ( float NewScale )

setLimitedTimeLODActivation Source code

event setLimitedTimeLODActivation ( int ticksToKeepActivated )

SetMesh Source code

simulated function SetMesh ( ) )

SetMovementPhysics Source code

function SetMovementPhysics ( )

SetViewRotation Source code

simulated function SetViewRotation ( rotator NewRotation ) )

SetWalking Source code

event SetWalking ( bool bNewIsWalking) )

ShootSpecial Source code

function Actor ShootSpecial ( Actor A) )

ShouldCrouch Source code

function ShouldCrouch ( bool Crouch) )

SpecialCalcView Source code

function bool SpecialCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )

StartCrouch Source code

event StartCrouch ( float HeightAdjust) )

StopPlayFiring Source code

simulated event StopPlayFiring ( ) )

StopPlayFiring Dying Source code

event StopPlayFiring ( ) )

SwitchToLastWeapon Source code

exec function SwitchToLastWeapon ( ) )

TakeDrowningDamage Source code

function TakeDrowningDamage ( )

TakeFallingDamage Source code

function TakeFallingDamage ( ) )

Timer Dying Source code

function Timer ( ) )

TossWeapon Source code

function TossWeapon ( Vector TossVel) )

TouchingWaterVolume Source code

function bool TouchingWaterVolume ( ) )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator ) )

UnPossessed Source code

function UnPossessed ( ) )

UpdateEyeHeight Source code

event UpdateEyeHeight ( float DeltaTime ) )

UpdateRocketAcceleration Source code

function UpdateRocketAcceleration ( float DeltaTime, float YawChange, float PitchChange )

WasPlayerPawn Source code

simulated function bool WasPlayerPawn ( ) )

WeaponBob Source code

function vector WeaponBob ( float BobDamping) )


Defaultproperties

defaultproperties
{
	bCanBeDamaged=true
	 bNoRepMesh=true
	 bJumpCapable=true
 	 bCanJump=true
	 bCanWalk=true
	 bCanSwim=false
	 bCanFly=false
	 bUpdateSimulatedPosition=true
	 BaseEyeHeight=+00064.000000
     EyeHeight=+00054.000000
     CollisionRadius=+00034.000000
     CollisionHeight=+00078.000000
     GroundSpeed=+00600.000000
     AirSpeed=+00600.000000
     WaterSpeed=+00300.000000
     AccelRate=+02048.000000
     JumpZ=+00420.000000
	 MaxFallSpeed=+1200.0
	 DrawType=DT_Mesh
	 bLOSHearing=true
	 HearingThreshold=+2800.0
     Health=100
     Visibility=128
	 LadderSpeed=+200.0
     noise1time=-00010.000000
     noise2time=-00010.000000
     AvgPhysicsTime=+00000.100000
     SoundDampening=+00001.000000
     DamageScaling=+00001.000000
     bDirectional=True
     bCanTeleport=True
	 bStasis=True




     bCollideActors=True
     bCollideWorld=True
     bBlockActors=True
     bBlockPlayers=True
     bProjTarget=True
     bRotateToDesired=True
	 bCanCrouch=False
     RotationRate=(Pitch=4096,Yaw=20000,Roll=3072)
	 Texture=Texture'Engine_res.S_Pawn'
     RemoteRole=ROLE_SimulatedProxy
     NetPriority=+00002.000000
	 AirControl=+0.05
	 CrouchHeight=+40.0
	 CrouchRadius=+34.0

     DesiredSpeed=+00001.000000
 	 LandMovementState=PlayerWalking
	 WaterMovementState=PlayerSwimming
	 SightRadius=+05000.000000
	 bOwnerNoSee=true
	 bAcceptsProjectors=True
	 BlendChangeTime=0.25
	 WalkingPct=+0.5
	 CrouchedPct=+0.5
	 bTravel=true
	 BaseMovementRate=+525.0
	 ForwardStrafeBias=+0.0
	 BackwardStrafeBias=+0.0
	 bShouldBaseAtStartup=true
     Bob=0.0080
	 bDisturbFluidSurface=true
	 bBlockKarma=False
	 bBlockHavok=False
	 bHavokCharacterCollisions=False
	 bHavokCharacterCollisionExtraRadius=1 
	 bWeaponBob=true
	 bUseCompressedPosition=true
	 HeadScale=+1.0

	bNotifiedDeathListeners=false
    bSendDestructionNotification=true



	AI_LOD_Level = AILOD_ALWAYS_ON

}

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Creation time: st 23.5.2018 00:10:33.587 - Created with UnCodeX