- 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
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 Enumerations from Engine.Actor |
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates |
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 |
| | AddPawn ()
|
| | AddVelocity (vector NewVelocity))
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| float | AdjustedStrength ()))
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| | AnimEnd (int Channel))
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| | AnimEnd (int Channel)) Dying |
| | ApplyDamage (Pawn instigatedBy, float Damage, optional Name teamLabel))
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| | BaseChange ()))
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| | BaseChange ())) Dying |
| | BecomeViewTarget ()))
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| | BeginState ())) Dying |
| | BreathTimer ()))
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| bool | CanDoubleJump ()
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| bool | CanGrabLadder ()))
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| bool | CannotJumpNow ()))
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| bool | CanSee (Actor Other)
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| bool | CanSplash ()))
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| bool | CanThrowWeapon ()))
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| bool | CanTrigger (Trigger T))
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| | ChangeAnimation ()))
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| | ChangeAnimation ())) Dying |
| | ChangedWeapon ()))
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| bool | checkAlive (Pawn pawn ))
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| | CheckBob (float DeltaTime, vector Y))
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| bool | checkDead (Pawn pawn ))
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| bool | CheckWaterJump (out vector WallNormal))
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| | ChunkUp (Rotator HitRotation, class D ))
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| | classConstruct ()))
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| | ClientDying (class<DamageType> DamageType, vector HitLocation))
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| | ClientMessage (coerce string S, optional Name Type ))
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| | ClientReStart ()))
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| | ClientSetLocation (vector NewLocation, rotator NewRotation ))
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| | ClientSetRotation (rotator NewRotation ))
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| | ClimbLadder (LadderVolume L))
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| | CreateInventory (string InventoryClassName))
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| | Destroyed ()))
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| | Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
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| | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)) Dying |
| | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
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| bool | Dodge (EDoubleClickDir DoubleClickMove))
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| | DoDoubleJump (bool bUpdating)
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| bool | DoJump (bool bUpdating ))
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| | DrawHUD (Canvas Canvas)
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| | DropToGround ()))
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| | EncroachedBy (actor Other ))
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| bool | EncroachingOn (actor Other ))
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| | EndClimbLadder (LadderVolume OldLadder))
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| | EndCrouch (float HeightAdjust))
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| vector | EyePosition ()))
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| | FaceRotation (rotator NewRotation, float DeltaTime ))
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| | Falling ()))
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| | FinishedInterpolation ()))
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| | ForceCrouch ()
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| | Gasp ()
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| String | GetHumanReadableName ()))
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| Controller | GetKillerController ()))
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| vector | GetViewDirection ()
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| vector | GetViewPoint ()
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| rotator | GetViewRotation ()))
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| bool | Gibbed (class<DamageType> damageType))
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| | gibbedBy (actor Other))
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| | GiveWeapon (string aClassName ))
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| Vector | groundPredictedLocation (float t)
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| bool | HavokCharacterCollision (HavokCharacterObjectInteractionEvent data, out HavokCharacterObjectInteractionResult res))
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| | HeadVolumeChange (PhysicsVolume newHeadVolume))
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| | HitWall (vector HitNormal, actor Wall)
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| bool | IgnoresSeenPawnsOfType (class<Pawn> SeenType))
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| bool | InCurrentCombo ()))
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| bool | InGodMode ()))
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| bool | isAlive ()))
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| bool | IsFirstPerson ()))
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| bool | IsHumanControlled ()))
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| bool | IsInPain ()))
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| bool | IsLocallyControlled ()))
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| bool | IsPlayerPawn ()))
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| | JumpOffPawn ()))
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| | JumpOutOfWater (vector jumpDir))
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| | KilledBy (pawn EventInstigator ))
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| | Landed (vector HitNormal))
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| | Landed (vector HitNormal)) Dying |
| | LandThump ())) Dying |
| | LieStill ())) Dying |
| bool | LineOfSightTo (actor Other)
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| | ModifyVelocity (float DeltaTime, vector OldVelocity)
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| | NextItem ()))
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| | NotifyKilled (Controller Killer, Controller Killed, pawn Other))
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| | NotifyPawnDeathListeners ()
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| | PlayDying (class<DamageType> DamageType, vector HitLoc))
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| | PlayDyingSound ()
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| | PlayFalling ()
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| | PlayFiring (float Rate, name FiringMode)
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| | PlayFiring (float Rate, name FiringMode)) Dying |
| | PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum))
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| | PlayJump ()
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| | PlayLanded (float impactVel))
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| | PlayLandingAnimation (float ImpactVel)
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| | PlayMoverHitSound ()
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| | PlayMoving ()
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| | PlayNextAnimation ())) Dying |
| | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType))
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| | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)) Dying |
| | PlayTeleportEffect (bool bOut, bool bSound))
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| | PlayVictoryAnimation ()
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| | PlayWaiting ()
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| | PossessedBy (Controller C))
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| | PostBeginPlay ()))
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| | PostLoadGame ()))
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| | PostNetBeginPlay ()))
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| | PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor))
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| | PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor)) Dying |
| | PreBeginPlay ()))
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| Vector | predictedLocation (float t)
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| bool | PressingAltFire ()))
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| bool | PressingFire ()))
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| bool | ReachedDestination (Actor Goal)
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| | ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Core.Object OptionalObject, optional String OptionalString ))
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| | ReduceCylinder ())) Dying |
| | rematchGoals ()
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| | RemovePawn ()
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| | Reset ()))
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| | SetAnimAction (name NewAction)
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| | SetDefaultDisplayProperties ()))
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| | SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting ))
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| | SetHeadScale (float NewScale)
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| | setLimitedTimeLODActivation (int ticksToKeepActivated)
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| | SetMesh ()))
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| | SetMovementPhysics ()
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| | SetViewRotation (rotator NewRotation ))
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| | SetWalking (bool bNewIsWalking))
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| Actor | ShootSpecial (Actor A))
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| | ShouldCrouch (bool Crouch))
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| bool | SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
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| | StartCrouch (float HeightAdjust))
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| | StopPlayFiring ()))
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| | StopPlayFiring ())) Dying |
| | SwitchToLastWeapon ()))
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| | TakeDrowningDamage ()
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| | TakeFallingDamage ()))
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| | Timer ())) Dying |
| | TossWeapon (Vector TossVel))
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| bool | TouchingWaterVolume ()))
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| | Trigger (actor Other, pawn EventInstigator ))
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| | UnPossessed ()))
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| | UpdateEyeHeight (float DeltaTime ))
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| | UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)
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| bool | WasPlayerPawn ()))
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| vector | WeaponBob (float BobDamping))
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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, ^, ^^, |, ||, ~, ~= |
Dying Source code |
state Dying
|
AnimEnd, BaseChange, BeginState, ChangeAnimation, Died, Landed, LandThump, LieStill, PlayFiring, PlayNextAnimation, PlayTakeHit, PostTakeDamage, ReduceCylinder, StopPlayFiring, Timer |
var float AccelRate;
var float AirControl;
var float AirSpeed;
var name AIScriptTag;
var float Alertness;
var name AnimAction;
var float AppliedBob;
var const float AvgPhysicsTime;
var float BackwardStrafeBias;
var bool bAdjacentZoneHearing;
var bool bAmbientCreature;
var float BaseEyeHeight;
var float BaseMovementRate;
var bool bAvoidLedges;
var bool bCachedRelevant;
var bool bCanBeBaseForPawns;
var bool bCanClimbLadders;
var bool bCanCrouch;
var bool bCanDoubleJump;
var bool bCanFly;
var bool bCanJump;
var bool bCanStrafe;
var bool bCanSwim;
var bool bCanWalk;
var bool bCanWalkOffLedges;
var bool bClientCollision;
var bool bCouldSeeLastTick;
var bool bCountJumps;
var bool bCrawler;
var bool bDirectHitWall;
var bool bDontPossess;
bGroundNavigationObstruction Source code
var bool bGroundNavigationObstruction;
var const transient bool bHavokInitCalled;
var bool bHideRegularHUD;
var bool bIgnoreForces;
var bool bInitializeAnimation;
var bool bInvulnerableBody;
var const bool bIsCrouched;
var bool bIsTyping;
var bool bIsWalking;
var bool bJumpCapable;
var bool bJustLanded;
var bool bLOSHearing;
var bool bMuffledHearing;
var bool bNoJumpAdjust;
bNotifiedDeathListeners Source code
var private const bool bNotifiedDeathListeners;
var const bool bNoVelocityUpdate;
var bool bNoWeaponFiring;
var float Bob;
var float bobtime;
var bool bPhysicsAnimUpdate;
var bool bPlayedDeath;
var float BreathTime;
var const bool bReducedSpeed;
var bool bRollToDesired;
var bool bSameZoneHearing;
var const bool bSimGravityDisabled;
var const bool bSimulateGravity;
var bool bSpecialCalcView;
var bool bSpecialHUD;
var bool bSteadyFiring;
var bool bStopAtLedges;
var bool bThumped;
var const bool bTryToUncrouch;
var bool bUpAndOut;
var bool bUpdateEyeHeight;
var bool bUpdatingDisplay;
bUseCompressedPosition Source code
var bool bUseCompressedPosition;
var bool bWantsToCrouch;
var bool bWarping;
var bool bWasCrouched;
var bool bWasOnGround;
var bool bWasWalking;
var bool bWeaponBob;
var
vector ConstantAcceleration;
var float CrouchedPct;
var float CrouchHeight;
var float CrouchRadius;
var float DamageScaling;
var float DesiredSpeed;
var float DestinationOffset;
var float EyeHeight;
var float ForwardStrafeBias;
var float GroundSpeed;
var float HeadScale;
var float HearingThreshold;
var float JumpZ;
var float LadderSpeed;
var float LandBob;
var name LandMovementState;
var float LastPainSound;
var float LastPainTime;
var float LastStartTime;
var float LastValidAnchorTime;
var bool logDLM;
var bool logNavigationSystem;
var bool logTyrion;
var float MaxFallSpeed;
var float MeleeRange;
var localized string MenuName;
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;
var float NetRelevancyTime;
var transient
Pawn nextPawn;
var const float noise1loudness;
var const
pawn noise1other;
var const float noise1time;
var const float noise2loudness;
var const
pawn noise2other;
var const float noise2time;
var float OldRotYaw;
var float OldZ;
var string OwnerName;
var float SerpentineDist;
var float SerpentineTime;
var float SoundDampening;
var float SpawnTime;
var float SplashTime;
var name TurnLeftAnim;
var name TurnRightAnim;
var const float UncrouchTime;
var float UnderWaterTime;
var byte Visibility;
var const float VisionCounter;
var
Range VisionUpdateRange;
var float WalkingPct;
var name WaterMovementState;
var float WaterSpeed;
AI
var(AI) string ControllerClassName;
var(AI) float PeripheralVision;
var(AI) float SightRadius;
AnimTweaks
var(AnimTweaks) float BlendChangeTime;
Havok
bHavokCharacterCollisionExtraRadius Source code
var(Havok) float bHavokCharacterCollisionExtraRadius;
bHavokCharacterCollisions Source code
var(Havok) bool bHavokCharacterCollisions;
Pawn
var(
Pawn)
bool bSendsDamagedMessages;
var(
Pawn) travel
float Health;
SinglePlayerCharacter
HavokCharacterObjectInteractionEvent Source code
HavokCharacterObjectInteractionResult Source code
native function AddPawn ( )
function AddVelocity (
vector NewVelocity) )
function float AdjustedStrength ( ) )
simulated event AnimEnd ( int Channel) )
event AnimEnd ( int Channel) )
function ApplyDamage (
Pawn instigatedBy,
float Damage, optional
Name teamLabel) )
singular event BaseChange ( ) )
singular function BaseChange ( ) )
function BecomeViewTarget ( ) )
function BeginState ( ) )
event BreathTimer ( ) )
function bool CanDoubleJump ( )
function bool CanGrabLadder ( ) )
function bool CannotJumpNow ( ) )
native
function bool CanSee (
Actor Other )
function bool CanSplash ( ) )
simulated function bool CanThrowWeapon ( ) )
function bool CanTrigger (
Trigger T) )
simulated event ChangeAnimation ( ) )
event ChangeAnimation ( ) )
function ChangedWeapon ( ) )
static final
function bool checkAlive (
Pawn pawn ) )
function CheckBob (
float DeltaTime,
vector Y) )
static final
function bool checkDead (
Pawn pawn ) )
function bool CheckWaterJump ( out
vector WallNormal) )
function classConstruct ( ) )
event ClientMessage ( coerce string S, optional Name Type ) )
function ClientReStart ( ) )
function ClientSetLocation (
vector NewLocation,
rotator NewRotation ) )
function ClientSetRotation (
rotator NewRotation ) )
function CreateInventory ( string InventoryClassName) )
simulated event Destroyed ( ) )
simulated
function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
function DoDoubleJump ( bool bUpdating )
function bool DoJump ( bool bUpdating ) )
function DropToGround ( ) )
event EncroachedBy (
actor Other ) )
event
bool EncroachingOn (
actor Other ) )
event EndCrouch ( float HeightAdjust) )
simulated
function vector EyePosition ( ) )
simulated
function FaceRotation (
rotator NewRotation,
float DeltaTime ) )
event Falling ( ) )
function FinishedInterpolation ( ) )
native function ForceCrouch ( )
function Gasp ( )
simulated function String GetHumanReadableName ( ) )
native
function vector GetViewDirection ( )
native
function vector GetViewPoint ( )
simulated
function rotator GetViewRotation ( ) )
function gibbedBy (
actor Other) )
function GiveWeapon ( string aClassName ) )
groundPredictedLocation Source code
function Vector groundPredictedLocation (
float t )
HavokCharacterCollision Source code
IgnoresSeenPawnsOfType Source code
event
bool IgnoresSeenPawnsOfType (
class<
Pawn> SeenType) )
function bool InCurrentCombo ( ) )
function bool InGodMode ( ) )
simulated event bool isAlive ( ) )
simulated function bool IsFirstPerson ( ) )
simulated function bool IsHumanControlled ( ) )
function bool IsInPain ( ) )
simulated function bool IsLocallyControlled ( ) )
simulated function bool IsPlayerPawn ( ) )
function JumpOffPawn ( ) )
function JumpOutOfWater (
vector jumpDir) )
function KilledBy (
pawn EventInstigator ) )
event Landed (
vector HitNormal) )
function Landed (
vector HitNormal) )
function LandThump ( ) )
function LieStill ( ) )
native
function bool LineOfSightTo (
actor Other )
simulated event ModifyVelocity (
float DeltaTime,
vector OldVelocity )
exec function NextItem ( ) )
NotifyPawnDeathListeners Source code
native function NotifyPawnDeathListeners ( )
function PlayDyingSound ( )
simulated event PlayFalling ( )
simulated function PlayFiring ( float Rate, name FiringMode )
function PlayFiring ( float Rate, name FiringMode) )
simulated event PlayJump ( )
function PlayLanded ( float impactVel) )
simulated event PlayLandingAnimation ( float ImpactVel )
function PlayMoverHitSound ( )
simulated function PlayMoving ( )
PlayNextAnimation Dying Source code
simulated function PlayNextAnimation ( ) )
function PlayTeleportEffect ( bool bOut, bool bSound) )
function PlayVictoryAnimation ( )
simulated function PlayWaiting ( )
simulated event PostBeginPlay ( ) )
event PostLoadGame ( ) )
simulated event PostNetBeginPlay ( ) )
event PreBeginPlay ( ) )
function Vector predictedLocation (
float t )
simulated final function bool PressingAltFire ( ) )
simulated final function bool PressingFire ( ) )
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 ) )
function ReduceCylinder ( ) )
function rematchGoals ( )
native function RemovePawn ( )
function Reset ( ) )
simulated event SetAnimAction ( name NewAction )
SetDefaultDisplayProperties Source code
function SetDefaultDisplayProperties ( ) )
simulated event SetHeadScale ( float NewScale )
setLimitedTimeLODActivation Source code
event setLimitedTimeLODActivation ( int ticksToKeepActivated )
simulated function SetMesh ( ) )
function SetMovementPhysics ( )
simulated
function SetViewRotation (
rotator NewRotation ) )
event SetWalking ( bool bNewIsWalking) )
function ShouldCrouch ( bool Crouch) )
function bool SpecialCalcView ( out
actor ViewActor, out
vector CameraLocation, out
rotator CameraRotation )
event StartCrouch ( float HeightAdjust) )
simulated event StopPlayFiring ( ) )
event StopPlayFiring ( ) )
exec function SwitchToLastWeapon ( ) )
function TakeDrowningDamage ( )
function TakeFallingDamage ( ) )
function TossWeapon (
Vector TossVel) )
function bool TouchingWaterVolume ( ) )
function UnPossessed ( ) )
event UpdateEyeHeight ( float DeltaTime ) )
UpdateRocketAcceleration Source code
function UpdateRocketAcceleration ( float DeltaTime, float YawChange, float PitchChange )
simulated function bool WasPlayerPawn ( ) )
function vector WeaponBob (
float BobDamping) )
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