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Gameplay.Character

Extends
Ragdoll
Modifiers
implements IVisionNotification native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Gameplay.Rook
         |   
         +-- Gameplay.Ragdoll
            |   
            +-- Gameplay.Character

Direct Known Subclasses:

BaseAICharacter, CutsceneCharacter, PlayerCharacter

Constants Summary
DAMAGE_LARGE=50.0f
GM_Any_Int=0
GM_Run_Int=2
GM_Sprint_Int=1
GM_Walk_Int=3
NUM_WEAPON_SLOTS=3
ROPE_MESH_LENGTH=512
Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
WeaponaltWeapon
array<AnimationChannel>animationChannels
AnimationSpringanimationHeightSpring
AnimationManageranimationManager
array<AnimationState>animationStates
AnimationSpringanimationVelocitySpring
Armsarms
boolbActivatingEffect
boolbActivatingEffectStarted
boolbActiveEffect
boolbActiveEffectStarted
boolbAttached
boolbDeactivatingEffect
boolbGodMode
boolbHiddenVehicleOccupant
boolbHitRegistered
boolbIsLocalCharacter
boolbLocalActivatingEffect
boolbLocalActivatingEffectStarted
boolbLocalActiveEffect
boolbLocalActiveEffectStarted
boolbLocalAttached
boolbLocalDeactivatingEffect
boolbLocalObjectHit
boolbLocalTempInvincible
boolbLocalUnactivatingEffect
boolbLocalUnactivatingEffectStarted
boolbLocalUnactiveEffect
boolbLocalUnactiveEffectStarted
boolbLocalUndeactivatingEffect
boolblockMovementDamage
boolbObjectHit
boolbReelIn
boolbSpawningAtVehicle
boolbTempInvincible
boolbUnactivatingEffect
boolbUnactivatingEffectStarted
boolbUnactiveEffect
boolbUnactiveEffectStarted
boolbUndeactivatingEffect
boolbZoomed
boolbZoomOutOnSpawn
MPCarryablecarryableReference
array<MPCarryable>carryables
EClientPainTypeclientPainType
MaterialcollisionMaterialObject
class<CombatRole>combatRole
Deployabledeployable
bytedummy[4]
floatenergy
floatenergyMaximum
floatenergyMinimum
floatenergyRechargeRate
floatenergyRechargeScale
floatenergyWeaponDepleted
inteyeBoneIndex
NameeyeBoneName
vectoreyeBoneOffset
WeaponfallbackWeapon
Array<Character>grapplerCharacters
class<Grappler>grapplerClass
floatHeadHeight
floathealthInjectionAmount
floathealthInjectionRatePerSecond
class<Pack>heldPackClass
Jetpackjetpack
namejetpackBone
intlastCarryableNumber
PawnlastHitObject
floatlastMovementCollisionTime
floatlastMovementDamageTime
ControllerlastPossessor
StaticMeshAttachmentleftPack
Loadoutloadout
class<CombatRole>localCombatRole
floatlocalHealth
class<Pack>localPackClass
QuickChatInfoLocalQCAnimData
QuickChatInfoLocalQCTalkData
CharacterMotormotor
boolmovementAirborne
floatmovementAltitude
boolmovementClose
boolmovementCollided
intmovementCollisionMaterial
StringmovementConfiguration
floatmovementDirectionalSpeed
VectormovementDisplacement
floatmovementDisplacementRate
boolmovementDynamic
boolmovementElevator
boolmovementGrounded
intmovementGroundState
floatmovementHorizontalSpeed
floatmovementImpulseChaos
VectormovementNormal
boolmovementOldThrusting
VectormovementOldVelocity
boolmovementPushing
boolmovementResting
boolmovementSimProxyInputJump
boolmovementSimProxyInputSki
boolmovementSimProxyInputThrust
MovementDirectionalInputmovementSimProxyInputX
MovementDirectionalInputmovementSimProxyInputY
bytemovementSimProxyPitch
boolmovementSkiInput
floatmovementSpeed
floatmovementSphereRadius
floatmovementSphyllHalfHeight
floatmovementSphyllRadius
floatmovementSplashChaos
VectormovementStrafe
floatmovementTangentialSpeed
boolmovementThrusting
boolmovementTouching
boolmovementUnderWater
floatmovementVerticalSpeed
boolmovementWater
floatmovementWaterPenetration
boolmovementZeroGravity
boolm_bManualAnimation
boolm_bOldManualAnimation
Equipmentm_equipmentHead
nameneedToPlayArmAnim
intnumCarryables
intnumPermanentCarryables
Packpack
namepackLeftBone
namepackRightBone
StringplayerNameMP
EquipmentpotentialEquipment
EPhysicspreviousPhysics
AnimationLayerprimaryAnimationLayer
GrapplerProjectileproj
MPCarryableThrowerpseudoWeapon
QuickChatInfoQCAnimData
QuickChatInfoQCTalkData
boolregenerationActive
intregenerationRateHealthPerSecond
StaticMeshAttachmentrightPack
GrapplerRoperope
floatropeNaturalLength
AnimationLayersecondaryAnimationLayer
boolshieldActive
floatshieldFractionDamageBlocked
TribesReplicationInfotribesReplicationInfo
class<SkinInfo>userSkinClass
CharacterVisualisationvisualisation
Weaponweapon
NameweaponBone
floatweaponNotHeldTime
boolweaponPlayingArmAnimation
WeaponweaponSlots[NUM_WEAPON_SLOTS]
AI
boolbApplyHealthFilter
JetCompetencyLevelsjetCompetency
SkiCompetencyLevelsskiCompetency
Animation
NamealertAimAnimationRootBone
NamearmAnimationRootBone
NamecombatAimAnimationRootBone
NameneutralAimAnimationRootBone
floatrunAnimationSpeed
floatsprintAnimationSpeed
NameupperBodyAnimationRootBone
floatwalkAnimationSpeed
Character
class<Armor>armorClass
boolbCanZoom
boolbDisableJetting
boolbDisableSkiing
boolbDisallowEquipmentDropOnDeath
boolbDontAllowCarryablePickups
boolbDontAllowCommandScreen
boolbDontInteractWithTerritories
MaterialinvicibilityMaterial
class<Loadout>loadoutClass
floatpackDrawScale
Damage
floatvehicleTeamCrushingDamageModifier
Movement
floatmovementExtraMass
boolmovementFrozen
floatmovementKnockbackScale
Speech
StringCharacterName
StringCharacterNameLocalisationTag
StringVoiceSetPackageName
Inherited Variables from Gameplay.Ragdoll
bPlayedDeath, bTearOffLocationValid, disableJetpackDeath, HavokParamsClass, jetpack, jetpackDuration, jetpackLinearForce, jetpackTime, jetpackTwirlyForce, movement, ragdollDeathLift, ragdollInheritedVelocity, ragdollLifeSpan, ragdollMaximumImpulse, ragdollScale, ragdollTickCount, ragdollTouchedGround, TearOffLocation
Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory

Enumerations Summary
AnimationStateEnum
AnimationState_None, AnimationState_Stand, AnimationState_Walk, AnimationState_Run, AnimationState_Sprint, AnimationState_Ski, AnimationState_Slide, AnimationState_Stop, AnimationState_Airborne, AnimationState_AirControl, AnimationState_Thrust, AnimationState_Swim, AnimationState_Count,
EClientPainType
CLIENTPAIN_Hurt, CLIENTPAIN_BigHurt, CLIENTPAIN_Death, CLIENTPAIN_Cratered, CLIENTPAIN_Burnt
GroundMovementLevels
GM_Any, GM_Sprint, GM_Run, GM_Walk, GM_None
HitPosition
HP_IGNORE, HP_HEAD, HP_FRONT, HP_BACK
JetCompetencyLevels
JC_Default, JC_None, JC_LevelNovice, JC_LevelMedium, JC_LevelExpert
MovementDirectionalInput
MovementInput_Zero, MovementInput_Positive, MovementInput_Negative,
SkiCompetencyLevels
SC_Default, SC_None, SC_LevelNovice, SC_LevelMedium, SC_LevelExpert
Inherited Enumerations from Gameplay.Ragdoll
MovementState
Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary
QuickChatInfo
bSwitch, TagID
Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
function activatePack ()))
function addEquipment (Equipment item))
function addGrapplerCharacter (Character c))
function addGrenades (HandGrenade newGrenades))
function addImpulse (Vector impulse))
function addPack (Pack newPack))
function allocateAnimationChannels (AnimationChannelIndex size))
function allocateAnimationStates (AnimationStateEnum size))
function attachGrapple ()))
event BaseChange ()))
functionbool bIsInMount (Pawn vehicleOrTurret ))
event BreakGrapple ()))
function Bump (Actor other))
function calculateExtents ()))
functionHitPosition CalculateHitPosition (Vector HitLocation))
functionbool canBeSensed ()))
function changeEnergy (float delta))
function changeHealth (float delta))
function CheckBob (float DeltaTime, vector Y))
function checkManualAnimation ()
function clampHealthInjection ()))
function clearCarryables ()))
function clientWeaponUseEnergy (float quantity))
function composeCarryables (optional bool bDropAll))
function createRope ()))
function createThirdPersonMesh (class<Pack> packClass))
functionstring DamageTag (float damage))
function debugMovement (bool flag)
function destroyAnimationSystem ()))
function Destroyed ()))
function destroyEquipment ()))
function destroyFallbackWeapon ()))
function destroyThirdPersonMesh ()))
function detachGrapple (optional bool bNoRemove))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function dropCarryables ()))
function dropEquipment ()))
function dropWeapon ()))
functionfloat energyRequiredToJet (Vector a, Vector b, float velocity, bool jump)
function enterManualAnimationState ()))
function equipFallbackWeapon ()))
functionEquipment equipmentHead ()))
functionEquipment equipmentTail ()))
function exitManualAnimationState ()))
function exitMount (Pawn vehicleOrTurret ))
functionIFiringMotor firingMotor ()))
function forceMovement (String name)
function forceMovementState (MovementState state))
functionfloat getAirSpace ()
eventWeapon GetAltWeapon ()))
functionstring getArmAnimation ()))
functionCharacter getControllingCharacter ()))
functionVehicle getDrivenVehicle ()
eventbool GetGrappleData (out Actor attachedTo, out Vector attachedPoint, out float naturalLength))
functionfloat getHealthInjectionAmount ()))
functionString GetHumanReadableName ()))
functionController GetKillerController ()))
functionint getMaxAmmo (class<Weapon> wc))
functionint getModifiedAmmo (int baseAmmo))
functionRook getMount ()
event GetOtherGrappleCount (out int count))
event GetOtherGrappleData (int index, out Character other, out float naturalLength))
functionMaterial GetOverlayMaterial (int Index))
functionclass GetRadarInfoClass ()))
functionfloat getTeamDamagePercentage ()))
function giveDefaultWeapon ()))
functionfloat gravity ()
function healthInjection (float healthPerSecond, float healthAmount))
function hideJetpack ()))
functionbool InGodMode ()))
function initialiseEquipment ()))
function initializeAnimationSystem ()))
eventbool isFemale ()))
functionbool isInAir ()
functionbool isLoopingAnimation ()))
functionbool isLoopingArmAnimation ()))
functionbool isLoopingUpperBodyAnimation ()))
functionbool isPlayingAnimation ()))
functionbool isPlayingUpperBodyAnimation ()))
functionbool isTouchingEnergyBarrier ()
functionbool isZoomed ()))
function KilledBy (pawn EventInstigator ))
function loopAnimation (string animation))
function loopArmAnimation (string animation))
function loopUpperBodyAnimation (string animation))
functionEquipment newEquipment (class<Equipment> itemClass))
functionHandGrenade newGrenades (class<HandGrenade> grenadeClass))
functionPack newPack (class<Pack> packClass))
functionEquipment nextEquipment (Equipment from, optional class<Equipment> type))
functionint numDroppableCarryables ()))
functionint numHealthKitsCarried ()))
functionint numWeaponsCarried ()))
event OnChangeAirborne (bool previous, bool current))
event OnChangeCollisionMaterial (int previous, int current))
event OnChangeEffects (MovementState previousMovementState, MovementState currentMovementState, bool previousAirborne, bool currentAirborne, bool previousWater, bool currentWater, bool previousUnderWater, bool currentUnderWater, int previousMaterial, int currentMaterial, bool previousSkiInput, bool currentSkiInput ))
event OnChangeMovement (MovementState previous, MovementState current))
event OnChangeSkiInput (bool previous, bool current))
event OnChangeUnderwater (bool previous, bool current))
event OnChangeWater (bool previous, bool current))
function OnHitObject (Pawn victim))
event OnMovementCollision (Vector point, Vector normal, Vector impulse, int material))
event OnMovementCollisionDamage (float damage))
event OnMovementCrushingDamage (float damage, Pawn source))
event OnMovementJump ()))
function OnViewerLostPawn (Pawn Viewer, Pawn Seen))
function OnViewerSawPawn (Pawn Viewer, Pawn Seen))
function pickupCarryable (MPCarryable c))
function playAnimation (string animation))
function playAttachedAnim ()))
function PlayDeathSound (bool bCratered, bool bFlame))
function PlayDying (class<DamageType> DamageType, vector HitLoc))
function playDynamicSpeech (Sound dynamicSpeech, Name dialogueLocTag))
function playFireAnimation (string weapon))
function playFlinchAnimation ()))
function PlayHurtSound (int actualDamage))
function PlayMovementSpeech (Name eventName))
function playPackEffect (Name effectEvent))
function playPlayerScriptedSpeech (Sound scriptedSpeech, Name dialogueLocTag))
function PlayQCAnimation (String AnimationName))
function PlayQCSpeech (String Tag))
function playQuickChatSpeech ()))
function playScriptedSpeech (Name lipsyncLocTag, Name dialogueLocTag, optional bool bPositional))
function playUpperBodyAnimation (string animation))
function PossessedBy (Controller C))
function PostBeginPlay ()))
function PostLoadGame ()))
function PostNetBeginPlay ()))
function PostNetReceive ()))
function PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor))
function PrecacheSpeech (SpeechManager Manager))
function prefixMovement (String name)
functionEquipment prevEquipment (Equipment from, optional class<Equipment> type))
function putInWeaponSlot (Weapon w))
function removeEquipment (Equipment item))
function removeFromWeaponSlot (Weapon w))
function removeGrapplerCharacter (Character c))
function removeTempInvincibility ()))
function resetMovementAnimations ()))
functionbool ropeObstructionTrace (float traceLength)
function serverDoInventoryRefill (float healthPerSecond))
function setAnimationState (AnimationStateEnum slot, AnimationState state))
function setArmsMesh (Mesh armsMesh))
function setJetpack (Jetpack newJetpack))
event SetNaturalRopeLength (float length))
function setTeam (TeamInfo info))
function setupAnimationChannels ()))
function setupAnimationLayers ()))
function setupAnimationManager ()))
function setupAnimationSprings ()))
function setupAnimationStates ()))
function setupVisionBone ()
function setVelocity (Vector newVelocity))
function setZoomed (bool b))
eventbool ShouldActorsBlockSplash ()))
functionbool shouldBreakRope ()))
eventbool ShouldProjectileHit (Actor projInstigator))
function showJetpack ()))
function spawnFallbackWeapon ()))
function StartGroundBasedLoopingEffect (String EffectName, optional String Tag))
function stopAnimation ()))
function stopArmAnimation ()))
function stopHealthInjection ()))
function StopMovementEffects ()))
function stopPackEffect (Name effectEvent))
function stopUpperBodyAnimation ()))
function switchEquipment ()))
functionTeamInfo team ()))
functionclass<TeamInfoteamClass ()))
function teleportTo (Vector newLoc, Rotator newRot))
function Tick (float Delta))
function tickGrappler (float Delta))
function Timer ()))
function Touch (Actor other))
function TravelPostAccept ()))
function TravelPreAccept ()))
function unifiedAddForce (Vector force))
function unifiedAddForceAtPosition (Vector force, Vector position))
function unifiedAddImpulse (Vector impulse))
function unifiedAddImpulseAtPosition (Vector impulse, Vector position))
function unifiedAddVelocity (Vector deltaVelocity))
functionfloat unifiedGetGravity ()))
function unifiedSetAcceleration (Vector newAcceleration))
function unifiedSetPosition (Vector newPosition))
function unifiedSetVelocity (Vector newVelocity))
function Unpossessed ()))
function UnTouch (Actor other))
function updateCasts ()))
function updateGrapplerRopeEquippedFirstPerson ()))
function updateGrapplerRopeThirdPerson ()))
function updatePackEffects ()))
function updateRopeDrawScale ()))
function updateUserSkin ()))
functionbool useEnergy (float quantity))
function useHealthKit ()))
functionstring VelocityTag (Vector velocity))
function wake ()))
functionbool weaponUseEnergy (float quantity))
Inherited Functions from Gameplay.Ragdoll
BeginState, PlayDying, PostLoadGame, PostTakeDamage, StartHavokRagdoll, Tick, Timer, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition
Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData


Constants Detail

DAMAGE_LARGE Source code

const DAMAGE_LARGE = 50.0f;

GM_Any_Int Source code

const GM_Any_Int = 0;

GM_Run_Int Source code

const GM_Run_Int = 2;

GM_Sprint_Int Source code

const GM_Sprint_Int = 1;

GM_Walk_Int Source code

const GM_Walk_Int = 3;

NUM_WEAPON_SLOTS Source code

const NUM_WEAPON_SLOTS = 3;

ROPE_MESH_LENGTH Source code

const ROPE_MESH_LENGTH = 512;


Variables Detail

altWeapon Source code

var Weapon altWeapon;

animationChannels Source code

var transient array<AnimationChannel> animationChannels;

animationHeightSpring Source code

var transient AnimationSpring animationHeightSpring;

animationManager Source code

var transient AnimationManager animationManager;

animationStates Source code

var transient array<AnimationState> animationStates;

animationVelocitySpring Source code

var transient AnimationSpring animationVelocitySpring;

arms Source code

var Arms arms;

bActivatingEffect Source code

var bool bActivatingEffect;

bActivatingEffectStarted Source code

var bool bActivatingEffectStarted;

bActiveEffect Source code

var bool bActiveEffect;

bActiveEffectStarted Source code

var bool bActiveEffectStarted;

bAttached Source code

var bool bAttached;

bDeactivatingEffect Source code

var bool bDeactivatingEffect;

bGodMode Source code

var bool bGodMode;

bHiddenVehicleOccupant Source code

var bool bHiddenVehicleOccupant;

bHitRegistered Source code

var bool bHitRegistered;

bIsLocalCharacter Source code

var bool bIsLocalCharacter;

bLocalActivatingEffect Source code

var bool bLocalActivatingEffect;

bLocalActivatingEffectStarted Source code

var bool bLocalActivatingEffectStarted;

bLocalActiveEffect Source code

var bool bLocalActiveEffect;

bLocalActiveEffectStarted Source code

var bool bLocalActiveEffectStarted;

bLocalAttached Source code

var bool bLocalAttached;

bLocalDeactivatingEffect Source code

var bool bLocalDeactivatingEffect;

bLocalObjectHit Source code

var bool bLocalObjectHit;

bLocalTempInvincible Source code

var bool bLocalTempInvincible;

bLocalUnactivatingEffect Source code

var bool bLocalUnactivatingEffect;

bLocalUnactivatingEffectStarted Source code

var bool bLocalUnactivatingEffectStarted;

bLocalUnactiveEffect Source code

var bool bLocalUnactiveEffect;

bLocalUnactiveEffectStarted Source code

var bool bLocalUnactiveEffectStarted;

bLocalUndeactivatingEffect Source code

var bool bLocalUndeactivatingEffect;

blockMovementDamage Source code

var bool blockMovementDamage;

bObjectHit Source code

var bool bObjectHit;

bReelIn Source code

var bool bReelIn;

bSpawningAtVehicle Source code

var bool bSpawningAtVehicle;

bTempInvincible Source code

var bool bTempInvincible;

bUnactivatingEffect Source code

var bool bUnactivatingEffect;

bUnactivatingEffectStarted Source code

var bool bUnactivatingEffectStarted;

bUnactiveEffect Source code

var bool bUnactiveEffect;

bUnactiveEffectStarted Source code

var bool bUnactiveEffectStarted;

bUndeactivatingEffect Source code

var bool bUndeactivatingEffect;

bZoomed Source code

var private bool bZoomed;

bZoomOutOnSpawn Source code

var bool bZoomOutOnSpawn;

carryableReference Source code

var MPCarryable carryableReference;

carryables Source code

var array<MPCarryable> carryables;

clientPainType Source code

var EClientPainType clientPainType;

collisionMaterialObject Source code

var Material collisionMaterialObject;

combatRole Source code

var class<CombatRole> combatRole;

deployable Source code

var Deployable deployable;

dummy[4] Source code

var transient const noexport byte dummy[4];

energy Source code

var float energy;

energyMaximum Source code

var float energyMaximum;

energyMinimum Source code

var float energyMinimum;

energyRechargeRate Source code

var float energyRechargeRate;

energyRechargeScale Source code

var float energyRechargeScale;

energyWeaponDepleted Source code

var float energyWeaponDepleted;

eyeBoneIndex Source code

var const int eyeBoneIndex;

eyeBoneName Source code

var Name eyeBoneName;

eyeBoneOffset Source code

var const vector eyeBoneOffset;

fallbackWeapon Source code

var Weapon fallbackWeapon;

grapplerCharacters Source code

var Array<Character> grapplerCharacters;

grapplerClass Source code

var class<Grappler> grapplerClass;

HeadHeight Source code

var float HeadHeight;
The height above the pivot at which the character head starts

healthInjectionAmount Source code

var private float healthInjectionAmount;

healthInjectionRatePerSecond Source code

var private float healthInjectionRatePerSecond;

heldPackClass Source code

var class<Pack> heldPackClass;

jetpack Source code

var private Jetpack jetpack;

jetpackBone Source code

var name jetpackBone;

lastCarryableNumber Source code

var int lastCarryableNumber;

lastHitObject Source code

var Pawn lastHitObject;

lastMovementCollisionTime Source code

var float lastMovementCollisionTime;

lastMovementDamageTime Source code

var float lastMovementDamageTime;

lastPossessor Source code

var Controller lastPossessor;

leftPack Source code

var StaticMeshAttachment leftPack;

loadout Source code

var Loadout loadout;

localCombatRole Source code

var class<CombatRole> localCombatRole;

localHealth Source code

var float localHealth;

localPackClass Source code

var class<Pack> localPackClass;

LocalQCAnimData Source code

var QuickChatInfo LocalQCAnimData;

LocalQCTalkData Source code

var QuickChatInfo LocalQCTalkData;

motor Source code

var CharacterMotor motor;

movementAirborne Source code

var const bool movementAirborne;

movementAltitude Source code

var const float movementAltitude;

movementClose Source code

var const bool movementClose;

movementCollided Source code

var const bool movementCollided;

movementCollisionMaterial Source code

var const int movementCollisionMaterial;

movementConfiguration Source code

var String movementConfiguration;

movementDirectionalSpeed Source code

var const float movementDirectionalSpeed;

movementDisplacement Source code

var const Vector movementDisplacement;

movementDisplacementRate Source code

var const float movementDisplacementRate;

movementDynamic Source code

var const bool movementDynamic;

movementElevator Source code

var const bool movementElevator;

movementGrounded Source code

var const bool movementGrounded;

movementGroundState Source code

var const int movementGroundState;

movementHorizontalSpeed Source code

var const float movementHorizontalSpeed;

movementImpulseChaos Source code

var const float movementImpulseChaos;

movementNormal Source code

var const Vector movementNormal;

movementOldThrusting Source code

var const bool movementOldThrusting;

movementOldVelocity Source code

var const Vector movementOldVelocity;

movementPushing Source code

var const bool movementPushing;

movementResting Source code

var const bool movementResting;

movementSimProxyInputJump Source code

var const bool movementSimProxyInputJump;

movementSimProxyInputSki Source code

var const bool movementSimProxyInputSki;

movementSimProxyInputThrust Source code

var const bool movementSimProxyInputThrust;

movementSimProxyInputX Source code

var const MovementDirectionalInput movementSimProxyInputX;

movementSimProxyInputY Source code

var const MovementDirectionalInput movementSimProxyInputY;

movementSimProxyPitch Source code

var const byte movementSimProxyPitch;

movementSkiInput Source code

var const bool movementSkiInput;

movementSpeed Source code

var const float movementSpeed;

movementSphereRadius Source code

var const float movementSphereRadius;

movementSphyllHalfHeight Source code

var const float movementSphyllHalfHeight;

movementSphyllRadius Source code

var const float movementSphyllRadius;

movementSplashChaos Source code

var const float movementSplashChaos;

movementStrafe Source code

var const Vector movementStrafe;

movementTangentialSpeed Source code

var const float movementTangentialSpeed;

movementThrusting Source code

var const bool movementThrusting;

movementTouching Source code

var const bool movementTouching;

movementUnderWater Source code

var const bool movementUnderWater;

movementVerticalSpeed Source code

var const float movementVerticalSpeed;

movementWater Source code

var const bool movementWater;

movementWaterPenetration Source code

var const float movementWaterPenetration;

movementZeroGravity Source code

var const bool movementZeroGravity;

m_bManualAnimation Source code

var private bool m_bManualAnimation;

m_bOldManualAnimation Source code

var private bool m_bOldManualAnimation;

m_equipmentHead Source code

var private Equipment m_equipmentHead;

needToPlayArmAnim Source code

var name needToPlayArmAnim;

numCarryables Source code

var int numCarryables;

numPermanentCarryables Source code

var int numPermanentCarryables;

pack Source code

var Pack pack;

packLeftBone Source code

var name packLeftBone;

packRightBone Source code

var name packRightBone;

playerNameMP Source code

var String playerNameMP;

potentialEquipment Source code

var Equipment potentialEquipment;

previousPhysics Source code

var EPhysics previousPhysics;

primaryAnimationLayer Source code

var transient AnimationLayer primaryAnimationLayer;

proj Source code

var GrapplerProjectile proj;

pseudoWeapon Source code

var MPCarryableThrower pseudoWeapon;

QCAnimData Source code

var QuickChatInfo QCAnimData;

QCTalkData Source code

var QuickChatInfo QCTalkData;

regenerationActive Source code

var bool regenerationActive;

regenerationRateHealthPerSecond Source code

var int regenerationRateHealthPerSecond;

rightPack Source code

var StaticMeshAttachment rightPack;

rope Source code

var GrapplerRope rope;

ropeNaturalLength Source code

var float ropeNaturalLength;

secondaryAnimationLayer Source code

var transient AnimationLayer secondaryAnimationLayer;

shieldActive Source code

var bool shieldActive;

shieldFractionDamageBlocked Source code

var float shieldFractionDamageBlocked;

tribesReplicationInfo Source code

var TribesReplicationInfo tribesReplicationInfo;

userSkinClass Source code

var class<SkinInfo> userSkinClass;

visualisation Source code

var CharacterVisualisation visualisation;

weapon Source code

var Weapon weapon;

weaponBone Source code

var Name weaponBone;

weaponNotHeldTime Source code

var float weaponNotHeldTime;

weaponPlayingArmAnimation Source code

var bool weaponPlayingArmAnimation;

weaponSlots[NUM_WEAPON_SLOTS] Source code

var Weapon weaponSlots[NUM_WEAPON_SLOTS];

AI

bApplyHealthFilter Source code

var(AI) bool bApplyHealthFilter;
If false, the health filter for the chosen difficulty level is not applied.

jetCompetency Source code

var(AI) JetCompetencyLevels jetCompetency;
How well can this character jetpack

skiCompetency Source code

var(AI) SkiCompetencyLevels skiCompetency;
How well can this character ski

Animation

alertAimAnimationRootBone Source code

var(Animation) Name alertAimAnimationRootBone;

armAnimationRootBone Source code

var(Animation) Name armAnimationRootBone;

combatAimAnimationRootBone Source code

var(Animation) Name combatAimAnimationRootBone;

neutralAimAnimationRootBone Source code

var(Animation) Name neutralAimAnimationRootBone;

runAnimationSpeed Source code

var(Animation) float runAnimationSpeed;

sprintAnimationSpeed Source code

var(Animation) float sprintAnimationSpeed;

upperBodyAnimationRootBone Source code

var(Animation) Name upperBodyAnimationRootBone;

walkAnimationSpeed Source code

var(Animation) float walkAnimationSpeed;

Character

armorClass Source code

var(Character) class<Armor> armorClass;
What is this character's armor class?

bCanZoom Source code

var(Character) bool bCanZoom;

bDisableJetting Source code

var(Character) bool bDisableJetting;

bDisableSkiing Source code

var(Character) bool bDisableSkiing;

bDisallowEquipmentDropOnDeath Source code

var(Character) bool bDisallowEquipmentDropOnDeath;

bDontAllowCarryablePickups Source code

var(Character) bool bDontAllowCarryablePickups;
If true, this character won't be able to pickup any carryables

bDontAllowCommandScreen Source code

var(Character) bool bDontAllowCommandScreen;
If true, this character won't be able to use the command screen

bDontInteractWithTerritories Source code

var(Character) bool bDontInteractWithTerritories;
If true, this character won't interact with territories at all

invicibilityMaterial Source code

var(Character) Material invicibilityMaterial;

loadoutClass Source code

var(Character) editinlineuse class<Loadout> loadoutClass;
What is this character's equipment loadout? (Singleplayer use, use class browser to select a class without inheriting)

packDrawScale Source code

var(Character) float packDrawScale;

Damage

vehicleTeamCrushingDamageModifier Source code

var(Damage) float vehicleTeamCrushingDamageModifier;

Movement

movementExtraMass Source code

var(Movement) float movementExtraMass;

movementFrozen Source code

var(Movement) bool movementFrozen;

movementKnockbackScale Source code

var(Movement) float movementKnockbackScale;

Speech

CharacterName Source code

var(Speech) String CharacterName;
Actual Character name used in speech subtitles

CharacterNameLocalisationTag Source code

var(Speech) String CharacterNameLocalisationTag;
Localise tag for the character name

VoiceSetPackageName Source code

var(Speech) String VoiceSetPackageName;
Package name of the voice set for this character


Enumerations Detail

AnimationStateEnum Source code

enum AnimationStateEnum
{
AnimationState_None, AnimationState_Stand, AnimationState_Walk, AnimationState_Run, AnimationState_Sprint, AnimationState_Ski, AnimationState_Slide, AnimationState_Stop, AnimationState_Airborne, AnimationState_AirControl, AnimationState_Thrust, AnimationState_Swim, AnimationState_Count,
};

EClientPainType Source code

enum EClientPainType
{
CLIENTPAIN_Hurt, CLIENTPAIN_BigHurt, CLIENTPAIN_Death, CLIENTPAIN_Cratered, CLIENTPAIN_Burnt
};

GroundMovementLevels Source code

enum GroundMovementLevels
{
GM_Any, GM_Sprint, GM_Run, GM_Walk, GM_None
};

HitPosition Source code

enum HitPosition
{
HP_IGNORE, HP_HEAD, HP_FRONT, HP_BACK
};

JetCompetencyLevels Source code

enum JetCompetencyLevels
{
JC_Default, JC_None, JC_LevelNovice, JC_LevelMedium, JC_LevelExpert
};

MovementDirectionalInput Source code

enum MovementDirectionalInput
{
MovementInput_Zero, MovementInput_Positive, MovementInput_Negative,
};

SkiCompetencyLevels Source code

enum SkiCompetencyLevels
{
SC_Default, SC_None, SC_LevelNovice, SC_LevelMedium, SC_LevelExpert
};


Structures Detail

QuickChatInfo Source code

struct QuickChatInfo
{
var bool bSwitch;
var String TagID;
};



Functions Detail

activatePack Source code

function activatePack ( ) )

addEquipment Source code

function addEquipment ( Equipment item) )

addGrapplerCharacter Source code

function addGrapplerCharacter ( Character c) )

addGrenades Source code

function addGrenades ( HandGrenade newGrenades) )

addImpulse Source code

simulated function addImpulse ( Vector impulse) )

addPack Source code

function addPack ( Pack newPack) )

allocateAnimationChannels Source code

simulated function allocateAnimationChannels ( AnimationChannelIndex size) )

allocateAnimationStates Source code

simulated function allocateAnimationStates ( AnimationStateEnum size) )

attachGrapple Source code

function attachGrapple ( ) )

BaseChange Source code

singular event BaseChange ( ) )

bIsInMount Source code

function bool bIsInMount ( Pawn vehicleOrTurret ) )

BreakGrapple Source code

simulated event BreakGrapple ( ) )

Bump Source code

simulated function Bump ( Actor other) )

calculateExtents Source code

simulated function calculateExtents ( ) )

CalculateHitPosition Source code

function HitPosition CalculateHitPosition ( Vector HitLocation) )

canBeSensed Source code

function bool canBeSensed ( ) )

changeEnergy Source code

function changeEnergy ( float delta) )

changeHealth Source code

function changeHealth ( float delta) )

CheckBob Source code

function CheckBob ( float DeltaTime, vector Y) )

checkManualAnimation Source code

native simulated function checkManualAnimation ( )

clampHealthInjection Source code

function clampHealthInjection ( ) )

clearCarryables Source code

function clearCarryables ( ) )

clientWeaponUseEnergy Source code

simulated function clientWeaponUseEnergy ( float quantity) )

composeCarryables Source code

function composeCarryables ( optional bool bDropAll) )

createRope Source code

simulated function createRope ( ) )

createThirdPersonMesh Source code

simulated function createThirdPersonMesh ( class<Pack> packClass) )

DamageTag Source code

simulated function string DamageTag ( float damage) )

debugMovement Source code

native function debugMovement ( bool flag )

destroyAnimationSystem Source code

simulated function destroyAnimationSystem ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

destroyEquipment Source code

function destroyEquipment ( ) )

destroyFallbackWeapon Source code

function destroyFallbackWeapon ( ) )

destroyThirdPersonMesh Source code

simulated function destroyThirdPersonMesh ( ) )

detachGrapple Source code

simulated function detachGrapple ( optional bool bNoRemove) )

Died 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) )

dropCarryables Source code

function dropCarryables ( ) )

dropEquipment Source code

function dropEquipment ( ) )

dropWeapon Source code

simulated function dropWeapon ( ) )

energyRequiredToJet Source code

native function float energyRequiredToJet ( Vector a, Vector b, float velocity, bool jump )

enterManualAnimationState Source code

function enterManualAnimationState ( ) )

equipFallbackWeapon Source code

function equipFallbackWeapon ( ) )

equipmentHead Source code

function Equipment equipmentHead ( ) )

equipmentTail Source code

function Equipment equipmentTail ( ) )

exitManualAnimationState Source code

function exitManualAnimationState ( ) )

exitMount Source code

function exitMount ( Pawn vehicleOrTurret ) )

firingMotor Source code

simulated function IFiringMotor firingMotor ( ) )

forceMovement Source code

native function forceMovement ( String name )

forceMovementState Source code

simulated function forceMovementState ( MovementState state) )

getAirSpace Source code

native function float getAirSpace ( )

GetAltWeapon Source code

simulated event Weapon GetAltWeapon ( ) )

getArmAnimation Source code

simulated function string getArmAnimation ( ) )

getControllingCharacter Source code

simulated function Character getControllingCharacter ( ) )

getDrivenVehicle Source code

simulated native function Vehicle getDrivenVehicle ( )

GetGrappleData Source code

simulated event bool GetGrappleData ( out Actor attachedTo, out Vector attachedPoint, out float naturalLength) )

getHealthInjectionAmount Source code

function float getHealthInjectionAmount ( ) )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

GetKillerController Source code

function Controller GetKillerController ( ) )

getMaxAmmo Source code

simulated function int getMaxAmmo ( class<Weapon> wc) )

getModifiedAmmo Source code

simulated function int getModifiedAmmo ( int baseAmmo) )

getMount Source code

simulated native function Rook getMount ( )

GetOtherGrappleCount Source code

simulated event GetOtherGrappleCount ( out int count) )

GetOtherGrappleData Source code

simulated event GetOtherGrappleData ( int index, out Character other, out float naturalLength) )

GetOverlayMaterial Source code

simulated function Material GetOverlayMaterial ( int Index) )

GetRadarInfoClass Source code

simulated function class GetRadarInfoClass ( ) )

getTeamDamagePercentage Source code

function float getTeamDamagePercentage ( ) )

giveDefaultWeapon Source code

function giveDefaultWeapon ( ) )

gravity Source code

native function float gravity ( )

healthInjection Source code

function healthInjection ( float healthPerSecond, float healthAmount) )

hideJetpack Source code

simulated function hideJetpack ( ) )

InGodMode Source code

function bool InGodMode ( ) )

initialiseEquipment Source code

function initialiseEquipment ( ) )

initializeAnimationSystem Source code

simulated function initializeAnimationSystem ( ) )

isFemale Source code

simulated event bool isFemale ( ) )

isInAir Source code

native function bool isInAir ( )

isLoopingAnimation Source code

simulated function bool isLoopingAnimation ( ) )

isLoopingArmAnimation Source code

simulated function bool isLoopingArmAnimation ( ) )

isLoopingUpperBodyAnimation Source code

simulated function bool isLoopingUpperBodyAnimation ( ) )

isPlayingAnimation Source code

simulated function bool isPlayingAnimation ( ) )

isPlayingUpperBodyAnimation Source code

simulated function bool isPlayingUpperBodyAnimation ( ) )

isTouchingEnergyBarrier Source code

native function bool isTouchingEnergyBarrier ( )

isZoomed Source code

simulated function bool isZoomed ( ) )

KilledBy Source code

function KilledBy ( pawn EventInstigator ) )

loopAnimation Source code

simulated function loopAnimation ( string animation) )

loopArmAnimation Source code

simulated function loopArmAnimation ( string animation) )

loopUpperBodyAnimation Source code

simulated function loopUpperBodyAnimation ( string animation) )

newEquipment Source code

function Equipment newEquipment ( class<Equipment> itemClass) )

newGrenades Source code

function HandGrenade newGrenades ( class<HandGrenade> grenadeClass) )

newPack Source code

function Pack newPack ( class<Pack> packClass) )

nextEquipment Source code

function Equipment nextEquipment ( Equipment from, optional class<Equipment> type) )

numDroppableCarryables Source code

simulated function int numDroppableCarryables ( ) )

numHealthKitsCarried Source code

function int numHealthKitsCarried ( ) )

numWeaponsCarried Source code

function int numWeaponsCarried ( ) )

OnChangeAirborne Source code

simulated event OnChangeAirborne ( bool previous, bool current) )

OnChangeCollisionMaterial Source code

simulated event OnChangeCollisionMaterial ( int previous, int current) )

OnChangeEffects Source code

simulated event OnChangeEffects ( MovementState previousMovementState, MovementState currentMovementState, bool previousAirborne, bool currentAirborne, bool previousWater, bool currentWater, bool previousUnderWater, bool currentUnderWater, int previousMaterial, int currentMaterial, bool previousSkiInput, bool currentSkiInput ) )

OnChangeMovement Source code

simulated event OnChangeMovement ( MovementState previous, MovementState current) )

OnChangeSkiInput Source code

simulated event OnChangeSkiInput ( bool previous, bool current) )

OnChangeUnderwater Source code

simulated event OnChangeUnderwater ( bool previous, bool current) )

OnChangeWater Source code

simulated event OnChangeWater ( bool previous, bool current) )

OnHitObject Source code

function OnHitObject ( Pawn victim) )

OnMovementCollision Source code

simulated event OnMovementCollision ( Vector point, Vector normal, Vector impulse, int material) )

OnMovementCollisionDamage Source code

simulated event OnMovementCollisionDamage ( float damage) )

OnMovementCrushingDamage Source code

simulated event OnMovementCrushingDamage ( float damage, Pawn source) )

OnMovementJump Source code

simulated event OnMovementJump ( ) )

OnViewerLostPawn Source code

function OnViewerLostPawn ( Pawn Viewer, Pawn Seen) )

OnViewerSawPawn Source code

function OnViewerSawPawn ( Pawn Viewer, Pawn Seen) )

pickupCarryable Source code

function pickupCarryable ( MPCarryable c) )

playAnimation Source code

simulated function playAnimation ( string animation) )

playAttachedAnim Source code

simulated function playAttachedAnim ( ) )

PlayDeathSound Source code

simulated function PlayDeathSound ( bool bCratered, bool bFlame) )

PlayDying Source code

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

playDynamicSpeech Source code

function playDynamicSpeech ( Sound dynamicSpeech, Name dialogueLocTag) )

playFireAnimation Source code

simulated function playFireAnimation ( string weapon) )

playFlinchAnimation Source code

simulated function playFlinchAnimation ( ) )

PlayHurtSound Source code

simulated function PlayHurtSound ( int actualDamage) )

PlayMovementSpeech Source code

simulated function PlayMovementSpeech ( Name eventName) )

playPackEffect Source code

simulated function playPackEffect ( Name effectEvent) )

playPlayerScriptedSpeech Source code

function playPlayerScriptedSpeech ( Sound scriptedSpeech, Name dialogueLocTag) )

PlayQCAnimation Source code

function PlayQCAnimation ( String AnimationName) )

PlayQCSpeech Source code

function PlayQCSpeech ( String Tag) )

playQuickChatSpeech Source code

function playQuickChatSpeech ( ) )

playScriptedSpeech Source code

function playScriptedSpeech ( Name lipsyncLocTag, Name dialogueLocTag, optional bool bPositional) )

playUpperBodyAnimation Source code

simulated function playUpperBodyAnimation ( string animation) )

PossessedBy Source code

function PossessedBy ( Controller C) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PostLoadGame Source code

simulated function PostLoadGame ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

PostTakeDamage Source code

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

PrecacheSpeech Source code

simulated function PrecacheSpeech ( SpeechManager Manager) )

prefixMovement Source code

native function prefixMovement ( String name )

prevEquipment Source code

function Equipment prevEquipment ( Equipment from, optional class<Equipment> type) )

putInWeaponSlot Source code

simulated function putInWeaponSlot ( Weapon w) )

removeEquipment Source code

function removeEquipment ( Equipment item) )

removeFromWeaponSlot Source code

simulated function removeFromWeaponSlot ( Weapon w) )

removeGrapplerCharacter Source code

function removeGrapplerCharacter ( Character c) )

removeTempInvincibility Source code

function removeTempInvincibility ( ) )

resetMovementAnimations Source code

simulated function resetMovementAnimations ( ) )

ropeObstructionTrace Source code

native function bool ropeObstructionTrace ( float traceLength )

serverDoInventoryRefill Source code

function serverDoInventoryRefill ( float healthPerSecond) )

setAnimationState Source code

simulated function setAnimationState ( AnimationStateEnum slot, AnimationState state) )

setArmsMesh Source code

function setArmsMesh ( Mesh armsMesh) )

setJetpack Source code

simulated function setJetpack ( Jetpack newJetpack) )

SetNaturalRopeLength Source code

simulated event SetNaturalRopeLength ( float length) )

setTeam Source code

function setTeam ( TeamInfo info) )

setupAnimationChannels Source code

simulated function setupAnimationChannels ( ) )

setupAnimationLayers Source code

simulated function setupAnimationLayers ( ) )

setupAnimationManager Source code

simulated function setupAnimationManager ( ) )

setupAnimationSprings Source code

simulated function setupAnimationSprings ( ) )

setupAnimationStates Source code

simulated function setupAnimationStates ( ) )

setupVisionBone Source code

native function setupVisionBone ( )

setVelocity Source code

simulated function setVelocity ( Vector newVelocity) )

setZoomed Source code

simulated function setZoomed ( bool b) )

ShouldActorsBlockSplash Source code

simulated event bool ShouldActorsBlockSplash ( ) )

shouldBreakRope Source code

function bool shouldBreakRope ( ) )

ShouldProjectileHit Source code

simulated event bool ShouldProjectileHit ( Actor projInstigator) )

showJetpack Source code

simulated function showJetpack ( ) )

spawnFallbackWeapon Source code

function spawnFallbackWeapon ( ) )

StartGroundBasedLoopingEffect Source code

simulated function StartGroundBasedLoopingEffect ( String EffectName, optional String Tag) )

stopAnimation Source code

simulated function stopAnimation ( ) )

stopArmAnimation Source code

simulated function stopArmAnimation ( ) )

stopHealthInjection Source code

function stopHealthInjection ( ) )

StopMovementEffects Source code

simulated function StopMovementEffects ( ) )

stopPackEffect Source code

simulated function stopPackEffect ( Name effectEvent) )

stopUpperBodyAnimation Source code

simulated function stopUpperBodyAnimation ( ) )

switchEquipment Source code

function switchEquipment ( ) )

team Source code

simulated function TeamInfo team ( ) )

teamClass Source code

function class<TeamInfo> teamClass ( ) )

teleportTo Source code

function teleportTo ( Vector newLoc, Rotator newRot) )

Tick Source code

simulated function Tick ( float Delta) )

tickGrappler Source code

simulated function tickGrappler ( float Delta) )

Timer Source code

function Timer ( ) )

Touch Source code

simulated function Touch ( Actor other) )

TravelPostAccept Source code

function TravelPostAccept ( ) )

TravelPreAccept Source code

function TravelPreAccept ( ) )

unifiedAddForce Source code

simulated function unifiedAddForce ( Vector force) )

unifiedAddForceAtPosition Source code

simulated function unifiedAddForceAtPosition ( Vector force, Vector position) )

unifiedAddImpulse Source code

simulated function unifiedAddImpulse ( Vector impulse) )

unifiedAddImpulseAtPosition Source code

simulated function unifiedAddImpulseAtPosition ( Vector impulse, Vector position) )

unifiedAddVelocity Source code

simulated function unifiedAddVelocity ( Vector deltaVelocity) )

unifiedGetGravity Source code

simulated function float unifiedGetGravity ( ) )

unifiedSetAcceleration Source code

simulated function unifiedSetAcceleration ( Vector newAcceleration) )

unifiedSetPosition Source code

simulated function unifiedSetPosition ( Vector newPosition) )

unifiedSetVelocity Source code

simulated function unifiedSetVelocity ( Vector newVelocity) )

Unpossessed Source code

function Unpossessed ( ) )

UnTouch Source code

simulated function UnTouch ( Actor other) )

updateCasts Source code

simulated function updateCasts ( ) )

updateGrapplerRopeEquippedFirstPerson Source code

simulated function updateGrapplerRopeEquippedFirstPerson ( ) )

updateGrapplerRopeThirdPerson Source code

simulated function updateGrapplerRopeThirdPerson ( ) )

updatePackEffects Source code

simulated function updatePackEffects ( ) )

updateRopeDrawScale Source code

simulated function updateRopeDrawScale ( ) )

updateUserSkin Source code

simulated function updateUserSkin ( ) )

useEnergy Source code

function bool useEnergy ( float quantity) )

useHealthKit Source code

simulated function useHealthKit ( ) )

VelocityTag Source code

simulated function string VelocityTag ( Vector velocity) )

wake Source code

simulated function wake ( ) )

weaponUseEnergy Source code

function bool weaponUseEnergy ( float quantity) )


Defaultproperties

defaultproperties
{
	bNetNotify					    = true
	bPhysicsAnimUpdate			    = true
	bNoRepMesh					    = false


	energy						    = 100
	energyMinimum				    = 10
	energyMaximum				    = 100
	energyRechargeScale             = 1
	
	weaponBone					    = "bip01 r hand"


	Mesh						    = SkeletalMesh'LightArmour.PhoenixLight'


	hudType						    = "TribesGUI.TribesCharacterHUD"


	CharacterName					= ""


	bActorShadows				    = 1
	bWeaponBob					    = 1


	Physics						    = PHYS_Movement
 
	MovementObjectClass			    = "Gameplay.CharacterMovementObject"


    eyeBoneName                     = "BIP01 HEAD"


	alertness					    = Alertness_Combat


	jetpackBone					    = jetpack


	regenerationActive			    = false


	regenerationRateHealthPerSecond	= 5


	packLeftBone				    = packLeft
	packRightBone				    = packRight


	shieldActive				    = false
	
    peripheralVision                = 0.5           
	SightRadius						= 6000.0
	VisionUpdateRange			    = (Min=0.6,Max=0.8)


    effectLogging                   = false
    
	playerControllerState			= "CharacterMovement"


	grapplerClass					= class'Gameplay.Grappler'
	grapplerRetentionScale			= 0.2


	walkAnimationSpeed              = 100
	runAnimationSpeed               = 300
	sprintAnimationSpeed            = 500
	
	neutralAimAnimationRootBone     = "BIP01 HEAD"
	alertAimAnimationRootBone       = "BIP01 HEAD"
	combatAimAnimationRootBone      = "BIP01 NECK"
	upperBodyAnimationRootBone      = "BIP01 SPINE1"
	armAnimationRootBone            = "BIP01 R CLAVICLE"
	
	bApplyHealthFilter				= true	

	bTriggerEffectEventsBeforeGameStarts	= true
	
	bBlockHavok = true
	bCollideActors = true


	bDisableHavokCollisionWhenAttached = false


	bHavokCharacterCollisions=true
	bHavokCharacterCollisionExtraRadius=75
	
	movement = MovementState_Stand


	invicibilityMaterial = Shader'FX.ScreenShader'


	packDrawScale = 1


	bNeedPostRenderCallback = true	
	
	movementKnockbackScale = 1.0
	
	vehicleTeamCrushingDamageModifier = 0
	
	weaponNotHeldTime = 1.0         
}

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Creation time: st 23.5.2018 00:10:28.823 - Created with UnCodeX