- Extends
- Ragdoll
- Modifiers
- implements IVisionNotification native
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Gameplay.Rook
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+-- Gameplay.Ragdoll
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+-- Gameplay.Character
Direct Known Subclasses:
BaseAICharacter, CutsceneCharacter, PlayerCharacter
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 |
Functions Summary |
| | activatePack ()))
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| | addEquipment (Equipment item))
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| | addGrapplerCharacter (Character c))
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| | addGrenades (HandGrenade newGrenades))
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| | addImpulse (Vector impulse))
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| | addPack (Pack newPack))
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| | allocateAnimationChannels (AnimationChannelIndex size))
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| | allocateAnimationStates (AnimationStateEnum size))
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| | attachGrapple ()))
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| | BaseChange ()))
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| bool | bIsInMount (Pawn vehicleOrTurret ))
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| | BreakGrapple ()))
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| | Bump (Actor other))
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| | calculateExtents ()))
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| HitPosition | CalculateHitPosition (Vector HitLocation))
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| bool | canBeSensed ()))
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| | changeEnergy (float delta))
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| | changeHealth (float delta))
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| | CheckBob (float DeltaTime, vector Y))
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| | checkManualAnimation ()
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| | clampHealthInjection ()))
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| | clearCarryables ()))
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| | clientWeaponUseEnergy (float quantity))
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| | composeCarryables (optional bool bDropAll))
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| | createRope ()))
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| | createThirdPersonMesh (class<Pack> packClass))
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| string | DamageTag (float damage))
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| | debugMovement (bool flag)
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| | destroyAnimationSystem ()))
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| | Destroyed ()))
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| | destroyEquipment ()))
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| | destroyFallbackWeapon ()))
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| | destroyThirdPersonMesh ()))
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| | detachGrapple (optional bool bNoRemove))
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| | Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
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| | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
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| | dropCarryables ()))
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| | dropEquipment ()))
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| | dropWeapon ()))
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| float | energyRequiredToJet (Vector a, Vector b, float velocity, bool jump)
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| | enterManualAnimationState ()))
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| | equipFallbackWeapon ()))
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| Equipment | equipmentHead ()))
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| Equipment | equipmentTail ()))
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| | exitManualAnimationState ()))
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| | exitMount (Pawn vehicleOrTurret ))
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| IFiringMotor | firingMotor ()))
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| | forceMovement (String name)
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| | forceMovementState (MovementState state))
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| float | getAirSpace ()
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| Weapon | GetAltWeapon ()))
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| string | getArmAnimation ()))
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| Character | getControllingCharacter ()))
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| Vehicle | getDrivenVehicle ()
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| bool | GetGrappleData (out Actor attachedTo, out Vector attachedPoint, out float naturalLength))
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| float | getHealthInjectionAmount ()))
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| String | GetHumanReadableName ()))
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| Controller | GetKillerController ()))
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| int | getMaxAmmo (class<Weapon> wc))
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| int | getModifiedAmmo (int baseAmmo))
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| Rook | getMount ()
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| | GetOtherGrappleCount (out int count))
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| | GetOtherGrappleData (int index, out Character other, out float naturalLength))
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| Material | GetOverlayMaterial (int Index))
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| class | GetRadarInfoClass ()))
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| float | getTeamDamagePercentage ()))
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| | giveDefaultWeapon ()))
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| float | gravity ()
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| | healthInjection (float healthPerSecond, float healthAmount))
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| | hideJetpack ()))
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| bool | InGodMode ()))
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| | initialiseEquipment ()))
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| | initializeAnimationSystem ()))
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| bool | isFemale ()))
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| bool | isInAir ()
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| bool | isLoopingAnimation ()))
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| bool | isLoopingArmAnimation ()))
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| bool | isLoopingUpperBodyAnimation ()))
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| bool | isPlayingAnimation ()))
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| bool | isPlayingUpperBodyAnimation ()))
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| bool | isTouchingEnergyBarrier ()
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| bool | isZoomed ()))
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| | KilledBy (pawn EventInstigator ))
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| | loopAnimation (string animation))
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| | loopArmAnimation (string animation))
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| | loopUpperBodyAnimation (string animation))
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| Equipment | newEquipment (class<Equipment> itemClass))
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| HandGrenade | newGrenades (class<HandGrenade> grenadeClass))
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| Pack | newPack (class<Pack> packClass))
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| Equipment | nextEquipment (Equipment from, optional class<Equipment> type))
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| int | numDroppableCarryables ()))
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| int | numHealthKitsCarried ()))
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| int | numWeaponsCarried ()))
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| | OnChangeAirborne (bool previous, bool current))
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| | OnChangeCollisionMaterial (int previous, int current))
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| | 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 ))
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| | OnChangeMovement (MovementState previous, MovementState current))
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| | OnChangeSkiInput (bool previous, bool current))
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| | OnChangeUnderwater (bool previous, bool current))
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| | OnChangeWater (bool previous, bool current))
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| | OnHitObject (Pawn victim))
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| | OnMovementCollision (Vector point, Vector normal, Vector impulse, int material))
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| | OnMovementCollisionDamage (float damage))
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| | OnMovementCrushingDamage (float damage, Pawn source))
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| | OnMovementJump ()))
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| | OnViewerLostPawn (Pawn Viewer, Pawn Seen))
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| | OnViewerSawPawn (Pawn Viewer, Pawn Seen))
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| | pickupCarryable (MPCarryable c))
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| | playAnimation (string animation))
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| | playAttachedAnim ()))
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| | PlayDeathSound (bool bCratered, bool bFlame))
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| | PlayDying (class<DamageType> DamageType, vector HitLoc))
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| | playDynamicSpeech (Sound dynamicSpeech, Name dialogueLocTag))
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| | playFireAnimation (string weapon))
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| | playFlinchAnimation ()))
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| | PlayHurtSound (int actualDamage))
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| | PlayMovementSpeech (Name eventName))
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| | playPackEffect (Name effectEvent))
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| | playPlayerScriptedSpeech (Sound scriptedSpeech, Name dialogueLocTag))
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| | PlayQCAnimation (String AnimationName))
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| | PlayQCSpeech (String Tag))
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| | playQuickChatSpeech ()))
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| | playScriptedSpeech (Name lipsyncLocTag, Name dialogueLocTag, optional bool bPositional))
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| | playUpperBodyAnimation (string animation))
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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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| | PostNetReceive ()))
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| | PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor))
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| | PrecacheSpeech (SpeechManager Manager))
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| | prefixMovement (String name)
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| Equipment | prevEquipment (Equipment from, optional class<Equipment> type))
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| | putInWeaponSlot (Weapon w))
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| | removeEquipment (Equipment item))
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| | removeFromWeaponSlot (Weapon w))
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| | removeGrapplerCharacter (Character c))
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| | removeTempInvincibility ()))
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| | resetMovementAnimations ()))
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| bool | ropeObstructionTrace (float traceLength)
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| | serverDoInventoryRefill (float healthPerSecond))
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| | setAnimationState (AnimationStateEnum slot, AnimationState state))
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| | setArmsMesh (Mesh armsMesh))
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| | setJetpack (Jetpack newJetpack))
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| | SetNaturalRopeLength (float length))
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| | setTeam (TeamInfo info))
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| | setupAnimationChannels ()))
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| | setupAnimationLayers ()))
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| | setupAnimationManager ()))
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| | setupAnimationSprings ()))
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| | setupAnimationStates ()))
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| | setupVisionBone ()
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| | setVelocity (Vector newVelocity))
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| | setZoomed (bool b))
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| bool | ShouldActorsBlockSplash ()))
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| bool | shouldBreakRope ()))
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| bool | ShouldProjectileHit (Actor projInstigator))
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| | showJetpack ()))
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| | spawnFallbackWeapon ()))
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| | StartGroundBasedLoopingEffect (String EffectName, optional String Tag))
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| | stopAnimation ()))
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| | stopArmAnimation ()))
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| | stopHealthInjection ()))
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| | StopMovementEffects ()))
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| | stopPackEffect (Name effectEvent))
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| | stopUpperBodyAnimation ()))
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| | switchEquipment ()))
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| TeamInfo | team ()))
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| class<TeamInfo> | teamClass ()))
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| | teleportTo (Vector newLoc, Rotator newRot))
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| | Tick (float Delta))
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| | tickGrappler (float Delta))
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| | Timer ()))
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| | Touch (Actor other))
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| | TravelPostAccept ()))
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| | TravelPreAccept ()))
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| | unifiedAddForce (Vector force))
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| | unifiedAddForceAtPosition (Vector force, Vector position))
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| | unifiedAddImpulse (Vector impulse))
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| | unifiedAddImpulseAtPosition (Vector impulse, Vector position))
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| | unifiedAddVelocity (Vector deltaVelocity))
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| float | unifiedGetGravity ()))
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| | unifiedSetAcceleration (Vector newAcceleration))
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| | unifiedSetPosition (Vector newPosition))
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| | unifiedSetVelocity (Vector newVelocity))
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| | Unpossessed ()))
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| | UnTouch (Actor other))
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| | updateCasts ()))
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| | updateGrapplerRopeEquippedFirstPerson ()))
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| | updateGrapplerRopeThirdPerson ()))
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| | updatePackEffects ()))
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| | updateRopeDrawScale ()))
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| | updateUserSkin ()))
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| bool | useEnergy (float quantity))
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| | useHealthKit ()))
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| string | VelocityTag (Vector velocity))
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| | wake ()))
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| bool | 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 |
const DAMAGE_LARGE = 50.0f;
const GM_Any_Int = 0;
const GM_Run_Int = 2;
const GM_Sprint_Int = 1;
const GM_Walk_Int = 3;
const NUM_WEAPON_SLOTS = 3;
const ROPE_MESH_LENGTH = 512;
animationVelocitySpring Source code
var bool bActivatingEffect;
bActivatingEffectStarted Source code
var bool bActivatingEffectStarted;
var bool bActiveEffect;
var bool bActiveEffectStarted;
var bool bAttached;
var bool bDeactivatingEffect;
var bool bGodMode;
bHiddenVehicleOccupant Source code
var bool bHiddenVehicleOccupant;
var bool bHitRegistered;
var bool bIsLocalCharacter;
bLocalActivatingEffect Source code
var bool bLocalActivatingEffect;
bLocalActivatingEffectStarted Source code
var bool bLocalActivatingEffectStarted;
var bool bLocalActiveEffect;
bLocalActiveEffectStarted Source code
var bool bLocalActiveEffectStarted;
var bool bLocalAttached;
bLocalDeactivatingEffect Source code
var bool bLocalDeactivatingEffect;
var bool bLocalObjectHit;
var bool bLocalTempInvincible;
bLocalUnactivatingEffect Source code
var bool bLocalUnactivatingEffect;
bLocalUnactivatingEffectStarted Source code
var bool bLocalUnactivatingEffectStarted;
var bool bLocalUnactiveEffect;
bLocalUnactiveEffectStarted Source code
var bool bLocalUnactiveEffectStarted;
bLocalUndeactivatingEffect Source code
var bool bLocalUndeactivatingEffect;
var bool blockMovementDamage;
var bool bObjectHit;
var bool bReelIn;
var bool bSpawningAtVehicle;
var bool bTempInvincible;
var bool bUnactivatingEffect;
bUnactivatingEffectStarted Source code
var bool bUnactivatingEffectStarted;
var bool bUnactiveEffect;
bUnactiveEffectStarted Source code
var bool bUnactiveEffectStarted;
var bool bUndeactivatingEffect;
var private bool bZoomed;
var bool bZoomOutOnSpawn;
collisionMaterialObject Source code
var transient const noexport byte dummy[4];
var float energy;
var float energyMaximum;
var float energyMinimum;
var float energyRechargeRate;
var float energyRechargeScale;
var float energyWeaponDepleted;
var const int eyeBoneIndex;
var Name eyeBoneName;
var const
vector eyeBoneOffset;
var float HeadHeight;
var private float healthInjectionAmount;
healthInjectionRatePerSecond Source code
var private float healthInjectionRatePerSecond;
var
class<
Pack> heldPackClass;
var name jetpackBone;
var int lastCarryableNumber;
lastMovementCollisionTime Source code
var float lastMovementCollisionTime;
lastMovementDamageTime Source code
var float lastMovementDamageTime;
var float localHealth;
var
class<
Pack> localPackClass;
var const bool movementAirborne;
var const float movementAltitude;
var const bool movementClose;
var const bool movementCollided;
movementCollisionMaterial Source code
var const int movementCollisionMaterial;
var String movementConfiguration;
movementDirectionalSpeed Source code
var const float movementDirectionalSpeed;
var const
Vector movementDisplacement;
movementDisplacementRate Source code
var const float movementDisplacementRate;
var const bool movementDynamic;
var const bool movementElevator;
var const bool movementGrounded;
var const int movementGroundState;
movementHorizontalSpeed Source code
var const float movementHorizontalSpeed;
var const float movementImpulseChaos;
var const
Vector movementNormal;
var const bool movementOldThrusting;
var const
Vector movementOldVelocity;
var const bool movementPushing;
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
movementSimProxyInputY Source code
var const byte movementSimProxyPitch;
var const bool movementSkiInput;
var const float movementSpeed;
var const float movementSphereRadius;
movementSphyllHalfHeight Source code
var const float movementSphyllHalfHeight;
var const float movementSphyllRadius;
var const float movementSplashChaos;
var const
Vector movementStrafe;
movementTangentialSpeed Source code
var const float movementTangentialSpeed;
var const bool movementThrusting;
var const bool movementTouching;
var const bool movementUnderWater;
var const float movementVerticalSpeed;
var const bool movementWater;
movementWaterPenetration Source code
var const float movementWaterPenetration;
var const bool movementZeroGravity;
var private bool m_bManualAnimation;
var private bool m_bOldManualAnimation;
var name needToPlayArmAnim;
var int numCarryables;
numPermanentCarryables Source code
var int numPermanentCarryables;
var name packLeftBone;
var name packRightBone;
var String playerNameMP;
var bool regenerationActive;
regenerationRateHealthPerSecond Source code
var int regenerationRateHealthPerSecond;
var float ropeNaturalLength;
secondaryAnimationLayer Source code
var bool shieldActive;
shieldFractionDamageBlocked Source code
var float shieldFractionDamageBlocked;
var Name weaponBone;
var float weaponNotHeldTime;
weaponPlayingArmAnimation Source code
var bool weaponPlayingArmAnimation;
weaponSlots[NUM_WEAPON_SLOTS] Source code
var
Weapon weaponSlots[NUM_WEAPON_SLOTS];
AI
var(AI) bool bApplyHealthFilter;
Animation
alertAimAnimationRootBone Source code
var(Animation) Name alertAimAnimationRootBone;
var(Animation) Name armAnimationRootBone;
combatAimAnimationRootBone Source code
var(Animation) Name combatAimAnimationRootBone;
neutralAimAnimationRootBone Source code
var(Animation) Name neutralAimAnimationRootBone;
var(Animation) float runAnimationSpeed;
var(Animation) float sprintAnimationSpeed;
upperBodyAnimationRootBone Source code
var(Animation) Name upperBodyAnimationRootBone;
var(Animation) float walkAnimationSpeed;
Character
bDisallowEquipmentDropOnDeath Source code
var(
Character)
bool bDisallowEquipmentDropOnDeath;
bDontAllowCarryablePickups Source code
var(
Character)
bool bDontAllowCarryablePickups;
bDontAllowCommandScreen Source code
bDontInteractWithTerritories Source code
var(
Character)
bool bDontInteractWithTerritories;
Damage
vehicleTeamCrushingDamageModifier Source code
var(Damage) float vehicleTeamCrushingDamageModifier;
Movement
var(Movement) float movementExtraMass;
var(Movement) bool movementFrozen;
movementKnockbackScale Source code
var(Movement) float movementKnockbackScale;
Speech
var(Speech) String CharacterName;
CharacterNameLocalisationTag Source code
var(Speech) String CharacterNameLocalisationTag;
var(Speech) String VoiceSetPackageName;
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,
};
enum
EClientPainType
{
CLIENTPAIN_Hurt,
CLIENTPAIN_BigHurt,
CLIENTPAIN_Death,
CLIENTPAIN_Cratered,
CLIENTPAIN_Burnt
};
enum
HitPosition
{
HP_IGNORE,
HP_HEAD,
HP_FRONT,
HP_BACK
};
enum
JetCompetencyLevels
{
JC_Default,
JC_None,
JC_LevelNovice,
JC_LevelMedium,
JC_LevelExpert
};
MovementDirectionalInput Source code
enum
SkiCompetencyLevels
{
SC_Default,
SC_None,
SC_LevelNovice,
SC_LevelMedium,
SC_LevelExpert
};
function activatePack ( ) )
function addGrapplerCharacter (
Character c) )
simulated
function addImpulse (
Vector impulse) )
function addPack (
Pack newPack) )
allocateAnimationChannels Source code
allocateAnimationStates Source code
function attachGrapple ( ) )
singular event BaseChange ( ) )
function bool bIsInMount (
Pawn vehicleOrTurret ) )
simulated event BreakGrapple ( ) )
simulated
function Bump (
Actor other) )
simulated function calculateExtents ( ) )
function bool canBeSensed ( ) )
function changeEnergy ( float delta) )
function changeHealth ( float delta) )
function CheckBob (
float DeltaTime,
vector Y) )
native simulated function checkManualAnimation ( )
function clampHealthInjection ( ) )
function clearCarryables ( ) )
simulated function clientWeaponUseEnergy ( float quantity) )
function composeCarryables ( optional bool bDropAll) )
simulated function createRope ( ) )
simulated
function createThirdPersonMesh (
class<
Pack> packClass) )
simulated function string DamageTag ( float damage) )
native function debugMovement ( bool flag )
destroyAnimationSystem Source code
simulated function destroyAnimationSystem ( ) )
simulated function Destroyed ( ) )
function destroyEquipment ( ) )
function destroyFallbackWeapon ( ) )
destroyThirdPersonMesh Source code
simulated function destroyThirdPersonMesh ( ) )
simulated function detachGrapple ( optional bool bNoRemove) )
simulated
function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
function dropCarryables ( ) )
function dropEquipment ( ) )
simulated function dropWeapon ( ) )
native
function float energyRequiredToJet (
Vector a,
Vector b,
float velocity,
bool jump )
enterManualAnimationState Source code
function enterManualAnimationState ( ) )
function equipFallbackWeapon ( ) )
exitManualAnimationState Source code
function exitManualAnimationState ( ) )
function exitMount (
Pawn vehicleOrTurret ) )
native function forceMovement ( String name )
native function float getAirSpace ( )
simulated event
Weapon GetAltWeapon ( ) )
simulated function string getArmAnimation ( ) )
getControllingCharacter Source code
simulated
function Character getControllingCharacter ( ) )
simulated native
function Vehicle getDrivenVehicle ( )
simulated event
bool GetGrappleData ( out
Actor attachedTo, out
Vector attachedPoint, out
float naturalLength) )
getHealthInjectionAmount Source code
function float getHealthInjectionAmount ( ) )
simulated function String GetHumanReadableName ( ) )
simulated
function int getMaxAmmo (
class<
Weapon> wc) )
simulated function int getModifiedAmmo ( int baseAmmo) )
simulated native
function Rook getMount ( )
simulated event GetOtherGrappleCount ( out int count) )
simulated event GetOtherGrappleData (
int index, out
Character other, out
float naturalLength) )
simulated
function Material GetOverlayMaterial (
int Index) )
simulated function class GetRadarInfoClass ( ) )
getTeamDamagePercentage Source code
function float getTeamDamagePercentage ( ) )
function giveDefaultWeapon ( ) )
native function float gravity ( )
function healthInjection ( float healthPerSecond, float healthAmount) )
simulated function hideJetpack ( ) )
function bool InGodMode ( ) )
function initialiseEquipment ( ) )
initializeAnimationSystem Source code
simulated function initializeAnimationSystem ( ) )
simulated event bool isFemale ( ) )
native function bool isInAir ( )
simulated function bool isLoopingAnimation ( ) )
simulated function bool isLoopingArmAnimation ( ) )
isLoopingUpperBodyAnimation Source code
simulated function bool isLoopingUpperBodyAnimation ( ) )
simulated function bool isPlayingAnimation ( ) )
isPlayingUpperBodyAnimation Source code
simulated function bool isPlayingUpperBodyAnimation ( ) )
isTouchingEnergyBarrier Source code
native function bool isTouchingEnergyBarrier ( )
simulated function bool isZoomed ( ) )
function KilledBy (
pawn EventInstigator ) )
simulated function loopAnimation ( string animation) )
simulated function loopArmAnimation ( string animation) )
loopUpperBodyAnimation Source code
simulated function loopUpperBodyAnimation ( string animation) )
function Pack newPack (
class<
Pack> packClass) )
numDroppableCarryables Source code
simulated function int numDroppableCarryables ( ) )
function int numHealthKitsCarried ( ) )
function int numWeaponsCarried ( ) )
simulated event OnChangeAirborne ( bool previous, bool current) )
OnChangeCollisionMaterial Source code
simulated event OnChangeCollisionMaterial ( int previous, int current) )
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 ) )
simulated event OnChangeSkiInput ( bool previous, bool current) )
simulated event OnChangeUnderwater ( bool previous, bool current) )
simulated event OnChangeWater ( bool previous, bool current) )
function OnHitObject (
Pawn victim) )
OnMovementCollisionDamage Source code
simulated event OnMovementCollisionDamage ( float damage) )
OnMovementCrushingDamage Source code
simulated event OnMovementCrushingDamage (
float damage,
Pawn source) )
simulated event OnMovementJump ( ) )
function OnViewerLostPawn (
Pawn Viewer,
Pawn Seen) )
function OnViewerSawPawn (
Pawn Viewer,
Pawn Seen) )
simulated function playAnimation ( string animation) )
simulated function playAttachedAnim ( ) )
simulated function PlayDeathSound ( bool bCratered, bool bFlame) )
function playDynamicSpeech ( Sound dynamicSpeech, Name dialogueLocTag) )
simulated
function playFireAnimation (
string weapon) )
simulated function playFlinchAnimation ( ) )
simulated function PlayHurtSound ( int actualDamage) )
simulated function PlayMovementSpeech ( Name eventName) )
simulated function playPackEffect ( Name effectEvent) )
playPlayerScriptedSpeech Source code
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) )
playUpperBodyAnimation Source code
simulated function playUpperBodyAnimation ( string animation) )
function PostBeginPlay ( ) )
simulated function PostLoadGame ( ) )
simulated function PostNetBeginPlay ( ) )
simulated function PostNetReceive ( ) )
native function prefixMovement ( String name )
simulated
function putInWeaponSlot (
Weapon w) )
simulated
function removeFromWeaponSlot (
Weapon w) )
removeGrapplerCharacter Source code
function removeGrapplerCharacter (
Character c) )
removeTempInvincibility Source code
function removeTempInvincibility ( ) )
resetMovementAnimations Source code
simulated function resetMovementAnimations ( ) )
native function bool ropeObstructionTrace ( float traceLength )
serverDoInventoryRefill Source code
function serverDoInventoryRefill ( float healthPerSecond) )
function setArmsMesh ( Mesh armsMesh) )
simulated
function setJetpack (
Jetpack newJetpack) )
simulated event SetNaturalRopeLength ( float length) )
setupAnimationChannels Source code
simulated function setupAnimationChannels ( ) )
simulated function setupAnimationLayers ( ) )
simulated function setupAnimationManager ( ) )
simulated function setupAnimationSprings ( ) )
simulated function setupAnimationStates ( ) )
native function setupVisionBone ( )
simulated
function setVelocity (
Vector newVelocity) )
simulated function setZoomed ( bool b) )
ShouldActorsBlockSplash Source code
simulated event bool ShouldActorsBlockSplash ( ) )
function bool shouldBreakRope ( ) )
simulated event
bool ShouldProjectileHit (
Actor projInstigator) )
simulated function showJetpack ( ) )
function spawnFallbackWeapon ( ) )
StartGroundBasedLoopingEffect Source code
simulated function StartGroundBasedLoopingEffect ( String EffectName, optional String Tag) )
simulated function stopAnimation ( ) )
simulated function stopArmAnimation ( ) )
function stopHealthInjection ( ) )
simulated function StopMovementEffects ( ) )
simulated function stopPackEffect ( Name effectEvent) )
stopUpperBodyAnimation Source code
simulated function stopUpperBodyAnimation ( ) )
function switchEquipment ( ) )
function class<
TeamInfo> teamClass ( ) )
simulated function Tick ( float Delta) )
simulated function tickGrappler ( float Delta) )
simulated
function Touch (
Actor other) )
function TravelPostAccept ( ) )
function TravelPreAccept ( ) )
simulated
function unifiedAddForce (
Vector force) )
unifiedAddForceAtPosition Source code
simulated
function unifiedAddForceAtPosition (
Vector force,
Vector position) )
simulated
function unifiedAddImpulse (
Vector impulse) )
unifiedAddImpulseAtPosition Source code
simulated
function unifiedAddImpulseAtPosition (
Vector impulse,
Vector position) )
simulated
function unifiedAddVelocity (
Vector deltaVelocity) )
simulated function float unifiedGetGravity ( ) )
unifiedSetAcceleration Source code
simulated
function unifiedSetAcceleration (
Vector newAcceleration) )
simulated
function unifiedSetPosition (
Vector newPosition) )
simulated
function unifiedSetVelocity (
Vector newVelocity) )
function Unpossessed ( ) )
simulated
function UnTouch (
Actor other) )
simulated function updateCasts ( ) )
updateGrapplerRopeEquippedFirstPerson Source code
simulated function updateGrapplerRopeEquippedFirstPerson ( ) )
updateGrapplerRopeThirdPerson Source code
simulated function updateGrapplerRopeThirdPerson ( ) )
simulated function updatePackEffects ( ) )
simulated function updateRopeDrawScale ( ) )
simulated function updateUserSkin ( ) )
function bool useEnergy ( float quantity) )
simulated function useHealthKit ( ) )
simulated
function string VelocityTag (
Vector velocity) )
simulated function wake ( ) )
function bool weaponUseEnergy ( float quantity) )
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