- Extends
- Pawn
- Modifiers
- implements IEffectObserver native dependsOn ( SingleplayerGameInfo )
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Gameplay.Rook
Direct Known Subclasses:
BaseDevice, MPActor, Ragdoll, SkeletalRook, Vehicle, VehicleMountedTurret
Inherited Variables from Engine.Pawn |
abilities, AccelRate, AirControl, AirSpeed, AIScriptTag, AI_LOD_Level, AI_LOD_LevelOrig, Alertness, Anchor, AnimAction, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, BaseEyeHeight, BaseMovementRate, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanStrafe, bCanSwim, bCanWalk, bCanWalkOffLedges, bClientCollision, bCouldSeeLastTick, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bGroundNavigationObstruction, bHavokCharacterCollisionExtraRadius, bHavokCharacterCollisions, bHavokInitCalled, bHideRegularHUD, bIgnoreForces, bInitializeAnimation, bInvulnerableBody, bIsCrouched, bIsFemale, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNoJumpAdjust, bNotifiedDeathListeners, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bRollToDesired, bSameZoneHearing, bSendsDamagedMessages, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialHUD, bSteadyFiring, bStopAtLedges, bThumped, bTryToUncrouch, bUpAndOut, bUpdateEyeHeight, bUpdatingDisplay, bUseCompressedPosition, bWantsToCrouch, bWarping, bWasCrouched, bWasOnGround, bWasWalking, bWeaponBob, CharacterAI, ConstantAcceleration, Controller, ControllerClassName, CrouchedPct, CrouchHeight, CrouchRadius, DamageScaling, DesiredSpeed, DestinationOffset, EyeHeight, Floor, ForwardStrafeBias, goals, GroundSpeed, HeadAI, HeadScale, HeadVolume, Health, HearingThreshold, HitDamageType, JumpZ, LadderSpeed, LandBob, LandMovementState, LastAnchor, LastPainSound, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, logDLM, logNavigationSystem, logTyrion, LowGoreBlood, MaxFallSpeed, MeleeRange, MenuName, MovementAI, MovementAnims[4], MovementBlendStartTime, movementSimProxyPending, movementSimProxyPosition, movementSimProxyRotation, movementSimProxyVelocity, NetRelevancyTime, nextPawn, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldPhysics, OldRotYaw, OldZ, OnLadder, OwnerName, PawnPosition, PeripheralVision, PlayerReplicationInfo, ReducedDamageType, SerpentineDist, SerpentineTime, Shadow, SightRadius, SoundDampening, SpawnTime, SplashTime, TakeHitLocation, TearOffMomentum, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, Visibility, VisionCounter, VisionUpdateRange, WalkBob, WalkingPct, WaterMovementState, WaterSpeed, WeaponAI |
Inherited Variables from Engine.Actor |
Acceleration, ActorRenderData, AmbientGlow, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bAcceptsShadowProjectors, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockHavok, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bCastsVolumetricShadows, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bClientHavokPhysics, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableBspVolumetrics, bDisableEditorCopying, bDisableHavokCollisionWhenAttached, bDisableShadowOptimisation, bDisableSorting, bDisableTick, bDisableTouch, bDisturbFluidSurface, bDoNotApproximateBumpmap, bDynamicLight, bEdShouldSnap, bEdSnap, bEnableHavokBackstep, bFixedRotationDir, bGameRelevant, bGetOverlayMaterialFromBase, bGetSkinFromBase, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bImportantActor, bInterpolating, bIsMirror, bIsVehicle, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNavigationRelevant, bNeedLifetimeEffectEvents, bNeedPostRenderCallback, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNetworkRelevancyVisible, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectCurrentZone, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOverruleNavigationRelevant, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjectile, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateLabel, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bSendDestructionNotification, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bSkipActorPropertyReplication, bSkipEncroachment, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTriggerEffectEventsBeforeGameStarts, BumpmapLODScale, bUnifiedPositionChanged, bUnifiedVelocityChanged, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bUseRootMotionBound, bVolumetricShadowCast, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, exclusiveToGameInfo, forceAccumulator, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, gameInfoExclusions, gameInfoInclusions, GravityScale, Group, HardRelMatrix, havokAngularVelocity, HavokData, havokDataClass, havokGameTickForce, havokGameTickForcePosition, havokSkeletalRotationSpeed, InitialState, Instigator, JoinedTag, Label, LastRenderTime, LastTick, LatentAnimChannelCount, LatentFloat, LatentStackLocations, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, maxDifficulty, MaxLights, maxNumPlayers, MaxTraceDistance, Mesh, MeshInstance, MessageClass, minDifficulty, minNumPlayers, movementObject, MovementObjectClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, OwnerGroups, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SpeechTag, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, torqueAccumulator, Touching, TriggeredBy, unifiedPosition, unifiedVelocity, UsesSubVisibility, Velocity, XLevel |
Inherited Enumerations from Engine.Actor |
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates |
Structures Summary |
DamageComponent objectType, attachmentPoint, objectInstance |
Functions Summary |
| | activatePersonalShield ()))
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| | addRepairFromDeployable (float repairRate, float accumulationScale))
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| | addRepairFromPack (float repairRate, float accumulationScale, Character repairer))
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| | ApplyDamage (Pawn instigatedBy, float Damage, optional Name teamLabel))
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| Vector | averageVelocity ()
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| | breakDamageComponent (int index, float damage, vector momentum)
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| bool | canBeRepairedBy (Rook otherGuy))
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| bool | canBeSensed ()))
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| bool | CanBeUsedBy (Character CharacterUser))
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| | ChunkUp (Rotator HitRotation, class D ))
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| bool | cleanupAI ()))
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| | cleanupDamageComponents ()))
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| | CleanupSensing ()))
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| | clientUpdateDamageComponents ()))
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| | createDamageComponent (int index, bool fadeIn)
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| | CreateHearingNotifier ()))
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| | CreateShotNotifier ()))
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| | CreateVisionNotifier ()))
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| | damageComponentsOnDamage (float damage, vector hitLocation, vector momentum, class<DamageType> damageType)
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| | damageComponentsOnIncreaseHealth (float quantity)
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| | damageComponentsPostTakeDamage (float damage, vector hitLocation, vector momentum, class<DamageType> damageType, optional float projectileFactor))
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| | deactivatePersonalShield ()))
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| | Destroyed ()))
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| | Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
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| string | displayActorLabel (Actor t))
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| | displayEnemiesList ()))
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| | displayTyrionDebugHeader ()))
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| | displayWorldSpaceDebug (HUD displayHUD)
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| | DrawVisionCone (HUD DrawTarget))
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| bool | EffectIsLooping (String effect))
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| | enumSquadInfo (Engine.LevelInfo l, out Array<SquadInfo> s))
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| | enumTeamInfo (Engine.LevelInfo l, out Array<TeamInfo> s))
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| IFiringMotor | firingMotor ()))
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| | generateAISpeechEvents (Rook attackerRook ))
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| AlertnessLevels | getAlertnessLevel ()))
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| Character | getControllingCharacter ()))
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| TeamInfo | getControllingCharacterTeam ()))
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| float | GetDamageComponentThresholdRange ()))
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| Name | getKillerLabel ()))
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| Vector | GetObjectiveLocation ()))
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| Material | GetOverlayMaterial (int Index))
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| class | GetRadarInfoClass ()))
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| float | getTeamDamagePercentage ()))
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| Name | getTeamLabel ()))
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| Vector | groundPredictedLocation (float t)
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| | IncreaseHealth (float quantity))
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| bool | isFriendly (Rook otherGuy))
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| bool | IsInVisionCone (Actor Other, float SightRadius)
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| | OnEffectInitialized (Actor effect))
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| | OnEffectStarted (Actor effect))
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| | OnEffectStopped (Actor effect, bool completed))
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| | OnShotFired (Projectile projectile ))
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| | onTeamChange ()))
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| bool | personalShieldActive ()))
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| bool | PlayEffect (String effect, optional String tag, optional Actor other, optional Material material, optional Vector location, optional Rotator rotator))
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| | PostBeginPlay ()))
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| | PostNetBeginPlay ()))
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| | PostNetReceive ()))
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| | PostTakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor))
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| | PreBeginPlay ()))
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| | PrecacheDamageComponents (LevelInfo Level, class<Rook> RookClass))
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| Vector | predictedLocation (float t)
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| | ProcessBurnDamage (float delta))
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| | ProcessRepair (float delta))
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| | RegisterHearingNotification (IHearingNotification Registrant))
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| | RegisterShotNotification (IShotNotification Registrant))
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| | RegisterVisionNotification (IVisionNotification Registrant))
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| | removeFlameDamage ()))
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| | removeRepairFromDeployable (float accumulationScale))
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| | removeRepairFromPack (float accumulationScale, Character repairer))
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| | resetPersonalShield ()))
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| | setAlertnessLevel (AlertnessLevels alertness))
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| | setLimitedTimeLODActivation (int ticksToKeepActivated ))
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| | setSquad (SquadInfo squad))
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| | setTeam (TeamInfo info))
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| bool | ShouldBeMarked (PlayerCharacterController pcc))
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| SquadInfo | squad ()))
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| | squadCleanupOnDeath (Pawn InstigatedBy, class<DamageType> damageType, vector HitLocation ))
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| bool | StartLoopingEffect (String effect, optional String tag, optional Actor other, optional Material material, optional Vector location, optional Rotator rotator))
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| bool | StopEffect (String effect))
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| bool | StopLoopingEffect (String effect))
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| TeamInfo | team ()))
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| | UnregisterHearingNotification (IHearingNotification Registrant))
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| | UnregisterShotNotification (IShotNotification Registrant))
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| | UnregisterVisionNotification (IVisionNotification Registrant))
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| | updateHavokCollisionFilter ()
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| | updatePastPositions (float deltaSeconds)
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| | UpdatePrecacheRenderData ()))
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Inherited Functions from Engine.Pawn |
AddPawn, AddVelocity, AdjustedStrength, AnimEnd, ApplyDamage, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CanDoubleJump, CanGrabLadder, CannotJumpNow, CanSee, CanSplash, CanThrowWeapon, CanTrigger, ChangeAnimation, ChangedWeapon, checkAlive, CheckBob, checkDead, CheckWaterJump, ChunkUp, classConstruct, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, Destroyed, Died, DisplayDebug, Dodge, DoDoubleJump, DoJump, DrawHUD, DropToGround, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, EyePosition, FaceRotation, Falling, FinishedInterpolation, ForceCrouch, Gasp, GetHumanReadableName, GetKillerController, GetViewDirection, GetViewPoint, GetViewRotation, Gibbed, gibbedBy, GiveWeapon, groundPredictedLocation, HavokCharacterCollision, HeadVolumeChange, HitWall, IgnoresSeenPawnsOfType, InCurrentCombo, InGodMode, isAlive, IsFirstPerson, IsHumanControlled, IsInPain, IsLocallyControlled, IsPlayerPawn, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LineOfSightTo, ModifyVelocity, NextItem, NotifyKilled, NotifyPawnDeathListeners, PlayDying, PlayDyingSound, PlayFalling, PlayFiring, PlayHit, PlayJump, PlayLanded, PlayLandingAnimation, PlayMoverHitSound, PlayMoving, PlayNextAnimation, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PossessedBy, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostTakeDamage, PreBeginPlay, predictedLocation, PressingAltFire, PressingFire, ReachedDestination, ReceiveLocalizedMessage, ReduceCylinder, rematchGoals, RemovePawn, Reset, SetAnimAction, SetDefaultDisplayProperties, SetDisplayProperties, SetHeadScale, setLimitedTimeLODActivation, SetMesh, SetMovementPhysics, SetViewRotation, SetWalking, ShootSpecial, ShouldCrouch, SpecialCalcView, StartCrouch, StopPlayFiring, SwitchToLastWeapon, TakeDrowningDamage, TakeFallingDamage, Timer, TossWeapon, TouchingWaterVolume, Trigger, UnPossessed, UpdateEyeHeight, UpdateRocketAcceleration, WasPlayerPawn, WeaponBob |
Inherited Functions from Engine.Actor |
*, +, -, actorLabel, AddContextForNextEffectEvent, AddDebugMessage, AITrace, AllActors, Allocate, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, checkSocket, ChildActors, classConstruct, clientDispatchMessage, Clock, CollidingActors, ConsoleCommand, Construct, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, dispatchMessage, DisplayDebug, DrawDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, findByLabel, findStaticByLabel, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimLength, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetCurrentMaterial, GetDebugName, GetHumanReadableName, getHurtRadiusParent, GetItemName, GetLIPSincAnimDuration, GetLocalString, GetMapName, GetMaterial, GetMeshName, GetMeshOrigin, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOverlayMaterial, GetRadarInfoClass, getReceiveDamageRadius, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, getSocket, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HavokActivate, HavokCollisionGroupChange, HavokGetAngularVelocity, HavokGetCenterOfMass, HavokGetLastTracedBone, HavokGetLinearVelocity, HavokGetPosition, HavokGetState, HavokImpartCOMImpulse, HavokImpartForce, HavokImpartImpulse, HavokImpartLinearForceAll, HavokIsActive, HavokReturnSkeletalActorToAnimationSystem, HavokSetAngularDamping, HavokSetAngularVelocity, HavokSetBlocking, HavokSetCOM, HavokSetGameTickForce, HavokSetLinearDamping, HavokSetLinearVelocity, HavokSetLinearVelocityAll, HavokSetPosition, HavokSetRotation, HavokSlowSetCollisionEnabled, HavokUpdateState, Hide, HitWall, HurtRadius, InterruptSound, IsAnimating, IsInPain, IsInVolume, IsOverlapping, IsPlayingLIPSincAnim, IsTweening, KilledBy, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LocalizeMapText, LockRootMotion, LoopAnim, LostChild, makeDormant, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, nearbyControlledPawns, NearSpot, OnGameStarted, OnHidden, OnlyAffectPawns, onMessage, OnOptimizedIn, OnOptimizedOut, OnShown, OptimizeIn, OptimizeOut, PauseSound, PhysicsVolumeChange, PlayAnim, PlayAnimAdditive, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayLoopedSound, PlayMusic, PlayOwnedSound, PlayScriptedAnim, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PostTeleport, PostTouch, PreBeginPlay, PrecacheSpeech, PreScriptedTextureRendered, PreTeleport, PreTrigger, processHurtRadiusVictim, ProjectileTouch, RadiusActors, registerClientMessage, registerMessage, RegisterNotifyGameStarted, RenderOverlays, RenderTexture, ReplaceText, Reset, ResumeSound, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShallowCopyMaterial, ShouldActorsBlockSplash, ShouldProjectileHit, Show, Spawn, SpecialHandling, StartInterpolation, staticActorLabel, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, SuggestFallVelocity, TakeDamage, TestMove, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEffectEvent, TriggerEvent, TweenAnim, UnClock, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddTorque, unifiedAddVelocity, unifiedGetAcceleration, unifiedGetCOMPosition, unifiedGetGravity, unifiedGetMass, unifiedGetNaturalCOMPosition, unifiedGetPosition, unifiedGetVelocity, unifiedSetAcceleration, unifiedSetAngularVelocity, unifiedSetMass, unifiedSetPosition, unifiedSetRotation, unifiedSetVelocity, UnTouch, UnTrigger, UnTriggerEffectEvent, UnTriggerEvent, UpdateAttachmentLocations, UpdatePrecacheRenderData, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange |
const DAMAGE_OVERKILL = -50.0f;
const MAX_USEABLE_POINTS = 10;
const N_PAST_POSITIONS = 4;
AI_LOD_deactivation_exemption_ticks Source code
var int AI_LOD_deactivation_exemption_ticks;
var bool bCanRepair;
var bool bDeferredAICleanup;
var bool bShowJSDebug;
var bool bShowLOADebug;
var bool bShowNavigationDebug;
var bool bShowSensingDebug;
var bool bShowSquadDebug;
bShowTyrionCharacterDebug Source code
var bool bShowTyrionCharacterDebug;
var bool bShowTyrionHeadDebug;
bShowTyrionMovementDebug Source code
var bool bShowTyrionMovementDebug;
bShowTyrionWeaponDebug Source code
var bool bShowTyrionWeaponDebug;
var bool bUnobstructedLOF;
clientDamageComponentMask Source code
var byte clientDamageComponentMask;
componentBreakThreshold Source code
var float componentBreakThreshold;
var byte damageComponentMask;
var bool effectLogging;
var float expectedImpactTime;
var float flameDamagePerSecond;
flameDamageReductionPerSecond Source code
var float flameDamageReductionPerSecond;
var float healthMaximum;
var string hudType;
var float lastDetectedTime;
var float lastShotFiredTime;
var bool loaHit;
var bool logAlertnessChanges;
var Array<String> loopingEffects;
var int pastPositionsIndex;
var float pastPositionsTimeAccu;
pastPositions[N_PAST_POSITIONS] Source code
var
Vector pastPositions[N_PAST_POSITIONS];
var Name playerControllerState;
repDepLastRateAddition Source code
var float repDepLastRateAddition;
var float repDepRepairRate;
repPakLastRateAddition Source code
var float repPakLastRateAddition;
var float repPakRepairRate;
var bool sensorUpdateFlag;
var Name teamSelfIllumSkinName;
teamSpecificHavokCollisionFiltering Source code
var bool teamSpecificHavokCollisionFiltering;
var float tickTime;
var float tickTimeOrg;
var
Range tickTimeUpdateRange;
UseablePointsValid[MAX_USEABLE_POINTS] Source code
UseablePoints[MAX_USEABLE_POINTS] Source code
var
Vector UseablePoints[MAX_USEABLE_POINTS];
AI
AI_LOD_ActivationDistance Source code
var(AI) float AI_LOD_ActivationDistance;
AI_LOD_DeactivationDistance Source code
var(AI) float AI_LOD_DeactivationDistance;
var(AI) bool bAIThreat;
PeripheralVisionZAngle Source code
var(AI) float PeripheralVisionZAngle;
var(AI) float reactionDelay;
var(AI) float reactionDelayMP;
var(AI) float shotAngularDeviation;
shotAngularDeviationMP Source code
var(AI) float shotAngularDeviationMP;
var(
AI)
Range shotLeadAbility;
var(
AI)
Range shotLeadAbilityMP;
var(AI) float SightRadiusToPlayer;
var(AI) float visionMemory;
Grappler
grapplerRetentionScale Source code
var(
Grappler)
float grapplerRetentionScale;
Rook
var(
Rook)
bool bAlwaysMarked;
var(
Rook)
bool bCanBeSensed;
bIsDetectableByEnemies Source code
var(
Rook)
bool bIsDetectableByEnemies;
bUseAlternateOwnershipMaterial Source code
var(
Rook)
bool bUseAlternateOwnershipMaterial;
bUseAlternateSelfIllumMaterial Source code
var(
Rook)
bool bUseAlternateSelfIllumMaterial;
var(
Rook) private editdisplay ( displayActorLabel ) editcombotype ( enumSquadInfo )
SquadInfo m_squad;
var(
Rook) protected editdisplay ( displayActorLabel ) editcombotype ( enumTeamInfo )
TeamInfo m_team;
var(
Rook)
float teamDamagePercentage;
Shadow
MaxShadowTraceDistance Source code
var(Shadow) float MaxShadowTraceDistance;
var(Shadow) float ShadowLightDistance;
enum
AlertnessLevels
{
ALERTNESS_Neutral,
ALERTNESS_Alert,
ALERTNESS_Combat,
};
activatePersonalShield Source code
function activatePersonalShield ( ) )
addRepairFromDeployable Source code
simulated function addRepairFromDeployable ( float repairRate, float accumulationScale) )
simulated
function addRepairFromPack (
float repairRate,
float accumulationScale,
Character repairer) )
function ApplyDamage (
Pawn instigatedBy,
float Damage, optional
Name teamLabel) )
native
function Vector averageVelocity ( )
simulated native final
function breakDamageComponent (
int index,
float damage,
vector momentum )
simulated
function bool canBeRepairedBy (
Rook otherGuy) )
function bool canBeSensed ( ) )
simulated
function bool CanBeUsedBy (
Character CharacterUser) )
event bool cleanupAI ( ) )
cleanupDamageComponents Source code
simulated function cleanupDamageComponents ( ) )
private function CleanupSensing ( ) )
clientUpdateDamageComponents Source code
simulated function clientUpdateDamageComponents ( ) )
simulated native final function createDamageComponent ( int index, bool fadeIn )
protected function CreateHearingNotifier ( ) )
protected function CreateShotNotifier ( ) )
protected function CreateVisionNotifier ( ) )
damageComponentsOnDamage Source code
damageComponentsOnIncreaseHealth Source code
native final function damageComponentsOnIncreaseHealth ( float quantity )
damageComponentsPostTakeDamage Source code
deactivatePersonalShield Source code
function deactivatePersonalShield ( ) )
simulated function Destroyed ( ) )
function string displayActorLabel (
Actor t) )
function displayEnemiesList ( ) )
displayTyrionDebugHeader Source code
function displayTyrionDebugHeader ( ) )
displayWorldSpaceDebug Source code
function displayWorldSpaceDebug (
HUD displayHUD )
function DrawVisionCone (
HUD DrawTarget) )
simulated function bool EffectIsLooping ( String effect) )
generateAISpeechEvents Source code
function generateAISpeechEvents (
Rook attackerRook ) )
getControllingCharacter Source code
simulated
function Character getControllingCharacter ( ) )
getControllingCharacterTeam Source code
simulated
function TeamInfo getControllingCharacterTeam ( ) )
GetDamageComponentThresholdRange Source code
simulated function float GetDamageComponentThresholdRange ( ) )
simulated function Name getKillerLabel ( ) )
simulated
function Vector GetObjectiveLocation ( ) )
simulated event
Material GetOverlayMaterial (
int Index) )
simulated function class GetRadarInfoClass ( ) )
getTeamDamagePercentage Source code
function float getTeamDamagePercentage ( ) )
simulated function Name getTeamLabel ( ) )
groundPredictedLocation Source code
native
function Vector groundPredictedLocation (
float t )
final function IncreaseHealth ( float quantity) )
simulated event
bool isFriendly (
Rook otherGuy) )
native
function bool IsInVisionCone (
Actor Other,
float SightRadius )
function OnEffectInitialized (
Actor effect) )
function OnEffectStarted (
Actor effect) )
function OnEffectStopped (
Actor effect,
bool completed) )
simulated event onTeamChange ( ) )
function bool personalShieldActive ( ) )
simulated event PostBeginPlay ( ) )
simulated event PostNetBeginPlay ( ) )
simulated function PostNetReceive ( ) )
event PreBeginPlay ( ) )
PrecacheDamageComponents Source code
static simulated
function PrecacheDamageComponents (
LevelInfo Level,
class<
Rook> RookClass) )
native
function Vector predictedLocation (
float t )
simulated event ProcessBurnDamage ( float delta) )
simulated event ProcessRepair ( float delta) )
RegisterHearingNotification Source code
RegisterShotNotification Source code
RegisterVisionNotification Source code
simulated function removeFlameDamage ( ) )
removeRepairFromDeployable Source code
simulated function removeRepairFromDeployable ( float accumulationScale) )
simulated
function removeRepairFromPack (
float accumulationScale,
Character repairer) )
function resetPersonalShield ( ) )
setLimitedTimeLODActivation Source code
event setLimitedTimeLODActivation ( int ticksToKeepActivated ) )
simulated function bool StopEffect ( String effect) )
simulated function bool StopLoopingEffect ( String effect) )
UnregisterHearingNotification Source code
UnregisterShotNotification Source code
UnregisterVisionNotification Source code
updateHavokCollisionFilter Source code
simulated native function updateHavokCollisionFilter ( )
native function updatePastPositions ( float deltaSeconds )
UpdatePrecacheRenderData Source code
simulated function UpdatePrecacheRenderData ( ) )
defaultproperties
{
bNetInitialRotation = true
bCanBeBaseForPawns = true
bIgnoreForces = true
bBlockHavok = true
LandMovementState = ""
bCanBeSensed = true
bIsDetectableByEnemies = true
bCanRepair = false
DrawType = DT_Mesh
bShowTyrionCharacterDebug = false
bShowTyrionMovementDebug = false
bShowTyrionWeaponDebug = false
bShowNavigationDebug = false
logNavigationSystem = false
logTyrion = false
logDLM = false
logAlertnessChanges = false
bShowLOADebug = false
bShowJSDebug = false
bAcceptsProjectors = false
AI_LOD_Level = AILOD_NONE
AI_LOD_LevelMP = AILOD_NONE
AI_LOD_ActivationDistance = 6000
AI_LOD_DeactivationDistance = 8000
bAIThreat = true
shotAngularDeviation = 0
shotAngularDeviationMP = 0
shotLeadAbility = (Min=1,Max=1)
shotLeadAbilityMP = (Min=1,Max=1)
reactionDelay = 0
reactionDelayMP = 0
tickTimeUpdateRange = (Min=0.095,Max=0.105)
bUnobstructedLOF = true
peripheralVision = 0.1
peripheralVisionZAngle = 0.7854
SightRadius = 10000.0
SightRadiusToPlayer = 12000.0
VisionUpdateRange = (Min=0.4,Max=0.6)
visionMemory = 15.0
alertness = ALERTNESS_Neutral
radarInfoClass = class'Gameplay.RadarInfo'
ShadowLightDistance = 1200
MaxShadowTraceDistance = 600
teamDamagePercentage = 0.0
teamSelfIllumSkinName = "BaseLumNeutralPanner"
grapplerRetentionScale = 1.0
bAlwaysMarked = false
} |
Creation time: st 23.5.2018 00:10:34.237 - Created with
UnCodeX