- Extends
 - Pawn
 
- Modifiers
 - implements IEffectObserver native dependsOn ( SingleplayerGameInfo ) 
 
Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- 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 ()))
  | 
  |   | addRepairFromDeployable (float repairRate, float accumulationScale))
  | 
  |   | addRepairFromPack (float repairRate, float accumulationScale, Character repairer))
  | 
  |   | ApplyDamage (Pawn instigatedBy, float Damage, optional Name teamLabel))
  | 
  | Vector  | averageVelocity ()
  | 
  |   | breakDamageComponent (int index, float damage, vector momentum)
  | 
  | bool  | canBeRepairedBy (Rook otherGuy))
  | 
  | bool  | canBeSensed ()))
  | 
  | bool  | CanBeUsedBy (Character CharacterUser))
  | 
  |   | ChunkUp (Rotator HitRotation, class D ))
  | 
  | bool  | cleanupAI ()))
  | 
  |   | cleanupDamageComponents ()))
  | 
  |   | CleanupSensing ()))
  | 
  |   | clientUpdateDamageComponents ()))
  | 
  |   | createDamageComponent (int index, bool fadeIn)
  | 
  |   | CreateHearingNotifier ()))
  | 
  |   | CreateShotNotifier ()))
  | 
  |   | CreateVisionNotifier ()))
  | 
  |   | damageComponentsOnDamage (float damage, vector hitLocation, vector momentum, class<DamageType> damageType)
  | 
  |   | damageComponentsOnIncreaseHealth (float quantity)
  | 
  |   | damageComponentsPostTakeDamage (float damage, vector hitLocation, vector momentum, class<DamageType> damageType, optional float projectileFactor))
  | 
  |   | deactivatePersonalShield ()))
  | 
  |   | Destroyed ()))
  | 
  |   | Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
  | 
  | string  | displayActorLabel (Actor t))
  | 
  |   | displayEnemiesList ()))
  | 
  |   | displayTyrionDebugHeader ()))
  | 
  |   | displayWorldSpaceDebug (HUD displayHUD)
  | 
  |   | DrawVisionCone (HUD DrawTarget))
  | 
  | bool  | EffectIsLooping (String effect))
  | 
  |   | enumSquadInfo (Engine.LevelInfo l, out Array<SquadInfo> s))
  | 
  |   | enumTeamInfo (Engine.LevelInfo l, out Array<TeamInfo> s))
  | 
  | IFiringMotor  | firingMotor ()))
  | 
  |   | generateAISpeechEvents (Rook attackerRook ))
  | 
  | AlertnessLevels  | getAlertnessLevel ()))
  | 
  | Character  | getControllingCharacter ()))
  | 
  | TeamInfo  | getControllingCharacterTeam ()))
  | 
  | float  | GetDamageComponentThresholdRange ()))
  | 
  | Name  | getKillerLabel ()))
  | 
  | Vector  | GetObjectiveLocation ()))
  | 
  | Material  | GetOverlayMaterial (int Index))
  | 
  | class  | GetRadarInfoClass ()))
  | 
  | float  | getTeamDamagePercentage ()))
  | 
  | Name  | getTeamLabel ()))
  | 
  | Vector  | groundPredictedLocation (float t)
  | 
  |   | IncreaseHealth (float quantity))
  | 
  | bool  | isFriendly (Rook otherGuy))
  | 
  | bool  | IsInVisionCone (Actor Other, float SightRadius)
  | 
  |   | OnEffectInitialized (Actor effect))
  | 
  |   | OnEffectStarted (Actor effect))
  | 
  |   | OnEffectStopped (Actor effect, bool completed))
  | 
  |   | OnShotFired (Projectile projectile ))
  | 
  |   | onTeamChange ()))
  | 
  | bool  | personalShieldActive ()))
  | 
  | bool  | PlayEffect (String effect, optional String tag, optional Actor other, optional Material material, optional Vector location, optional Rotator rotator))
  | 
  |   | PostBeginPlay ()))
  | 
  |   | PostNetBeginPlay ()))
  | 
  |   | PostNetReceive ()))
  | 
  |   | PostTakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor))
  | 
  |   | PreBeginPlay ()))
  | 
  |   | PrecacheDamageComponents (LevelInfo Level, class<Rook> RookClass))
  | 
  | Vector  | predictedLocation (float t)
  | 
  |   | ProcessBurnDamage (float delta))
  | 
  |   | ProcessRepair (float delta))
  | 
  |   | RegisterHearingNotification (IHearingNotification Registrant))
  | 
  |   | RegisterShotNotification (IShotNotification Registrant))
  | 
  |   | RegisterVisionNotification (IVisionNotification Registrant))
  | 
  |   | removeFlameDamage ()))
  | 
  |   | removeRepairFromDeployable (float accumulationScale))
  | 
  |   | removeRepairFromPack (float accumulationScale, Character repairer))
  | 
  |   | resetPersonalShield ()))
  | 
  |   | setAlertnessLevel (AlertnessLevels alertness))
  | 
  |   | setLimitedTimeLODActivation (int ticksToKeepActivated ))
  | 
  |   | setSquad (SquadInfo squad))
  | 
  |   | setTeam (TeamInfo info))
  | 
  | bool  | ShouldBeMarked (PlayerCharacterController pcc))
  | 
  | SquadInfo  | squad ()))
  | 
  |   | squadCleanupOnDeath (Pawn InstigatedBy, class<DamageType> damageType, vector HitLocation ))
  | 
  | bool  | StartLoopingEffect (String effect, optional String tag, optional Actor other, optional Material material, optional Vector location, optional Rotator rotator))
  | 
  | bool  | StopEffect (String effect))
  | 
  | bool  | StopLoopingEffect (String effect))
  | 
  | TeamInfo  | team ()))
  | 
  |   | UnregisterHearingNotification (IHearingNotification Registrant))
  | 
  |   | UnregisterShotNotification (IShotNotification Registrant))
  | 
  |   | UnregisterVisionNotification (IVisionNotification Registrant))
  | 
  |   | updateHavokCollisionFilter ()
  | 
  |   | updatePastPositions (float deltaSeconds)
  | 
  |   | UpdatePrecacheRenderData ()))
  | 
	| 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