- Extends
- Rook
- Modifiers
- implements IFiringMotor native abstract notplaceable
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.Vehicle
Direct Known Subclasses:
Car, JointControlledAircraft
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 |
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 |
Enumerations Summary |
VehiclePositionType VP_DRIVER,
VP_GUNNER,
VP_LEFT_GUNNER,
VP_RIGHT_GUNNER,
VP_INVENTORY_STATION_ONE,
VP_INVENTORY_STATION_TWO,
VP_INVENTORY_STATION_THREE,
VP_INVENTORY_STATION_FOUR,
VP_NULL |
Structures Summary |
ClientOccupantEnterData controller, occupant, positionIndex, newData, flipFlop |
ClientPositionData occupant |
DesiredHavokState velocity, angularVelocity, position, rotation, ignoreRotation, newState |
ExitData offset, position |
VehicleEffect effectName, flag, observer |
VehicleEntryData radius, height, offset, primaryPosition, secondaryPositions, entryClass |
VehicleFlipTriggerData radius, height, offset |
VehiclePosition type, occupant, wantsToGetOut, hideOccupant, thirdPersonCamera, lookAtInheritPitch, toBePossessed, occupantControllerState, firstPersonCameraLocation, firstPersonWeaponLocation, enterAnimation, exitAnimation, occupiedAnimation, unoccupiedAnimation, oldOccupantWeapon, occupantRelativeLocation, occupantRelativeRotation, ManifestXPosition, ManifestYPosition, bNotLabelledInManifest, occupantConnection, occupantAnimation |
Functions Summary |
| | aboutToDie ()))
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| | aboutToSettleUpsideDown ()
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| | addEffect (name effectName, bool dynamicUpdate, out int effectIndex))
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| bool | aimAdjustViewRotation ()))
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| | altFire (optional bool fireOnce))
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| | applyOutput ()
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| | attachToVehicle (int positionIndex))
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| | BaseChange ()))
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| | BeginState ())) Dying |
| Actor | cameraTrace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent)
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| bool | canArmorOccupy (VehiclePositionType position, Character character))
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| bool | canArmourBeDriver (class<Armor> armour))
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| bool | canArmourBePassenger (class<Armor> armour))
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| bool | canBeRepairedBy (Rook otherGuy))
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| bool | canCharacterRespawnAt ()))
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| int | canOccupy (Character character, VehiclePositionType position, array<VehiclePositionType> secondaryPositions, out byte promptIndex))
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| bool | canSwitchPosition (int currentPositionIndex, byte selectedPosition))
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| bool | canTargetPoint (Vector targetLoc))
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| bool | cleanupAI ()))
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| | clientDriverLeave (Controller c, Character oldDriver))
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| | clientOccupantEnter (ClientOccupantEnterData data))
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| | collisionDamage (float magnitude))
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| | copyVehicleAIValuesToTurret (Rook turret ))
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| bool | customFiredEffectProcessing ()))
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| | Destroyed ()))
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| | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
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| | displayWorldSpaceDebug (HUD displayHUD))
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| | doCustomFiredEffectProcessing ()))
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| | drawActorCollision (Actor actor, HUD displayHUD, Color color))
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| bool | driverLeave (bool bForceLeave, int positionIndex))
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| | enableAbandonmentDestruction (float periodSeconds))
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| | EncroachedBy (actor Other ))
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| bool | EncroachingOn (Actor other))
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| vector | EyePosition ()))
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| | FaceRotation (rotator NewRotation, float DeltaTime ))
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| | finishedSpawnFromVehicleSpawnPoint ()))
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| | fire (optional bool fireOnce))
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| IFiringMotor | firingMotor ()))
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| bool | flip ()))
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| | forceNetDirty ()
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| | generateAIDeathSpeechEvents (int deadIndex ))
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| Vector | getAimLocation (Pawn target ))
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| | getAlternateAimAdjustStart (rotator cameraRotation, out vector newAimAdjustStart)
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| int | getAngle (byte lowByte, byte highByte)
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| int | getAvailablePositionIndex (int positionIndex, array<VehiclePositionType> secondaryPositions, Character character))
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| vector | getCameraLookAt (rotator cameraRotation, int positionIndex))
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| Character | getControllingCharacter ()))
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| InventoryStationAccess | getCorrespondingInventoryStation ()))
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| Character | getDriver ()))
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| Actor | getEffectsBaseActor ()))
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| float | getEnergy ()))
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| vector | getFirstPersonEquippableLocation (Equippable subject))
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| rotator | getFirstPersonEquippableRotation (Equippable subject))
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| byte | getHighByte (int angle)
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| String | GetHumanReadableName ()))
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| byte | getLowByte (int angle)
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| int | getMinorPositionEntryIndex (int positionIndex))
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| int | getOccupantPositionIndex (Character occupant))
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| TeamInfo | getOccupantTeam ()))
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| | getOut (VehiclePositionType type))
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| Material | GetOverlayMaterial (int Index))
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| Rook | getPhysicalAttachment ()))
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| int | getPositionIndex (VehiclePositionType position))
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| byte | getPositionPromptIndex (VehiclePositionType positionType))
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| vector | getProjectileSpawnLocation ()))
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| string | getPrompt (byte promptIndex))
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| int | getTargetPositionIndex (byte selectedPosition))
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| float | getTeamDamagePercentage ()))
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| Material | getTeamSkin ()))
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| | getThirdPersonEquippableAttachment (Equippable subject, out Rook attachTo, out name boneName))
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| InventoryStationAccess | getUnusedInventoryStation ()))
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| vector | getVehicleUseablePoint (int pointI))
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| Rotator | getViewRotationFromMotor ()))
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| Weapon | getWeapon ()))
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| | GraphData (string DataName, float DataValue)
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| bool | InGodMode ()))
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| | initDriverAI (int index ))
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| | initGunnerAI (int index ))
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| | initialiseEffects ()))
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| | initVehicleAI ()))
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| rotator | interpolateRotation (rotator current, rotator target, float rate, float deltaSeconds))
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| bool | isEffectCauserActive (int effectCauserIndex))
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| bool | isHavokCompletelyInitialised ()
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| bool | isInventoryPosition (VehiclePositionType positionType))
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| bool | isMajorPosition (VehiclePositionType type))
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| bool | isOccupant (Character character))
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| bool | isOccupied ()))
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| bool | isSettledUpsideDown ()))
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| bool | isUpright ()))
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| bool | needToPushStateToClient ()))
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| | occupantEnter (Character p, int positionIndex))
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| | occupantEnterAnimationProcessing (int positionIndex))
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| | occupantLeaveAnimationProcessing (int positionIndex))
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| | occupantSwitchPosition (Character occupant, int targetPositionIndex))
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| | onShotFiredNotification ()))
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| | otherClientOccupantEnter (int positionI))
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| | otherClientOccupantLeave (int positionI, Character oldOccupant))
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| int | packPitchAndYaw (rotator pitchAndYaw))
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| | performFlip ()
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| | PlayDying (class<DamageType> DamageType, vector HitLoc))
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| | playerMoveProcessing (float deltaTime))
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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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| | PrecacheVehicleMeshes (LevelInfo Level, class<Vehicle> VehicleClass))
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| | processInput ()
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| | pushStateToClient ()
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| | releaseAltFire ()))
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| | releaseFire ()))
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| | rematchGoals ()))
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| | setFirePressed (Equippable e, bool pressed))
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| | setSkin (Material skin))
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| | setTeam (TeamInfo newTeam))
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| | settledUpsideDownChanged ()
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| bool | shouldFire (Equippable e))
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| bool | ShouldProjectileHit (Actor projInstigator))
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| | showPhysicsDebug (bool show)
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| | spawnCharacter (Character character))
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| bool | specialCalcView (out actor viewActor, out vector cameraLocation, out rotator cameraRotation))
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| bool | specialCalcViewProcessing (out actor viewActor, out vector cameraLocation, out rotator cameraRotation, int positionIndex))
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| | startedSpawnFromVehicleSpawnPoint ()))
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| | switchClass (class<Vehicle> switchClass))
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| | switchPosition (int currentPositionIndex, byte selectedPosition))
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| | tick (float deltaSeconds))
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| | Timer ())) Dying |
| | toggleShowPhysicsDebug ()))
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| bool | tryToDrive (Character character))
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| int | tryToOccupy (Character character, VehiclePositionType position, array<VehiclePositionType> secondaryPositions))
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| rotator | unpackPitchAndYaw (int pitchAndYaw))
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| | UnPossessed ()))
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| | updateDynamicEffectStates ()
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| | updateEffectsStates ()))
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| | UpdatePrecacheRenderData ()))
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| | updateTeamSkin ()))
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| | useEnergy (float amount))
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| | vehicleCeaseFire ()))
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| | vehicleFire ()))
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| | VehicleStateReceived ()))
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| bool | vehicleTrace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional vector Extent)
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| Actor | vehicleTransitionTrace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart)
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| | VehicleUpdateParams ()))
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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 |
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 |
CANNOT_STEAL_VEHICLE_PROMPT_INDEX Source code
const CANNOT_STEAL_VEHICLE_PROMPT_INDEX = 8;
const DRIVER_PROMPT_INDEX = 0;
ENEMY_INVENTORY_STATION_PROMPT_INDEX Source code
const ENEMY_INVENTORY_STATION_PROMPT_INDEX = 10;
ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX Source code
const ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX = 9;
const FLIP_PROMPT_INDEX = 7;
FULL_VEHICLE_PROMPT_INDEX Source code
const FULL_VEHICLE_PROMPT_INDEX = 5;
const GUNNER_PROMPT_INDEX = 1;
HEAVY_ATTEMPT_TO_PILOT Source code
const HEAVY_ATTEMPT_TO_PILOT = 11;
INVENTORY_STATION_PROMPT_INDEX Source code
const INVENTORY_STATION_PROMPT_INDEX = 4;
LEFT_GUNNER_PROMPT_INDEX Source code
const LEFT_GUNNER_PROMPT_INDEX = 2;
MAXIMUM_NUMBER_POSITIONS Source code
const MAXIMUM_NUMBER_POSITIONS = 10;
NUMBER_MINOR_ENTRY_SIGNALS Source code
const NUMBER_MINOR_ENTRY_SIGNALS = 4;
RIGHT_GUNNER_PROMPT_INDEX Source code
const RIGHT_GUNNER_PROMPT_INDEX = 3;
VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX Source code
const VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX = 6;
abandonmentDestruction Source code
var bool abandonmentDestruction;
abandonmentDestructionPeriod Source code
var private float abandonmentDestructionPeriod;
animationFinishThenLoop Source code
var array<Name> animationFinishThenLoop;
var bool bCanBeStolen;
var bool bFlipping;
var bool bGodMode;
var bool bHasBeenOccupied;
var bool bInvincible;
var bool bSettledUpsideDown;
var bool bShowPhysicsDebug;
var
Vector cachedCameraLocation;
clientPositions[MAXIMUM_NUMBER_POSITIONS] Source code
cornerSlowDownDistance Source code
var float cornerSlowDownDistance;
cornerSlowDownMinimumCosAngle Source code
var float cornerSlowDownMinimumCosAngle;
cornerSlowDownSpeedCoefficient Source code
var float cornerSlowDownSpeedCoefficient;
currentAbandonmentDuration Source code
var private float currentAbandonmentDuration;
currentDesiredHavokState Source code
var
class<
Vehicle> currentSwitchClass;
var bool dampingPlusEnabled;
var float dampingPlusNegativeZ;
var float dampingPlusPositiveZ;
var float dampingPlusXY;
distanceToMaximumDurationScale Source code
var float distanceToMaximumDurationScale;
var bool DiveInput;
var float drivePitchCoefficient;
var int driverIndex;
var float driveYawCoefficient;
engineIdlingEffectIndex Source code
var int engineIdlingEffectIndex;
var float flipRotateTime;
var float flipRotationTimeOut;
var float lastStateReceiveTime;
localClientPositions[MAXIMUM_NUMBER_POSITIONS] Source code
var
vector localMoveDestination;
loseInitialInvincibilityTime Source code
var float loseInitialInvincibilityTime;
maximumNextNetUpdateTime Source code
var float maximumNextNetUpdateTime;
minimumObstacleLookAhead Source code
var float minimumObstacleLookAhead;
minorPositionEntrySignals[NUMBER_MINOR_ENTRY_SIGNALS] Source code
obstacleLookAheadVeloocityScale Source code
var float obstacleLookAheadVeloocityScale;
var transient noexport private const int padding[8];
var bool retriggerEffectEvents;
var bool spawning;
var bool stopForEnemies;
var float StrafeInput;
var int strafeLeftEffectIndex;
strafeLeftOrThrustEffectIndex Source code
var int strafeLeftOrThrustEffectIndex;
strafeRightEffectIndex Source code
var int strafeRightEffectIndex;
strafeRightOrThrustEffectIndex Source code
var int strafeRightOrThrustEffectIndex;
throttleBackEffectIndex Source code
var int throttleBackEffectIndex;
throttleForwardEffectIndex Source code
var int throttleForwardEffectIndex;
throttleForwardOrThrustEffectIndex Source code
var int throttleForwardOrThrustEffectIndex;
var float ThrottleInput;
var int thrustingEffectIndex;
var float ThrustInput;
ClientSidePhysics
clientInterpolationPeriod Source code
var(ClientSidePhysics) float clientInterpolationPeriod;
clientInterpolationSnapDistance Source code
var(ClientSidePhysics) float clientInterpolationSnapDistance;
Vehicle
bCollisionDamageEnabled Source code
var(
Vehicle)
bool bCollisionDamageEnabled;
bDisablePositionSwitching Source code
var(
Vehicle)
bool bDisablePositionSwitching;
var(
Vehicle)
bool bVehicleCameraTrace;
clientInterpolationHard Source code
var(
Vehicle)
bool clientInterpolationHard;
collisionDamageMagnitudeScale Source code
var(
Vehicle)
float collisionDamageMagnitudeScale;
CrushingDamageTypeClass Source code
var(
Vehicle)
bool customInertiaTensor;
customInertiaTensorDiagonal Source code
destroyedExplosionClass Source code
destructionObjectClass Source code
var(
Vehicle)
int driverMaximumPitch;
var(
Vehicle)
int driverMinimumPitch;
flipMaximumRotationDuration Source code
var(
Vehicle)
float flipMaximumRotationDuration;
var(
Vehicle)
float flipPushUpDuration;
var(
Vehicle)
float flipPushUpImpulse;
var(
Vehicle)
float flipRotationDamping;
var(
Vehicle)
float flipRotationStrength;
initialInvincibilityDuration Source code
var(
Vehicle)
float initialInvincibilityDuration;
inverseCosUprightAngle Source code
var(
Vehicle)
float inverseCosUprightAngle;
var(
Vehicle) localized
string localizedName;
ManifestLayoutMaterial Source code
maximumNetUpdateInterval Source code
var(
Vehicle)
float maximumNetUpdateInterval;
minimumCollisionDamageMagnitude Source code
var(
Vehicle)
float minimumCollisionDamageMagnitude;
settledUpsideDownCosAngle Source code
var(
Vehicle)
float settledUpsideDownCosAngle;
settledUpsideDownSpeed Source code
var(
Vehicle)
float settledUpsideDownSpeed;
var(
Vehicle)
float stayUprightDamping;
var(
Vehicle)
bool stayUprightEnabled;
var(
Vehicle)
float stayUprightStrength;
var(
Vehicle)
float TPCameraDistance;
vehicleCameraTraceExtents Source code
velocityInheritOnExitScale Source code
var(
Vehicle)
float velocityInheritOnExitScale;
var(
Vehicle)
float waterDamagePerSecond;
VehiclePrompts
var(VehiclePrompts) localized string cannotStealPrompt;
var(VehiclePrompts) localized string driverPrompt;
enemyInventoryStationPrompt Source code
var(VehiclePrompts) localized string enemyInventoryStationPrompt;
var(VehiclePrompts) localized string enemyOccupiedPrompt;
var(VehiclePrompts) localized string flipPrompt;
var(VehiclePrompts) localized string fullVehiclePrompt;
var(VehiclePrompts) localized string gunnerPrompt;
var(VehiclePrompts) localized string heavyAttemptedToPilot;
heavyAttemptedToPilotSwitchPromptDuration Source code
var(VehiclePrompts) float heavyAttemptedToPilotSwitchPromptDuration;
inventoryStationPrompt Source code
var(VehiclePrompts) localized string inventoryStationPrompt;
var(VehiclePrompts) localized string leftGunnerPrompt;
var(VehiclePrompts) localized string rightGunnerPrompt;
vehicleProhibitedObjectPrompt Source code
var(VehiclePrompts) localized string vehicleProhibitedObjectPrompt;
enum
VehiclePositionType
{
VP_DRIVER,
VP_GUNNER,
VP_LEFT_GUNNER,
VP_RIGHT_GUNNER,
VP_INVENTORY_STATION_ONE,
VP_INVENTORY_STATION_TWO,
VP_INVENTORY_STATION_THREE,
VP_INVENTORY_STATION_FOUR,
VP_NULL
};
ClientOccupantEnterData Source code
VehicleFlipTriggerData Source code
struct
VehiclePosition
{
var(Vehicle) bool bNotLabelledInManifest;
var name enterAnimation;
var name exitAnimation;
var vector firstPersonCameraLocation;
var vector firstPersonWeaponLocation;
var bool hideOccupant;
var bool lookAtInheritPitch;
var(Vehicle) int ManifestXPosition;
var(Vehicle) int ManifestYPosition;
var Character occupant;
var(Vehicle) name occupantAnimation;
var name occupantConnection;
var name occupantControllerState;
var vector occupantRelativeLocation;
var rotator occupantRelativeRotation;
var name occupiedAnimation;
var weapon oldOccupantWeapon;
var bool thirdPersonCamera;
var Rook toBePossessed;
var VehiclePositionType type;
var name unoccupiedAnimation;
var bool wantsToGetOut;
};
function aboutToDie ( ) )
aboutToSettleUpsideDown Source code
function aboutToSettleUpsideDown ( )
simulated function addEffect ( name effectName, bool dynamicUpdate, out int effectIndex) )
function bool aimAdjustViewRotation ( ) )
function altFire ( optional bool fireOnce) )
simulated function applyOutput ( )
simulated function attachToVehicle ( int positionIndex) )
singular event BaseChange ( ) )
simulated function BeginState ( ) )
native
function Actor cameraTrace ( out
vector HitLocation, out
vector HitNormal,
vector TraceEnd, optional
vector TraceStart,
optional
bool bTraceActors, optional
vector Extent )
simulated
function bool canArmourBeDriver (
class<
Armor> armour) )
simulated
function bool canArmourBePassenger (
class<
Armor> armour) )
simulated
function bool canBeRepairedBy (
Rook otherGuy) )
simulated function bool canCharacterRespawnAt ( ) )
function bool canSwitchPosition ( int currentPositionIndex, byte selectedPosition) )
function bool canTargetPoint (
Vector targetLoc) )
event bool cleanupAI ( ) )
simulated event collisionDamage ( float magnitude) )
copyVehicleAIValuesToTurret Source code
function copyVehicleAIValuesToTurret (
Rook turret ) )
customFiredEffectProcessing Source code
simulated function bool customFiredEffectProcessing ( ) )
simulated function Destroyed ( ) )
simulated
function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
displayWorldSpaceDebug Source code
function displayWorldSpaceDebug (
HUD displayHUD) )
doCustomFiredEffectProcessing Source code
simulated function doCustomFiredEffectProcessing ( ) )
function bool driverLeave ( bool bForceLeave, int positionIndex) )
enableAbandonmentDestruction Source code
function enableAbandonmentDestruction ( float periodSeconds) )
event EncroachedBy (
actor Other ) )
event
bool EncroachingOn (
Actor other) )
simulated
function vector EyePosition ( ) )
simulated
function FaceRotation (
rotator NewRotation,
float DeltaTime ) )
finishedSpawnFromVehicleSpawnPoint Source code
simulated function finishedSpawnFromVehicleSpawnPoint ( ) )
simulated function fire ( optional bool fireOnce) )
function bool flip ( ) )
native function forceNetDirty ( )
generateAIDeathSpeechEvents Source code
function generateAIDeathSpeechEvents ( int deadIndex ) )
getAlternateAimAdjustStart Source code
simulated
function getAlternateAimAdjustStart (
rotator cameraRotation, out
vector newAimAdjustStart )
simulated native function int getAngle ( byte lowByte, byte highByte )
getAvailablePositionIndex Source code
simulated
function vector getCameraLookAt (
rotator cameraRotation,
int positionIndex) )
getControllingCharacter Source code
simulated
function Character getControllingCharacter ( ) )
getCorrespondingInventoryStation Source code
simulated
function Actor getEffectsBaseActor ( ) )
function float getEnergy ( ) )
getFirstPersonEquippableLocation Source code
simulated
function vector getFirstPersonEquippableLocation (
Equippable subject) )
getFirstPersonEquippableRotation Source code
simulated native function byte getHighByte ( int angle )
simulated function String GetHumanReadableName ( ) )
simulated native function byte getLowByte ( int angle )
getMinorPositionEntryIndex Source code
function int getMinorPositionEntryIndex ( int positionIndex) )
getOccupantPositionIndex Source code
function int getOccupantPositionIndex (
Character occupant) )
simulated
function TeamInfo getOccupantTeam ( ) )
simulated
function Material GetOverlayMaterial (
int Index) )
function Rook getPhysicalAttachment ( ) )
getPositionPromptIndex Source code
getProjectileSpawnLocation Source code
function vector getProjectileSpawnLocation ( ) )
static function string getPrompt ( byte promptIndex) )
getTargetPositionIndex Source code
simulated function int getTargetPositionIndex ( byte selectedPosition) )
getTeamDamagePercentage Source code
function float getTeamDamagePercentage ( ) )
simulated
function Material getTeamSkin ( ) )
getThirdPersonEquippableAttachment Source code
simulated
function getThirdPersonEquippableAttachment (
Equippable subject, out
Rook attachTo, out
name boneName) )
getUnusedInventoryStation Source code
getVehicleUseablePoint Source code
simulated
function vector getVehicleUseablePoint (
int pointI) )
getViewRotationFromMotor Source code
simulated event
Rotator getViewRotationFromMotor ( ) )
function Weapon getWeapon ( ) )
native final function GraphData ( string DataName, float DataValue )
function bool InGodMode ( ) )
function initDriverAI ( int index ) )
function initGunnerAI ( int index ) )
simulated function initialiseEffects ( ) )
function initVehicleAI ( ) )
static
function rotator interpolateRotation (
rotator current,
rotator target,
float rate,
float deltaSeconds) )
simulated function bool isEffectCauserActive ( int effectCauserIndex) )
isHavokCompletelyInitialised Source code
native function bool isHavokCompletelyInitialised ( )
simulated function bool isOccupied ( ) )
simulated function bool isSettledUpsideDown ( ) )
simulated event bool isUpright ( ) )
needToPushStateToClient Source code
function bool needToPushStateToClient ( ) )
function occupantEnter (
Character p,
int positionIndex) )
occupantEnterAnimationProcessing Source code
function occupantEnterAnimationProcessing ( int positionIndex) )
occupantLeaveAnimationProcessing Source code
function occupantLeaveAnimationProcessing ( int positionIndex) )
occupantSwitchPosition Source code
function occupantSwitchPosition (
Character occupant,
int targetPositionIndex) )
onShotFiredNotification Source code
function onShotFiredNotification ( ) )
otherClientOccupantEnter Source code
simulated function otherClientOccupantEnter ( int positionI) )
otherClientOccupantLeave Source code
simulated
function otherClientOccupantLeave (
int positionI,
Character oldOccupant) )
static
function int packPitchAndYaw (
rotator pitchAndYaw) )
native function performFlip ( )
simulated function playerMoveProcessing ( float deltaTime) )
simulated function PostBeginPlay ( ) )
function PostLoadGame ( ) )
simulated event PostNetBeginPlay ( ) )
simulated function postNetReceive ( ) )
static simulated
function PrecacheVehicleMeshes (
LevelInfo Level,
class<
Vehicle> VehicleClass) )
function processInput ( )
function pushStateToClient ( )
function releaseAltFire ( ) )
function releaseFire ( ) )
function rematchGoals ( ) )
function setFirePressed (
Equippable e,
bool pressed) )
simulated
function setSkin (
Material skin) )
simulated
function setTeam (
TeamInfo newTeam) )
settledUpsideDownChanged Source code
function settledUpsideDownChanged ( )
simulated event
bool ShouldProjectileHit (
Actor projInstigator) )
function showPhysicsDebug ( bool show )
simulated
function bool specialCalcView ( out
actor viewActor, out
vector cameraLocation, out
rotator cameraRotation) )
specialCalcViewProcessing Source code
simulated
function bool specialCalcViewProcessing ( out
actor viewActor, out
vector cameraLocation,
out
rotator cameraRotation,
int positionIndex) )
startedSpawnFromVehicleSpawnPoint Source code
simulated function startedSpawnFromVehicleSpawnPoint ( ) )
simulated
function switchClass (
class<
Vehicle> switchClass) )
function switchPosition ( int currentPositionIndex, byte selectedPosition) )
simulated event tick ( float deltaSeconds) )
simulated
function Timer ( ) )
toggleShowPhysicsDebug Source code
function toggleShowPhysicsDebug ( ) )
static
function rotator unpackPitchAndYaw (
int pitchAndYaw) )
function UnPossessed ( ) )
updateDynamicEffectStates Source code
simulated function updateDynamicEffectStates ( )
simulated function updateEffectsStates ( ) )
UpdatePrecacheRenderData Source code
simulated function UpdatePrecacheRenderData ( ) )
simulated function updateTeamSkin ( ) )
function useEnergy ( float amount) )
simulated function vehicleCeaseFire ( ) )
simulated function vehicleFire ( ) )
simulated event VehicleStateReceived ( ) )
native
function bool vehicleTrace ( out
vector HitLocation, out
vector HitNormal,
vector TraceEnd, optional
vector TraceStart,
optional
vector Extent )
vehicleTransitionTrace Source code
simulated event VehicleUpdateParams ( ) )
defaultproperties
{
bEdShouldSnap=True
bStatic=False
bShadowCast=False
bCollideActors=True
bCollideWorld=False
bProjTarget=True
bBlockActors=True
bBlockNonZeroExtentTraces=True
bBlockZeroExtentTraces=True
bBlockPlayers=True
bWorldGeometry=False
bBlockKarma=True
CollisionHeight=+000001.000000
CollisionRadius=+000001.000000
bAcceptsProjectors=False
bCanBeBaseForPawns=True
bAlwaysRelevant=false
RemoteRole=ROLE_SimulatedProxy
bNetInitialRotation=true
bUseCompressedPosition=false
bSpecialCalcView=true
playerControllerState = "TribesPlayerDriving"
cameraDistance=1000
TPCameraLookat=(X=100,Y=0,Z=100)
TPCameraDistance=600
exits(0)=(offset=(X=0,Y=300,Z=100))
exits(1)=(offset=(X=0,Y=-300,Z=100))
bShowPhysicsDebug=false
entries(0)=(radius=200,height=200,offset=(X=0,Y=250,Z=150))
entries(1)=(radius=200,height=200,offset=(X=0,Y=-250,Z=150))
bActorShadows=true
ShadowLightDistance = 2000
MaxShadowTraceDistance = 800
bNetNotify=true
maximumNetUpdateInterval=0.5
bRotateToDesired = false
bUpdateSimulatedPosition = false
bReplicateMovement = true
AI_LOD_Level = AILOD_MINIMAL
motorClass = class'VehicleMotor'
minimumObstacleLookAhead = 600
obstacleLookAheadVeloocityScale = 1
distanceToMaximumDurationScale = 0.005
cornerSlowDownDistance = 2000
cornerSlowDownMinimumCosAngle = -0.5
cornerSlowDownSpeedCoefficient = 10
abandonmentDestruction = false
currentAbandonmentDuration = 0
Physics = PHYS_Havok
TopSpeed = 2000
minimumCollisionDamageMagnitude = 100
collisionDamageMagnitudeScale = 0.0025
flipRotationStrength = 4
flipRotationDamping = 0.9
flipPushUpImpulse = 170000
flipPushUpDuration = 0.5
bCollisionDamageEnabled = true
healthModifier = 1
bCanBeStolen = true
driverPrompt = "**enter driver position"
gunnerPrompt = "**enter gunner position"
leftGunnerPrompt = "**enter left gunner position"
rightGunnerPrompt = "**enter right gunner position"
inventoryStationPrompt = "**enter inventory station position"
fullVehiclePrompt = "**vehicle is full"
vehicleProhibitedObjectPrompt = "you cannot enter a vehicle carrying fuel, flags or balls"
flipPrompt = "press <USE> to flip the vehicle"
cannotStealPrompt = "you cannot steal an enemy vehicle before it has been driven off the vehicle spawn"
enemyOccupiedPrompt = "you cannot enter a vehicle that is occupied by the enemy"
enemyInventoryStationPrompt = "you cannot use enemy base objects"
heavyAttemptedToPilot = "you can't pilot a vehicle when in heavy armour"
teamSpecificHavokCollisionFiltering = true
initialInvincibilityDuration = 6
invicibilityMaterial = Shader'FX.ScreenShader'
settledUpsideDownCosAngle = -0.1
settledUpsideDownSpeed = 50
velocityInheritOnExitScale = 1
waterDamagePerSecond = 10
stopForEnemies = true
bOwnerNoSee = false
bNeedPostRenderCallback = true
driveYawCoefficient = 0.05
drivePitchCoefficient = 0.05
clientInterpolationSnapDistance = 150
clientInterpolationPeriod = 0.2
flipMaximumRotationDuration = 3
heavyAttemptedToPilotSwitchPromptDuration = 3
driverMinimumPitch = -16202
driverMaximumPitch = 16202
bIsVehicle = true
vehicleCameraTraceExtents = (X=60,Y=60,Z=60)
inverseCosUprightAngle = 0.6
} |
Creation time: st 23.5.2018 00:10:38.896 - Created with
UnCodeX