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Gameplay.Vehicle

Extends
Rook
Modifiers
implements IFiringMotor native abstract notplaceable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Gameplay.Rook
         |   
         +-- Gameplay.Vehicle

Direct Known Subclasses:

Car, JointControlledAircraft

Constants Summary
CANNOT_STEAL_VEHICLE_PROMPT_INDEX=8
DRIVER_PROMPT_INDEX=0
ENEMY_INVENTORY_STATION_PROMPT_INDEX=10
ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX=9
FLIP_PROMPT_INDEX=7
FULL_VEHICLE_PROMPT_INDEX=5
GUNNER_PROMPT_INDEX=1
HEAVY_ATTEMPT_TO_PILOT=11
INVENTORY_STATION_PROMPT_INDEX=4
LEFT_GUNNER_PROMPT_INDEX=2
MAXIMUM_NUMBER_POSITIONS=10
NUMBER_MINOR_ENTRY_SIGNALS=4
RIGHT_GUNNER_PROMPT_INDEX=3
VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX=6
Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
boolabandonmentDestruction
floatabandonmentDestructionPeriod
array<Name>animationFinishThenLoop
boolbCanBeStolen
boolbFlipping
boolbGodMode
boolbHasBeenOccupied
boolbInvincible
boolbSettledUpsideDown
boolbShowPhysicsDebug
VectorcachedCameraLocation
ClientPositionDataclientPositions[MAXIMUM_NUMBER_POSITIONS]
floatcornerSlowDownDistance
floatcornerSlowDownMinimumCosAngle
floatcornerSlowDownSpeedCoefficient
floatcurrentAbandonmentDuration
DesiredHavokStatecurrentDesiredHavokState
class<Vehicle>currentSwitchClass
booldampingPlusEnabled
floatdampingPlusNegativeZ
floatdampingPlusPositiveZ
floatdampingPlusXY
floatdistanceToMaximumDurationScale
boolDiveInput
floatdrivePitchCoefficient
intdriverIndex
WeapondriverWeapon
floatdriveYawCoefficient
array<VehicleEffect>effects
intengineIdlingEffectIndex
floatflipRotateTime
floatflipRotationTimeOut
TeamInfolastOccupantTeam
floatlastStateReceiveTime
ClientPositionDatalocalClientPositions[MAXIMUM_NUMBER_POSITIONS]
vectorlocalMoveDestination
TeamInfolocalTeam
floatloseInitialInvincibilityTime
floatmaximumNextNetUpdateTime
floatminimumObstacleLookAhead
ClientOccupantEnterDataminorPositionEntrySignals[NUMBER_MINOR_ENTRY_SIGNALS]
VehicleMotormotor
class<VehicleMotor>motorClass
floatobstacleLookAheadVeloocityScale
intpadding[8]
boolretriggerEffectEvents
rotatorRotationInput
boolspawning
boolstopForEnemies
floatStrafeInput
intstrafeLeftEffectIndex
intstrafeLeftOrThrustEffectIndex
intstrafeRightEffectIndex
intstrafeRightOrThrustEffectIndex
intthrottleBackEffectIndex
intthrottleForwardEffectIndex
intthrottleForwardOrThrustEffectIndex
floatThrottleInput
intthrustingEffectIndex
floatThrustInput
array<VehicleEntry>vehicleEntries
array<VehicleFlipTrigger>vehicleFlipTriggers
ClientSidePhysics
floatclientInterpolationPeriod
floatclientInterpolationSnapDistance
Vehicle
boolbCollisionDamageEnabled
boolbDisablePositionSwitching
boolbDrawDriverInTP
boolbVehicleCameraTrace
floatcameraDistance
boolclientInterpolationHard
floatcollisionDamageMagnitudeScale
class<MovementCrushingDamageType>CrushingDamageTypeClass
boolcustomInertiaTensor
vectorcustomInertiaTensorDiagonal
class<Explosion>destroyedExplosionClass
class<DynamicObject>destructionObjectClass
array<VehiclePositionType>doNotEjectOnFlip
intdriverMaximumPitch
intdriverMinimumPitch
class<Weapon>driverWeaponClass
array<VehicleEntryData>entries
array<ExitData>exits
floatflipMaximumRotationDuration
floatflipPushUpDuration
floatflipPushUpImpulse
floatflipRotationDamping
floatflipRotationStrength
array<VehicleFlipTriggerData>flipTriggers
floathealthModifier
floatinitialInvincibilityDuration
floatinverseCosUprightAngle
MaterialinvicibilityMaterial
stringlocalizedName
MaterialManifestLayoutMaterial
floatmaximumNetUpdateInterval
floatminimumCollisionDamageMagnitude
array<VehiclePosition>positions
namerootBone
floatsettledUpsideDownCosAngle
floatsettledUpsideDownSpeed
floatstayUprightDamping
boolstayUprightEnabled
floatstayUprightStrength
floatTopSpeed
floatTPCameraDistance
vectorTPCameraLookAt
vectorvehicleCameraTraceExtents
floatvelocityInheritOnExitScale
floatwaterDamagePerSecond
VehiclePrompts
stringcannotStealPrompt
stringdriverPrompt
stringenemyInventoryStationPrompt
stringenemyOccupiedPrompt
stringflipPrompt
stringfullVehiclePrompt
stringgunnerPrompt
stringheavyAttemptedToPilot
floatheavyAttemptedToPilotSwitchPromptDuration
stringinventoryStationPrompt
stringleftGunnerPrompt
stringrightGunnerPrompt
stringvehicleProhibitedObjectPrompt
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
Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

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
Inherited Structures from Gameplay.Rook
DamageComponent
Inherited Structures from Engine.Pawn
HavokCharacterObjectInteractionEvent, HavokCharacterObjectInteractionResult

Functions Summary
function aboutToDie ()))
function aboutToSettleUpsideDown ()
function addEffect (name effectName, bool dynamicUpdate, out int effectIndex))
functionbool aimAdjustViewRotation ()))
function altFire (optional bool fireOnce))
function applyOutput ()
function attachToVehicle (int positionIndex))
event BaseChange ()))
function BeginState ()))
Dying
functionActor cameraTrace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent)
functionbool canArmorOccupy (VehiclePositionType position, Character character))
functionbool canArmourBeDriver (class<Armor> armour))
functionbool canArmourBePassenger (class<Armor> armour))
functionbool canBeRepairedBy (Rook otherGuy))
functionbool canCharacterRespawnAt ()))
functionint canOccupy (Character character, VehiclePositionType position, array<VehiclePositionType> secondaryPositions, out byte promptIndex))
functionbool canSwitchPosition (int currentPositionIndex, byte selectedPosition))
functionbool canTargetPoint (Vector targetLoc))
eventbool cleanupAI ()))
function clientDriverLeave (Controller c, Character oldDriver))
function clientOccupantEnter (ClientOccupantEnterData data))
event collisionDamage (float magnitude))
function copyVehicleAIValuesToTurret (Rook turret ))
functionbool customFiredEffectProcessing ()))
function Destroyed ()))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function displayWorldSpaceDebug (HUD displayHUD))
function doCustomFiredEffectProcessing ()))
function drawActorCollision (Actor actor, HUD displayHUD, Color color))
functionbool driverLeave (bool bForceLeave, int positionIndex))
function enableAbandonmentDestruction (float periodSeconds))
event EncroachedBy (actor Other ))
eventbool EncroachingOn (Actor other))
functionvector EyePosition ()))
function FaceRotation (rotator NewRotation, float DeltaTime ))
function finishedSpawnFromVehicleSpawnPoint ()))
function fire (optional bool fireOnce))
functionIFiringMotor firingMotor ()))
functionbool flip ()))
function forceNetDirty ()
function generateAIDeathSpeechEvents (int deadIndex ))
eventVector getAimLocation (Pawn target ))
function getAlternateAimAdjustStart (rotator cameraRotation, out vector newAimAdjustStart)
functionint getAngle (byte lowByte, byte highByte)
functionint getAvailablePositionIndex (int positionIndex, array<VehiclePositionType> secondaryPositions, Character character))
functionvector getCameraLookAt (rotator cameraRotation, int positionIndex))
functionCharacter getControllingCharacter ()))
functionInventoryStationAccess getCorrespondingInventoryStation ()))
functionCharacter getDriver ()))
functionActor getEffectsBaseActor ()))
functionfloat getEnergy ()))
functionvector getFirstPersonEquippableLocation (Equippable subject))
functionrotator getFirstPersonEquippableRotation (Equippable subject))
functionbyte getHighByte (int angle)
functionString GetHumanReadableName ()))
functionbyte getLowByte (int angle)
functionint getMinorPositionEntryIndex (int positionIndex))
functionint getOccupantPositionIndex (Character occupant))
functionTeamInfo getOccupantTeam ()))
function getOut (VehiclePositionType type))
functionMaterial GetOverlayMaterial (int Index))
functionRook getPhysicalAttachment ()))
functionint getPositionIndex (VehiclePositionType position))
functionbyte getPositionPromptIndex (VehiclePositionType positionType))
functionvector getProjectileSpawnLocation ()))
functionstring getPrompt (byte promptIndex))
functionint getTargetPositionIndex (byte selectedPosition))
functionfloat getTeamDamagePercentage ()))
functionMaterial getTeamSkin ()))
function getThirdPersonEquippableAttachment (Equippable subject, out Rook attachTo, out name boneName))
functionInventoryStationAccess getUnusedInventoryStation ()))
functionvector getVehicleUseablePoint (int pointI))
eventRotator getViewRotationFromMotor ()))
functionWeapon getWeapon ()))
function GraphData (string DataName, float DataValue)
functionbool InGodMode ()))
function initDriverAI (int index ))
function initGunnerAI (int index ))
function initialiseEffects ()))
function initVehicleAI ()))
functionrotator interpolateRotation (rotator current, rotator target, float rate, float deltaSeconds))
functionbool isEffectCauserActive (int effectCauserIndex))
functionbool isHavokCompletelyInitialised ()
functionbool isInventoryPosition (VehiclePositionType positionType))
functionbool isMajorPosition (VehiclePositionType type))
functionbool isOccupant (Character character))
functionbool isOccupied ()))
functionbool isSettledUpsideDown ()))
eventbool isUpright ()))
functionbool needToPushStateToClient ()))
function occupantEnter (Character p, int positionIndex))
function occupantEnterAnimationProcessing (int positionIndex))
function occupantLeaveAnimationProcessing (int positionIndex))
function occupantSwitchPosition (Character occupant, int targetPositionIndex))
function onShotFiredNotification ()))
function otherClientOccupantEnter (int positionI))
function otherClientOccupantLeave (int positionI, Character oldOccupant))
functionint packPitchAndYaw (rotator pitchAndYaw))
function performFlip ()
event PlayDying (class<DamageType> DamageType, vector HitLoc))
function playerMoveProcessing (float deltaTime))
function PostBeginPlay ()))
function PostLoadGame ()))
event PostNetBeginPlay ()))
function postNetReceive ()))
function PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor))
function PrecacheVehicleMeshes (LevelInfo Level, class<Vehicle> VehicleClass))
function processInput ()
function pushStateToClient ()
function releaseAltFire ()))
function releaseFire ()))
function rematchGoals ()))
function setFirePressed (Equippable e, bool pressed))
function setSkin (Material skin))
function setTeam (TeamInfo newTeam))
function settledUpsideDownChanged ()
functionbool shouldFire (Equippable e))
eventbool ShouldProjectileHit (Actor projInstigator))
function showPhysicsDebug (bool show)
function spawnCharacter (Character character))
functionbool specialCalcView (out actor viewActor, out vector cameraLocation, out rotator cameraRotation))
functionbool specialCalcViewProcessing (out actor viewActor, out vector cameraLocation, out rotator cameraRotation, int positionIndex))
function startedSpawnFromVehicleSpawnPoint ()))
function switchClass (class<Vehicle> switchClass))
function switchPosition (int currentPositionIndex, byte selectedPosition))
event tick (float deltaSeconds))
function Timer ()))
Dying
function toggleShowPhysicsDebug ()))
functionbool tryToDrive (Character character))
functionint tryToOccupy (Character character, VehiclePositionType position, array<VehiclePositionType> secondaryPositions))
functionrotator unpackPitchAndYaw (int pitchAndYaw))
function UnPossessed ()))
function updateDynamicEffectStates ()
function updateEffectsStates ()))
function UpdatePrecacheRenderData ()))
function updateTeamSkin ()))
function useEnergy (float amount))
function vehicleCeaseFire ()))
function vehicleFire ()))
event VehicleStateReceived ()))
functionbool vehicleTrace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional vector Extent)
functionActor vehicleTransitionTrace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart)
event VehicleUpdateParams ()))
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

States Summary
Dying Source code
state Dying
BeginState, Timer


Constants Detail

CANNOT_STEAL_VEHICLE_PROMPT_INDEX Source code

const CANNOT_STEAL_VEHICLE_PROMPT_INDEX = 8;

DRIVER_PROMPT_INDEX Source code

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;

FLIP_PROMPT_INDEX Source code

const FLIP_PROMPT_INDEX = 7;

FULL_VEHICLE_PROMPT_INDEX Source code

const FULL_VEHICLE_PROMPT_INDEX = 5;

GUNNER_PROMPT_INDEX Source code

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;


Variables Detail

abandonmentDestruction Source code

var bool abandonmentDestruction;

abandonmentDestructionPeriod Source code

var private float abandonmentDestructionPeriod;

animationFinishThenLoop Source code

var array<Name> animationFinishThenLoop;

bCanBeStolen Source code

var bool bCanBeStolen;

bFlipping Source code

var bool bFlipping;

bGodMode Source code

var bool bGodMode;

bHasBeenOccupied Source code

var bool bHasBeenOccupied;

bInvincible Source code

var bool bInvincible;

bSettledUpsideDown Source code

var bool bSettledUpsideDown;

bShowPhysicsDebug Source code

var bool bShowPhysicsDebug;

cachedCameraLocation Source code

var Vector cachedCameraLocation;

clientPositions[MAXIMUM_NUMBER_POSITIONS] Source code

var ClientPositionData clientPositions[MAXIMUM_NUMBER_POSITIONS];

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 DesiredHavokState currentDesiredHavokState;

currentSwitchClass Source code

var class<Vehicle> currentSwitchClass;

dampingPlusEnabled Source code

var bool dampingPlusEnabled;

dampingPlusNegativeZ Source code

var float dampingPlusNegativeZ;

dampingPlusPositiveZ Source code

var float dampingPlusPositiveZ;

dampingPlusXY Source code

var float dampingPlusXY;

distanceToMaximumDurationScale Source code

var float distanceToMaximumDurationScale;

DiveInput Source code

var bool DiveInput;

drivePitchCoefficient Source code

var float drivePitchCoefficient;

driverIndex Source code

var int driverIndex;

driverWeapon Source code

var Weapon driverWeapon;

driveYawCoefficient Source code

var float driveYawCoefficient;

effects Source code

var array<VehicleEffect> effects;

engineIdlingEffectIndex Source code

var int engineIdlingEffectIndex;

flipRotateTime Source code

var float flipRotateTime;

flipRotationTimeOut Source code

var float flipRotationTimeOut;

lastOccupantTeam Source code

var TeamInfo lastOccupantTeam;

lastStateReceiveTime Source code

var float lastStateReceiveTime;

localClientPositions[MAXIMUM_NUMBER_POSITIONS] Source code

var ClientPositionData localClientPositions[MAXIMUM_NUMBER_POSITIONS];

localMoveDestination Source code

var vector localMoveDestination;

localTeam Source code

var TeamInfo localTeam;

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

var ClientOccupantEnterData minorPositionEntrySignals[NUMBER_MINOR_ENTRY_SIGNALS];

motor Source code

var VehicleMotor motor;

motorClass Source code

var class<VehicleMotor> motorClass;

obstacleLookAheadVeloocityScale Source code

var float obstacleLookAheadVeloocityScale;

padding[8] Source code

var transient noexport private const int padding[8];

retriggerEffectEvents Source code

var bool retriggerEffectEvents;

RotationInput Source code

var rotator RotationInput;

spawning Source code

var bool spawning;

stopForEnemies Source code

var bool stopForEnemies;

StrafeInput Source code

var float StrafeInput;

strafeLeftEffectIndex Source code

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;

ThrottleInput Source code

var float ThrottleInput;

thrustingEffectIndex Source code

var int thrustingEffectIndex;

ThrustInput Source code

var float ThrustInput;

vehicleEntries Source code

var array<VehicleEntry> vehicleEntries;

vehicleFlipTriggers Source code

var array<VehicleFlipTrigger> vehicleFlipTriggers;

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;

bDrawDriverInTP Source code

var(Vehicle) bool bDrawDriverInTP;

bVehicleCameraTrace Source code

var(Vehicle) bool bVehicleCameraTrace;

cameraDistance Source code

var(Vehicle) float cameraDistance;

clientInterpolationHard Source code

var(Vehicle) bool clientInterpolationHard;

collisionDamageMagnitudeScale Source code

var(Vehicle) float collisionDamageMagnitudeScale;

CrushingDamageTypeClass Source code

var(Vehicle) class<MovementCrushingDamageType> CrushingDamageTypeClass;

customInertiaTensor Source code

var(Vehicle) bool customInertiaTensor;

customInertiaTensorDiagonal Source code

var(Vehicle) vector customInertiaTensorDiagonal;

destroyedExplosionClass Source code

var(Vehicle) class<Explosion> destroyedExplosionClass;

destructionObjectClass Source code

var(Vehicle) class<DynamicObject> destructionObjectClass;

doNotEjectOnFlip Source code

var(Vehicle) array<VehiclePositionType> doNotEjectOnFlip;

driverMaximumPitch Source code

var(Vehicle) int driverMaximumPitch;

driverMinimumPitch Source code

var(Vehicle) int driverMinimumPitch;

driverWeaponClass Source code

var(Vehicle) class<Weapon> driverWeaponClass;

entries Source code

var(Vehicle) array<VehicleEntryData> entries;

exits Source code

var(Vehicle) array<ExitData> exits;

flipMaximumRotationDuration Source code

var(Vehicle) float flipMaximumRotationDuration;

flipPushUpDuration Source code

var(Vehicle) float flipPushUpDuration;

flipPushUpImpulse Source code

var(Vehicle) float flipPushUpImpulse;

flipRotationDamping Source code

var(Vehicle) float flipRotationDamping;

flipRotationStrength Source code

var(Vehicle) float flipRotationStrength;

flipTriggers Source code

var(Vehicle) array<VehicleFlipTriggerData> flipTriggers;

healthModifier Source code

var(Vehicle) float healthModifier;

initialInvincibilityDuration Source code

var(Vehicle) float initialInvincibilityDuration;

inverseCosUprightAngle Source code

var(Vehicle) float inverseCosUprightAngle;

invicibilityMaterial Source code

var(Vehicle) Material invicibilityMaterial;

localizedName Source code

var(Vehicle) localized string localizedName;

ManifestLayoutMaterial Source code

var(Vehicle) Material ManifestLayoutMaterial;

maximumNetUpdateInterval Source code

var(Vehicle) float maximumNetUpdateInterval;

minimumCollisionDamageMagnitude Source code

var(Vehicle) float minimumCollisionDamageMagnitude;

positions Source code

var(Vehicle) array<VehiclePosition> positions;

rootBone Source code

var(Vehicle) name rootBone;

settledUpsideDownCosAngle Source code

var(Vehicle) float settledUpsideDownCosAngle;

settledUpsideDownSpeed Source code

var(Vehicle) float settledUpsideDownSpeed;

stayUprightDamping Source code

var(Vehicle) float stayUprightDamping;

stayUprightEnabled Source code

var(Vehicle) bool stayUprightEnabled;

stayUprightStrength Source code

var(Vehicle) float stayUprightStrength;

TopSpeed Source code

var(Vehicle) float TopSpeed;

TPCameraDistance Source code

var(Vehicle) float TPCameraDistance;

TPCameraLookAt Source code

var(Vehicle) vector TPCameraLookAt;

vehicleCameraTraceExtents Source code

var(Vehicle) vector vehicleCameraTraceExtents;

velocityInheritOnExitScale Source code

var(Vehicle) float velocityInheritOnExitScale;
scales how much of the vehicle's velocity the player inherits when exiting

waterDamagePerSecond Source code

var(Vehicle) float waterDamagePerSecond;

VehiclePrompts

cannotStealPrompt Source code

var(VehiclePrompts) localized string cannotStealPrompt;

driverPrompt Source code

var(VehiclePrompts) localized string driverPrompt;

enemyInventoryStationPrompt Source code

var(VehiclePrompts) localized string enemyInventoryStationPrompt;

enemyOccupiedPrompt Source code

var(VehiclePrompts) localized string enemyOccupiedPrompt;

flipPrompt Source code

var(VehiclePrompts) localized string flipPrompt;

fullVehiclePrompt Source code

var(VehiclePrompts) localized string fullVehiclePrompt;

gunnerPrompt Source code

var(VehiclePrompts) localized string gunnerPrompt;

heavyAttemptedToPilot Source code

var(VehiclePrompts) localized string heavyAttemptedToPilot;

heavyAttemptedToPilotSwitchPromptDuration Source code

var(VehiclePrompts) float heavyAttemptedToPilotSwitchPromptDuration;

inventoryStationPrompt Source code

var(VehiclePrompts) localized string inventoryStationPrompt;

leftGunnerPrompt Source code

var(VehiclePrompts) localized string leftGunnerPrompt;

rightGunnerPrompt Source code

var(VehiclePrompts) localized string rightGunnerPrompt;

vehicleProhibitedObjectPrompt Source code

var(VehiclePrompts) localized string vehicleProhibitedObjectPrompt;


Enumerations Detail

VehiclePositionType Source code

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
};


Structures Detail

ClientOccupantEnterData Source code

struct ClientOccupantEnterData
{
var Controller controller;
var bool flipFlop;
var bool newData;
var Character occupant;
var byte positionIndex;
};


ClientPositionData Source code

struct ClientPositionData
{
var Character occupant;
};


DesiredHavokState Source code

struct DesiredHavokState
{
var vector angularVelocity;
var bool ignoreRotation;
var bool newState;
var vector position;
var quat rotation;
var vector velocity;
};


ExitData Source code

struct ExitData
{
var(Vehicle) vector offset;
var(Vehicle) VehiclePositionType position;
};


VehicleEffect Source code

struct VehicleEffect
{
var name effectName;
var bool flag;
var VehicleEffectObserver observer;
};


VehicleEntryData Source code

struct VehicleEntryData
{
var(Vehicle) class<VehicleEntry> entryClass;
var(Vehicle) float height;
var(Vehicle) vector offset;
var(Vehicle) VehiclePositionType primaryPosition;
var(Vehicle) float radius;
var(Vehicle) array<VehiclePositionType> secondaryPositions;
};


VehicleFlipTriggerData Source code

struct VehicleFlipTriggerData
{
var(Vehicle) float height;
var(Vehicle) vector offset;
var(Vehicle) float radius;
};


VehiclePosition 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;
};

bNotLabelledInManifest:
Whether this position should be labelled in the manifest
ManifestXPosition:
X location of position on manifest diagram
ManifestYPosition:
Y location of position on manifest diagram


Functions Detail

aboutToDie Source code

function aboutToDie ( ) )

aboutToSettleUpsideDown Source code

function aboutToSettleUpsideDown ( )

addEffect Source code

simulated function addEffect ( name effectName, bool dynamicUpdate, out int effectIndex) )

aimAdjustViewRotation Source code

function bool aimAdjustViewRotation ( ) )

altFire Source code

function altFire ( optional bool fireOnce) )

applyOutput Source code

simulated function applyOutput ( )

attachToVehicle Source code

simulated function attachToVehicle ( int positionIndex) )

BaseChange Source code

singular event BaseChange ( ) )

BeginState Dying Source code

simulated function BeginState ( ) )

cameraTrace Source code

native function Actor cameraTrace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent )

canArmorOccupy Source code

simulated function bool canArmorOccupy ( VehiclePositionType position, Character character) )

canArmourBeDriver Source code

simulated function bool canArmourBeDriver ( class<Armor> armour) )

canArmourBePassenger Source code

simulated function bool canArmourBePassenger ( class<Armor> armour) )

canBeRepairedBy Source code

simulated function bool canBeRepairedBy ( Rook otherGuy) )

canCharacterRespawnAt Source code

simulated function bool canCharacterRespawnAt ( ) )

canOccupy Source code

function int canOccupy ( Character character, VehiclePositionType position, array<VehiclePositionType> secondaryPositions, out byte promptIndex) )

canSwitchPosition Source code

function bool canSwitchPosition ( int currentPositionIndex, byte selectedPosition) )

canTargetPoint Source code

function bool canTargetPoint ( Vector targetLoc) )

cleanupAI Source code

event bool cleanupAI ( ) )

clientDriverLeave Source code

simulated function clientDriverLeave ( Controller c, Character oldDriver) )

clientOccupantEnter Source code

simulated function clientOccupantEnter ( ClientOccupantEnterData data) )

collisionDamage Source code

simulated event collisionDamage ( float magnitude) )

copyVehicleAIValuesToTurret Source code

function copyVehicleAIValuesToTurret ( Rook turret ) )

customFiredEffectProcessing Source code

simulated function bool customFiredEffectProcessing ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

displayWorldSpaceDebug Source code

function displayWorldSpaceDebug ( HUD displayHUD) )

doCustomFiredEffectProcessing Source code

simulated function doCustomFiredEffectProcessing ( ) )

drawActorCollision Source code

function drawActorCollision ( Actor actor, HUD displayHUD, Color color) )

driverLeave Source code

function bool driverLeave ( bool bForceLeave, int positionIndex) )

enableAbandonmentDestruction Source code

function enableAbandonmentDestruction ( float periodSeconds) )

EncroachedBy Source code

event EncroachedBy ( actor Other ) )

EncroachingOn Source code

event bool EncroachingOn ( Actor other) )

EyePosition Source code

simulated function vector EyePosition ( ) )

FaceRotation Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime ) )

finishedSpawnFromVehicleSpawnPoint Source code

simulated function finishedSpawnFromVehicleSpawnPoint ( ) )

fire Source code

simulated function fire ( optional bool fireOnce) )

firingMotor Source code

simulated function IFiringMotor firingMotor ( ) )

flip Source code

function bool flip ( ) )

forceNetDirty Source code

native function forceNetDirty ( )

generateAIDeathSpeechEvents Source code

function generateAIDeathSpeechEvents ( int deadIndex ) )

getAimLocation Source code

event Vector getAimLocation ( Pawn target ) )

getAlternateAimAdjustStart Source code

simulated function getAlternateAimAdjustStart ( rotator cameraRotation, out vector newAimAdjustStart )

getAngle Source code

simulated native function int getAngle ( byte lowByte, byte highByte )

getAvailablePositionIndex Source code

simulated function int getAvailablePositionIndex ( int positionIndex, array<VehiclePositionType> secondaryPositions, Character character) )

getCameraLookAt Source code

simulated function vector getCameraLookAt ( rotator cameraRotation, int positionIndex) )

getControllingCharacter Source code

simulated function Character getControllingCharacter ( ) )

getCorrespondingInventoryStation Source code

function InventoryStationAccess getCorrespondingInventoryStation ( ) )

getDriver Source code

simulated function Character getDriver ( ) )

getEffectsBaseActor Source code

simulated function Actor getEffectsBaseActor ( ) )

getEnergy Source code

function float getEnergy ( ) )

getFirstPersonEquippableLocation Source code

simulated function vector getFirstPersonEquippableLocation ( Equippable subject) )

getFirstPersonEquippableRotation Source code

simulated function rotator getFirstPersonEquippableRotation ( Equippable subject) )

getHighByte Source code

simulated native function byte getHighByte ( int angle )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

getLowByte Source code

simulated native function byte getLowByte ( int angle )

getMinorPositionEntryIndex Source code

function int getMinorPositionEntryIndex ( int positionIndex) )

getOccupantPositionIndex Source code

function int getOccupantPositionIndex ( Character occupant) )

getOccupantTeam Source code

simulated function TeamInfo getOccupantTeam ( ) )

getOut Source code

function getOut ( VehiclePositionType type) )

GetOverlayMaterial Source code

simulated function Material GetOverlayMaterial ( int Index) )

getPhysicalAttachment Source code

function Rook getPhysicalAttachment ( ) )

getPositionIndex Source code

simulated function int getPositionIndex ( VehiclePositionType position) )

getPositionPromptIndex Source code

simulated function byte getPositionPromptIndex ( VehiclePositionType positionType) )

getProjectileSpawnLocation Source code

function vector getProjectileSpawnLocation ( ) )

getPrompt Source code

static function string getPrompt ( byte promptIndex) )

getTargetPositionIndex Source code

simulated function int getTargetPositionIndex ( byte selectedPosition) )

getTeamDamagePercentage Source code

function float getTeamDamagePercentage ( ) )

getTeamSkin Source code

simulated function Material getTeamSkin ( ) )

getThirdPersonEquippableAttachment Source code

simulated function getThirdPersonEquippableAttachment ( Equippable subject, out Rook attachTo, out name boneName) )

getUnusedInventoryStation Source code

function InventoryStationAccess getUnusedInventoryStation ( ) )

getVehicleUseablePoint Source code

simulated function vector getVehicleUseablePoint ( int pointI) )

getViewRotationFromMotor Source code

simulated event Rotator getViewRotationFromMotor ( ) )

getWeapon Source code

function Weapon getWeapon ( ) )

GraphData Source code

native final function GraphData ( string DataName, float DataValue )

InGodMode Source code

function bool InGodMode ( ) )

initDriverAI Source code

function initDriverAI ( int index ) )

initGunnerAI Source code

function initGunnerAI ( int index ) )

initialiseEffects Source code

simulated function initialiseEffects ( ) )

initVehicleAI Source code

function initVehicleAI ( ) )

interpolateRotation Source code

static function rotator interpolateRotation ( rotator current, rotator target, float rate, float deltaSeconds) )

isEffectCauserActive Source code

simulated function bool isEffectCauserActive ( int effectCauserIndex) )

isHavokCompletelyInitialised Source code

native function bool isHavokCompletelyInitialised ( )

isInventoryPosition Source code

simulated function bool isInventoryPosition ( VehiclePositionType positionType) )

isMajorPosition Source code

simulated function bool isMajorPosition ( VehiclePositionType type) )

isOccupant Source code

simulated function bool isOccupant ( Character character) )

isOccupied Source code

simulated function bool isOccupied ( ) )

isSettledUpsideDown Source code

simulated function bool isSettledUpsideDown ( ) )

isUpright Source code

simulated event bool isUpright ( ) )

needToPushStateToClient Source code

function bool needToPushStateToClient ( ) )

occupantEnter Source code

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) )

packPitchAndYaw Source code

static function int packPitchAndYaw ( rotator pitchAndYaw) )

performFlip Source code

native function performFlip ( )

PlayDying Source code

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

playerMoveProcessing Source code

simulated function playerMoveProcessing ( float deltaTime) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostLoadGame Source code

function PostLoadGame ( ) )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

postNetReceive Source code

simulated function postNetReceive ( ) )

PostTakeDamage Source code

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

PrecacheVehicleMeshes Source code

static simulated function PrecacheVehicleMeshes ( LevelInfo Level, class<Vehicle> VehicleClass) )

processInput Source code

function processInput ( )

pushStateToClient Source code

function pushStateToClient ( )

releaseAltFire Source code

function releaseAltFire ( ) )

releaseFire Source code

function releaseFire ( ) )

rematchGoals Source code

function rematchGoals ( ) )

setFirePressed Source code

function setFirePressed ( Equippable e, bool pressed) )

setSkin Source code

simulated function setSkin ( Material skin) )

setTeam Source code

simulated function setTeam ( TeamInfo newTeam) )

settledUpsideDownChanged Source code

function settledUpsideDownChanged ( )

shouldFire Source code

function bool shouldFire ( Equippable e) )

ShouldProjectileHit Source code

simulated event bool ShouldProjectileHit ( Actor projInstigator) )

showPhysicsDebug Source code

function showPhysicsDebug ( bool show )

spawnCharacter Source code

function spawnCharacter ( Character character) )

specialCalcView Source code

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 ( ) )

switchClass Source code

simulated function switchClass ( class<Vehicle> switchClass) )

switchPosition Source code

function switchPosition ( int currentPositionIndex, byte selectedPosition) )

tick Source code

simulated event tick ( float deltaSeconds) )

Timer Dying Source code

simulated function Timer ( ) )

toggleShowPhysicsDebug Source code

function toggleShowPhysicsDebug ( ) )

tryToDrive Source code

function bool tryToDrive ( Character character) )

tryToOccupy Source code

function int tryToOccupy ( Character character, VehiclePositionType position, array<VehiclePositionType> secondaryPositions) )

unpackPitchAndYaw Source code

static function rotator unpackPitchAndYaw ( int pitchAndYaw) )

UnPossessed Source code

function UnPossessed ( ) )

updateDynamicEffectStates Source code

simulated function updateDynamicEffectStates ( )

updateEffectsStates Source code

simulated function updateEffectsStates ( ) )

UpdatePrecacheRenderData Source code

simulated function UpdatePrecacheRenderData ( ) )

updateTeamSkin Source code

simulated function updateTeamSkin ( ) )

useEnergy Source code

function useEnergy ( float amount) )

vehicleCeaseFire Source code

simulated function vehicleCeaseFire ( ) )

vehicleFire Source code

simulated function vehicleFire ( ) )

VehicleStateReceived Source code

simulated event VehicleStateReceived ( ) )

vehicleTrace Source code

native function bool vehicleTrace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional vector Extent )

vehicleTransitionTrace Source code

native function Actor vehicleTransitionTrace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart )

VehicleUpdateParams Source code

simulated event VehicleUpdateParams ( ) )


Defaultproperties

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
}

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Creation time: st 23.5.2018 00:10:38.896 - Created with UnCodeX