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Gameplay.VehicleMountedTurret

Extends
Rook
Modifiers
implements IFiringMotor dependsOn ( PlayerCharacterController ) native

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

Direct Known Subclasses:

AssaultShipMountedTurret, BuggyMountedTurret, TankMountedTurret

Constants Summary
Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
VectorcachedCameraLocation
Vehicle.VehiclePositionTypelocalPositionType
floatmaximumAITurnRate
floatmaximumClientDisplayTurnRate
floatmaximumPitch
floatminimumPitch
vehicleownerVehicle
namepitchPivotBone
namepivotBone
intpositionIndex
Vehicle.VehiclePositionTypepositionType
intthirdPersonRotationType
nameturretBone
rotatorturretOffsetRotation
rotatorvehicleSpaceClientDisplayRotation
rotatorvehicleSpaceRotation
rotatorvehicleSpaceRotationAI
Weaponweapon
rotatorworldSpaceNoRollRotation
boolyawConstrained
boolyawPositiveDirection
floatyawRange
floatyawStart
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
Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

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

Functions Summary
functionbool aimAdjustViewRotation ()))
function altFire (optional bool fireOnce))
functionbool canTargetPoint (Vector targetLoc))
function clientOccupantEnter (PlayerController pc, Character newDriver, int positionIndex))
functionbool customFiredEffectProcessing ()))
function destroyed ()))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function doCustomFiredEffectProcessing ()))
functionvector EyePosition ()))
function faceRotation (rotator newRotation, float deltaTime))
function fire (optional bool fireOnce))
functionIFiringMotor firingMotor ()))
function getAlternateAimAdjustStart (rotator cameraRotation, out vector newAimAdjustStart)
functionCharacter getControllingCharacter ()))
functionRotator getDefaultOccupantRotation ()))
functionCharacter getDriver ()))
functionActor getEffectsBaseActor ()))
functionfloat getEnergy ()))
functionvector getFirstPersonEquippableLocation (Equippable subject))
functionrotator getFirstPersonEquippableRotation (Equippable subject))
functionName getKillerLabel ()))
function getOut ()))
functionRook getPhysicalAttachment ()))
functionvector getProjectileSpawnLocation ()))
function getThirdPersonEquippableAttachment (Equippable subject, out Rook attachTo, out name boneName))
functionRotator getViewRotation ()))
functionWeapon getWeapon ()))
function initialise (class<Weapon> turretWeaponClass, name inTurretBone, float inMaximumPitch, float inMinimumPitch, bool inYawConstrained, float inYawStart, float inYawRange, bool inYawPositiveDirection, float inMaximumClientDisplayTurnRate, float inMaximumAITurnRate))
function onShotFiredNotification ()))
function postNetBeginPlay ()))
function postNetReceive ()))
function processMove (rotator worldSpaceNoRollRotation_, rotator vehicleSpaceRotation_))
function releaseAltFire ()))
function releaseFire ()))
function setFirePressed (Equippable e, bool pressed))
function setPositionType (Vehicle.VehiclePositionType newPositionType))
function setViewRotation (Rotator r))
functionbool shouldFire (Equippable e))
functionbool specialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function tick (float deltaSeconds))
function turretCeaseFire ()))
function turretFire ()))
function updateParams (float inMaximumPitch, float inMinimumPitch, float inYawStart, float inYawRange))
function useEnergy (float amount))
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


Variables Detail

cachedCameraLocation Source code

var Vector cachedCameraLocation;

localPositionType Source code

var private Vehicle.VehiclePositionType localPositionType;

maximumAITurnRate Source code

var float maximumAITurnRate;

maximumClientDisplayTurnRate Source code

var float maximumClientDisplayTurnRate;

maximumPitch Source code

var float maximumPitch;

minimumPitch Source code

var float minimumPitch;

ownerVehicle Source code

var vehicle ownerVehicle;

pitchPivotBone Source code

var name pitchPivotBone;

pivotBone Source code

var name pivotBone;

positionIndex Source code

var int positionIndex;

positionType Source code

var protected Vehicle.VehiclePositionType positionType;

thirdPersonRotationType Source code

var int thirdPersonRotationType;

turretBone Source code

var name turretBone;

turretOffsetRotation Source code

var rotator turretOffsetRotation;

vehicleSpaceClientDisplayRotation Source code

var rotator vehicleSpaceClientDisplayRotation;

vehicleSpaceRotation Source code

var rotator vehicleSpaceRotation;

vehicleSpaceRotationAI Source code

var rotator vehicleSpaceRotationAI;

weapon Source code

var Weapon weapon;

worldSpaceNoRollRotation Source code

var rotator worldSpaceNoRollRotation;

yawConstrained Source code

var bool yawConstrained;

yawPositiveDirection Source code

var bool yawPositiveDirection;

yawRange Source code

var float yawRange;

yawStart Source code

var float yawStart;


Functions Detail

aimAdjustViewRotation Source code

function bool aimAdjustViewRotation ( ) )

altFire Source code

function altFire ( optional bool fireOnce) )

canTargetPoint Source code

function bool canTargetPoint ( Vector targetLoc) )

clientOccupantEnter Source code

simulated function clientOccupantEnter ( PlayerController pc, Character newDriver, int positionIndex) )

customFiredEffectProcessing Source code

simulated function bool customFiredEffectProcessing ( ) )

destroyed Source code

function destroyed ( ) )

DisplayDebug Source code

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

doCustomFiredEffectProcessing Source code

simulated function doCustomFiredEffectProcessing ( ) )

EyePosition Source code

simulated function vector EyePosition ( ) )

faceRotation Source code

simulated function faceRotation ( rotator newRotation, float deltaTime) )

fire Source code

function fire ( optional bool fireOnce) )

firingMotor Source code

simulated function IFiringMotor firingMotor ( ) )

getAlternateAimAdjustStart Source code

simulated function getAlternateAimAdjustStart ( rotator cameraRotation, out vector newAimAdjustStart )

getControllingCharacter Source code

simulated function Character getControllingCharacter ( ) )

getDefaultOccupantRotation Source code

simulated function Rotator getDefaultOccupantRotation ( ) )

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) )

getKillerLabel Source code

simulated function Name getKillerLabel ( ) )

getOut Source code

function getOut ( ) )

getPhysicalAttachment Source code

function Rook getPhysicalAttachment ( ) )

getProjectileSpawnLocation Source code

function vector getProjectileSpawnLocation ( ) )

getThirdPersonEquippableAttachment Source code

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

getViewRotation Source code

function Rotator getViewRotation ( ) )

getWeapon Source code

function Weapon getWeapon ( ) )

initialise Source code

function initialise ( class<Weapon> turretWeaponClass, name inTurretBone, float inMaximumPitch, float inMinimumPitch, bool inYawConstrained, float inYawStart, float inYawRange, bool inYawPositiveDirection, float inMaximumClientDisplayTurnRate, float inMaximumAITurnRate) )

onShotFiredNotification Source code

function onShotFiredNotification ( ) )

postNetBeginPlay Source code

simulated function postNetBeginPlay ( ) )

postNetReceive Source code

simulated function postNetReceive ( ) )

processMove Source code

function processMove ( rotator worldSpaceNoRollRotation_, rotator vehicleSpaceRotation_) )

releaseAltFire Source code

function releaseAltFire ( ) )

releaseFire Source code

function releaseFire ( ) )

setFirePressed Source code

function setFirePressed ( Equippable e, bool pressed) )

setPositionType Source code

simulated function setPositionType ( Vehicle.VehiclePositionType newPositionType) )

setViewRotation Source code

function setViewRotation ( Rotator r) )

shouldFire Source code

function bool shouldFire ( Equippable e) )

specialCalcView Source code

simulated function bool specialCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

tick Source code

simulated function tick ( float deltaSeconds) )

turretCeaseFire Source code

function turretCeaseFire ( ) )

turretFire Source code

function turretFire ( ) )

updateParams Source code

function updateParams ( float inMaximumPitch, float inMinimumPitch, float inYawStart, float inYawRange) )

useEnergy Source code

function useEnergy ( float amount) )


Defaultproperties

defaultproperties
{
	DrawType = DT_None
	RemoteRole = ROLE_SimulatedProxy
	bHardAttach = true
	bHidden = false
	bCollideActors = false
	bStatic = false
	CollisionRadius = +0080.000000
	CollisionHeight = +0400.000000
	bCollideWhenPlacing = false
	bOnlyAffectPawns = true
	Physics = PHYS_None
	bShouldBaseAtStartup = false
	bNetInitialRotation = true
	bSpecialCalcView = true
	bBlockPlayers = false
	bBlockActors = false
	bCollideWorld = false
	bRotateToDesired = false
	bNetNotify = true
	positionIndex = -1
	bStasis = false


	bAlwaysRelevant = false


	bReplicateMovement = true


	playerControllerState = "PlayerVehicleTurreting"


	AI_LOD_Level = AILOD_MINIMAL
	peripheralVision = -1				
	peripheralVisionZAngle = 3.14159	

	maximumClientDisplayTurnRate = 8000


	maximumAITurnRate = 12000


	bBlockHavok = false


	bCanBeSensed = false


	positionType = VP_NULL
	localPositionType = VP_NULL
}

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Creation time: st 23.5.2018 00:10:38.965 - Created with UnCodeX