Gameplay.VehicleMountedTurret
- Extends
- Rook
- Modifiers
- implements IFiringMotor dependsOn ( PlayerCharacterController ) native
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.VehicleMountedTurret
Direct Known Subclasses:
AssaultShipMountedTurret, BuggyMountedTurret, TankMountedTurret
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 |
Functions Summary |
| bool | aimAdjustViewRotation ()))
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| | altFire (optional bool fireOnce))
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| bool | canTargetPoint (Vector targetLoc))
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| | clientOccupantEnter (PlayerController pc, Character newDriver, int positionIndex))
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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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| | doCustomFiredEffectProcessing ()))
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| vector | EyePosition ()))
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| | faceRotation (rotator newRotation, float deltaTime))
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| | fire (optional bool fireOnce))
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| IFiringMotor | firingMotor ()))
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| | getAlternateAimAdjustStart (rotator cameraRotation, out vector newAimAdjustStart)
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| Character | getControllingCharacter ()))
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| Rotator | getDefaultOccupantRotation ()))
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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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| Name | getKillerLabel ()))
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| | getOut ()))
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| Rook | getPhysicalAttachment ()))
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| vector | getProjectileSpawnLocation ()))
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| | getThirdPersonEquippableAttachment (Equippable subject, out Rook attachTo, out name boneName))
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| Rotator | getViewRotation ()))
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| Weapon | getWeapon ()))
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| | initialise (class<Weapon> turretWeaponClass, name inTurretBone, float inMaximumPitch, float inMinimumPitch, bool inYawConstrained, float inYawStart, float inYawRange, bool inYawPositiveDirection, float inMaximumClientDisplayTurnRate, float inMaximumAITurnRate))
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| | onShotFiredNotification ()))
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| | postNetBeginPlay ()))
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| | postNetReceive ()))
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| | processMove (rotator worldSpaceNoRollRotation_, rotator vehicleSpaceRotation_))
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| | releaseAltFire ()))
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| | releaseFire ()))
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| | setFirePressed (Equippable e, bool pressed))
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| | setPositionType (Vehicle.VehiclePositionType newPositionType))
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| | setViewRotation (Rotator r))
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| bool | shouldFire (Equippable e))
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| bool | specialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
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| | tick (float deltaSeconds))
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| | turretCeaseFire ()))
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| | turretFire ()))
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| | updateParams (float inMaximumPitch, float inMinimumPitch, float inYawStart, float inYawRange))
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| | useEnergy (float amount))
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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 |
var
Vector cachedCameraLocation;
var float maximumAITurnRate;
maximumClientDisplayTurnRate Source code
var float maximumClientDisplayTurnRate;
var float maximumPitch;
var float minimumPitch;
var name pitchPivotBone;
var name pivotBone;
var int positionIndex;
thirdPersonRotationType Source code
var int thirdPersonRotationType;
var name turretBone;
vehicleSpaceClientDisplayRotation Source code
var
rotator vehicleSpaceClientDisplayRotation;
vehicleSpaceRotationAI Source code
var
rotator vehicleSpaceRotationAI;
worldSpaceNoRollRotation Source code
var
rotator worldSpaceNoRollRotation;
var bool yawConstrained;
var bool yawPositiveDirection;
var float yawRange;
var float yawStart;
function bool aimAdjustViewRotation ( ) )
function altFire ( optional bool fireOnce) )
function bool canTargetPoint (
Vector targetLoc) )
customFiredEffectProcessing Source code
simulated function bool customFiredEffectProcessing ( ) )
function destroyed ( ) )
simulated
function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
doCustomFiredEffectProcessing Source code
simulated function doCustomFiredEffectProcessing ( ) )
simulated
function vector EyePosition ( ) )
simulated
function faceRotation (
rotator newRotation,
float deltaTime) )
function fire ( optional bool fireOnce) )
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 ( ) )
simulated
function Actor getEffectsBaseActor ( ) )
function float getEnergy ( ) )
getFirstPersonEquippableLocation Source code
simulated
function vector getFirstPersonEquippableLocation (
Equippable subject) )
getFirstPersonEquippableRotation Source code
simulated function Name getKillerLabel ( ) )
function getOut ( ) )
function Rook getPhysicalAttachment ( ) )
getProjectileSpawnLocation Source code
function vector getProjectileSpawnLocation ( ) )
getThirdPersonEquippableAttachment Source code
simulated
function getThirdPersonEquippableAttachment (
Equippable subject, out
Rook attachTo, out
name boneName) )
function Rotator getViewRotation ( ) )
function Weapon getWeapon ( ) )
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 ( ) )
simulated function postNetBeginPlay ( ) )
simulated function postNetReceive ( ) )
function processMove (
rotator worldSpaceNoRollRotation_,
rotator vehicleSpaceRotation_) )
function releaseAltFire ( ) )
function releaseFire ( ) )
function setFirePressed (
Equippable e,
bool pressed) )
function setViewRotation (
Rotator r) )
simulated
function bool specialCalcView ( out
actor ViewActor, out
vector CameraLocation, out
rotator CameraRotation ) )
simulated function tick ( float deltaSeconds) )
function turretCeaseFire ( ) )
function turretFire ( ) )
function updateParams ( float inMaximumPitch, float inMinimumPitch, float inYawStart, float inYawRange) )
function useEnergy ( float amount) )
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
} |
Creation time: st 23.5.2018 00:10:38.965 - Created with
UnCodeX