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Engine.Actor


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//=============================================================================
// Actor: The base class of all actors.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class Actor extends Object
	abstract
		native
			NativeReplication;

// Imported data (during full rebuild).
#exec Texture Import File=Textures\S_Actor.pcx Name=S_Actor Mips=Off Flags=2

// Flags.
var(Advanced) const bool	bStatic;		// Does not move or change over time.
var(Advanced) bool		bHidden;		// Is hidden during gameplay.
var(Advanced) const bool	bNoDelete;		// Cannot be deleted during play.
var bool				bAnimFinished;	// Unlooped animation sequence has finished.
var bool				bAnimLoop;		// Whether animation is looping.
var bool				bAnimNotify;	// Whether a notify is applied to the current sequence.
var(Advanced) bool		bAnimByOwner;	// Animation dictated by owner.
var const bool			bDeleteMe;		// About to be deleted.
var transient const bool	bAssimilated;	// Actor dynamics are assimilated in world geometry.
var transient const bool	bTicked;		// Actor has been updated.
var transient bool		bLightChanged;	// Recalculate this light's lighting now.
var bool				bDynamicLight;	// Temporarily treat this as a dynamic light.
var bool				bTimerLoop;		// Timer loops (else is one-shot).

// 227 Booleans
var bool				bNetNotify;
var bool				bHandleOwnCorona;		// Internal flag.
var(Display)   bool		bRenderMultiEnviroMaps;	// Display multiple mesh enviroment textures at once.
var(Collision) bool		bWorldGeometry;		// If true, this actor acts with traces as part of the world geometry
var(Collision) bool		bUseMeshCollision;	// This actor should use it's mesh zero frame as collision model.
var	bool				bEditorSelectRender;
var(Display) bool		bNoDynamicShadowCast;	// Don't cast projector/decal shadows. Does not affect BSP shadows!
var const transient bool	bIsInOctree;
var(Display) bool		bProjectorDecal;	//Decal is a projector.	
var(Display) bool		bUseLitSprite;		//On DT_Sprite, make it lit by light sources.
var(Display) bool		bAlwaysRender;		//Always render this Actor (Mesh/StaticMesh). 
											//This can be used to prevent mesh disappearing in some rare rendering situations. 
											//Extensive use will decrease performance significantly!


// Other flags.
var(Advanced) bool		bCanTeleport;	// This actor can be teleported.
var(Advanced) bool		bIsSecretGoal;	// This actor counts in the "secret" total.
var(Advanced) bool		bIsKillGoal;	// This actor counts in the "death" toll.
var(Advanced) bool		bIsItemGoal;	// This actor counts in the "item" count.
var(Advanced) bool		bCollideWhenPlacing; // This actor collides with the world when placing.
var(Advanced) bool		bTravel;		// Actor is capable of travelling among servers.
var(Advanced) bool		bMovable;		// Actor is capable of travelling among servers.
var(Advanced) bool		bHighDetail;	// Only show up on high-detail.
var(Advanced) bool		bStasis;		// In StandAlone games, turn off if not in a recently rendered zone turned off if  bCanStasis  and physics = PHYS_None or PHYS_Rotating.
var(Advanced) bool		bForceStasis;	// Force stasis when not recently rendered, even if physics not none or rotating.
var const     bool		bIsPawn;		// True only for pawns.
var(Advanced) const bool	bNetTemporary;	// Tear-off simulation in network play.
var(Advanced) const bool	bNetOptional;	// Actor should only be replicated if bandwidth available.
var(Networking) bool		bReplicateInstigator; // Replicate instigator to client (used by bNetTemporary projectiles).
var(Advanced) bool		bTrailerSameRotation; // If PHYS_Trailer and true, have same rotation as owner.


// More 227 Variables
var transient	float		LastRenderedTime;		// Most recent TimeSeconds this actor was rendered.
var(Display)	color		ActorRenderColor,		// Actor lit color
					ActorGUnlitColor;		// Mesh unlit color
var Primitive			CollisionOverride;	// Uses this primitive as collision model on this actor.
var const editconst SkeletalMeshInstance MeshInstance; // Skeletal render instance.
var vector				RelativeLocation;		// When this actor is being attached to bone of some other actor, use this offset to it.
var rotator				RelativeRotation;
var transient	pointer	LightDataPtr;		// Cached light data.
var transient	pointer	MeshDataPtr;		// Cached mesh data.
var(Display)	vector	DrawScale3D;		// 3D Scaling.
var transient	const	array<Projector> ProjectorList;
var transient	pointer NetInitialProperties;
// The actual touchlist in 227, can be accessed with TouchingActors iterator.
var transient const array<Actor> RealTouching;

// Priority Parameters
// Actor's current physics mode.
var(Movement) const enum EPhysics
{
	PHYS_None,
	PHYS_Walking,
	PHYS_Falling,
	PHYS_Swimming,
	PHYS_Flying,
	PHYS_Rotating,
	PHYS_Projectile,
	PHYS_Rolling,
	PHYS_Interpolating,
	PHYS_MovingBrush,
	PHYS_Spider,
	PHYS_Trailer
}
Physics;

// Net variables.
enum ENetRole
{
	ROLE_None,					// No role at all.
	ROLE_DumbProxy,				// Dumb proxy of this actor.
	ROLE_SimulatedProxy,			// Locally simulated proxy of this actor.
	ROLE_AutonomousProxy,			// Locally autonomous proxy of this actor.
	ROLE_Authority,				// Authoritative control over the actor.
};
var ENetRole Role;
var(Networking) ENetRole RemoteRole;

// Owner.
var const	Actor		Owner;		// Owner actor.
var(Object) name		InitialState;
var(Object) name		Group;

// Execution and timer variables.
var float			TimerRate;		// Timer event, 0=no timer.
var const float		TimerCounter;	// Counts up until it reaches TimerRate.
var(Advanced) float	LifeSpan;		// How old the object lives before dying, 0=forever.
struct MultiTimerType
{
	var name Func;
	var float Rate,Counter;
};
var array<MultiTimerType> MultiTimers;

// Animation variables.
var(Display) name		AnimSequence;	// Animation sequence we're playing.
var(Display) float	AnimFrame;		// Current animation frame, 0.0 to 1.0.
var(Display) float	AnimRate;		// Animation rate in frames per second, 0=none, negative=velocity scaled.
var          float	TweenRate;		// Tween-into rate.
var          Animation	SkelAnim;		// Override skeletal animation

var(Display) float	LODBias;		// LodMesh render Level Of Detail scaling.

var(Animation) class<AnimationNotify> DefaultAnimationNotify;
var AnimationNotify AnimationNotify;

//-----------------------------------------------------------------------------
// Structures.

// Identifies a unique convex volume in the world.
struct PointRegion
{
	var zoneinfo Zone;       // Zone.
	var int      iLeaf;      // Bsp leaf.
	var byte     ZoneNumber; // Zone number.
};

//-----------------------------------------------------------------------------
// Major actor properties.

// Scriptable.
var       const LevelInfo Level;         // Level this actor is on.
var       const Level     XLevel;        // Level object.
var(Events) name		  Tag;			 // Actor's tag name.
var(Events) name          Event;         // The event this actor causes.
var Actor                 Target;        // Actor we're aiming at (other uses as well).
var Pawn                  Instigator;    // Pawn responsible for damage.
var Inventory             Inventory;     // Inventory chain.
var const Actor           Base;          // Moving brush actor we're standing on.
var const PointRegion     Region;        // Region this actor is in.
var(Movement)	name	  AttachTag;

// Internal.
var const byte            StandingCount; // Count of actors standing on this actor.
var const byte            MiscNumber;    // Internal use.
var const byte            LatentByte;    // Internal latent function use.
var const int             LatentInt;     // Internal latent function use.
var const float           LatentFloat;   // Internal latent function use.
var const actor           LatentActor;   // Internal latent function use.
var const actor           Touching[4];   // List of touching actors.
var const actor           Deleted;       // Next actor in just-deleted chain.

// Internal tags.
var const transient int CollisionTag, LightingTag, NetTag, OtherTag, ExtraTag, SpecialTag;

// The actor's position and rotation.
var(Movement) const vector Location;     // Actor's location; use Move to set.
var(Movement) const rotator Rotation;    // Rotation.
var       const vector    OldLocation;   // Actor's old location one tick ago.
var       const vector    ColLocation;   // Actor's old location one move ago.
var(Movement) vector      Velocity;      // Velocity.
var       vector          Acceleration;  // Acceleration.

//Editing flags
var(Advanced) bool        bHiddenEd;     // Is hidden during editing.
var(Advanced) bool        bDirectional;  // Actor shows direction arrow during editing.
var const bool            bSelected;     // Selected in UnrealEd.
var const bool            bMemorized;    // Remembered in UnrealEd.
var const bool            bHighlighted;  // Highlighted in UnrealEd.
var bool                  bEdLocked;     // Locked in editor (no movement or rotation).
var(Advanced) bool        bEdShouldSnap; // Snap to grid in editor.
var transient bool        bEdSnap;       // Should snap to grid in UnrealEd.
var transient const bool  bTempEditor;   // Internal UnrealEd.

// What kind of gameplay scenarios to appear in.
var(Filter) bool          bDifficulty0;  // Appear in difficulty 0.
var(Filter) bool          bDifficulty1;  // Appear in difficulty 1.
var(Filter) bool          bDifficulty2;  // Appear in difficulty 2.
var(Filter) bool          bDifficulty3;  // Appear in difficulty 3.
var(Filter) bool          bSinglePlayer; // Appear in single player.
var(Filter) bool          bNet;          // Appear in regular network play.
var(Filter) bool          bNetSpecial;   // Appear in special network play mode.
var(Filter) float		  OddsOfAppearing; // 0-1 - chance actor will appear in relevant game modes.

// set to prevent re-initializing of actors spawned during level startup
var	bool				  bScriptInitialized;

// Editor support.
var Actor				  HitActor;		// Actor to return instead of this one, if hit.

//-----------------------------------------------------------------------------
// Display properties.

// Drawing effect.
var(Display) enum EDrawType
{
	DT_None,
	DT_Sprite,
	DT_Mesh,
	DT_Brush,
	DT_RopeSprite,
	DT_VerticalSprite,
	DT_Terraform,
	DT_SpriteAnimOnce,
} DrawType;

// Style for rendering sprites, meshes.
var(Display) enum ERenderStyle
{
	STY_None,
	STY_Normal,
	STY_Masked,
	STY_Translucent,
	STY_Modulated,
	STY_AlphaBlend,
} Style;

// Other display properties.
var(Display) texture    Sprite;			 // Sprite texture if DrawType=DT_Sprite.
var(Display) texture    Texture;		 // Misc texture.
var(Display) texture    Skin;            // Special skin or enviro map texture.
var(Display) mesh       Mesh;            // Mesh if DrawType=DT_Mesh.
var(Display) mesh       ShadowMesh;      // If Mesh, if DrawType=DT_Mesh and bShadowCast, use this mesh for creating the shadow.
var const export model  Brush;           // Brush if DrawType=DT_Brush.
var(Display) float      DrawScale;		 // Scaling factor, 1.0=normal size.
var(Display) vector		PrePivot;		 // Offset from box center for drawing.
var(Display) float      ScaleGlow;		 // Multiplies lighting.
var(Display)  float     VisibilityRadius;// Actor is drawn if viewer is within its visibility
var(Display)  float     VisibilityHeight;// cylinder.  Zero=infinite visibility.
var(Display) byte       AmbientGlow;     // Ambient brightness, or 255=pulsing.
var(Display) byte       Fatness;         // Fatness (mesh distortion).
var(Display) float		SpriteProjForward;// Distance forward to draw sprite from actual location.

// Display.
var(Display)  bool      bUnlit;          // Lights don't affect actor.
var(Display)  bool      bNoSmooth;       // Don't smooth actor's texture.
var(Display)  bool      bParticles;      // Mesh is a particle system.
var(Display)  bool      bRandomFrame;    // Particles use a random texture from among the default texture and the multiskins textures
var(Display)  bool      bMeshEnviroMap;  // Environment-map the mesh.
var(Display)  bool	bFilterByVolume; // Filter this sprite by its Visibility volume.
var bool			bMeshCurvy;      // Not used anymore.

// 227g: Implemented.
var(Display) bool       bShadowCast;     // Casts shadows.

// Advanced.
var(Advanced) bool	bOwnerNoSee;	// Everything but the owner can see this actor.
var(Advanced) bool      bOnlyOwnerSee;	// Only owner can see this actor.
var Const     bool	bIsMover;		// Is a mover, used for faster C++ casting, DO NOT EDIT!
var(Advanced) bool	bAlwaysRelevant;	// Always relevant for network.
var Const	  bool	bAlwaysTick;	// Update even when players-only.
var bool			bHurtEntry;		// keep HurtRadius from being reentrant
var(Advanced) bool	bGameRelevant;	// Always relevant for game
var bool			bCarriedItem;	// being carried, and not responsible for displaying self, so don't replicated location and rotation
var bool			bForcePhysicsUpdate; // force a physics update for simulated pawns

// Network modifiers
var bool bSkipActorReplication; // Don't replicate any actor properties.
var bool bRepAnimations; // Should replicate animations.
var bool bRepAmbientSound; // Should replicate ambient sound.
var bool bSimulatedPawnRep; // Should replicate physics like simulated pawns.
var bool bRepMesh; // Should replicate mesh and the skins.

// Multiple skin support.
var(Display) texture	MultiSkins[8];

//-----------------------------------------------------------------------------
// Sound.

// Ambient sound.
var(Sound) byte         SoundRadius;	 // Radius of ambient sound.
var(Sound) byte         SoundVolume;	 // Volume of amient sound.
var(Sound) byte         SoundPitch;	     // Sound pitch shift, 64.0=none.
var(Sound) sound        AmbientSound;    // Ambient sound effect.

// Regular sounds.
var(Sound) float		TransientSoundVolume;
var(Sound) float		TransientSoundRadius;

// Sound slots for actors.
enum ESoundSlot
{
	SLOT_None,
	SLOT_Misc,
	SLOT_Pain,
	SLOT_Interact,
	SLOT_Ambient,
	SLOT_Talk,
	SLOT_Interface,
};

// Music transitions.
enum EMusicTransition
{
	MTRAN_None,
	MTRAN_Instant,
	MTRAN_Segue,
	MTRAN_Fade,
	MTRAN_FastFade,
	MTRAN_SlowFade,
};

//-----------------------------------------------------------------------------
// Collision.

// Collision size.
var(Collision) const float CollisionRadius; // Radius of collision cyllinder.
var(Collision) const float CollisionHeight; // Half-height cyllinder.

// Collision flags.
var(Collision) const bool bCollideActors;   // Collides with other actors.
var(Collision) bool       bCollideWorld;    // Collides with the world.
var(Collision) bool       bBlockActors;	    // Blocks other nonplayer actors.
var(Collision) bool       bBlockPlayers;    // Blocks other player actors.
var(Collision) bool       bProjTarget;      // Projectiles should potentially target this actor.
var(Collision) bool		  bPathCollision;	// This actor blocks paths during editor path defining.

//-----------------------------------------------------------------------------
// Lighting.

// Light modulation.
var(Lighting) enum ELightType
{
	LT_None,
	LT_Steady,
	LT_Pulse,
	LT_Blink,
	LT_Flicker,
	LT_Strobe,
	LT_BackdropLight,
	LT_SubtlePulse,
	LT_TexturePaletteOnce,
	LT_TexturePaletteLoop
} LightType;

// Spatial light effect to use.
var(Lighting) enum ELightEffect
{
	LE_None,
	LE_TorchWaver,
	LE_FireWaver,
	LE_WateryShimmer,
	LE_Searchlight,
	LE_SlowWave,
	LE_FastWave,
	LE_CloudCast,
	LE_StaticSpot,
	LE_Shock,
	LE_Disco,
	LE_Warp,
	LE_Spotlight,
	LE_NonIncidence,
	LE_Shell,
	LE_OmniBumpMap,
	LE_Interference,
	LE_Cylinder,
	LE_Rotor,
	LE_Sunlight
} LightEffect;

// Lighting info.
var(LightColor) byte
LightBrightness,
LightHue,
LightSaturation;

// Light properties.
var(Lighting) byte
LightRadius,
LightPeriod,
LightPhase,
LightCone,
VolumeBrightness,
VolumeRadius,
VolumeFog;

// Lighting.
var(Lighting) bool		bSpecialLit;	// Only affects special-lit surfaces.
var(Lighting) bool		bActorShadows;  // Light casts actor shadows.
var(Lighting) bool		bCorona;        // Light uses Skin as a corona.
var(Lighting) bool		bLensFlare;     // Whether to use zone lens flare.
var(Lighting) bool		bDarkLight;		// Should be a subtractive light instead of additive.
var transient float		CoronaAlpha;	// Corona fade brightness (227g: moved from Render to Actor).

//-----------------------------------------------------------------------------
// Physics.

// Options.
var(Movement) bool		bBounce;           // Bounces when hits ground fast.
var(Movement) bool		bFixedRotationDir; // Fixed direction of rotation.
var(Movement) bool		bRotateToDesired;  // Rotate to DesiredRotation.
var           bool		bInterpolating;    // Performing interpolating.
var const bool			bJustTeleported;   // Used by engine physics - not valid for scripts.

// Dodge move direction.
var enum EDodgeDir
{
	DODGE_None,
	DODGE_Left,
	DODGE_Right,
	DODGE_Forward,
	DODGE_Back,
	DODGE_Active,
	DODGE_Done
} DodgeDir;

// Physics properties.
var(Movement) float       Mass;            // Mass of this actor.
var(Movement) float       Buoyancy;        // Water buoyancy.
var(Movement) rotator	  RotationRate;    // Change in rotation per second.
var(Movement) rotator     DesiredRotation; // Physics will rotate pawn to this if bRotateToDesired.
var           float       PhysAlpha;       // Interpolating position, 0.0-1.0.
var           float       PhysRate;        // Interpolation rate per second.

//-----------------------------------------------------------------------------
// Animation.

// Animation control.
var          float        AnimLast;        // Last frame.
var          float        AnimMinRate;     // Minimum rate for velocity-scaled animation.
var			 float		  OldAnimRate;	   // Animation rate of previous animation (= AnimRate until animation completes).
var			 plane		  SimAnim;		   // replicated to simulated proxies.

//-----------------------------------------------------------------------------
// Networking.

// Network control.
var(Networking) float NetPriority; // Higher priorities means update it more frequently.
var(Networking) float NetUpdateFrequency; // How many seconds between net updates.

// Symmetric network flags, valid during replication only.
var const bool bNetInitial;       // Initial network update.
var const bool bNetOwner;         // Player owns this actor.
var const bool bNetRelevant;      // Actor is currently relevant. Only valid server side, only when replicating variables.
var const bool bNetSee;           // Player sees it in network play.
var const bool bNetHear;          // Player hears it in network play.
var const bool bNetFeel;          // Player collides with/feels it in network play.
var const bool bSimulatedPawn;	  // True if Pawn and simulated proxy.
var const bool bDemoRecording;	  // True we are currently demo recording

//-----------------------------------------------------------------------------
// Enums.

// Travelling from server to server.
enum ETravelType
{
	TRAVEL_Absolute,	// Absolute URL.
	TRAVEL_Partial,		// Partial (carry name, reset server).
	TRAVEL_Relative,	// Relative URL.
};

// Input system states.
enum EInputAction
{
	IST_None,    // Not performing special input processing.
	IST_Press,   // Handling a keypress or button press.
	IST_Hold,    // Handling holding a key or button.
	IST_Release, // Handling a key or button release.
	IST_Axis,    // Handling analog axis movement.
};

// Input keys.
enum EInputKey
{
	/*00*/	IK_None			,IK_LeftMouse	,IK_RightMouse	,IK_Cancel		,
	/*04*/	IK_MiddleMouse	,IK_Unknown05	,IK_Unknown06	,IK_Unknown07	,
	/*08*/	IK_Backspace	,IK_Tab         ,IK_Unknown0A	,IK_Unknown0B	,
	/*0C*/	IK_Unknown0C	,IK_Enter	    ,IK_Unknown0E	,IK_Unknown0F	,
	/*10*/	IK_Shift		,IK_Ctrl	    ,IK_Alt			,IK_Pause       ,
	/*14*/	IK_CapsLock		,IK_MouseButton4,IK_MouseButton5,IK_MouseButton6,
	/*18*/	IK_MouseButton7	,IK_MouseButton8,IK_Unknown1A	,IK_Escape		,
	/*1C*/	IK_Unknown1C	,IK_Unknown1D	,IK_Unknown1E	,IK_Unknown1F	,
	/*20*/	IK_Space		,IK_PageUp      ,IK_PageDown    ,IK_End         ,
	/*24*/	IK_Home			,IK_Left        ,IK_Up          ,IK_Right       ,
	/*28*/	IK_Down			,IK_Select      ,IK_Print       ,IK_Execute     ,
	/*2C*/	IK_PrintScrn	,IK_Insert      ,IK_Delete      ,IK_Help		,
	/*30*/	IK_0			,IK_1			,IK_2			,IK_3			,
	/*34*/	IK_4			,IK_5			,IK_6			,IK_7			,
	/*38*/	IK_8			,IK_9			,IK_Unknown3A	,IK_Unknown3B	,
	/*3C*/	IK_Unknown3C	,IK_Unknown3D	,IK_Unknown3E	,IK_Unknown3F	,
	/*40*/	IK_Unknown40	,IK_A			,IK_B			,IK_C			,
	/*44*/	IK_D			,IK_E			,IK_F			,IK_G			,
	/*48*/	IK_H			,IK_I			,IK_J			,IK_K			,
	/*4C*/	IK_L			,IK_M			,IK_N			,IK_O			,
	/*50*/	IK_P			,IK_Q			,IK_R			,IK_S			,
	/*54*/	IK_T			,IK_U			,IK_V			,IK_W			,
	/*58*/	IK_X			,IK_Y			,IK_Z			,IK_Unknown5B	,
	/*5C*/	IK_Unknown5C	,IK_Unknown5D	,IK_Unknown5E	,IK_Unknown5F	,
	/*60*/	IK_NumPad0		,IK_NumPad1     ,IK_NumPad2     ,IK_NumPad3     ,
	/*64*/	IK_NumPad4		,IK_NumPad5     ,IK_NumPad6     ,IK_NumPad7     ,
	/*68*/	IK_NumPad8		,IK_NumPad9     ,IK_GreyStar    ,IK_GreyPlus    ,
	/*6C*/	IK_Separator	,IK_GreyMinus	,IK_NumPadPeriod,IK_GreySlash   ,
	/*70*/	IK_F1			,IK_F2          ,IK_F3          ,IK_F4          ,
	/*74*/	IK_F5			,IK_F6          ,IK_F7          ,IK_F8          ,
	/*78*/	IK_F9           ,IK_F10         ,IK_F11         ,IK_F12         ,
	/*7C*/	IK_F13			,IK_F14         ,IK_F15         ,IK_F16         ,
	/*80*/	IK_F17			,IK_F18         ,IK_F19         ,IK_F20         ,
	/*84*/	IK_F21			,IK_F22         ,IK_F23         ,IK_F24         ,
	/*88*/	IK_Unknown88	,IK_Unknown89	,IK_Unknown8A	,IK_Unknown8B	,
	/*8C*/	IK_Unknown8C	,IK_Unknown8D	,IK_Unknown8E	,IK_Unknown8F	,
	/*90*/	IK_NumLock		,IK_ScrollLock  ,IK_Unknown92	,IK_Unknown93	,
	/*94*/	IK_Unknown94	,IK_Unknown95	,IK_Unknown96	,IK_Unknown97	,
	/*98*/	IK_Unknown98	,IK_Unknown99	,IK_Unknown9A	,IK_Unknown9B	,
	/*9C*/	IK_Unknown9C	,IK_Unknown9D	,IK_Unknown9E	,IK_Unknown9F	,
	/*A0*/	IK_LShift		,IK_RShift      ,IK_LControl    ,IK_RControl    ,
	/*A4*/	IK_UnknownA4	,IK_UnknownA5	,IK_UnknownA6	,IK_UnknownA7	,
	/*A8*/	IK_UnknownA8	,IK_UnknownA9	,IK_UnknownAA	,IK_UnknownAB	,
	/*AC*/	IK_UnknownAC	,IK_UnknownAD	,IK_UnknownAE	,IK_UnknownAF	,
	/*B0*/	IK_UnknownB0	,IK_UnknownB1	,IK_UnknownB2	,IK_UnknownB3	,
	/*B4*/	IK_UnknownB4	,IK_UnknownB5	,IK_UnknownB6	,IK_UnknownB7	,
	/*B8*/	IK_UnknownB8	,IK_UnknownB9	,IK_Semicolon	,IK_Equals		,
	/*BC*/	IK_Comma		,IK_Minus		,IK_Period		,IK_Slash		,
	/*C0*/	IK_Tilde		,IK_UnknownC1	,IK_UnknownC2	,IK_UnknownC3	,
	/*C4*/	IK_UnknownC4	,IK_UnknownC5	,IK_UnknownC6	,IK_UnknownC7	,
	/*C8*/	IK_Joy1	        ,IK_Joy2	    ,IK_Joy3	    ,IK_Joy4	    ,
	/*CC*/	IK_Joy5	        ,IK_Joy6	    ,IK_Joy7	    ,IK_Joy8	    ,
	/*D0*/	IK_Joy9	        ,IK_Joy10	    ,IK_Joy11	    ,IK_Joy12		,
	/*D4*/	IK_Joy13		,IK_Joy14	    ,IK_Joy15	    ,IK_Joy16	    ,
	/*D8*/	IK_UnknownD8	,IK_UnknownD9	,IK_UnknownDA	,IK_LeftBracket	,
	/*DC*/	IK_Backslash	,IK_RightBracket,IK_SingleQuote	,IK_UnknownDF	,
	/*E0*/  IK_JoyX			,IK_JoyY		,IK_JoyZ		,IK_JoyR		,
	/*E4*/	IK_MouseX		,IK_MouseY		,IK_MouseZ		,IK_MouseW		,
	/*E8*/	IK_JoyU			,IK_JoyV		,IK_UnknownEA	,IK_UnknownEB	,
	/*EC*/	IK_MouseWheelUp ,IK_MouseWheelDown,IK_Unknown10E,UK_Unknown10F  ,
	/*F0*/	IK_JoyPovUp     ,IK_JoyPovDown	,IK_JoyPovLeft	,IK_JoyPovRight	,
	/*F4*/	IK_UnknownF4	,IK_UnknownF5	,IK_Attn		,IK_CrSel		,
	/*F8*/	IK_ExSel		,IK_ErEof		,IK_Play		,IK_Zoom		,
	/*FC*/	IK_NoName		,IK_PA1			,IK_OEMClear
};

var(Display) class<RenderIterator> RenderIteratorClass;	// class to instantiate as the actor's RenderInterface
var transient RenderIterator RenderInterface;		// abstract iterator initialized in the Rendering engine

//-----------------------------------------------------------------------------
// natives.

// Execute a console command in the context of the current level and game engine.
native function string ConsoleCommand( string Command );


//-----------------------------------------------------------------------------
// Network replication.

replication
{
	// Relationships.
	unreliable if ( Role==ROLE_Authority )
		Owner, Role, RemoteRole;
	unreliable if ( Role==ROLE_Authority && bNetOwner )
		bNetOwner, Inventory;
	unreliable if ( bReplicateInstigator && (Role==ROLE_Authority) && (RemoteRole>=ROLE_SimulatedProxy) )
		Instigator;

	// Ambient sound.
	unreliable if ( Role==ROLE_Authority )
		AmbientSound;
	unreliable if ( Role==ROLE_Authority && AmbientSound!=None )
		SoundRadius, SoundVolume, SoundPitch;
	unreliable if ( bDemoRecording )
		DemoPlaySound;

	// Collision.
	unreliable if ( Role==ROLE_Authority )
		bCollideActors, bCollideWorld;
	unreliable if ( Role==ROLE_Authority && bCollideActors )
		bBlockActors, bBlockPlayers;
	unreliable if ( Role==ROLE_Authority && (bCollideActors || bCollideWorld) )
		CollisionRadius, CollisionHeight;

	// Location.
	unreliable if ( Role==ROLE_Authority && !bCarriedItem && (bNetInitial || bSimulatedPawn || RemoteRole<ROLE_SimulatedProxy) )
		Location;
	unreliable if ( Role==ROLE_Authority && !bCarriedItem && (DrawType==DT_Mesh || DrawType==DT_Brush) && (bNetInitial || bSimulatedPawn || RemoteRole<ROLE_SimulatedProxy) )
		Rotation;
	unreliable if ( Role==ROLE_Authority && RemoteRole==ROLE_SimulatedProxy )
		Base;

	// Velocity.
	unreliable if ( (RemoteRole==ROLE_SimulatedProxy && (bNetInitial || bSimulatedPawn)) || bIsMover )
		Velocity;

	// Physics.
	unreliable if ( RemoteRole==ROLE_SimulatedProxy && bNetInitial && !bSimulatedPawn )
		Physics, Acceleration, bBounce;
	unreliable if ( RemoteRole==ROLE_SimulatedProxy && Physics==PHYS_Rotating && bNetInitial )
		bFixedRotationDir, bRotateToDesired, RotationRate, DesiredRotation;

	// Animation.
	unreliable if ( DrawType==DT_Mesh && (RemoteRole<=ROLE_SimulatedProxy) )
		AnimSequence;
	unreliable if ( DrawType==DT_Mesh && (RemoteRole==ROLE_SimulatedProxy) )
		bAnimNotify;
	unreliable if ( DrawType==DT_Mesh && (RemoteRole<ROLE_AutonomousProxy) )
		SimAnim, AnimMinRate;

	// Rendering.
	unreliable if ( Role==ROLE_Authority )
		bHidden, bOnlyOwnerSee;
	unreliable if ( Role==ROLE_Authority )
		Texture, DrawScale, PrePivot, DrawType, AmbientGlow, Fatness, ScaleGlow, bUnlit, bNoSmooth, bShadowCast, bActorShadows, Style;
	unreliable if ( Role==ROLE_Authority && DrawType==DT_Sprite && !bHidden && (!bOnlyOwnerSee || bNetOwner) )
		Sprite;
	unreliable if ( Role==ROLE_Authority && DrawType==DT_Mesh )
		Mesh, bMeshEnviroMap, bMeshCurvy, Skin, MultiSkins;
	unreliable if ( Role==ROLE_Authority && DrawType==DT_Brush )
		Brush;

	// Lighting.
	unreliable if ( Role==ROLE_Authority )
		LightType;
	unreliable if ( Role==ROLE_Authority && LightType!=LT_None )
		LightEffect, LightBrightness, LightHue, LightSaturation,
		LightRadius, LightPeriod, LightPhase, LightCone,
		VolumeBrightness, VolumeRadius,
		bSpecialLit;

	// Messages
	reliable if ( Role<ROLE_Authority )
		BroadcastMessage;
}

//=============================================================================
// Actor error handling.

// Handle an error and kill this one actor.
native(233) final function Error( coerce string S );

//=============================================================================
// General functions.

// Latent functions.
native(256) final latent function Sleep( float Seconds );

// Collision.
native(262) final function SetCollision( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers );
native(283) final function bool SetCollisionSize( float NewRadius, float NewHeight );

// Movement.
native(266) final function bool Move( vector Delta );
native(267) final function bool SetLocation( vector NewLocation );
native(299) final function bool SetRotation( rotator NewRotation );
native(3969) final function bool MoveSmooth( vector Delta );
native(3971) final function AutonomousPhysics(float DeltaSeconds);

// Relations.
native(298) final function SetBase( actor NewBase );
native(272) final function SetOwner( actor NewOwner );

//=============================================================================
// Animation.

// Animation functions.
native(259) final function PlayAnim( name Sequence, optional float Rate, optional float TweenTime );
native(260) final function LoopAnim( name Sequence, optional float Rate, optional float TweenTime, optional float MinRate );
native(294) final function TweenAnim( name Sequence, float Time );
native(282) final function bool IsAnimating();
native(293) final function name GetAnimGroup( name Sequence );
native(261) final latent function FinishAnim();
native(263) final function bool HasAnim( name Sequence );

// Animation notifications.
event AnimEnd();

//=============================================================================
// Skeletal animation.
native final function LinkSkelAnim( Animation Anim ); // Simply assign 'SkelAnim = Anim' and nothing else.

native(1726) final function int GetBoneIndex( string BoneName ); // Get bone index of a name (-1 if not found, "Weapon Bone" for weapon bone index).
native(1727) final function name GetBoneName( int Index ); // Get name of a bone index
native(1728) final function Coords GetBoneCoords( int Index ); // Get world coords of a bone.
native(1744) final function rotator GetBoneRotation( int Index ); // Get bone rotation
native(1729) final function bool SetBoneRotation( int Index, rotator RotModifier ); // Set bone rotation.
native(1730) final function bool SetBoneScale( int Index, vector New3DScale ); // Set bone size 3D.
native(1731) final function bool SetBoneRoot( int Index, optional int RootIndex ); // Change bone's root bone (attach bone to bone, 0 root = orginal bone).
native(1732) final function bool SetBonePosition( int Index, vector Offset ); // Change bone location offset (offset is in mesh coords, not world coords).


// Play an animation with bone index as root.
// @ Index - The root bone index for the animation.
// @ Rate (1.0) - The animation rate.
// @ TweenTime (0.0) - The "blend-in" time for the animation.
// @ bLoop (false) - Animation will loop forever.
// @ TweenOut (0.0) - When not looping, the "blend-out" time for the animation (-1 and it will freeze frame once animation completed).
native(1733) final function bool SkelPlayAnim( int Index, name AnimName, optional float Rate, optional float TweenTime, optional bool bLoop, optional float TweenOut );

// Stop an animation in this bone index.
// @ bCheckFromRoot (false) - If true, check if this bone is affected by any channel towards the root.
native(1734) final function bool StopSkelAnim( int Index, optional bool bCheckFromRoot );

// Remove all active animation channels and reset back all bone sizes and rotations (this is automatically done when mesh is switched to another skeletal mesh).
native(1735) final function ResetSkeletalMesh();

// Attach an actor to this skeletal mesh to a specific bone index.
// HardAttach, update this actors position even when host mesh isnt being rendered.
native(1737) final function AttachActorToBone( Actor Attaching, int Index, optional bool bHardAttach /*=false*/ );
native(1738) final function DeatachFromBone( Actor Other );

// Called when 'SkelPlayAnim' has completed.
event AnimEndOnBone( int BoneIndex );

//=========================================================================
// Editor.

// Executed on editor when actor is selected and has bEditorSelectRender set on True.
event DrawEditorSelection( Canvas C );

// Called twice by editor path builder before path build.
event NotifyPathDefine( bool bPreNotify );

//=========================================================================
// Rendering.

// Debug functions, not very fast but useful for debugging stuff.
// Renders a single line on next frame.
native(1740) final function DrawDebugLine( vector Start, vector End, vector Color );

// Render a box.
native(1741) final function DrawDebugBox( vector Start, vector End, vector Color );

// Render a sphere (segments recommended: 4-16).
native(1742) final function DrawDebugSphere( vector Point, float Radius, byte Segments, vector Color );

//=========================================================================
// Physics.

// Physics control.
native(301) final latent function FinishInterpolation();
native(3970) final function SetPhysics( EPhysics newPhysics );

//=============================================================================
// Engine notification functions.

//
// Major notifications.
//
event Spawned();
event Destroyed();
event Expired();
event GainedChild( Actor Other );
event LostChild( Actor Other );
event Tick( float DeltaTime );

//
// Triggers.
//
event Trigger( Actor Other, Pawn EventInstigator );
event UnTrigger( Actor Other, Pawn EventInstigator );
event BeginEvent();
event EndEvent();

//
// Physics & world interaction.
//
event Timer();
event HitWall( vector HitNormal, actor HitWall );
event Falling();
event Landed( vector HitNormal );
event ZoneChange( ZoneInfo NewZone );
event Touch( Actor Other );
event UnTouch( Actor Other );
event Bump( Actor Other );
event BaseChange();
event Attach( Actor Other );
event Detach( Actor Other );
event KillCredit( Actor Other );
event Actor SpecialHandling(Pawn Other);
event bool EncroachingOn( actor Other );
event EncroachedBy( actor Other );
event InterpolateEnd( actor Other );
event EndedRotation();

simulated event FellOutOfWorld()
{
	Destroy();
}

//
// Damage and kills.
//
event KilledBy( pawn EventInstigator );
event TakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType);

//
// Trace a line and see what it collides with first.
// Takes this actor's collision properties into account.
// Returns first hit actor, Level if hit level, or None if hit nothing.
// @ BSPTraceFlags - Ignore specific BSP surf flags:
const NF_NotCsg		= 1; // Node is not a Csg splitter, i.e. is a transparent poly.
const NF_ShootThrough	= 2; // Can shoot through (for projectile solid ops).
const NF_NotVisBlocking	= 4; // Node does not block visibility, i.e. is an invisible collision hull.

native(277) final function Actor Trace
(
	out vector  HitLocation,
	out vector  HitNormal,
	vector  TraceEnd,
	optional vector TraceStart, // = Location
	optional bool bTraceActors, // = bCollideActors
	optional vector Extent, // = vect(0,0,0)
	optional bool bTraceBSP, // = True
	optional byte BSPTraceFlags // = 0
);

// returns true if did not hit world geometry
native(548) final function bool FastTrace
(
	vector		TraceEnd,
	optional vector	TraceStart
);

//
// Trace against BSP world, if did hit return true and give hit information.
// Hit flags are (full 'EPolyFlags' list in UnObj.h):
const PF_Invisible		= 0x00000001;	// Poly is invisible.
const PF_Masked			= 0x00000002;	// Poly should be drawn masked.
const PF_Translucent		= 0x00000004;	// Poly is transparent.
const PF_Environment		= 0x00000010;	// Poly should be drawn environment mapped.
const PF_Semisolid	  	= 0x00000020;	// Poly is semi-solid = collision solid, Csg nonsolid.
const PF_Modulated		= 0x00000040;	// Modulation transparency.
const PF_FakeBackdrop		= 0x00000080;	// Poly looks exactly like backdrop.
const PF_AutoUPan			= 0x00000200;	// Automatically pans in U direction.
const PF_AutoVPan			= 0x00000400;	// Automatically pans in V direction.
const PF_NoSmooth			= 0x00000800;	// Don't smooth textures.
const PF_BigWavy			= 0x00001000;	// Poly has a big wavy pattern in it.
const PF_SmallWavy		= 0x00002000;	// Small wavy pattern (for water/enviro reflection).
const PF_AlphaBlend 		= 0x00020000;	// This poly should be alpha blended
const PF_SpecialLit		= 0x00100000;	// Only speciallit lights apply to this poly.
const PF_Unlit			= 0x00400000;	// Unlit.
const PF_Mirrored			= 0x08000000;	// Reflective surface.
// Useage: if( (ResultFlags & PF_Unlit)!=0 ) -> Surface is unlit

native(1736) final function bool TraceSurfHitInfo
(
	vector			Start,
	vector			End,
	optional out vector	HitLocation,
	optional out vector	HitNormal,
	optional out Texture	HitTex,
	optional out int		HitFlags
);

//
// Perform a single line check with this actor.
// Returns true if did hit!
//
native(1739) final function bool TraceThisActor
(
	vector			TraceEnd,
	vector			TraceStart,
	optional out vector	HitLocation,
	optional out vector	HitNormal,
	optional vector		Extent
);

//
// Spawn an actor. Returns an actor of the specified class, not
// of class Actor (this is hardcoded in the compiler). Returns None
// if the actor could not be spawned (either the actor wouldn't fit in
// the specified location, or the actor list is full).
// Defaults to spawning at the spawner's location.
//
native(278) final function actor Spawn
(
	class<actor>      SpawnClass,
	optional actor	  SpawnOwner,
	optional name     SpawnTag,
	optional vector   SpawnLocation,
	optional rotator  SpawnRotation
);

//
// Spawn an Actor with some additional parameters.
// WARNING: Spawning 2 actors with same name will always crash!
//
native(1715) final function Actor SpawnAct
(
	Class<Actor>	SpawnClass,
	vector		SpawnLocation,
	optional rotator	SpawnRotation,
	optional name	ActorName,
	optional Actor	SpawnOwner,
	optional Pawn	SpawnInstigator,
	optional Actor	Template,
	optional bool	bMayColFail
);


//
// Destroy this actor. Returns true if destroyed, false if indestructable.
// Destruction is latent. It occurs at the end of the tick.
//
native(279) final function bool Destroy();

//=============================================================================
// Timing.

// Causes Timer() events every NewTimerRate seconds.
// @ InFunc, new in 227i: Causes an additional timer call with specified function name.
// Use 'All' to effect all timers.
native(280) final function SetTimer( float NewTimerRate, bool bLoop, optional name InFunc );

//=============================================================================
// Sound functions.

// Play a sound effect.
native(264) final function PlaySound
(
	sound				Sound,
	optional ESoundSlot Slot,
	optional float		Volume,
	optional bool		bNoOverride,
	optional float		Radius,
	optional float		Pitch
);

native simulated event DemoPlaySound
(
	sound				Sound,
	optional ESoundSlot Slot,
	optional float		Volume,
	optional bool		bNoOverride,
	optional float		Radius,
	optional float		Pitch
);

// Get a sound duration.
native final function float GetSoundDuration( sound Sound );

//=============================================================================
// AI functions.

//
// Inform other creatures that you've made a noise
// they might hear (they are sent a HearNoise message)
// Senders of MakeNoise should have an instigator if they are not pawns.
//
native(512) final function MakeNoise( float Loudness );

//
// PlayerCanSeeMe returns true if some player has a line of sight to
// actor's location.
//
native(532) final function bool PlayerCanSeeMe();

//=============================================================================
// Regular engine functions.

// Teleportation.
event bool PreTeleport( Teleporter InTeleporter );
event PostTeleport( Teleporter OutTeleporter );

// Level state.
event NotifyLevelChange(); // Called just before map changes.
event BeginPlay();

//========================================================================
// Disk access.

// Find files.
native(539) final function string GetMapName( string NameEnding, string MapName, int Dir );
native(545) final function GetNextSkin( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc );
native(547) final function string GetURLMap();
native final function string GetNextInt( string ClassName, int Num );
native final function GetNextIntDesc( string ClassName, int Num, out string Entry, out string Description );
// 227: Same as GetNextIntDesc, but a lot faster and has some extra features.
// @ bSingleNames - Same name entries may only outcome once.
native(313) final iterator function IntDescIterator( string ClassName, optional out string EntryName, optional out string Desc, optional bool bSingleNames );
// Iterate a list of Dynamic Link Libaries.
// @ Flags:
// 0 - All libaries in System folder.
// 1 - All used libaries.
// 2 - All server required libaries (ones which client may need to connect to server).
native(400) final iterator function AllLibaries( out string LibName, byte Flags );

//=============================================================================
// Iterator functions.

// Iterator functions for dealing with sets of actors.

// AllActors() - avoid using AllActors() too often as it iterates through the whole actor list and is therefore slow
native(304) final iterator function AllActors     ( class<actor> BaseClass, out actor Actor, optional name MatchTag, optional name MatchEvent );
// ChildActors() returns all actors owned by this actor.  Slow like AllActors()
native(305) final iterator function ChildActors   ( class<actor> BaseClass, out actor Actor );
// BasedActors() returns all actors based on the current actor (slow, like AllActors)
native(306) final iterator function BasedActors   ( class<actor> BaseClass, out actor Actor );
// TouchingActors() returns all actors touching the current actor (fast)
native(307) final iterator function TouchingActors( class<actor> BaseClass, out actor Actor );
// TraceActors() return all actors along a traced line.  Reasonably fast (like any trace)
native(309) final iterator function TraceActors   ( class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent );
/*
RadiusActors() returns all actors within a give radius.  Slow like AllActors().
Use CollidingActors() or VisibleCollidingActors() instead if desired actor types are visible
(not bHidden) and in the collision hash (bCollideActors is true)
*/
native(310) final iterator function RadiusActors  ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc );
/*
VisibleActors() returns all visible (not bHidden) actors within a radius
for which a trace from Loc (which defaults to caller's Location) to that actor's Location does not hit the world.
Slow like AllActors(). Use VisibleCollidingActors() instead if desired actor types are in the collision hash (bCollideActors is true)
*/
native(311) final iterator function VisibleActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc );
/*
VisibleCollidingActors() returns all colliding (bCollideActors==true) actors within a certain radius
for which a trace from Loc (which defaults to caller's Location) to that actor's Location does not hit the world.
Much faster than AllActors() since it uses the collision hash
*/
native(312) final iterator function VisibleCollidingActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc, optional bool bIgnoreHidden );

//=============================================================================
// Misc 227 functions.

// An advanced 'PointReachable' which takes specific jumpZ, groundspeed and swimming ability into account and can check reachability.
native(1716) final function bool CanReachPoint( vector Start, vector End, float ColRadius, float ColHeight, float JumpZ, float XYSpeed );

// Execute a static command.
static native(1717) final function NativeExec( string Cmd );

// Add to package map.
// Returns False if:
// - Level gameplay has started (after first tick).
// - Package linker wasnt found (package isnt loaded).
native(1718) final function bool AddToPackagesMap( optional string PackageName );

// Check if some package is in package map.
// Returns True if file is required to enter the server.
native(1719) final function bool IsInPackageMap( optional string PackageName );

//=============================================================================
// Mesh functions:

// Get the vertex world position from some mesh actor.
// @ iVert - the vertex number of the mesh.
// @ bAnimatedFrame - get the vertex from animated frame instead of frame 0 (slightly slower)
native(1720) final function vector GetVertexPos( int iVert, bool bAnimatedFrame );

// Get number of vertexes in a mesh actor.
native(1721) final function int GetVertexCount();

// Get all the vertexes from current frame of some mesh actor (starting from iVert 0).
// @ Verts - Array of all vertices
// Very fast and efficient, it does resize array size to fit the needed size.
native(1722) final function AllFrameVerts( out array<vector> Verts );

// Get the closest vertex to a point.
// @ CheckPos - the world position of the point to check with.
// @ bAnimatedFrame - use animated frame instead of frame 0 (slightly slower).
// @ ResultVert - the vertex that was the closest one.
native(1723) final function int GetClosestVertex( vector CheckPos, bool bAnimatedFrame, out vector ResultVert );

// Get the closest trace line vertex.
// @ MinDot - min dot product with the line difference (0 = 90 degrees, 1 = 0 degrees)
// @ CheckPos - the world position of the point to check with.
// @ CheckDir - the trace direction of the line.
// @ bAnimatedFrame - use animated frame instead of frame 0 (slightly slower).
// @ ResultVert - the vertex that was the closest one.
native(1724) final function int GetBestTraceLineVertex( float MinDot, vector CheckPos, vector CheckDir, bool bAnimatedFrame,
		out vector ResultVert );

// Perform a 3D collision trace with a mesh actor, returns True if it DID hit.
native(1725) final function bool MeshTrace( vector Start, vector End, out vector HitNormal, out vector HitLocation );

//=============================================================================
// Scripted Actor functions.

// draw on canvas before flash and fog are applied (used for drawing weapons)
event RenderOverlays( canvas Canvas );

//
// Called immediately before gameplay begins.
//
event PreBeginPlay()
{
	// Handle autodestruction if desired.
	if ( !bGameRelevant && (Level.NetMode != NM_Client) && !Level.Game.IsRelevant(Self) )
		Destroy();
}

//
// Broadcast a message to all players.
//
event BroadcastMessage( coerce string Msg, optional bool bBeep, optional name Type )
{
	local GameRules GR;
	local Pawn P;

	if (Type == '')
		Type = 'Event';

	if ( Level.Game.GameRules!=None )
		for ( GR=Level.Game.GameRules; GR!=None; GR=GR.NextRules )
			if ( GR.bNotifyMessages && !GR.AllowBroadcast(Self,Msg) )
				Return;
	if ( Level.Game.AllowsBroadcast(self, Len(Msg)) )
		for ( P=Level.PawnList; P!=None; P=P.nextPawn )
			if ( P.bIsPlayer )
				P.ClientMessage( Msg, Type, bBeep );
}

//
// Called immediately after gameplay begins.
//
event PostBeginPlay();

// 
// Called on network clients when intial properties has been replicated.
//
event PostNetBeginPlay();

// 
// Called on network clients when a variable has been replicated (only called while bNetNotify is True).
//
event PostNetReceive();

//
// Called after PostBeginPlay.
//
simulated event SetInitialState()
{
	bScriptInitialized = true;
	
	if ( InitialState!='' )
		GotoState( InitialState );
	else
		GotoState( 'Auto' );
}

//
// Hurt actors within the radius.
//
final function HurtRadius( float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation )
{
	local actor Victims;
	local float damageScale, dist;
	local vector dir;

	if ( bHurtEntry )
		return;

	bHurtEntry = true;
	foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius, HitLocation )
	{
		if ( Victims != self )
		{
			dir = Victims.Location - HitLocation;
			dist = FMax(1,VSize(dir));
			dir = dir/dist;
			damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
			Victims.TakeDamage
			(
				damageScale * DamageAmount,
				Instigator,
				Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir,
				(damageScale * Momentum * dir),
				DamageName
			);
		}
	}
	bHurtEntry = false;
}

//
// Called when carried onto a new level, before AcceptInventory.
//
event TravelPreAccept();

//
// Called when carried into a new level, after AcceptInventory.
//
event TravelPostAccept();

//
// Called when a scripted texture needs rendering
//
event RenderTexture(ScriptedTexture Tex);

//
// Called by PlayerPawn when this actor becomes its ViewTarget.
//
function BecomeViewTarget();

//
// Returns the string representation of the name of an object without the package
// prefixes.
//
function String GetItemName( string FullName )
{
	local int pos;

	pos = InStr(FullName, ".");
	While ( pos != -1 )
	{
		FullName = Right(FullName, Len(FullName) - pos - 1);
		pos = InStr(FullName, ".");
	}

	return FullName;
}

//
// Returns the human readable string representation of an object.
//

simulated function String GetHumanName()
{
	return string(Class.Name);
}

//
// Returns the deathmessage displayed by this class (implemented by GameInfo and Weapons)
//
static function String WriteDeathMessage(PlayerReplicationInfo Killer, PlayerReplicationInfo Other, optional name damagetype)
{
	if ( Killer == None )
		return Other@"died";
	return Killer.PlayerName@"killed"@Other.PlayerName;
}

// Set the display properties of an actor.  By setting them through this function, it allows
// the actor to modify other components (such as a Pawn's weapon) or to adjust the result
// based on other factors (such as a Pawn's other inventory wanting to affect the result)
function SetDisplayProperties(ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap )
{
	Style = NewStyle;
	texture = NewTexture;
	bUnlit = bLighting;
	bMeshEnviromap = bEnviromap;
}

function SetDefaultDisplayProperties()
{
	Style = Default.Style;
	texture = Default.Texture;
	bUnlit = Default.bUnlit;
	bMeshEnviromap = Default.bMeshEnviromap;
}

// Reset the Actor to inital map state.
function Reset();

// Get the Actor Triggerer
function Actor GetTriggerActor()
{
	Return Self;
}

// Trigger helper functions.
final function TriggerEvent( name Action, optional Actor Other, optional Pawn EventInstigator )
{
	local Actor A;

	if( Action=='' )
		return;
	foreach AllActors(Class'Actor',A,Action)
		A.Trigger(Other,EventInstigator);
}
final function UnTriggerEvent( name Action, optional Actor Other, optional Pawn EventInstigator )
{
	local Actor A;

	if( Action=='' )
		return;
	foreach AllActors(Class'Actor',A,Action)
		A.UnTrigger(Other,EventInstigator);
}

// Get the collision extent of this actor.
simulated final function vector GetExtent()
{
	local vector V;

	V.X = CollisionRadius;
	V.Y = CollisionRadius;
	V.Z = CollisionHeight;
	return V;
}

defaultproperties
{
				bMovable=True
				DrawScale3D=(X=1.000000,Y=1.000000,Z=1.000000)
				Role=ROLE_Authority
				RemoteRole=ROLE_DumbProxy
				LODBias=1.000000
				bDifficulty0=True
				bDifficulty1=True
				bDifficulty2=True
				bDifficulty3=True
				bSinglePlayer=True
				bNet=True
				bNetSpecial=True
				OddsOfAppearing=1.000000
				DrawType=DT_Sprite
				Style=STY_Normal
				Texture=Texture'Engine.S_Actor'
				DrawScale=1.000000
				ScaleGlow=1.000000
				Fatness=128
				SpriteProjForward=32.000000
				bRepAnimations=True
				bRepAmbientSound=True
				bRepMesh=True
				SoundRadius=32
				SoundVolume=128
				SoundPitch=64
				TransientSoundVolume=1.000000
				CollisionRadius=22.000000
				CollisionHeight=22.000000
				bJustTeleported=True
				Mass=100.000000
				NetPriority=1.000000
				NetUpdateFrequency=100.000000
}

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Class file time: zo 11-11-2012 21:10:26.000 - Creation time: zo 11-11-2012 21:14:17.272 - Created with UnCodeX