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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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