- Extends
- Actor
- Modifiers
- abstract native NativeReplication
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
Direct Known Subclasses:
Bots, Chameleon, FlockMasterPawn, FlockPawn, PlayerPawn, Scout, ScriptedPawn, UPakCamera
Inherited Contants from Engine.Actor |
NF_NotCsg, NF_NotVisBlocking, NF_ShootThrough, PF_AlphaBlend, PF_AutoUPan, PF_AutoVPan, PF_BigWavy, PF_Environment, PF_FakeBackdrop, PF_Invisible, PF_Masked, PF_Mirrored, PF_Modulated, PF_NoSmooth, PF_Semisolid, PF_SmallWavy, PF_SpecialLit, PF_Translucent, PF_Unlit |
Inherited Variables from Engine.Actor |
Acceleration, ActorGUnlitColor, ActorRenderColor, AmbientGlow, AmbientSound, AnimationNotify, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysRender, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDarkLight, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEditorSelectRender, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHandleOwnCorona, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsInOctree, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetNotify, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoDynamicShadowCast, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bPathCollision, bProjectorDecal, bProjTarget, bRandomFrame, bRenderMultiEnviroMaps, bRepAmbientSound, bRepAnimations, bReplicateInstigator, bRepMesh, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimulatedPawn, bSimulatedPawnRep, bSinglePlayer, bSkipActorReplication, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUseLitSprite, bUseMeshCollision, bWorldGeometry, CollisionHeight, CollisionOverride, CollisionRadius, CollisionTag, ColLocation, CoronaAlpha, DefaultAnimationNotify, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawScale3D, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LastRenderedTime, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightDataPtr, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MeshDataPtr, MeshInstance, MiscNumber, MultiSkins[8], MultiTimers, NetInitialProperties, NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, ProjectorList, RealTouching, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, ShadowMesh, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel |
Enumerations Summary |
EAttitude ATTITUDE_Fear,
ATTITUDE_Hate,
ATTITUDE_Frenzy,
ATTITUDE_Threaten,
ATTITUDE_Ignore,
ATTITUDE_Friendly,
ATTITUDE_Follow |
EIntelligence BRAINS_NONE,
BRAINS_REPTILE,
BRAINS_MAMMAL,
BRAINS_HUMAN |
EPawnSightCheck SEE_PlayersOnly,
SEE_All,
SEE_None |
Inherited Enumerations from Engine.Actor |
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Inherited Structures from Core.Object |
BoundingBox, BoundingVolume, Color, Coords, Guid, Plane, Pointer, Quat, Rotator, Scale, Template, Vector |
Functions Summary |
| bool | actorReachable (actor anActor)
|
| bool | AddInventory (inventory NewItem ))
|
| | AddPawn ()
|
| | AddVelocity (vector NewVelocity))
|
| rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget))
|
| float | AdjustDesireFor (Inventory Inv))
|
| bool | AdjustHitLocation (out vector HitLocation, vector TraceDir))
|
| rotator | AdjustToss (float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget))
|
| | BaseChange ()))
|
| | BeginState ())) Dying |
| | BeginState ())) GameEnded |
| | BotVoiceMessage (name messagetype, byte MessageID, Pawn Sender)
|
| bool | CanSee (actor Other)
|
| | ChangedWeapon ()))
|
| bool | CheckFutureSight (float DeltaTime))
|
| bool | CheckWaterJump (out vector WallNormal))
|
| | ClearPaths ()
|
| | ClientDying (name DamageType, vector HitLocation))
|
| | ClientGameEnded ()))
|
| | ClientHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters)
|
| | ClientMessage (coerce string S, optional name Type, optional bool bBeep)
|
| | ClientReStart ()))
|
| | ClientSetLocation (vector NewLocation, rotator NewRotation ))
|
| | ClientSetRotation (rotator NewRotation ))
|
| | ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)
|
| | damageAttitudeTo (pawn Other)
|
| bool | DeleteInventory (inventory Item ))
|
| | Destroyed ()))
|
| | Died (pawn Killer, name damageType, vector HitLocation))
|
| | DropDecoration ()))
|
| vector | EAdjustJump ()
|
| | EncroachedBy (actor Other ))
|
| bool | EncroachingOn (actor Other ))
|
| | EndClimbing (LadderTrigger Other)
|
| | EnemyNotVisible ()
|
| | Falling ()))
|
| | FearThisSpot (Actor ASpot)
|
| | FellOutOfWorld ()))
|
| actor | FindBestInventoryPath (out float MinWeight, bool bPredictRespawns)
|
| Inventory | FindInventoryType (class DesiredClass ))
|
| Actor | FindPathTo (vector aPoint, optional bool bSinglePath, optional bool bClearPaths)
|
| Actor | FindPathToward (actor anActor, optional bool bSinglePath, optional bool bClearPaths)
|
| NavigationPoint | FindRandomDest (optional bool bClearPaths)
|
| int | FindStairRotation (float DeltaTime)
|
| | FireWeapon ()
|
| | FootZoneChange (ZoneInfo newFootZone))
|
| | Gasp ()
|
| String | GetHumanName ()))
|
| EAttitude | GetModifiedAttitude (EAttitude InAttitude, Pawn Hated ))
|
| | GetMultiSkin (Actor SkinActor, out string SkinName, out string FaceName ))
|
| float | GetRating ()))
|
| byte | GetTeamNum ()))
|
| bool | Gibbed (name damageType))
|
| | gibbedBy (actor Other))
|
| | GrabDecoration ()))
|
| | HandleHelpMessageFrom (Pawn Other)
|
| | HeadZoneChange (ZoneInfo newHeadZone))
|
| | HearNoise (float Loudness, Actor NoiseMaker)
|
| | HidePlayer ()))
|
| | InitPlayerReplicationInfo ()))
|
| bool | IsHeadShot (vector HitLocation, vector TraceDir ))
|
| | JumpOffPawn ()))
|
| | Killed (pawn Killer, pawn Other, name damageType))
|
| string | KillMessage (name damageType, pawn Other ))
|
| | Landed (vector HitNormal))
|
| | Landed (vector HitNormal)) Dying |
| bool | LineOfSightTo (actor Other)
|
| | LongFall ()
|
| | MayFall ()
|
| | MoveTo (vector NewDestination, optional float speed)
|
| | MoveToward (actor NewTarget, optional float speed, optional float SerpentineDist)
|
| | NextItem ()))
|
| | PainTimer ()))
|
| actor | PickAnyTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart)
|
| pawn | PickTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart)
|
| bool | PickWallAdjust ()
|
| | PlayBigDeath (name DamageType)
|
| | PlayCrawling ()
|
| | PlayDeathHit (float Damage, vector HitLocation, name damageType))
|
| | PlayDive ()
|
| | PlayDuck ()
|
| | PlayDying (name DamageType, vector HitLoc))
|
| | PlayerTimeOut ()))
|
| | PlayFiring ()
|
| | PlayGutDeath (name DamageType)
|
| | PlayGutHit (float tweentime))
|
| | PlayHeadDeath (name DamageType)
|
| | PlayHeadHit (float tweentime))
|
| | PlayHit (float Damage, vector HitLocation, name damageType, float MomentumZ))
|
| | PlayInAir ()
|
| | PlayLanded (float impactVel))
|
| | PlayLeftDeath (name DamageType)
|
| | PlayLeftHit (float tweentime))
|
| | PlayMovingAttack ()))
|
| | PlayOutOfWater ()))
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| | PlayPatrolStop ()))
|
| | PlayRecoil (float Rate)
|
| | PlayRightDeath (name DamageType)
|
| | PlayRightHit (float tweentime))
|
| | PlayRunning ()))
|
| | PlayTakeHit (float tweentime, vector HitLoc, int damage))
|
| | PlayTakeHitSound (int Damage, name damageType, int Mult))
|
| | PlayThreatening ()))
|
| | PlayTurning ()))
|
| | PlayVictoryDance ()))
|
| | PlayWaiting ()))
|
| | PlayWaitingAmbush ()))
|
| | PlayWalking ()))
|
| | PlayWeaponSwitch (Weapon NewWeapon)
|
| bool | pointReachable (vector aPoint)
|
| | PostBeginPlay ()))
|
| | PostRender2D (canvas Canvas, vector Pos ))
|
| | PreBeginPlay ()))
|
| | PreSetMovement ()))
|
| | RemovePawn ()
|
| | RenderOverlays (canvas Canvas ))
|
| | RestartPlayer ()
|
| | SeePlayer (actor Seen)
|
| | SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype))
|
| | SetDefaultDisplayProperties ()))
|
| | SetDisplayProperties (ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap ))
|
| | SetMovementPhysics ()))
|
| | SetMultiSkin (actor SkinActor, string SkinName, string FaceName, byte TeamNum ))
|
| bool | SetSkinElement (Actor SkinActor, int SkinNo, string SkinName, string DefaultSkinName))
|
| Carcass | SpawnCarcass ()))
|
| | SpawnGibbedCarcass ()))
|
| | SpecialFire ()
|
| | SpeechTimer ()
|
| | StartClimbing (LadderTrigger Other)
|
| | StopFiring ()
|
| | StopWaiting ()
|
| | StrafeFacing (vector NewDestination, actor NewTarget)
|
| | StrafeTo (vector NewDestination, vector NewFocus)
|
| bool | SwitchToBestWeapon ()))
|
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
|
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Dying |
| | TeamBroadcast (coerce string Msg))
|
| | TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type)
|
| | Timer ())) Dying |
| | TossWeapon ()))
|
| actor | TraceShot (out vector HitLocation, out vector HitNormal, vector EndTrace, vector StartTrace))
|
| | TurnTo (vector NewFocus)
|
| | TurnToward (actor NewTarget)
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| | TweenToFalling ()
|
| | TweenToFighter (float tweentime))
|
| | TweenToPatrolStop (float tweentime))
|
| | TweenToRunning (float tweentime))
|
| | TweenToSwimming (float tweentime)
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| | TweenToWaiting (float tweentime))
|
| | TweenToWalking (float tweentime))
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| | UnderLift (Mover M))
|
| | UpdateEyeHeight (float DeltaTime)
|
| | WaitForLanding ()
|
| | WalkTexture (texture Texture, vector StepLocation, vector StepNormal)
|
| | WarnTarget (Pawn shooter, float projSpeed, vector FireDir))
|
Inherited Functions from Engine.Actor |
AddToPackagesMap, AllActors, AllFrameVerts, AllLibaries, AnimEnd, AnimEndOnBone, Attach, AttachActorToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, CanReachPoint, ChildActors, ConsoleCommand, DeatachFromBone, DemoPlaySound, Destroy, Destroyed, Detach, DrawDebugBox, DrawDebugLine, DrawDebugSphere, DrawEditorSelection, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetBestTraceLineVertex, GetBoneCoords, GetBoneIndex, GetBoneName, GetBoneRotation, GetClosestVertex, GetExtent, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetTriggerActor, GetURLMap, GetVertexCount, GetVertexPos, HasAnim, HitWall, HurtRadius, IntDescIterator, InterpolateEnd, IsAnimating, IsInPackageMap, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, MeshTrace, Move, MoveSmooth, NativeExec, NotifyLevelChange, NotifyPathDefine, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, Reset, ResetSkeletalMesh, SetBase, SetBonePosition, SetBoneRoot, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, SkelPlayAnim, Sleep, Spawn, SpawnAct, Spawned, SpecialHandling, StopSkelAnim, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TraceSurfHitInfo, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnTouch, UnTrigger, UnTriggerEvent, VisibleActors, VisibleCollidingActors, WriteDeathMessage, ZoneChange |
Inherited Functions from Core.Object |
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AlignQuatWith, AllFiles, AllLinkers, AllObjects, AppSeconds, Array_Insert, Array_Remove, Array_Size, Asc, Atan, BeginState, Caps, Ceil, Chr, Clamp, ClassIsChildOf, Cos, Cross, Disable, Divide, Dot, DynamicLoadObject, Enable, EndState, ExecFunctionStr, Exp, ExtractString, FClamp, FindObject, FMax, FMin, FRand, GetAxes, GetDefaultObject, GetEnum, GetParentClass, GetPropertyText, GetStateName, GetUnAxes, GetUnitCoords, GotoState, InStr, Invert, IsA, IsInState, Left, Len, Lerp, LoadPackageContents, Localize, Locs, Log, Loge, MakeColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, Quad, QuatError, QuatFromAxisAndAngle, QuatGetAngle, QuatGetAxis, QuatGetVect, QuatNormal, QuatRotate, QuatSize, QuatSizeSquared, QuatSlerp, QuatToRotation, QuatVRotate, Rand, RandomSpreadVector, RandRange, ReplaceStr, ResetConfig, Right, RotationToQuat, RotRand, SaveConfig, SetPropertyText, Sin, Smerp, SortArray, SortStaticArray, Sqrt, Square, StaticSaveConfig, StringToName, Tan, TransformCoordsByNormal, TransformRotatorByNormal, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~= |
var float Alertness;
var const float AvgPhysicsTime;
var input byte bAltFire;
var bool bAutoActivate;
var bool bAvoidLedges;
var bool bBehindView;
var bool bCanDoSpecial;
var bool bCanFly;
var bool bCanJump;
var bool bCanOpenDoors;
var bool bCanSwim;
var bool bCanWalk;
var bool bClientSimFall;
var bool bClientTick;
var bool bCountJumps;
var bool bDrowning;
var input byte bDuck;
var bool bEnhancedSightCheck;
var input byte bExtra0;
var input byte bExtra1;
var input byte bExtra2;
var input byte bExtra3;
var input byte bFire;
var input byte bFreeLook;
var bool bFromWall;
var const bool bHitSlopedWall;
var bool bHunting;
var bool bIsBleeding;
var bool bIsFemale;
var bool bIsHuman;
var bool bIsMultiSkinned;
var bool bIsPlayer;
var bool bIsWalking;
var bool bJumpOffPawn;
var bool bJustLanded;
var input byte bLook;
var const bool bLOSflag;
var travel bool bNeverSwitchOnPickup;
var bool bNoStopAtLedge;
var const bool bReducedSpeed;
var input byte bRun;
var bool bShootSpecial;
var input byte bSnapLevel;
var bool bStopAtLedges;
var input byte bStrafe;
var bool bUpAndOut;
var bool bUpdatingDisplay;
var bool bUseNoWalkInAir;
var bool bWarping;
var input byte bZoom;
var float DesiredSpeed;
var int DieCount;
var float EyeHeight;
var int ItemCount;
var int KillCount;
var float LastPainSound;
var float LastSeenTime;
var float MaxDesiredSpeed;
var float MinHitWall;
var float MoveTimer;
var name NextLabel;
var name NextState;
var const float noise1loudness;
var const
pawn noise1other;
var const float noise1time;
var const float noise2loudness;
var const
pawn noise2other;
var const float noise2time;
var float OldMessageTime;
var float OrthoZoom;
var float PainTime;
var Name PlayerReStartState;
var int SecretCount;
var float SerpentineDist;
var float SerpentineTime;
var float SightCounter;
var float SoundDampening;
var float SpecialPause;
var float SpeechTime;
var float SplashTime;
var int Spree;
var float Stimulus;
AI
var(AI) bool bDoAutoSerpentine;
var(AI) float HearingThreshold;
var(AI) float HuntOffDistance;
var(AI) float PeripheralVision;
var(AI) float SightDistanceMulti;
var(AI) float SightRadius;
var(AI) float Skill;
Combat
var(Combat) bool bCanStrafe;
var(Combat) float CombatStyle;
var(Combat) float MeleeRange;
Movement
var(Movement) float AccelRate;
var(Movement) float AirControl;
var(Movement) float AirSpeed;
var(Movement) bool bIsCrawler;
var(Movement) float GroundSpeed;
var(Movement) float JumpZ;
var(Movement) float MaxStepHeight;
var(Movement) float UnderWaterTime;
var(Movement) float WaterSpeed;
Networking
var(Networking) bool bRepHealth;
Orders
var(Orders) name AlarmTag;
var(Orders) bool bFixedStart;
var(Orders) name SharedAlarmTag;
Pawn
var(
Pawn)
float BaseEyeHeight;
var(
Pawn)
float BeaconOffset;
var(
Pawn)
bool bPostRender2D;
var(
Pawn)
float DamageScaling;
var(
Pawn)
float FovAngle;
var(
Pawn) localized
string MenuName;
var(
Pawn) localized
string MenuNameDative;
var(
Pawn) localized
string NameArticle;
PlayerReplicationInfoClass Source code
var(
Pawn)
float ReducedDamagePct;
var(
Pawn)
name ReducedDamageType;
var(
Pawn)
byte Visibility;
var(
Pawn)
byte VoicePitch;
Sounds
var(Sounds) sound Die;
var(Sounds) sound HitSound1;
var(Sounds) sound HitSound2;
var(Sounds) sound Land;
var(Sounds) sound WaterStep;
enum
EAttitude
{
ATTITUDE_Fear,
ATTITUDE_Hate,
ATTITUDE_Frenzy,
ATTITUDE_Threaten,
ATTITUDE_Ignore,
ATTITUDE_Friendly,
ATTITUDE_Follow
};
enum
EIntelligence
{
BRAINS_NONE,
BRAINS_REPTILE,
BRAINS_MAMMAL,
BRAINS_HUMAN
};
native(
520) final
function bool actorReachable (
actor anActor )
function bool AddInventory (
inventory NewItem ) )
native(529) final function AddPawn ( )
function AddVelocity (
vector NewVelocity) )
function rotator AdjustAim (
float projSpeed,
vector projStart,
int aimerror,
bool bLeadTarget,
bool bWarnTarget) )
function float AdjustDesireFor (
Inventory Inv) )
simulated
function bool AdjustHitLocation ( out
vector HitLocation,
vector TraceDir) )
function rotator AdjustToss (
float projSpeed,
vector projStart,
int aimerror,
bool bLeadTarget,
bool bWarnTarget) )
singular event BaseChange ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BotVoiceMessage (
name messagetype,
byte MessageID,
Pawn Sender )
native(
533) final
function bool CanSee (
actor Other )
function ChangedWeapon ( ) )
function bool CheckFutureSight ( float DeltaTime) )
function bool CheckWaterJump ( out
vector WallNormal) )
native(522) final function ClearPaths ( )
function ClientGameEnded ( ) )
native simulated event ClientHearSound (
actor Actor,
int Id,
sound S,
vector SoundLocation,
vector Parameters )
event ClientMessage ( coerce string S, optional name Type, optional bool bBeep )
function ClientReStart ( ) )
function ClientSetLocation (
vector NewLocation,
rotator NewRotation ) )
function ClientSetRotation (
rotator NewRotation ) )
function damageAttitudeTo (
pawn Other )
function bool DeleteInventory (
inventory Item ) )
simulated event Destroyed ( ) )
function DropDecoration ( ) )
native(
523) final
function vector EAdjustJump ( )
event EncroachedBy (
actor Other ) )
event
bool EncroachingOn (
actor Other ) )
event EnemyNotVisible ( )
function Falling ( ) )
function FearThisSpot (
Actor ASpot )
event FellOutOfWorld ( ) )
native(
540) final
function actor FindBestInventoryPath ( out
float MinWeight,
bool bPredictRespawns )
function Inventory FindInventoryType (
class DesiredClass ) )
native(
518) final
function Actor FindPathTo (
vector aPoint, optional
bool bSinglePath,
optional
bool bClearPaths )
native(
517) final
function Actor FindPathToward (
actor anActor, optional
bool bSinglePath,
optional
bool bClearPaths )
native(
525) final
function NavigationPoint FindRandomDest ( optional
bool bClearPaths )
native(524) final function int FindStairRotation ( float DeltaTime )
function FireWeapon ( )
event FootZoneChange (
ZoneInfo newFootZone) )
function Gasp ( )
simulated function String GetHumanName ( ) )
static
function GetMultiSkin (
Actor SkinActor, out
string SkinName, out
string FaceName ) )
function float GetRating ( ) )
simulated function byte GetTeamNum ( ) )
function gibbedBy (
actor Other) )
function GrabDecoration ( ) )
function HandleHelpMessageFrom (
Pawn Other )
event HeadZoneChange (
ZoneInfo newHeadZone) )
event HearNoise (
float Loudness,
Actor NoiseMaker )
function HidePlayer ( ) )
InitPlayerReplicationInfo Source code
function InitPlayerReplicationInfo ( ) )
simulated
function bool IsHeadShot (
vector HitLocation,
vector TraceDir ) )
function JumpOffPawn ( ) )
event Landed (
vector HitNormal) )
event Landed (
vector HitNormal) )
native(
514) final
function bool LineOfSightTo (
actor Other )
event LongFall ( )
event MayFall ( )
native(
500) final latent
function MoveTo (
vector NewDestination, optional
float speed )
native(
502) final latent
function MoveToward (
actor NewTarget, optional
float speed, optional
float SerpentineDist )
exec function NextItem ( ) )
event PainTimer ( ) )
native(
534) final
function actor PickAnyTarget ( out
float bestAim, out
float bestDist,
vector FireDir,
vector projStart )
native(
531) final
function pawn PickTarget ( out
float bestAim, out
float bestDist,
vector FireDir,
vector projStart )
native(526) final function bool PickWallAdjust ( )
function PlayCrawling ( )
function PlayDive ( )
function PlayDuck ( )
event PlayerTimeOut ( ) )
function PlayFiring ( )
function PlayGutHit ( float tweentime) )
function PlayHeadHit ( float tweentime) )
function PlayHit (
float Damage,
vector HitLocation,
name damageType,
float MomentumZ) )
function PlayInAir ( )
function PlayLanded ( float impactVel) )
function PlayLeftHit ( float tweentime) )
function PlayMovingAttack ( ) )
function PlayOutOfWater ( ) )
function PlayPatrolStop ( ) )
function PlayRecoil ( float Rate )
function PlayRightHit ( float tweentime) )
function PlayRunning ( ) )
function PlayTakeHit (
float tweentime,
vector HitLoc,
int damage) )
function PlayTakeHitSound (
int Damage,
name damageType,
int Mult) )
function PlayThreatening ( ) )
function PlayTurning ( ) )
function PlayVictoryDance ( ) )
function PlayWaiting ( ) )
function PlayWaitingAmbush ( ) )
function PlayWalking ( ) )
function PlayWeaponSwitch (
Weapon NewWeapon )
native(
521) final
function bool pointReachable (
vector aPoint )
event PostBeginPlay ( ) )
event PreBeginPlay ( ) )
function PreSetMovement ( ) )
native(530) final function RemovePawn ( )
function RestartPlayer ( )
event SeePlayer (
actor Seen )
SetDefaultDisplayProperties Source code
function SetDefaultDisplayProperties ( ) )
function SetDisplayProperties (
ERenderStyle NewStyle,
texture NewTexture,
bool bLighting,
bool bEnviroMap ) )
function SetMovementPhysics ( ) )
static
function SetMultiSkin (
actor SkinActor,
string SkinName,
string FaceName,
byte TeamNum ) )
static
function bool SetSkinElement (
Actor SkinActor,
int SkinNo,
string SkinName,
string DefaultSkinName) )
function Carcass SpawnCarcass ( ) )
function SpawnGibbedCarcass ( ) )
function SpecialFire ( )
event SpeechTimer ( )
function StopFiring ( )
native function StopWaiting ( )
native(
506) final latent
function StrafeFacing (
vector NewDestination,
actor NewTarget )
native(
504) final latent
function StrafeTo (
vector NewDestination,
vector NewFocus )
function bool SwitchToBestWeapon ( ) )
function TeamBroadcast ( coerce string Msg) )
function Timer ( ) )
function TossWeapon ( ) )
native(
508) final latent
function TurnTo (
vector NewFocus )
native(
510) final latent
function TurnToward (
actor NewTarget )
function TweenToFalling ( )
function TweenToFighter ( float tweentime) )
function TweenToPatrolStop ( float tweentime) )
function TweenToRunning ( float tweentime) )
function TweenToSwimming ( float tweentime )
function TweenToWaiting ( float tweentime) )
function TweenToWalking ( float tweentime) )
function UnderLift (
Mover M) )
event UpdateEyeHeight ( float DeltaTime )
native(527) final latent function WaitForLanding ( )
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir) )
defaultproperties
{
bUseNoWalkInAir=True
BeaconOffset=1.050000
AvgPhysicsTime=0.100000
MaxDesiredSpeed=1.000000
GroundSpeed=320.000000
WaterSpeed=200.000000
AccelRate=500.000000
JumpZ=325.000000
MaxStepHeight=25.000000
AirControl=0.050000
Visibility=128
SightRadius=2500.000000
HearingThreshold=1.000000
OrthoZoom=40000.000000
FovAngle=90.000000
Health=100
AttitudeToPlayer=ATTITUDE_Hate
Intelligence=BRAINS_MAMMAL
noise1time=-10.000000
noise2time=-10.000000
SoundDampening=1.000000
DamageScaling=1.000000
PlayerReStartState="PlayerWalking"
NameArticle=" a "
PlayerReplicationInfoClass=Class'Engine.PlayerReplicationInfo'
bRepHealth=True
SightDistanceMulti=1.000000
bCanTeleport=True
bIsKillGoal=True
bStasis=True
bIsPawn=True
RemoteRole=ROLE_SimulatedProxy
AnimSequence="Fighter"
bDirectional=True
Texture=Texture'Engine.S_Pawn'
SoundRadius=9
SoundVolume=240
TransientSoundVolume=2.000000
bCollideActors=True
bCollideWorld=True
bBlockActors=True
bBlockPlayers=True
bProjTarget=True
bRotateToDesired=True
RotationRate=(Pitch=4096,Yaw=50000,Roll=3072)
NetPriority=4.000000
}
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Creation time: zo 11-11-2012 21:14:11.584 - Created with
UnCodeX