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Engine.function

Extends
Actor
Modifiers
float GetPIDDistancePct ( ) { return 1.0

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.function

Direct Known Subclasses:

function, Scout, StationaryPawn, StationaryTurret, Vehicle, XMPVehicleBarrel

Constants Summary
Inherited Contants from Engine.Actor
CCFloatHeight, DF_Collision, DF_None, MAXSTEPHEIGHT, MINFLOORZ, TRACE_AcceptProjectors, TRACE_Actors, TRACE_AllBlocking, TRACE_AllColliding, TRACE_Blocking, TRACE_Corona, TRACE_Debug, TRACE_Hash, TRACE_Level, TRACE_LevelGeometry, TRACE_Material, TRACE_Movers, TRACE_OnlyProjActor, TRACE_Others, TRACE_Pawns, TRACE_Projectors, TRACE_ProjTargets, TRACE_ShadowCast, TRACE_SingleResult, TRACE_StopAtFirstHit, TRACE_VisibleNonColliding, TRACE_Volumes, TRACE_World
Inherited Contants from Core.Object
DegreesToRadians, DegreesToRotationUnits, MaxFlt, MaxInt, MAXSEED, NoLabel, NoState, Pi, RadiansToDegrees, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RotationUnitsToDegrees

Variables Summary
floatAccelRate
nameAirAnims[4]
floatAirControl
floatAirSpeed
nameAirStillAnim
NavigationPointAnchor
nameAnimAction
floatAppliedBob
floatAvgPhysicsTime
floatBackwardStrafeBias
boolbAmbientCreature
floatBaseEyeHeight
floatBaseMovementRate
boolbAutoActivate
boolbAutoFire
boolbAvoidLedges
boolbCachedRelevant
boolbCanBeRevived
boolbCanClimbLadders
boolbCanFly
boolbCanJump
boolbCanPickupInventory
boolbCanStrafe
boolbCanSwim
boolbCanWalk
boolbCanWalkOffLedges
boolbClientCollision
boolbCountJumps
boolbCrawler
boolbDirectHitWall
boolbDoTorsoTwist
boolbHasPlayerID
boolbIgnoreForces
boolbIgnorePlayFiring
boolbInitializeAnimation
boolbInvulnerableBody
boolbIsCrouched
boolbIsFemale
boolbIsIdle
boolbIsTyping
boolbIsWalking
boolbJumpCapable
boolbJustLanded
class<Effects>BloodEffect
boolbNoJumpAdjust
boolbNoVelocityUpdate
boolbNoWeaponFiring
floatBob
floatbobtime
boolbPhysicsAnimUpdate
floatBreathTime
boolbReducedSpeed
boolbReverseRun
boolbRollToDesired
boolbShowRadar
boolbSimGravityDisabled
boolbSimulateGravity
boolbSpecialCalcView
boolbSprinting
boolbSteadyFiring
boolbStopAtLedges
boolbThumped
boolbTryToUncrouch
boolbUpAndOut
boolbUpdateEyeheight
boolbUpdatingDisplay
boolbUseCompressedPosition
boolbWaitForAnim
boolbWantsToCrouch
boolbWarping
boolbWasCrouched
boolbWasOnGround
boolbWasWalking
boolbWeaponBob
vectorConstantAcceleration
ControllerController
class<AIController>ControllerClass
nameCrouchAnims[4]
floatCrouchedPct
floatCrouchHeight
floatCrouchRadius
nameCrouchTurnLeftAnim
nameCrouchTurnRightAnim
byteDamageIndicatorAngle
floatDamageScaling
nameDeathAnim
array<string>DefaultWeaponNames
array<class<Weapon>>DefaultWeapons
floatDesiredSpeed
floatDestinationOffset
nameDodgeAnims[4]
floatDodgeSpeedFactor
floatDodgeSpeedZ
nameDoubleJumpAnims[4]
floatEyeHeight
floatFindAnchorFailedTime
nameFireHeavyBurstAnim
nameFireHeavyRapidAnim
nameFireRifleBurstAnim
nameFireRifleRapidAnim
nameFireRootBone
byteFlashCount
vectorFloor
intFootRot
boolFootStill
boolFootTurning
floatForwardStrafeBias
floatGroundSpeed
nameHeadBone
floatHeadScale
PhysicsVolumeHeadVolume
intHealth
class<DamageType>HitDamageType
intIconIndex
nameIdleCrouchAnim
nameIdleHeavyAnim
nameIdleRestAnim
nameIdleRifleAnim
nameIdleSwimAnim
floatIdleTime
nameIdleWeaponAnim
floatJumpZ
floatLadderSpeed
nameLandAnims[4]
floatLandBob
nameLandMovementState
NavigationPointLastAnchor
floatLastPainSound
floatLastPainTime
playerControllerLastRealViewer
PlayerStartLastStartSpot
floatLastStartTime
floatLastValidAnchorTime
actorLastViewer
class<Effects>LowGoreBlood
floatMaxDesiredSpeed
floatMaxFallingDamage
floatMaxFallSpeed
floatMeleeRange
stringMenuName
nameMovementAnims[4]
floatMovementBlendStartTime
floatNetRelevancyTime
floatNextPathRadius
PawnnextPawn
floatnoise1loudness
pawnnoise1other
vectornoise1spot
floatnoise1time
floatnoise2loudness
pawnnoise2other
vectornoise2spot
floatnoise2time
vectorOldAcceleration
intOldAnimDir
EPhysicsOldPhysics
floatOldRotYaw
VectorOldVelocity
floatOldZ
LadderVolumeOnLadder
stringOwnerName
CompressedPositionPawnPosition
WeaponPendingWeapon
PlayerReplicationInfoPlayerReplicationInfo
intRadarRotationOffset
class<DamageType>ReducedDamageType
nameRootBone
PowerupsSelectedItem
vectorSerpentineDir
floatSerpentineDist
floatSerpentineTime
ShadowProjectorShadow
floatSoundDampening
floatSpawnTime
nameSpineBone1
nameSpineBone2
floatSplashTime
nameSwimAnims[4]
vectorTakeHitLocation
nameTakeoffAnims[4]
nameTakeoffStillAnim
stringTauntAnimNames[8]
array<name>TauntAnims
intTeamIndex
vectorTearOffMomentum
intTurnDir
nameTurnLeftAnim
nameTurnRightAnim
floatUncrouchTime
floatUnderWaterTime
byteViewPitch
byteVisibility
stringVoiceType
nameWaitingForReviveAnim
nameWalkAnims[4]
vectorWalkBob
floatWalkingPct
nameWallDodgeAnims[4]
nameWaterMovementState
floatWaterSpeed
WeaponWeapon
Advanced
boolbUseEnabled
AI
nameAIScriptTag
floatAlertness
boolbAdjacentZoneHearing
boolbAroundCornerHearing
boolbLOSHearing
boolbMuffledHearing
boolbSameZoneHearing
floatHearingThreshold
floatPeripheralVision
floatSightRadius
AnimTweaks
floatBlendChangeTime
Pawn
boolbCanCrouch
floatSkillModifier
Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AlternateSkins, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlwaysRelevant, bAlwaysRelevantToInstigator, bAlwaysRelevantToOwner, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeBaseForPawns, bCanBeDamaged, bCanMantle, bCanTeleport, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableSorting, bDisturbFluidSurface, bDontBatch, bDynamicLight, bDynamicWorldGeometry, bEdShouldSnap, bEdSnap, bFixedRotationDir, bFullVolume, bGameRelevant, bHardAttach, bHasBlood, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bShowUseReticle, bSkipActorPropertyReplication, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUsable, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, ConglomerateID, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetDependents, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, RepSkinIndex, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, SpecialDisplayFlags, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, Velocity, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ETravelType
Inherited Enumerations from Core.Object
EAlignment, EAxis, ECamOrientation, ESheerAxis

Structures Summary
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, Face, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr
Inherited Structures from Core.Object
Alignment, BoundingVolume, Box, Color, ComponentHandle, CompressedPosition, Coords, Dimension, Guid, InterpCurve, InterpCurvePoint, Matrix, ParticleHandle, Plane, Point, Quat, Range, RangeVector, Rectangle, Rotator, Scale, Vector

Functions Summary
functionbool AddInventory (inventory NewItem)
function AddPawn ()
function AddVelocity (vector NewVelocity)
functionbool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)
functionfloat AdjustedStrength ()
event AnimEnd (int Channel)
event AnimEnd (int Channel)
Dying
event BaseChange ()
function BaseChange ()
Dying
function BecomeViewTarget ()
function BeginState ()
Dying
event BeginState ()
Passenger
event BreathTimer ()
functionvector CalcDrawOffset (inventory Inv)
function CalcHitIndication (int Damage, vector HitLocation, vector Momentum)
functionbool CanBeMercyKilled (optional Actor Other)
functionbool CanBeRevived (optional Actor Other)
functionbool CanBeRevived (optional actor Other)
Dying
functionbool CanDodge ()
functionint CanDoubleJump ()
functionbool CanGrabLadder ()
functionbool CanMercyKill (Actor Enemy)
functionbool CannotJumpNow ()
functionbool CanSplash ()
functionbool CanThrowWeapon ()
functionbool CanTrigger (Trigger T)
event ChangeAnimation ()
event ChangeAnimation ()
Dying
function ChangedWeapon ()
function CheckBob (float DeltaTime, vector Y)
functionbool CheckWaterJump (out vector WallNormal)
function ChunkUp (Rotator HitRotation, class<DamageType> D)
function ClientChangedWeapon (Weapon OldWeapon, Weapon W)
function ClientDying (class<DamageType> DamageType, vector HitLocation)
event ClientMessage (coerce string S, optional Name Type)
function ClientReStart ()
function ClientRevived ()
function ClientSetLocation (vector NewLocation, rotator NewRotation)
function ClientSetRotation (rotator NewRotation)
function ClimbLadder (LadderVolume L)
function CreateInventory (string InventoryClassName)
function CreateShadow ()
function DeleteInventory (inventory Item)
event Destroyed ()
function DestroyShadow ()
function DestroyTimer ()
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
Dying
function DisplayDebug (Canvas Canvas, out float YL, out float YPos)
function DoDoubleJump (bool bUpdating)
functionbool DoJump (bool bUpdating)
function DrawHUD (Canvas Canvas)
function DropToGround ()
event EncroachedBy (actor Other)
eventbool EncroachingOn (actor Other)
function EndClimbLadder (LadderVolume OldLadder)
event EndCrouch (float HeightAdjust)
event EndState ()
Dying
functionvector EyePosition ()
function FaceRotation (rotator NewRotation, float DeltaTime)
event Falling ()
event FellOutOfWorld (eKillZType KillType)
event FellOutOfWorld (eKillZType KillType)
Dying
functionInventory FindInventoryType (class DesiredClass)
function FinishedInterpolation ()
function Fire (optional float F)
function ForceCrouch ()
function Gasp ()
functionint Get4WayDirection ()
functionrotator GetAimRotation ()
functionWeapon GetDemoRecordingWeapon ()
functionString GetHumanReadableName ()
functionController GetKillerController ()
functionActor GetMoveTarget ()
functionint GetTeam ()
functionvector GetViewLocation ()
functionrotator GetViewRotation ()
functionname GetWeaponBoneFor (Inventory I)
functionbool Gibbed (class<DamageType> damageType)
function gibbedBy (actor Other)
function GiveWeapon (string aClassName)
function HandleDodgeFailed ()
function HandleDying ()
function HandleDying ()
Dying
function HandlePickup (Pickup pick)
function HandleRevived ()
event HeadVolumeChange (PhysicsVolume newHeadVolume)
event HitWall (vector HitNormal, actor Wall)
function HoldCarriedObject (CarriedObject O, name AttachmentBone)
functionbool InCurrentCombo ()
functionbool InGodMode ()
functionbool IsFirstPerson ()
functionbool IsHumanControlled ()
functionbool IsInPain ()
functionbool IsLocallyControlled ()
functionbool IsPlayerPawn ()
functionbool IsRealPlayer ()
function JumpOutOfWater (vector jumpDir)
function KilledBy (pawn EventInstigator)
event Landed (vector HitNormal)
function Landed (vector HitNormal)
Dying
function LandThump ()
Dying
function LieStill ()
Dying
functionbool LineOfSightTo (actor Other)
functionvector ModifiedPlayerViewOffset (inventory Inv)
event ModifyVelocity (float DeltaTime, vector OldVelocity)
functionarray<class<Weapon>> MyDefaultWeapons ()
functionbool NearMoveTarget ()
function NextItem ()
function NotifyAmmoChanged ()
function NotifyEndGame ()
function NotifyGutBlowed (Controller Killer)
function NotifyUnuse (actor Other)
function NotifyUse (actor Other)
event PlayDying (class<DamageType> DamageType, vector HitLoc)
function PlayDyingSound ()
event PlayFalling ()
function PlayFiring (float Rate, name FiringMode)
function PlayFiring (float Rate, name FiringMode)
Dying
function PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum)
event PlayJump ()
function PlayLanded (float impactVel)
event PlayLandingAnimation (float ImpactVel)
function PlayMoverHitSound ()
function PlayMoving ()
function PlayNextAnimation ()
Dying
function PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)
function PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)
Dying
function PlayTeleportEffect (bool bOut, bool bSound)
function PlayVictoryAnimation ()
function PlayWaiting ()
function PlayWeaponReload (Weapon NewWeapon)
function PlayWeaponReload (Weapon NewWeapon)
Dying
function PlayWeaponSwitch (Weapon NewWeapon)
function PlayWeaponSwitch (Weapon NewWeapon)
Dying
functionbool PointOfView ()
function PossessedBy (Controller C)
event PostBeginPlay ()
event PostNetBeginPlay ()
event PreBeginPlay ()
functionbool PressingAltFire ()
functionbool PressingFire ()
functionbool ReachedDestination (Actor Goal)
function ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
function ReduceCylinder ()
Dying
function RemovePawn ()
function Reset ()
function RestartPlayer ()
functionbool SameTeam (Pawn Other)
function ServerChangedWeapon (Weapon OldWeapon, Weapon W)
event SetAnimAction (name NewAction)
function SetDefaultDisplayProperties ()
function SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting)
event SetHeadScale (float NewScale)
function SetMesh ()
function SetMovementPhysics ()
function SetMoveTarget (Actor NewTarget)
function SetSprint (bool bEnabled)
function SetTeam (int NewTeam)
function SetTwistLook (int twist, int look)
function SetViewRotation (rotator NewRotation)
event SetWalking (bool bNewIsWalking)
functionActor ShootSpecial (Actor A)
functionbool ShouldAutoSwitch ()
function ShouldCrouch (bool Crouch)
functionbool SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
event StartCrouch (float HeightAdjust)
function StartFiring (bool bHeavy, bool bRapid)
function StopFiring ()
event StopPlayFiring ()
event StopPlayFiring ()
Dying
function SwitchToLastWeapon ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
Dying
function TakeDrowningDamage ()
function TakeFallingDamage ()
event TornOff ()
function TossArtifacts ()
function TossWeapon (Vector TossVel)
functionbool TouchingWaterVolume ()
function Trigger (actor Other, pawn EventInstigator)
function UnPossessed ()
event UpdateEyeHeight (float DeltaTime)
function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)
functionbool ValidPawn (Pawn P)
functionbool WasPlayerPawn ()
functionvector WeaponBob (float BobDamping)
Inherited Functions from Engine.Actor
*, +, -, AddActor, AddActorAt, AddArrow, AddBox, AddCylinder, AddLine, AllActors, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BM, BoneRefresh, bool, BroadcastLocalizedMessage, Bump, CanHit, CanSplash, ChildActors, Clock, CollidingActors, ColorBlack, ColorBlue, ColorBrown, ColorCyan, ColorDkblue, ColorDkcyan, ColorDkgreen, ColorDkgrey, ColorDkmagenta, ColorDkred, ColorDkyellow, ColorGreen, ColorGrey, ColorLtgrey, ColorMagenta, ColorOrange, ColorPink, ColorRed, ColorWhite, ColorYellow, ConsoleCommand, ConvertRelativeLocation, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DM, DMN, DMT, DMTN, DMTNS, DrawDebugLine, DrawFace, DrawFaces, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, float, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClient, GetCollisionBoundingBox, GetCollisionExtent, GetCommandLine, GetConsumerClassIndex, GetDebugName, GetHumanReadableName, GetItemName, GetKillerController, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetTeam, GetURLMap, HasAnim, HitWall, HurtRadius, IgnoreEncroachingMovement, int, IsAnimating, IsInPain, IsInVolume, IsRealPlayer, IsTweening, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KSleep, KUpdateState, KVelDropBelow, KWake, Landed, LaunchPawn, LaunchPawnDamage, LinkMesh, LinkSkelAnim, LockRootMotion, LoopAnim, LostChild, MakeColor, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyTeamEnergyStatus, OnlyAffectPawns, OnUnuse, OnUse, PauseAudio, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayMusic, PlayOwnedSound, PlaySound, PlayTeleportEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RadarAddActor, RadarRemoveActor, RadiusActors, RenderOverlays, RenderTexture, ReplaceText, Reset, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetClassStatic, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetKillerController, SetLocation, SetNetDirty, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTeam, SetTimer, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopMusic, string, SuggestFallVelocity, TakeDamage, TestLocation, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnPauseAudio, UnTouch, UnTrigger, UntriggerEvent, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UsedBy, VisibleActors, VisibleCollidingActors, ZapActor, ZoneChange
Inherited Functions from Core.Object
!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, ?, @, @=, Ablend, AblendR, Abs, Acos, AddTimer, AddTimerS, Asc, Asin, Atan, BeginState, Blend, BlendR, Caps, Chr, Clamp, ClassIsChildOf, ClockwiseFrom, ColorCode, Constructed, Cos, Cross, Delete, Disable, Dot, DynamicLoadObject, Enable, EndState, EnumStr, Exp, FClamp, FDecision, FileSize, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetPackageContents, GetPropertyText, GetRand, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, Left, Len, Lerp, LineLineIntersection, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, ProgressSeed, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandomSpreadVector, RandRange, RemoveAllTimers, RemoveTimer, RemoveTimerS, ResetConfig, Right, RMax, RMin, RotateAngleAxis, RotRand, Round, RSize, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrArray, StringToName, Tan, TimeRemaining, TimeRemainingS, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, Warn, ^, ^^, |, ||, ~, ~=

States Summary
Dying Source code
state Dying
AnimEnd, BaseChange, BeginState, CanBeRevived, ChangeAnimation, Died, EndState, FellOutOfWorld, HandleDying, Landed, LandThump, LieStill, PlayFiring, PlayNextAnimation, PlayTakeHit, PlayWeaponReload, PlayWeaponSwitch, ReduceCylinder, StopPlayFiring, TakeDamage
Passenger Source code
state Passenger
BeginState


Variables Detail

AccelRate Source code

var float AccelRate;

AirAnims[4] Source code

var name AirAnims[4];

AirControl Source code

var float AirControl;

AirSpeed Source code

var float AirSpeed;

AirStillAnim Source code

var name AirStillAnim;

Anchor Source code

var NavigationPoint Anchor;

AnimAction Source code

var name AnimAction;

AppliedBob Source code

var float AppliedBob;

AvgPhysicsTime Source code

var const float AvgPhysicsTime;

BackwardStrafeBias Source code

var float BackwardStrafeBias;

bAmbientCreature Source code

var bool bAmbientCreature;

BaseEyeHeight Source code

var float BaseEyeHeight;

BaseMovementRate Source code

var float BaseMovementRate;

bAutoActivate Source code

var bool bAutoActivate;

bAutoFire Source code

var bool bAutoFire;

bAvoidLedges Source code

var bool bAvoidLedges;

bCachedRelevant Source code

var bool bCachedRelevant;

bCanBeRevived Source code

var bool bCanBeRevived;

bCanClimbLadders Source code

var bool bCanClimbLadders;

bCanFly Source code

var bool bCanFly;

bCanJump Source code

var bool bCanJump;

bCanPickupInventory Source code

var bool bCanPickupInventory;

bCanStrafe Source code

var bool bCanStrafe;

bCanSwim Source code

var bool bCanSwim;

bCanWalk Source code

var bool bCanWalk;

bCanWalkOffLedges Source code

var bool bCanWalkOffLedges;

bClientCollision Source code

var bool bClientCollision;

bCountJumps Source code

var bool bCountJumps;

bCrawler Source code

var bool bCrawler;

bDirectHitWall Source code

var bool bDirectHitWall;

bDoTorsoTwist Source code

var bool bDoTorsoTwist;

bHasPlayerID Source code

var bool bHasPlayerID;

bIgnoreForces Source code

var bool bIgnoreForces;

bIgnorePlayFiring Source code

var bool bIgnorePlayFiring;

bInitializeAnimation Source code

var bool bInitializeAnimation;

bInvulnerableBody Source code

var bool bInvulnerableBody;

bIsCrouched Source code

var const bool bIsCrouched;

bIsFemale Source code

var bool bIsFemale;

bIsIdle Source code

var bool bIsIdle;

bIsTyping Source code

var bool bIsTyping;

bIsWalking Source code

var bool bIsWalking;

bJumpCapable Source code

var bool bJumpCapable;

bJustLanded Source code

var bool bJustLanded;

BloodEffect Source code

var class<Effects> BloodEffect;

bNoJumpAdjust Source code

var bool bNoJumpAdjust;

bNoVelocityUpdate Source code

var const bool bNoVelocityUpdate;

bNoWeaponFiring Source code

var bool bNoWeaponFiring;

Bob Source code

var globalconfig float Bob;

bobtime Source code

var float bobtime;

bPhysicsAnimUpdate Source code

var bool bPhysicsAnimUpdate;

BreathTime Source code

var float BreathTime;

bReducedSpeed Source code

var const bool bReducedSpeed;

bReverseRun Source code

var const bool bReverseRun;

bRollToDesired Source code

var bool bRollToDesired;

bShowRadar Source code

var bool bShowRadar;

bSimGravityDisabled Source code

var const bool bSimGravityDisabled;

bSimulateGravity Source code

var const bool bSimulateGravity;

bSpecialCalcView Source code

var bool bSpecialCalcView;

bSprinting Source code

var bool bSprinting;

bSteadyFiring Source code

var bool bSteadyFiring;

bStopAtLedges Source code

var bool bStopAtLedges;

bThumped Source code

var bool bThumped;

bTryToUncrouch Source code

var const bool bTryToUncrouch;

bUpAndOut Source code

var bool bUpAndOut;

bUpdateEyeheight Source code

var bool bUpdateEyeheight;

bUpdatingDisplay Source code

var bool bUpdatingDisplay;

bUseCompressedPosition Source code

var bool bUseCompressedPosition;

bWaitForAnim Source code

var bool bWaitForAnim;

bWantsToCrouch Source code

var bool bWantsToCrouch;

bWarping Source code

var bool bWarping;

bWasCrouched Source code

var bool bWasCrouched;

bWasOnGround Source code

var bool bWasOnGround;

bWasWalking Source code

var bool bWasWalking;

bWeaponBob Source code

var globalconfig bool bWeaponBob;

ConstantAcceleration Source code

var vector ConstantAcceleration;

Controller Source code

var Controller Controller;

ControllerClass Source code

var class<AIController> ControllerClass;

CrouchAnims[4] Source code

var name CrouchAnims[4];

CrouchedPct Source code

var float CrouchedPct;

CrouchHeight Source code

var float CrouchHeight;

CrouchRadius Source code

var float CrouchRadius;

CrouchTurnLeftAnim Source code

var name CrouchTurnLeftAnim;

CrouchTurnRightAnim Source code

var name CrouchTurnRightAnim;

DamageIndicatorAngle Source code

var byte DamageIndicatorAngle;

DamageScaling Source code

var float DamageScaling;

DeathAnim Source code

var name DeathAnim;

DefaultWeaponNames Source code

var array<string> DefaultWeaponNames;

DefaultWeapons Source code

var array<class<Weapon>> DefaultWeapons;

DesiredSpeed Source code

var float DesiredSpeed;

DestinationOffset Source code

var float DestinationOffset;

DodgeAnims[4] Source code

var name DodgeAnims[4];

DodgeSpeedFactor Source code

var float DodgeSpeedFactor;

DodgeSpeedZ Source code

var float DodgeSpeedZ;

DoubleJumpAnims[4] Source code

var name DoubleJumpAnims[4];

EyeHeight Source code

var float EyeHeight;

FindAnchorFailedTime Source code

var float FindAnchorFailedTime;

FireHeavyBurstAnim Source code

var name FireHeavyBurstAnim;

FireHeavyRapidAnim Source code

var name FireHeavyRapidAnim;

FireRifleBurstAnim Source code

var name FireRifleBurstAnim;

FireRifleRapidAnim Source code

var name FireRifleRapidAnim;

FireRootBone Source code

var name FireRootBone;

FlashCount Source code

var byte FlashCount;

Floor Source code

var const vector Floor;

FootRot Source code

var const int FootRot;

FootStill Source code

var const bool FootStill;

FootTurning Source code

var const bool FootTurning;

ForwardStrafeBias Source code

var float ForwardStrafeBias;

GroundSpeed Source code

var float GroundSpeed;

HeadBone Source code

var name HeadBone;

HeadScale Source code

var float HeadScale;

HeadVolume Source code

var PhysicsVolume HeadVolume;

Health Source code

var travel int Health;

HitDamageType Source code

var class<DamageType> HitDamageType;

IconIndex Source code

var int IconIndex;

IdleCrouchAnim Source code

var name IdleCrouchAnim;

IdleHeavyAnim Source code

var name IdleHeavyAnim;

IdleRestAnim Source code

var name IdleRestAnim;

IdleRifleAnim Source code

var name IdleRifleAnim;

IdleSwimAnim Source code

var name IdleSwimAnim;

IdleTime Source code

var float IdleTime;

IdleWeaponAnim Source code

var name IdleWeaponAnim;

JumpZ Source code

var float JumpZ;

LadderSpeed Source code

var float LadderSpeed;

LandAnims[4] Source code

var name LandAnims[4];

LandBob Source code

var float LandBob;

LandMovementState Source code

var name LandMovementState;

LastAnchor Source code

var const NavigationPoint LastAnchor;

LastPainSound Source code

var float LastPainSound;

LastPainTime Source code

var float LastPainTime;

LastRealViewer Source code

var playerController LastRealViewer;

LastStartSpot Source code

var PlayerStart LastStartSpot;

LastStartTime Source code

var float LastStartTime;

LastValidAnchorTime Source code

var float LastValidAnchorTime;

LastViewer Source code

var actor LastViewer;

LowGoreBlood Source code

var class<Effects> LowGoreBlood;

MaxDesiredSpeed Source code

var float MaxDesiredSpeed;

MaxFallingDamage Source code

var float MaxFallingDamage;

MaxFallSpeed Source code

var float MaxFallSpeed;

MeleeRange Source code

var float MeleeRange;

MenuName Source code

var localized string MenuName;

MovementAnims[4] Source code

var name MovementAnims[4];

MovementBlendStartTime Source code

var float MovementBlendStartTime;

NetRelevancyTime Source code

var float NetRelevancyTime;

NextPathRadius Source code

var float NextPathRadius;

nextPawn Source code

var const Pawn nextPawn;

noise1loudness Source code

var const float noise1loudness;

noise1other Source code

var const pawn noise1other;

noise1spot Source code

var const vector noise1spot;

noise1time Source code

var const float noise1time;

noise2loudness Source code

var const float noise2loudness;

noise2other Source code

var const pawn noise2other;

noise2spot Source code

var const vector noise2spot;

noise2time Source code

var const float noise2time;

OldAcceleration Source code

var vector OldAcceleration;

OldAnimDir Source code

var const int OldAnimDir;

OldPhysics Source code

var EPhysics OldPhysics;

OldRotYaw Source code

var float OldRotYaw;

OldVelocity Source code

var const Vector OldVelocity;

OldZ Source code

var float OldZ;

OnLadder Source code

var LadderVolume OnLadder;

OwnerName Source code

var string OwnerName;

PawnPosition Source code

var transient CompressedPosition PawnPosition;

PendingWeapon Source code

var Weapon PendingWeapon;

PlayerReplicationInfo Source code

var PlayerReplicationInfo PlayerReplicationInfo;

RadarRotationOffset Source code

var int RadarRotationOffset;

ReducedDamageType Source code

var class<DamageType> ReducedDamageType;

RootBone Source code

var name RootBone;

SelectedItem Source code

var travel Powerups SelectedItem;

SerpentineDir Source code

var vector SerpentineDir;

SerpentineDist Source code

var float SerpentineDist;

SerpentineTime Source code

var float SerpentineTime;

Shadow Source code

var ShadowProjector Shadow;

SoundDampening Source code

var float SoundDampening;

SpawnTime Source code

var float SpawnTime;

SpineBone1 Source code

var name SpineBone1;

SpineBone2 Source code

var name SpineBone2;

SplashTime Source code

var float SplashTime;

SwimAnims[4] Source code

var name SwimAnims[4];

TakeHitLocation Source code

var vector TakeHitLocation;

TakeoffAnims[4] Source code

var name TakeoffAnims[4];

TakeoffStillAnim Source code

var name TakeoffStillAnim;

TauntAnimNames[8] Source code

var localized string TauntAnimNames[8];

TauntAnims Source code

var array<name> TauntAnims;

TeamIndex Source code

var int TeamIndex;

TearOffMomentum Source code

var vector TearOffMomentum;

TurnDir Source code

var const int TurnDir;

TurnLeftAnim Source code

var name TurnLeftAnim;

TurnRightAnim Source code

var name TurnRightAnim;

UncrouchTime Source code

var const float UncrouchTime;

UnderWaterTime Source code

var float UnderWaterTime;

ViewPitch Source code

var byte ViewPitch;

Visibility Source code

var byte Visibility;

VoiceType Source code

var config string VoiceType;

WaitingForReviveAnim Source code

var name WaitingForReviveAnim;

WalkAnims[4] Source code

var name WalkAnims[4];

WalkBob Source code

var vector WalkBob;

WalkingPct Source code

var float WalkingPct;

WallDodgeAnims[4] Source code

var name WallDodgeAnims[4];

WaterMovementState Source code

var name WaterMovementState;

WaterSpeed Source code

var float WaterSpeed;

Weapon Source code

var travel Weapon Weapon;

Advanced

bUseEnabled Source code

var(Advanced) bool bUseEnabled;

AI

AIScriptTag Source code

var(AI) name AIScriptTag;

Alertness Source code

var(AI) float Alertness;

bAdjacentZoneHearing Source code

var(AI) bool bAdjacentZoneHearing;

bAroundCornerHearing Source code

var(AI) bool bAroundCornerHearing;

bLOSHearing Source code

var(AI) bool bLOSHearing;

bMuffledHearing Source code

var(AI) bool bMuffledHearing;

bSameZoneHearing Source code

var(AI) bool bSameZoneHearing;

HearingThreshold Source code

var(AI) float HearingThreshold;

PeripheralVision Source code

var(AI) float PeripheralVision;

SightRadius Source code

var(AI) float SightRadius;

AnimTweaks

BlendChangeTime Source code

var(AnimTweaks) float BlendChangeTime;

Pawn

bCanCrouch Source code

var(Pawn) bool bCanCrouch;

SkillModifier Source code

var(Pawn) float SkillModifier;


Functions Detail

AddInventory Source code

function bool AddInventory ( inventory NewItem )

AddPawn Source code

native final function AddPawn ( )

AddVelocity Source code

function AddVelocity ( vector NewVelocity )

AdjustAim Source code

simulated final function bool AdjustAim ( class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )

AdjustedStrength Source code

function float AdjustedStrength ( )

AnimEnd Source code

simulated event AnimEnd ( int Channel )

AnimEnd Dying Source code

event AnimEnd ( int Channel )

BaseChange Source code

singular event BaseChange ( )

BaseChange Dying Source code

singular function BaseChange ( )

BecomeViewTarget Source code

function BecomeViewTarget ( )

BeginState Dying Source code

simulated function BeginState ( )

BeginState Passenger Source code

event BeginState ( )

BreathTimer Source code

event BreathTimer ( )

CalcDrawOffset Source code

simulated function vector CalcDrawOffset ( inventory Inv )

CalcHitIndication Source code

function CalcHitIndication ( int Damage, vector HitLocation, vector Momentum )

CanBeMercyKilled Source code

function bool CanBeMercyKilled ( optional Actor Other )

CanBeRevived Source code

function bool CanBeRevived ( optional Actor Other )

CanBeRevived Dying Source code

function bool CanBeRevived ( optional actor Other )

CanDodge Source code

function bool CanDodge ( )

CanDoubleJump Source code

function int CanDoubleJump ( )

CanGrabLadder Source code

function bool CanGrabLadder ( )

CanMercyKill Source code

function bool CanMercyKill ( Actor Enemy )

CannotJumpNow Source code

function bool CannotJumpNow ( )

CanSplash Source code

function bool CanSplash ( )

CanThrowWeapon Source code

simulated function bool CanThrowWeapon ( )

CanTrigger Source code

function bool CanTrigger ( Trigger T )

ChangeAnimation Source code

simulated event ChangeAnimation ( )

ChangeAnimation Dying Source code

event ChangeAnimation ( )

ChangedWeapon Source code

function ChangedWeapon ( )

CheckBob Source code

function CheckBob ( float DeltaTime, vector Y )

CheckWaterJump Source code

function bool CheckWaterJump ( out vector WallNormal )

ChunkUp Source code

simulated function ChunkUp ( Rotator HitRotation, class<DamageType> D )

ClientChangedWeapon Source code

function ClientChangedWeapon ( Weapon OldWeapon, Weapon W )

ClientDying Source code

function ClientDying ( class<DamageType> DamageType, vector HitLocation )

ClientMessage Source code

event ClientMessage ( coerce string S, optional Name Type )

ClientReStart Source code

function ClientReStart ( )

ClientRevived Source code

function ClientRevived ( )

ClientSetLocation Source code

function ClientSetLocation ( vector NewLocation, rotator NewRotation )

ClientSetRotation Source code

function ClientSetRotation ( rotator NewRotation )

ClimbLadder Source code

function ClimbLadder ( LadderVolume L )

CreateInventory Source code

function CreateInventory ( string InventoryClassName )

CreateShadow Source code

simulated function CreateShadow ( )

DeleteInventory Source code

function DeleteInventory ( inventory Item )

Destroyed Source code

simulated event Destroyed ( )

DestroyShadow Source code

simulated function DestroyShadow ( )

DestroyTimer Source code

simulated function DestroyTimer ( )

Died Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation )

Died Dying Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation )

DisplayDebug Source code

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

DoDoubleJump Source code

function DoDoubleJump ( bool bUpdating )

DoJump Source code

function bool DoJump ( bool bUpdating )

DrawHUD Source code

function DrawHUD ( Canvas Canvas )

DropToGround Source code

function DropToGround ( )

EncroachedBy Source code

event EncroachedBy ( actor Other )

EncroachingOn Source code

event bool EncroachingOn ( actor Other )

EndClimbLadder Source code

function EndClimbLadder ( LadderVolume OldLadder )

EndCrouch Source code

event EndCrouch ( float HeightAdjust )

EndState Dying Source code

event EndState ( )

EyePosition Source code

simulated function vector EyePosition ( )

FaceRotation Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime )

Falling Source code

event Falling ( )

FellOutOfWorld Source code

event FellOutOfWorld ( eKillZType KillType )

FellOutOfWorld Dying Source code

event FellOutOfWorld ( eKillZType KillType )

FindInventoryType Source code

function Inventory FindInventoryType ( class DesiredClass )

FinishedInterpolation Source code

function FinishedInterpolation ( )

Fire Source code

function Fire ( optional float F )

ForceCrouch Source code

native function ForceCrouch ( )

Gasp Source code

function Gasp ( )

Get4WayDirection Source code

simulated native function int Get4WayDirection ( )

GetAimRotation Source code

simulated function rotator GetAimRotation ( )

GetDemoRecordingWeapon Source code

simulated function Weapon GetDemoRecordingWeapon ( )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( )

GetKillerController Source code

function Controller GetKillerController ( )

GetMoveTarget Source code

function Actor GetMoveTarget ( )

GetTeam Source code

simulated function int GetTeam ( )

GetViewLocation Source code

simulated function vector GetViewLocation ( )

GetViewRotation Source code

simulated function rotator GetViewRotation ( )

GetWeaponBoneFor Source code

function name GetWeaponBoneFor ( Inventory I )

Gibbed Source code

function bool Gibbed ( class<DamageType> damageType )

gibbedBy Source code

function gibbedBy ( actor Other )

GiveWeapon Source code

function GiveWeapon ( string aClassName )

HandleDodgeFailed Source code

function HandleDodgeFailed ( )

HandleDying Source code

simulated function HandleDying ( )

HandleDying Dying Source code

simulated function HandleDying ( )

HandlePickup Source code

function HandlePickup ( Pickup pick )

HandleRevived Source code

simulated function HandleRevived ( )

HeadVolumeChange Source code

event HeadVolumeChange ( PhysicsVolume newHeadVolume )

HitWall Source code

event HitWall ( vector HitNormal, actor Wall )

HoldCarriedObject Source code

function HoldCarriedObject ( CarriedObject O, name AttachmentBone )

InCurrentCombo Source code

function bool InCurrentCombo ( )

InGodMode Source code

final function bool InGodMode ( )

IsFirstPerson Source code

simulated function bool IsFirstPerson ( )

IsHumanControlled Source code

simulated function bool IsHumanControlled ( )

IsInPain Source code

function bool IsInPain ( )

IsLocallyControlled Source code

simulated function bool IsLocallyControlled ( )

IsPlayerPawn Source code

simulated function bool IsPlayerPawn ( )

IsRealPlayer Source code

function bool IsRealPlayer ( )

JumpOutOfWater Source code

function JumpOutOfWater ( vector jumpDir )

KilledBy Source code

function KilledBy ( pawn EventInstigator )

Landed Source code

event Landed ( vector HitNormal )

Landed Dying Source code

function Landed ( vector HitNormal )

LandThump Dying Source code

function LandThump ( )

LieStill Dying Source code

function LieStill ( )

LineOfSightTo Source code

function bool LineOfSightTo ( actor Other )

ModifiedPlayerViewOffset Source code

function vector ModifiedPlayerViewOffset ( inventory Inv )

ModifyVelocity Source code

simulated event ModifyVelocity ( float DeltaTime, vector OldVelocity )

MyDefaultWeapons Source code

function array<class<Weapon>> MyDefaultWeapons ( )

NearMoveTarget Source code

function bool NearMoveTarget ( )

NextItem Source code

exec function NextItem ( )

NotifyAmmoChanged Source code

function NotifyAmmoChanged ( )

NotifyEndGame Source code

function NotifyEndGame ( )

NotifyGutBlowed Source code

function NotifyGutBlowed ( Controller Killer )

NotifyUnuse Source code

function NotifyUnuse ( actor Other )

NotifyUse Source code

function NotifyUse ( actor Other )

PlayDying Source code

simulated event PlayDying ( class<DamageType> DamageType, vector HitLoc )

PlayDyingSound Source code

function PlayDyingSound ( )

PlayFalling Source code

simulated event PlayFalling ( )

PlayFiring Source code

simulated function PlayFiring ( float Rate, name FiringMode )

PlayFiring Dying Source code

function PlayFiring ( float Rate, name FiringMode )

PlayHit Source code

function PlayHit ( float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum )

PlayJump Source code

simulated event PlayJump ( )

PlayLanded Source code

function PlayLanded ( float impactVel )

PlayLandingAnimation Source code

simulated event PlayLandingAnimation ( float ImpactVel )

PlayMoverHitSound Source code

function PlayMoverHitSound ( )

PlayMoving Source code

simulated function PlayMoving ( )

PlayNextAnimation Dying Source code

simulated function PlayNextAnimation ( )

PlayTakeHit Source code

function PlayTakeHit ( vector HitLoc, int Damage, class<DamageType> damageType )

PlayTakeHit Dying Source code

function PlayTakeHit ( vector HitLoc, int Damage, class<DamageType> damageType )

PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound )

PlayVictoryAnimation Source code

function PlayVictoryAnimation ( )

PlayWaiting Source code

simulated function PlayWaiting ( )

PlayWeaponReload Source code

function PlayWeaponReload ( Weapon NewWeapon )

PlayWeaponReload Dying Source code

function PlayWeaponReload ( Weapon NewWeapon )

PlayWeaponSwitch Source code

function PlayWeaponSwitch ( Weapon NewWeapon )

PlayWeaponSwitch Dying Source code

function PlayWeaponSwitch ( Weapon NewWeapon )

PointOfView Source code

simulated function bool PointOfView ( )

PossessedBy Source code

function PossessedBy ( Controller C )

PostBeginPlay Source code

simulated event PostBeginPlay ( )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( )

PreBeginPlay Source code

event PreBeginPlay ( )

PressingAltFire Source code

simulated final function bool PressingAltFire ( )

PressingFire Source code

simulated final function bool PressingFire ( )

ReachedDestination Source code

native function bool ReachedDestination ( Actor Goal )

ReceiveLocalizedMessage Source code

function ReceiveLocalizedMessage ( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )

ReduceCylinder Dying Source code

function ReduceCylinder ( )

RemovePawn Source code

native final function RemovePawn ( )

Reset Source code

function Reset ( )

RestartPlayer Source code

function RestartPlayer ( )

SameTeam Source code

simulated function bool SameTeam ( Pawn Other )

ServerChangedWeapon Source code

function ServerChangedWeapon ( Weapon OldWeapon, Weapon W )

SetAnimAction Source code

simulated event SetAnimAction ( name NewAction )

SetDefaultDisplayProperties Source code

function SetDefaultDisplayProperties ( )

SetDisplayProperties Source code

function SetDisplayProperties ( ERenderStyle NewStyle, Material NewTexture, bool bLighting )

SetHeadScale Source code

simulated event SetHeadScale ( float NewScale )

SetMesh Source code

simulated function SetMesh ( )

SetMovementPhysics Source code

function SetMovementPhysics ( )

SetMoveTarget Source code

function SetMoveTarget ( Actor NewTarget )

SetSprint Source code

function SetSprint ( bool bEnabled )

SetTeam Source code

simulated function SetTeam ( int NewTeam )

SetTwistLook Source code

simulated native function SetTwistLook ( int twist, int look )

SetViewRotation Source code

simulated function SetViewRotation ( rotator NewRotation )

SetWalking Source code

event SetWalking ( bool bNewIsWalking )

ShootSpecial Source code

function Actor ShootSpecial ( Actor A )

ShouldAutoSwitch Source code

function bool ShouldAutoSwitch ( )

ShouldCrouch Source code

function ShouldCrouch ( bool Crouch )

SpecialCalcView Source code

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

StartCrouch Source code

event StartCrouch ( float HeightAdjust )

StartFiring Source code

simulated function StartFiring ( bool bHeavy, bool bRapid )

StopFiring Source code

simulated function StopFiring ( )

StopPlayFiring Source code

simulated event StopPlayFiring ( )

StopPlayFiring Dying Source code

event StopPlayFiring ( )

SwitchToLastWeapon Source code

exec function SwitchToLastWeapon ( )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType )

TakeDamage Dying Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType )

TakeDrowningDamage Source code

function TakeDrowningDamage ( )

TakeFallingDamage Source code

function TakeFallingDamage ( )

TornOff Source code

event TornOff ( )

TossArtifacts Source code

function TossArtifacts ( )

TossWeapon Source code

function TossWeapon ( Vector TossVel )

TouchingWaterVolume Source code

function bool TouchingWaterVolume ( )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator )

UnPossessed Source code

function UnPossessed ( )

UpdateEyeHeight Source code

event UpdateEyeHeight ( float DeltaTime )

UpdateRocketAcceleration Source code

function UpdateRocketAcceleration ( float DeltaTime, float YawChange, float PitchChange )

ValidPawn Source code

static native final function bool ValidPawn ( Pawn P )

WasPlayerPawn Source code

simulated function bool WasPlayerPawn ( )

WeaponBob Source code

function vector WeaponBob ( float BobDamping )


Defaultproperties

defaultproperties
{
    bCanCrouch=True
    bJumpCapable=True
    bCanJump=True
    bCanWalk=True
    bCanPickupInventory=True
    bLOSHearing=True
    bUseCompressedPosition=True
    bWeaponBob=True
    bUseEnabled=True
    bShowRadar=True
    Visibility=128
    DesiredSpeed=1.000000
    MaxDesiredSpeed=1.000000
    HearingThreshold=2800.000000
    SightRadius=5000.000000
    AvgPhysicsTime=0.100000
    GroundSpeed=600.000000
    WaterSpeed=300.000000
    AirSpeed=600.000000
    LadderSpeed=200.000000
    AccelRate=2048.000000
    JumpZ=450.000000
    AirControl=0.050000
    WalkingPct=0.500000
    CrouchedPct=0.500000
    MaxFallSpeed=1200.000000
    BaseEyeHeight=54.000000
    EyeHeight=54.000000
    CrouchHeight=42.000000
    CrouchRadius=28.000000
    Health=100
    HeadScale=1.000000
    noise1time=-10.000000
    noise2time=-10.000000
    Bob=0.008500
    SoundDampening=1.000000
    DamageScaling=1.000000
    MaxFallingDamage=-500.000000
    ControllerClass=Class'Engine.AIController'
    bHasPlayerID=True
    LandMovementState="PlayerWalking"
    WaterMovementState="PlayerSwimming"
    BaseMovementRate=525.000000
    BlendChangeTime=0.250000
    TeamIndex=255
    DodgeSpeedZ=450.000000
    DrawType=DT_Mesh
    bStasis=True
    bCanBeBaseForPawns=False
    bUpdateSimulatedPosition=True
    RemoteRole=ROLE_SimulatedProxy
    NetPriority=2.000000
    Texture=Texture'Engine.S_Pawn'
    bTravel=True
    bCanBeDamaged=True
    bShouldBaseAtStartup=True
    bOwnerNoSee=True
    bCanTeleport=True
    bDisturbFluidSurface=True
    SoundRadius=60.000000
    SoundVolume=255
    CollisionRadius=28.000000
    CollisionHeight=58.000000
    bCollideActors=True
    bCollideWorld=True
    bBlockActors=True
    bBlockPlayers=True
    bProjTarget=True
    bRotateToDesired=True
    RotationRate=(Pitch=4096,Yaw=20000,Roll=3072)
    bNoRepMesh=True
    bDirectional=True
}

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Creation time: Tue 27/4/2010 03:12:35.869 - Created with UnCodeX