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Engine.Pawn

Extends
Actor
Modifiers
abstract intrinsic

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

Direct Known Subclasses:

Bots, FlockMasterPawn, FlockPawn, PlayerPawn, Scout, ScriptedPawn

Constants Summary
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient

Variables Summary
floatAlertness
floatAvgPhysicsTime
bytebAltFire
boolbAutoActivate
boolbAvoidLedges
boolbBehindView
boolbCanDoSpecial
boolbCanFly
boolbCanJump
boolbCanOpenDoors
boolbCanSwim
boolbCanWalk
boolbDrowning
bytebDuck
bytebExtra0
bytebExtra1
bytebExtra2
bytebExtra3
bytebFire
bytebFreeLook
boolbFromWall
boolbHitSlopedWall
boolbHunting
boolbIsHuman
boolbIsPlayer
boolbIsWalking
boolbJumpOffPawn
boolbJustLanded
bytebLook
boolbLOSflag
boolbNeverSwitchOnPickup
boolbReducedSpeed
bytebRun
boolbShootSpecial
bytebSnapLevel
bytebStrafe
boolbUpAndOut
boolbWarping
bytebZoom
DecorationcarriedDecoration
floatDamageScaling
floatDesiredSpeed
vectorDestination
intDieCount
PawnEnemy
floatEyeHeight
vectorFloor
vectorFocus
PointRegionFootRegion
PointRegionHeadRegion
NavigationPointhome
intItemCount
intKillCount
floatLastPainSound
vectorLastSeeingPos
vectorLastSeenPos
floatMaxDesiredSpeed
floatMinHitWall
ActorMoveTarget
floatMoveTimer
nameNextLabel
pawnnextPawn
nameNextState
floatnoise1loudness
pawnnoise1other
vectornoise1spot
floatnoise1time
floatnoise2loudness
pawnnoise2other
vectornoise2spot
floatnoise2time
floatOldMessageTime
floatOrthoZoom
floatPainTime
WeaponPendingWeapon
PlayerReplicationInfoPlayerReplicationInfo
NamePlayerReStartState
NavigationPointRouteCache[16]
intSecretCount
InventorySelectedItem
floatSightCounter
floatSoundDampening
actorSpecialGoal
floatSpecialPause
floatSpeechTime
floatSplashTime
floatStimulus
rotatorViewRotation
vectorWalkBob
WeaponWeapon
AI
EAttitudeAttitudeToPlayer
floatHearingThreshold
EIntelligenceIntelligence
floatPeripheralVision
floatSightRadius
floatSkill
Combat
boolbCanStrafe
floatCombatStyle
floatMeleeRange
Movement
floatAccelRate
floatAirSpeed
floatGroundSpeed
floatJumpZ
floatMaxStepHeight
floatUnderWaterTime
floatWaterSpeed
Orders
nameAlarmTag
boolbFixedStart
nameSharedAlarmTag
Pawn
floatBaseEyeHeight
class<inventory>DropWhenKilled
floatFovAngle
intHealth
string[32]MenuName
string[16]NameArticle
class<PlayerReplicationInfo>PlayerReplicationInfoClass
floatReducedDamagePct
nameReducedDamageType
byteVisibility
byteVoiceType
Sounds
soundDie
soundHitSound1
soundHitSound2
soundLand
soundWaterStep
Inherited Variables from Engine.Actor
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bParticles, bProjTarget, bRotateToDesired, Brush, bSelected, bShadowCast, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, Mass, Mesh, MiscNumber, NetPriority, NetTag, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VolumeBrightness, VolumeFog, VolumeRadius, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

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
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType
Inherited Enumerations from Core.Object
ESheerAxis

Structures Summary
Inherited Structures from Engine.Actor
PointRegion
Inherited Structures from Core.Object
BoundingBox, BoundingVolume, Color, Coords, DynamicArray, DynamicString, Guid, Plane, Rotator, Scale, Vector

Functions Summary
functionbool actorReachable (actor anActor)
functionbool AddInventory (inventory NewItem)
function AddPawn ()
function AddVelocity (vector NewVelocity)
functionrotator AdjustAim (float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget)
functionfloat AdjustDesireFor (Inventory Inv)
functionbool AdjustHitLocation (out vector HitLocation, vector TraceDir)
functionrotator AdjustToss (float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget)
event BaseChange ()
function BeginState ()
Dying
function BeginState ()
GameEnded
function BotVoiceMessage (name messagetype, byte MessageID, Pawn Sender)
functionbool CanSee (actor Other)
function ChangedWeapon ()
functionbool CheckFutureSight (float DeltaTime)
functionbool CheckWaterJump (out vector WallNormal)
function ClearPaths ()
function ClientDying (name DamageType, vector HitLocation)
function ClientGameEnded ()
event ClientHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters)
event ClientMessage (coerce string[200] S, optional name Type, optional bool bBeep)
function ClientReStart ()
function ClientSetRotation (rotator NewRotation)
function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, Actor Location)
function damageAttitudeTo (pawn Other)
functionbool DeleteInventory (inventory Item)
event Destroyed ()
function Died (pawn Killer, name damageType, vector HitLocation)
function DropDecoration ()
functionvector EAdjustJump ()
event EncroachedBy (actor Other)
eventbool EncroachingOn (actor Other)
event EnemyNotVisible ()
function Falling ()
event FellOutOfWorld ()
functionactor FindBestInventoryPath (out float MinWeight, bool bPredictRespawns)
functionInventory FindInventoryType (class DesiredClass)
functionActor FindPathTo (vector aPoint, optional bool bSinglePath, optional bool bClearPaths)
functionActor FindPathToward (actor anActor, optional bool bSinglePath, optional bool bClearPaths)
functionNavigationPoint FindRandomDest (optional bool bClearPaths)
functionint FindStairRotation (float DeltaTime)
function FireWeapon ()
event FootZoneChange (ZoneInfo newFootZone)
function Gasp ()
functionfloat GetRating ()
functionbool Gibbed ()
function gibbedBy (actor Other)
function GrabDecoration ()
function HandleHelpMessageFrom (Pawn Other)
event HeadZoneChange (ZoneInfo newHeadZone)
event HearNoise (float Loudness, Actor NoiseMaker)
function HidePlayer ()
function InitPlayerReplicationInfo ()
function JumpOffPawn ()
function Killed (pawn Killer, pawn Other, name damageType)
event Landed (vector HitNormal)
event Landed (vector HitNormal)
Dying
functionbool LineOfSightTo (actor Other)
event LongFall ()
event MayFall ()
function MoveTo (vector NewDestination, optional float speed)
function MoveToward (actor NewTarget, optional float speed)
function NextItem ()
event PainTimer ()
functionactor PickAnyTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart)
functionpawn PickTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart)
functionbool PickWallAdjust ()
function PlayBigDeath (name DamageType)
function PlayCrawling ()
function PlayDeathHit (float Damage, vector HitLocation, name damageType)
function PlayDive ()
function PlayDuck ()
function PlayDying (name DamageType, vector HitLoc)
event PlayerTimeOut ()
function PlayFiring ()
function PlayGutDeath (name DamageType)
function PlayGutHit (float tweentime)
function PlayHeadDeath (name DamageType)
function PlayHeadHit (float tweentime)
function PlayHit (float Damage, vector HitLocation, name damageType, float MomentumZ)
function PlayInAir ()
function PlayLanded (float impactVel)
function PlayLeftDeath (name DamageType)
function PlayLeftHit (float tweentime)
function PlayMovingAttack ()
function PlayOutOfWater ()
function PlayPatrolStop ()
function PlayRightDeath (name DamageType)
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)
functionbool pointReachable (vector aPoint)
event PostBeginPlay ()
event PreBeginPlay ()
function PreSetMovement ()
function RemovePawn ()
function RestartPlayer ()
event SeePlayer (actor Seen)
function SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype)
function SetMovementPhysics ()
functionCarcass SpawnCarcass ()
function SpawnGibbedCarcass ()
function SpecialFire ()
event SpeechTimer ()
function StopFiring ()
function StopWaiting ()
function StrafeFacing (vector NewDestination, actor NewTarget)
function StrafeTo (vector NewDestination, vector NewFocus)
functionbool SwitchToBestWeapon ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Dying
function TeamBroadcast (coerce string[240] Msg)
event TeamMessage (PlayerReplicationInfo PRI, coerce string[220] S, ZoneInfo PZone, name Type)
function Timer ()
Dying
function TossWeapon ()
functionactor TraceShot (out vector HitLocation, out vector HitNormal, vector EndTrace, vector StartTrace)
function TurnTo (vector NewFocus)
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)
event UpdateEyeHeight (float DeltaTime)
function WaitForLanding ()
function WarnTarget (Pawn shooter, float projSpeed, vector FireDir)
functionstring [ (] KillMessage(name damageType, pawn Other)
Inherited Functions from Engine.Actor
!=, *, *=, +, +=, -, -=, / , /=, <<, ==, >>, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, ChildActors, Cross, Destroy, Destroyed, Detach, Dot, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetAxes, GetUnAxes, HitWall, HurtRadius, InterpolateEnd, Invert, IsA, IsAnimating, KillCredit, KilledBy, Landed, LoopAnim, LostChild, MakeNoise, MirrorVectorByNormal, Move, MoveSmooth, Normal, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RotRand, SetBase, SetCollision, SetCollisionSize, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, VRand, VSize, ZoneChange, [
Inherited Functions from Core.Object
!, !=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, Abs, Asc, Atan, BeginState, Clamp, ClassIsChildOf, Cos, Disable, DynamicLoadObject, Enable, EndState, Exp, FClamp, FMax, FMin, FRand, GetEnum, GetStateName, GotoState, InStr, IsInState, Len, Lerp, Log, Loge, LogStr, Max, Min, Rand, RandRange, ResetConfig, SaveConfig, SetPropertyText, Sin, Smerp, Sqrt, Square, Tan, Warn, [, ^, ^^, |, ||, ~, ~=

States Summary
Dying Source code
state Dying
BeginState, Landed, TakeDamage, Timer
GameEnded Source code
state GameEnded
BeginState


Variables Detail

Alertness Source code

var float Alertness;

AvgPhysicsTime Source code

var const float AvgPhysicsTime;

bAltFire Source code

var input byte bAltFire;

bAutoActivate Source code

var bool bAutoActivate;

bAvoidLedges Source code

var bool bAvoidLedges;

bBehindView Source code

var bool bBehindView;

bCanDoSpecial Source code

var bool bCanDoSpecial;

bCanFly Source code

var bool bCanFly;

bCanJump Source code

var bool bCanJump;

bCanOpenDoors Source code

var bool bCanOpenDoors;

bCanSwim Source code

var bool bCanSwim;

bCanWalk Source code

var bool bCanWalk;

bDrowning Source code

var bool bDrowning;

bDuck Source code

var input byte bDuck;

bExtra0 Source code

var input byte bExtra0;

bExtra1 Source code

var input byte bExtra1;

bExtra2 Source code

var input byte bExtra2;

bExtra3 Source code

var input byte bExtra3;

bFire Source code

var input byte bFire;

bFreeLook Source code

var input byte bFreeLook;

bFromWall Source code

var bool bFromWall;

bHitSlopedWall Source code

var const bool bHitSlopedWall;

bHunting Source code

var bool bHunting;

bIsHuman Source code

var bool bIsHuman;

bIsPlayer Source code

var bool bIsPlayer;

bIsWalking Source code

var bool bIsWalking;

bJumpOffPawn Source code

var bool bJumpOffPawn;

bJustLanded Source code

var bool bJustLanded;

bLook Source code

var input byte bLook;

bLOSflag Source code

var const bool bLOSflag;

bNeverSwitchOnPickup Source code

var travel bool bNeverSwitchOnPickup;

bReducedSpeed Source code

var const bool bReducedSpeed;

bRun Source code

var input byte bRun;

bShootSpecial Source code

var bool bShootSpecial;

bSnapLevel Source code

var input byte bSnapLevel;

bStrafe Source code

var input byte bStrafe;

bUpAndOut Source code

var bool bUpAndOut;

bWarping Source code

var bool bWarping;

bZoom Source code

var input byte bZoom;

carriedDecoration Source code

var Decoration carriedDecoration;

DamageScaling Source code

var float DamageScaling;

DesiredSpeed Source code

var float DesiredSpeed;

Destination Source code

var vector Destination;

DieCount Source code

var int DieCount;

Enemy Source code

var Pawn Enemy;

EyeHeight Source code

var float EyeHeight;

Floor Source code

var const vector Floor;

Focus Source code

var vector Focus;

FootRegion Source code

var PointRegion FootRegion;

HeadRegion Source code

var PointRegion HeadRegion;

home Source code

var NavigationPoint home;

ItemCount Source code

var int ItemCount;

KillCount Source code

var int KillCount;

LastPainSound Source code

var float LastPainSound;

LastSeeingPos Source code

var vector LastSeeingPos;

LastSeenPos Source code

var vector LastSeenPos;

MaxDesiredSpeed Source code

var float MaxDesiredSpeed;

MinHitWall Source code

var float MinHitWall;

MoveTarget Source code

var Actor MoveTarget;

MoveTimer Source code

var float MoveTimer;

NextLabel Source code

var name NextLabel;

nextPawn Source code

var const pawn nextPawn;

NextState Source code

var name NextState;

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;

OldMessageTime Source code

var float OldMessageTime;

OrthoZoom Source code

var float OrthoZoom;

PainTime Source code

var float PainTime;

PendingWeapon Source code

var Weapon PendingWeapon;

PlayerReplicationInfo Source code

var PlayerReplicationInfo PlayerReplicationInfo;

PlayerReStartState Source code

var Name PlayerReStartState;

RouteCache[16] Source code

var NavigationPoint RouteCache[16];

SecretCount Source code

var int SecretCount;

SelectedItem Source code

var travel Inventory SelectedItem;

SightCounter Source code

var float SightCounter;

SoundDampening Source code

var float SoundDampening;

SpecialGoal Source code

var actor SpecialGoal;

SpecialPause Source code

var float SpecialPause;

SpeechTime Source code

var float SpeechTime;

SplashTime Source code

var float SplashTime;

Stimulus Source code

var float Stimulus;

ViewRotation Source code

var rotator ViewRotation;

WalkBob Source code

var vector WalkBob;

Weapon Source code

var travel Weapon Weapon;

AI

AttitudeToPlayer Source code

var(AI) EAttitude AttitudeToPlayer;

HearingThreshold Source code

var(AI) float HearingThreshold;

Intelligence Source code

var(AI) EIntelligence Intelligence;

PeripheralVision Source code

var(AI) float PeripheralVision;

SightRadius Source code

var(AI) float SightRadius;

Skill Source code

var(AI) float Skill;

Combat

bCanStrafe Source code

var(Combat) bool bCanStrafe;

CombatStyle Source code

var(Combat) float CombatStyle;

MeleeRange Source code

var(Combat) float MeleeRange;

Movement

AccelRate Source code

var(Movement) float AccelRate;

AirSpeed Source code

var(Movement) float AirSpeed;

GroundSpeed Source code

var(Movement) float GroundSpeed;

JumpZ Source code

var(Movement) float JumpZ;

MaxStepHeight Source code

var(Movement) float MaxStepHeight;

UnderWaterTime Source code

var(Movement) float UnderWaterTime;

WaterSpeed Source code

var(Movement) float WaterSpeed;

Orders

AlarmTag Source code

var(Orders) name AlarmTag;

bFixedStart Source code

var(Orders) bool bFixedStart;

SharedAlarmTag Source code

var(Orders) name SharedAlarmTag;

Pawn

BaseEyeHeight Source code

var(Pawn) float BaseEyeHeight;

DropWhenKilled Source code

var(Pawn) class<inventory> DropWhenKilled;

FovAngle Source code

var(Pawn) float FovAngle;

Health Source code

var(Pawn) travel int Health;

MenuName Source code

var(Pawn) localized string[32] MenuName;

NameArticle Source code

var(Pawn) localized string[16] NameArticle;

PlayerReplicationInfoClass Source code

var(Pawn) class<PlayerReplicationInfo> PlayerReplicationInfoClass;

ReducedDamagePct Source code

var(Pawn) float ReducedDamagePct;

ReducedDamageType Source code

var(Pawn) name ReducedDamageType;

Visibility Source code

var(Pawn) byte Visibility;

VoiceType Source code

var(Pawn) byte VoiceType;

Sounds

Die Source code

var(Sounds) sound Die;

HitSound1 Source code

var(Sounds) sound HitSound1;

HitSound2 Source code

var(Sounds) sound HitSound2;

Land Source code

var(Sounds) sound Land;

WaterStep Source code

var(Sounds) sound WaterStep;


Enumerations Detail

EAttitude Source code

enum EAttitude
{
ATTITUDE_Fear, ATTITUDE_Hate, ATTITUDE_Frenzy, ATTITUDE_Threaten, ATTITUDE_Ignore, ATTITUDE_Friendly, ATTITUDE_Follow
};

EIntelligence Source code

enum EIntelligence
{
BRAINS_NONE, BRAINS_REPTILE, BRAINS_MAMMAL, BRAINS_HUMAN
};


Functions Detail

actorReachable Source code

intrinsic(520) final function bool actorReachable ( actor anActor )

AddInventory Source code

function bool AddInventory ( inventory NewItem )

AddPawn Source code

intrinsic(529) final function AddPawn ( )

AddVelocity Source code

function AddVelocity ( vector NewVelocity )

AdjustAim Source code

function rotator AdjustAim ( float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget )

AdjustDesireFor Source code

function float AdjustDesireFor ( Inventory Inv )

AdjustHitLocation Source code

function bool AdjustHitLocation ( out vector HitLocation, vector TraceDir )

AdjustToss Source code

function rotator AdjustToss ( float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget )

BaseChange Source code

singular event BaseChange ( )

BeginState Dying Source code

function BeginState ( )

BeginState GameEnded Source code

function BeginState ( )

BotVoiceMessage Source code

function BotVoiceMessage ( name messagetype, byte MessageID, Pawn Sender )

CanSee Source code

intrinsic(533) final function bool CanSee ( actor Other )

ChangedWeapon Source code

function ChangedWeapon ( )

CheckFutureSight Source code

function bool CheckFutureSight ( float DeltaTime )

CheckWaterJump Source code

function bool CheckWaterJump ( out vector WallNormal )

ClearPaths Source code

intrinsic(522) final function ClearPaths ( )

ClientDying Source code

function ClientDying ( name DamageType, vector HitLocation )

ClientGameEnded Source code

function ClientGameEnded ( )

ClientHearSound Source code

intrinsic simulated event ClientHearSound ( actor Actor, int Id, sound S, vector SoundLocation, vector Parameters )

ClientMessage Source code

event ClientMessage ( coerce string[200] S, optional name Type, optional bool bBeep )

ClientReStart Source code

function ClientReStart ( )

ClientSetRotation Source code

function ClientSetRotation ( rotator NewRotation )

ClientVoiceMessage Source code

function ClientVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, Actor Location )

damageAttitudeTo Source code

function damageAttitudeTo ( pawn Other )

DeleteInventory Source code

function bool DeleteInventory ( inventory Item )

Destroyed Source code

event Destroyed ( )

Died Source code

function Died ( pawn Killer, name damageType, vector HitLocation )

DropDecoration Source code

function DropDecoration ( )

EAdjustJump Source code

intrinsic(523) final function vector EAdjustJump ( )

EncroachedBy Source code

event EncroachedBy ( actor Other )

EncroachingOn Source code

event bool EncroachingOn ( actor Other )

EnemyNotVisible Source code

event EnemyNotVisible ( )

Falling Source code

function Falling ( )

FellOutOfWorld Source code

event FellOutOfWorld ( )

FindBestInventoryPath Source code

intrinsic(540) final function actor FindBestInventoryPath ( out float MinWeight, bool bPredictRespawns )

FindInventoryType Source code

function Inventory FindInventoryType ( class DesiredClass )

FindPathTo Source code

intrinsic(518) final function Actor FindPathTo ( vector aPoint, optional bool bSinglePath, optional bool bClearPaths )

FindPathToward Source code

intrinsic(517) final function Actor FindPathToward ( actor anActor, optional bool bSinglePath, optional bool bClearPaths )

FindRandomDest Source code

intrinsic(525) final function NavigationPoint FindRandomDest ( optional bool bClearPaths )

FindStairRotation Source code

intrinsic(524) final function int FindStairRotation ( float DeltaTime )

FireWeapon Source code

function FireWeapon ( )

FootZoneChange Source code

event FootZoneChange ( ZoneInfo newFootZone )

Gasp Source code

function Gasp ( )

GetRating Source code

function float GetRating ( )

Gibbed Source code

function bool Gibbed ( )

gibbedBy Source code

function gibbedBy ( actor Other )

GrabDecoration Source code

function GrabDecoration ( )

HandleHelpMessageFrom Source code

function HandleHelpMessageFrom ( Pawn Other )

HeadZoneChange Source code

event HeadZoneChange ( ZoneInfo newHeadZone )

HearNoise Source code

event HearNoise ( float Loudness, Actor NoiseMaker )

HidePlayer Source code

function HidePlayer ( )

InitPlayerReplicationInfo Source code

function InitPlayerReplicationInfo ( )

JumpOffPawn Source code

function JumpOffPawn ( )

Killed Source code

function Killed ( pawn Killer, pawn Other, name damageType )

Landed Source code

event Landed ( vector HitNormal )

Landed Dying Source code

event Landed ( vector HitNormal )

LineOfSightTo Source code

intrinsic(514) final function bool LineOfSightTo ( actor Other )

LongFall Source code

event LongFall ( )

MayFall Source code

event MayFall ( )

MoveTo Source code

intrinsic(500) final latent function MoveTo ( vector NewDestination, optional float speed )

MoveToward Source code

intrinsic(502) final latent function MoveToward ( actor NewTarget, optional float speed )

NextItem Source code

exec function NextItem ( )

PainTimer Source code

event PainTimer ( )

PickAnyTarget Source code

intrinsic(534) final function actor PickAnyTarget ( out float bestAim, out float bestDist, vector FireDir, vector projStart )

PickTarget Source code

intrinsic(531) final function pawn PickTarget ( out float bestAim, out float bestDist, vector FireDir, vector projStart )

PickWallAdjust Source code

intrinsic(526) final function bool PickWallAdjust ( )

PlayBigDeath Source code

function PlayBigDeath ( name DamageType )

PlayCrawling Source code

function PlayCrawling ( )

PlayDeathHit Source code

function PlayDeathHit ( float Damage, vector HitLocation, name damageType )

PlayDive Source code

function PlayDive ( )

PlayDuck Source code

function PlayDuck ( )

PlayDying Source code

function PlayDying ( name DamageType, vector HitLoc )

PlayerTimeOut Source code

event PlayerTimeOut ( )

PlayFiring Source code

function PlayFiring ( )

PlayGutDeath Source code

function PlayGutDeath ( name DamageType )

PlayGutHit Source code

function PlayGutHit ( float tweentime )

PlayHeadDeath Source code

function PlayHeadDeath ( name DamageType )

PlayHeadHit Source code

function PlayHeadHit ( float tweentime )

PlayHit Source code

function PlayHit ( float Damage, vector HitLocation, name damageType, float MomentumZ )

PlayInAir Source code

function PlayInAir ( )

PlayLanded Source code

function PlayLanded ( float impactVel )

PlayLeftDeath Source code

function PlayLeftDeath ( name DamageType )

PlayLeftHit Source code

function PlayLeftHit ( float tweentime )

PlayMovingAttack Source code

function PlayMovingAttack ( )

PlayOutOfWater Source code

function PlayOutOfWater ( )

PlayPatrolStop Source code

function PlayPatrolStop ( )

PlayRightDeath Source code

function PlayRightDeath ( name DamageType )

PlayRightHit Source code

function PlayRightHit ( float tweentime )

PlayRunning Source code

function PlayRunning ( )

PlayTakeHit Source code

function PlayTakeHit ( float tweentime, vector HitLoc, int damage )

PlayTakeHitSound Source code

function PlayTakeHitSound ( int Damage, name damageType, int Mult )

PlayThreatening Source code

function PlayThreatening ( )

PlayTurning Source code

function PlayTurning ( )

PlayVictoryDance Source code

function PlayVictoryDance ( )

PlayWaiting Source code

function PlayWaiting ( )

PlayWaitingAmbush Source code

function PlayWaitingAmbush ( )

PlayWalking Source code

function PlayWalking ( )

PlayWeaponSwitch Source code

function PlayWeaponSwitch ( Weapon NewWeapon )

pointReachable Source code

intrinsic(521) final function bool pointReachable ( vector aPoint )

PostBeginPlay Source code

event PostBeginPlay ( )

PreBeginPlay Source code

event PreBeginPlay ( )

PreSetMovement Source code

function PreSetMovement ( )

RemovePawn Source code

intrinsic(530) final function RemovePawn ( )

RestartPlayer Source code

function RestartPlayer ( )

SeePlayer Source code

event SeePlayer ( actor Seen )

SendVoiceMessage Source code

function SendVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype )

SetMovementPhysics Source code

function SetMovementPhysics ( )

SpawnCarcass Source code

function Carcass SpawnCarcass ( )

SpawnGibbedCarcass Source code

function SpawnGibbedCarcass ( )

SpecialFire Source code

function SpecialFire ( )

SpeechTimer Source code

event SpeechTimer ( )

StopFiring Source code

function StopFiring ( )

StopWaiting Source code

intrinsic function StopWaiting ( )

StrafeFacing Source code

intrinsic(506) final latent function StrafeFacing ( vector NewDestination, actor NewTarget )

StrafeTo Source code

intrinsic(504) final latent function StrafeTo ( vector NewDestination, vector NewFocus )

SwitchToBestWeapon Source code

function bool SwitchToBestWeapon ( )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )

TakeDamage Dying Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )

TeamBroadcast Source code

function TeamBroadcast ( coerce string[240] Msg )

TeamMessage Source code

event TeamMessage ( PlayerReplicationInfo PRI, coerce string[220] S, ZoneInfo PZone, name Type )

Timer Dying Source code

function Timer ( )

TossWeapon Source code

function TossWeapon ( )

TraceShot Source code

function actor TraceShot ( out vector HitLocation, out vector HitNormal, vector EndTrace, vector StartTrace )

TurnTo Source code

intrinsic(508) final latent function TurnTo ( vector NewFocus )

TurnToward Source code

intrinsic(510) final latent function TurnToward ( actor NewTarget )

TweenToFalling Source code

function TweenToFalling ( )

TweenToFighter Source code

function TweenToFighter ( float tweentime )

TweenToPatrolStop Source code

function TweenToPatrolStop ( float tweentime )

TweenToRunning Source code

function TweenToRunning ( float tweentime )

TweenToSwimming Source code

function TweenToSwimming ( float tweentime )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime )

TweenToWalking Source code

function TweenToWalking ( float tweentime )

UpdateEyeHeight Source code

event UpdateEyeHeight ( float DeltaTime )

WaitForLanding Source code

intrinsic(527) final latent function WaitForLanding ( )

WarnTarget Source code

function WarnTarget ( Pawn shooter, float projSpeed, vector FireDir )

[ Source code

function string [ ( ] KillMessage(name damageType, pawn Other )


Defaultproperties

defaultproperties
{
     AvgPhysicsTime=0.100000
     MaxDesiredSpeed=1.000000
     GroundSpeed=320.000000
     WaterSpeed=200.000000
     AccelRate=500.000000
     JumpZ=325.000000
     MaxStepHeight=25.000000
     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'
     bDirectional=True
     bCanTeleport=True
     bIsKillGoal=True
     bStasis=True
     bIsPawn=True
     RemoteRole=ROLE_SimulatedProxy
     AnimSequence=Fighter
     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: Sun 21/2/2010 23:49:48.451 - Created with UnCodeX