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Engine.Actor

Extends
Object
Modifiers
abstract native nativereplication

Core.Object
|   
+-- Engine.Actor

Direct Known Subclasses:

AimedAttachment, AnimBrowserMesh, AntiPortalActor, ASCinematic_Camera, ASTurret_Base, BetrayalUnlaggedCollision, Brush, Controller, CrateActor, DamageType, Decal, Decoration, DecoVolumeObject, DestroyableTrigger, DracoNapalmCorona, Effects, Emitter, FluidSurfaceOscillator, FX_BallTurret_Shield, FX_LinkTurretShield, FX_SpaceFighter_Shield, FX_Turret_IonCannon_BeamFire, FX_Turret_IonCannon_FireEffect, Gib, Hud, HudOverlay, Info, Inventory, InventoryAttachment, IonCannon, IonEffect, IonTurretAttachment, JBDamager, JBGiantSpiderMine, JBGUIHook, JBProbeEvent, JBProjectileSpawner, JBTauntingMeshActor, KActor, Keypoint, KRepulsor, Light, LightningTraceHelper, MatDemoActor, MeshEffect, Mover, NavigationPoint, NetworkProjectileSpawner, NetworkTrigger, Note, ObjectivePointingArrow, ONSAutoBomber, ONSHUDOverlay, ONSIncomingShellSound, ONSMortarTargetBeam, ONSPowerCoreEnergy, ONSPowerCoreShield, ONSPowerLinkOfficialSetup, ONSPowerNodeEnergySphere, ONSShockTankShield, ONSTeleportPad, ONSWeapon, Pawn, Pickup, PrecacheHack, Projectile, ProjectileSpawner, Projector, SantaHatMeshAttachment, ShieldEffect, ShockCombo, SpinnyWeap, StaticMeshActor, SVehicleFactory, TankVictim, ThickTraceHelper, Triggers, TurretSocket, utvReplication, VehiclePart, Vignette, VMeshActor, xEmitter, xMaterialController, xMaterialTrigger, xMutatorList, xPickUpBase, xProcMesh, xWeatherEffect, ZoneProbe

Constants Summary
MAXSTEPHEIGHT=35.0
MINFLOORZ=0.7
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient

Variables Summary
vectorAcceleration
floatAccumKarmaAngleError
ActorRenderDataPtrActorRenderData
array<Actor>Attached
nameAttachmentBone
boolbAlreadyPrecachedMaterials
boolbAlreadyPrecachedMeshes
boolbAlwaysRelevant
boolbAlwaysTick
boolbAlwaysZeroBoneOffset
boolbAnimByOwner
ActorBase
boolbBadStateCode
boolbBlockPlayers
boolbBlockProjectiles
boolbBlocksTeleport
boolbCanBeDamaged
boolbClientAnim
boolbClientAuthoritative
boolbClientDemoNetFunc
boolbClientDemoRecording
boolbClientTrigger
boolbCollideWorld
boolbCompressedPosition
boolbDeleteMe
boolbDemoOwner
boolbDemoRecording
boolbDestroyInPainVolume
boolbDetailAttachment
boolbDisturbFluidSurface
boolbDramaticLighting
boolbEdSnap
boolbForceSkelUpdate
boolbHurtEntry
boolbIgnoreOutOfWorld
boolbIgnoreVehicles
boolbInterpolating
boolbJustTeleported
boolbLightChanged
boolbNetDirty
boolbNetInitial
boolbNetInitialRotation
boolbNetNotify
boolbNetOwner
boolbNetRelevant
boolbNetTemporary
boolbNoRepMesh
boolbNotifyLocalPlayerTeamReceived
boolbNotOnDedServer
boolbObsolete
boolbOnlyAffectPawns
boolbOnlyDirtyReplication
boolbOnlyDrawIfAttached
boolbOnlyOwnerSee
boolbOnlyRelevantToOwner
boolbOrientOnSlope
boolbOwnerNoSee
boolbPathTemp
boolbPendingDelete
boolbRepClientDemo
boolbReplicateAnimations
boolbReplicateInstigator
boolbReplicateMovement
modelBrush
boolbScriptInitialized
boolbSelected
boolbShouldStopKarma
boolbShowOctreeNodes
boolbSkipActorPropertyReplication
boolbSmoothKarmaStateUpdates
boolbStatic
boolbTearOff
boolbTempEditor
boolbTicked
boolbTimerLoop
boolbTraceWater
boolbTrailerAllowRotation
boolbTrailerPrePivot
boolbTrailerSameRotation
boolbTravel
boolbUpdateSimulatedPosition
boolbUseCollisionStaticMesh
boolbWasSNFiltered
boolbWorldGeometry
MatrixCachedLocalToWorld
vectorCachedLocation
RotatorCachedRotation
intCollisionTag
vectorColLocation
actorDeleted
floatFluidSurfaceShootStrengthMod
MatrixHardRelMatrix
MaterialHighDetailOverlay
PawnInstigator
InventoryInventory
intJoinedTag
intKStepTag
floatLastRenderTime
floatLatentFloat
array<int>Leaves
LevelInfoLevel
LightRenderDataPtrLightRenderData
MeshInstanceMeshInstance
class<LocalMessage>MessageClass
floatNetPriority
intNetTag
floatNetUpdateFrequency
floatNetUpdateTime
BoxOctreeBox
vectorOctreeBoxCenter
vectorOctreeBoxRadii
array<pointer>OctreeNodes
ActorOwner
ActorPendingTouch
PhysicsVolumePhysicsVolume
array<ProjectorRenderInfoPtr>Projectors
PointRegionRegion
vectorRelativeLocation
rotatorRelativeRotation
ENetRoleRemoteRole
intRenderRevision
MaterialRepSkin
ENetRoleRole
AnimRepSimAnim
EFilterStateStaticFilterState
StaticMeshInstanceStaticMeshInstance
array<StaticMeshProjectorRenderInfoPtr>StaticMeshProjectors
array<BatchReference>StaticSectionBatches
floatTimerCounter
floatTimerRate
array<Actor>Touching
LevelXLevel
Advanced
boolbCanTeleport
boolbCollideWhenPlacing
boolbDirectional
boolbEdShouldSnap
boolbGameRelevant
boolbHidden
boolbHiddenEd
boolbHiddenEdGroup
boolbHighDetail
boolbLockLocation
boolbMovable
boolbNoDelete
boolbShouldBaseAtStartup
boolbStasis
boolbSuperHighDetail
floatLifeSpan
Collision
boolbAutoAlignToTerrain
boolbBlockActors
boolbBlockKarma
boolbBlockNonZeroExtentTraces
boolbBlockZeroExtentTraces
boolbCollideActors
boolbPathColliding
boolbProjTarget
boolbUseCylinderCollision
floatCollisionHeight
floatCollisionRadius
ESurfaceTypesSurfaceType
Display
byteAmbientGlow
ConvexVolumeAntiPortal
boolbAcceptsProjectors
boolbAlwaysFaceCamera
boolbDeferRendering
boolbDisableSorting
boolbShadowCast
boolbStaticLighting
boolbUnlit
boolbUseDynamicLights
boolbUseLightingFromBase
floatClientOverlayCounter
floatClientOverlayTimer
floatCullDistance
floatDrawScale
vectorDrawScale3D
EDrawTypeDrawType
nameForcedVisibilityZoneTag
floatLODBias
byteMaxLights
meshMesh
MaterialOverlayMaterial
floatOverlayTimer
vectorPrePivot
floatScaleGlow
array<Material>Skins
StaticMeshStaticMesh
ERenderStyleStyle
MaterialTexture
EUV2ModeUV2Mode
MaterialUV2Texture
Events
nameEvent
NameExcludeTag[8]
nameTag
Force
floatForceNoise
floatForceRadius
floatForceScale
EForceTypeForceType
Karma
KarmaParamsCollisionKParams
LightColor
floatLightBrightness
byteLightHue
byteLightSaturation
Lighting
boolbActorShadows
boolbAttenByLife
boolbCorona
boolbDirectionalCorona
boolbDynamicLight
boolbLightingVisibility
boolbSpecialLit
byteLightCone
ELightEffectLightEffect
byteLightPeriod
byteLightPhase
floatLightRadius
ELightTypeLightType
Movement
nameAttachTag
boolbBounce
boolbFixedRotationDir
boolbHardAttach
boolbIgnoreEncroachers
boolbIgnoreTerminalVelocity
boolbOrientToVelocity
boolbRotateToDesired
floatBuoyancy
rotatorDesiredRotation
vectorLocation
floatMass
EPhysicsPhysics
rotatorRotation
rotatorRotationRate
vectorVelocity
Object
nameGroup
nameInitialState
Sound
soundAmbientSound
boolbFullVolume
ESoundOcclusionSoundOcclusion
byteSoundPitch
floatSoundRadius
byteSoundVolume
floatTransientSoundRadius
floatTransientSoundVolume
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[7], Outer

Enumerations Summary
EDoubleClickDir
DCLICK_None, DCLICK_Left, DCLICK_Right, DCLICK_Forward, DCLICK_Back, DCLICK_Active, DCLICK_Done
EDrawType
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce, DT_StaticMesh, DT_DrawType, DT_Particle, DT_AntiPortal, DT_FluidSurface
EFilterState
FS_Maybe, FS_Yes, FS_No
EFlagState
FLAG_Home, FLAG_HeldFriendly, FLAG_HeldEnemy, FLAG_Down,
EForceType
FT_None, FT_DragAlong, FT_Constant,
eKillZType
KILLZ_None, KILLZ_Lava, KILLZ_Suicide
ELightEffect
LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Negative, LE_Sunlight, LE_QuadraticNonIncidence
ELightType
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop, LT_FadeOut
EMusicTransition
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,
ENetRole
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,
EPhysics
PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer, PHYS_Ladder, PHYS_RootMotion, PHYS_Karma, PHYS_KarmaRagDoll, PHYS_Hovering, PHYS_CinMotion,
ERenderStyle
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, STY_Alpha, STY_Additive, STY_Subtractive, STY_Particle, STY_AlphaZ,
ESoundOcclusion
OCCLUSION_Default, OCCLUSION_None, OCCLUSION_BSP, OCCLUSION_StaticMeshes,
ESoundSlot
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface,
ESurfaceTypes
EST_Default, EST_Rock, EST_Dirt, EST_Metal, EST_Wood, EST_Plant, EST_Flesh, EST_Ice, EST_Snow, EST_Water, EST_Glass, EST_Custom00, EST_Custom01, EST_Custom02, EST_Custom03, EST_Custom04, EST_Custom05, EST_Custom06, EST_Custom07, EST_Custom08, EST_Custom09, EST_Custom10, EST_Custom11, EST_Custom12, EST_Custom13, EST_Custom14, EST_Custom15, EST_Custom16, EST_Custom17, EST_Custom18, EST_Custom19, EST_Custom20, EST_Custom21, EST_Custom22, EST_Custom23, EST_Custom24, EST_Custom25, EST_Custom26, EST_Custom27, EST_Custom28, EST_Custom29, EST_Custom30, EST_Custom31,
ETravelType
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
EUV2Mode
UVM_MacroTexture, UVM_LightMap, UVM_Skin,
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis

Structures Summary
ActorRenderDataPtr
Ptr
AnimRep
AnimSequence, bAnimLoop, AnimRate, AnimFrame, TweenRate
BatchReference
BatchIndex, ElementIndex
FireProperties
AmmoClass, ProjectileClass, WarnTargetPct, MaxRange, bTossed, bTrySplash, bLeadTarget, bInstantHit, bInitialized
KRBVec
X, Y, Z
KRigidBodyState
Position, Quaternion, LinVel, AngVel
KSimParams
GammaPerSec, Epsilon, PenetrationOffset, PenetrationScale, ContactSoftness, MaxPenetration, MaxTimestep
LightRenderDataPtr
Ptr
PointRegion
Zone, iLeaf, ZoneNumber
ProjectorRenderInfoPtr
Ptr
StaticMeshProjectorRenderInfoPtr
Ptr
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector

Functions Summary
operatorcolor * (float A, color B)
operatorcolor * (color A, float B)
operatorcolor + (color A, color B)
operatorcolor - (color A, color B)
function AddToPackageMap (optional string PackageName)
functionbool AdjustVolume (int Handle, float NewVolume)
function AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
function AllowMusicPlayback (bool Allow)
function AnimBlendParams (int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose)
function AnimBlendToAlpha (int Stage, float TargetAlpha, float TimeInterval)
event AnimEnd (int Channel)
functionbool AnimIsInGroup (int Channel, name GroupName)
function AnimStopLooping (optional int Channel)
event Attach (Actor Other)
functionbool AttachToBone (actor Attachment, name BoneName)
function AutonomousPhysics (float DeltaSeconds)
event BaseChange ()
function BasedActors (class<actor> BaseClass, out actor Actor)
function BecomeViewTarget ()
event BeginEvent ()
event BeginPlay ()
functionbool BlocksShotAt (Actor Other))
function BoneRefresh ()
event BroadcastLocalizedMessage (class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
event Bump (Actor Other)
functionbool CanSplash ()))
function ChangeBaseParamsFeedbackEffect (String EffectName, optional float DirectionX, optional float DirectionY, optional float Gain)
function ChangeSpringFeedbackEffect (String EffectName, float CenterX, float CenterY)
functionbool CheckForErrors ()))
functionbool CheckMaxEffectDistance (PlayerController P, vector SpawnLocation))
function ChildActors (class<actor> BaseClass, out actor Actor)
function ClearStayingDebugLines ()
event ClientTrigger ()
function Clock (out float time)
function CollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
functionstring ConsoleCommand (string Command, optional bool bWriteToLog)
function CopyObjectToClipboard (Object Obj)
function Crash ()))
functionstring CurrentLIPSincAnim ()
function DebugClock ()
function DebugUnclock ()
event DemoPlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate)
functionbool Destroy ()
event Destroyed ()
event Detach (Actor Other)
functionbool DetachFromBone (actor Attachment)
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DrawDebugCircle (vector Base, vector X, vector Y, float Radius, int NumSides, byte R, byte G, byte B)
function DrawDebugLine (vector LineStart, vector LineEnd, byte R, byte G, byte B)
function DrawDebugSphere (vector Base, float Radius, int NumDivisions, byte R, byte G, byte B)
function DrawStayingDebugLine (vector LineStart, vector LineEnd, byte R, byte G, byte B)
function DynamicActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
functionbool EffectIsRelevant (vector SpawnLocation, bool bForceDedicated ))
function EnableChannelNotify (int Channel, int Switch)
event EncroachedBy (actor Other)
eventbool EncroachingOn (actor Other)
event EndedRotation ()
event EndEvent ()
function Error (coerce string S)
event Falling ()
functionbool FastTrace (vector TraceEnd, optional vector TraceStart)
event FellOutOfWorld (eKillZType KillType))
function FinishAnim (optional int Channel)
event FinishedInterpolation ()))
function FinishInterpolation ()
functionbool ForceFeedbackSupported (optional bool Enable)
function FreezeAnimAt (float Time, optional int Channel)
event GainedChild (Actor Other)
function GetAllInt (string MetaClass, array<string> Entries)
function GetAllIntDesc (string MetaClass, out array<string> Entry, out array<string> Description)
function GetAnimParams (int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate)
functioncoords GetBoneCoords (name BoneName)
functionrotator GetBoneRotation (name BoneName, optional int Space)
functionbool GetCacheEntry (int Num, out string GUID, out string Filename)
functionName GetClosestBone (Vector loc, Vector ray, out float boneDist, optional Name BiasBone, optional float BiasDistance)
functionvector GetCollisionExtent ()))
functionString GetDebugName ()))
functionString GetHumanReadableName ()))
functionstring GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ))
functionstring GetMapName (string NameEnding, string MapName, int Dir)
functionstring GetMeshName ()
functionstring GetNextInt (string ClassName, int Num)
function GetNextIntDesc (string ClassName, int Num, out string Entry, out string Description)
function GetNextSkin (string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc)
functionint GetNotifyChannel ()
functionplane GetRenderBoundingSphere ()
functionvector GetRootLocation ()
functionvector GetRootLocationDelta ()
functionrotator GetRootRotation ()
functionrotator GetRootRotationDelta ()
functionfloat GetSoundDuration (sound Sound)
functionstring GetURLMap (optional bool bIncludeOptions)
functionstring GetUrlOption (string Option)
functionbool HasAnim (name Sequence)
functionbool HasLIPSincAnim (name LIPSincAnimName)
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)
event HitWall (vector HitNormal, actor HitWall)
function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation ))
functionbool IsAnimating (optional int Channel)
functionbool IsInPain ()))
functionbool IsInVolume (Volume aVolume))
functionbool IsJoinedTo (actor Other)
functionbool IsPlayingLIPSincAnim ()
functionbool IsStationary ()))
functionbool IsTweening (int Channel)
function KAddAngularImpulse (vector AngImpulse)
function KAddBoneLifter (name BoneName, InterpCurve LiftVel, float LateralFriction, InterpCurve Softness)
function KAddImpulse (vector Impulse, vector Position, optional name BoneName)
event KApplyForce (out vector Force, out vector Torque)
function KDisableCollision (actor Other)
function KDrawRigidBodyState (KRigidBodyState RBState, bool AltColour)
function KEnableCollision (actor Other)
function KFreezeRagdoll ()
functionfloat KGetActorGravScale ()
function KGetCOMOffset (out vector offset)
function KGetCOMPosition (out vector pos)
function KGetDampingProps (out float lindamp, out float angdamp)
functionfloat KGetFriction ()
functionfloat KGetImpactThreshold ()
function KGetInertiaTensor (out vector it1, out vector it2)
functionfloat KGetMass ()
functionquat KGetRBQuaternion ()
functionfloat KGetRestitution ()
function KGetRigidBodyState (out KRigidBodyState RBstate)
function KGetSimParams (out KSimParams SimParams)
functionfloat KGetSkelMass ()
event KilledBy (pawn EventInstigator)
event KImpact (actor other, vector pos, vector impactVel, vector impactNorm)
functionbool KIsAwake ()
functionbool KIsRagdollAvailable ()
function KMakeRagdollAvailable ()
functionKRBVec KRBVecFromVector (vector v)
functionvector KRBVecToVector (KRBVec RBvec)
function KRemoveAllBoneLifters ()
function KRemoveLifterFromBone (name BoneName)
function KScaleJointLimits (float scale, float stiffness)
function KSetActorGravScale (float ActorGravScale)
function KSetBlockKarma (bool newBlock)
function KSetCOMOffset (vector offset)
function KSetDampingProps (float lindamp, float angdamp)
function KSetFriction (float friction)
function KSetImpactThreshold (float thresh)
function KSetInertiaTensor (vector it1, vector it2)
function KSetMass (float mass)
function KSetRestitution (float rest)
function KSetSimParams (KSimParams SimParams)
function KSetSkelVel (vector Velocity, optional vector AngVelocity, optional bool AddToCurrent)
function KSetStayUpright (bool stayUpright, bool allowRotate)
function KSetStayUprightParams (float stiffness, float damping)
event KSkelConvulse ()
eventbool KUpdateState (out KRigidBodyState newState)
event KVelDropBelow ()
function KWake ()
event Landed (vector HitNormal)
function LinkMesh (mesh NewMesh, optional bool bKeepAnim)
function LinkSkelAnim (MeshAnimation Anim, optional mesh NewMesh)
event LIPSincAnimEnd ()
function LockRootMotion (int Lock)
functionbool LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
event LostChild (Actor Other)
function MakeNoise (float Loudness)
function MatchStarting ()
functionbool Move (vector Delta)
functionbool MoveCacheEntry (string GUID, optional string NewFilename)
functionbool MoveSmooth (vector Delta)
functionbool NearSpot (vector Spot))
function NotifyLocalPlayerDead (PlayerController PC)
function NotifyLocalPlayerTeamReceived ()
function OnlyAffectPawns (bool B)
functionbool PauseStream (int Handle)
function PawnBaseDied ()
event PhysicsVolumeChange (PhysicsVolume NewVolume)
functionbool PlayAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
functionbool PlayerCanSeeMe ()
function PlayFeedbackEffect (String EffectName)
function PlayLIPSincAnim (name LIPSincAnimName, optional float Volume, optional float Radius, optional float Pitch)
functionint PlayMusic (string Song, optional float FadeInTime)
function PlayOwnedSound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate)
function PlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate)
functionint PlayStream (string Song, optional bool UseMusicVolume, optional float Volume, optional float FadeInTime, optional float SeekTime)
function PlayTeleportEffect (bool bOut, bool bSound)
event PostBeginPlay ()
event PostLoadSavedGame ()
event PostNetBeginPlay ()
event PostNetReceive ()
event PostTeleport (Teleporter OutTeleporter)
event PostTouch (Actor Other)
function POVChanged (PlayerController PC, bool bBehindViewChanged)
event PreBeginPlay ()))
function PrecacheAnnouncer (AnnouncerVoice V, bool bRewardSounds)
event PreSaveGame ()
eventbool PreTeleport (Teleporter InTeleporter)
function RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
event RanInto (Actor Other)
event RecoverFromBadStateCode ()
function RenderOverlays (Canvas Canvas)
event RenderTexture (ScriptedTexture Tex)
function Reset ()
function ResetStaticFilterState ()
functionint SeekStream (int Handle, float Seconds)
functionbool SelfTriggered ()))
function SetAnimFrame (float Time, optional int Channel, optional int UnitFlag)
function SetBase (actor NewBase, optional vector NewFloor)
function SetBoneDirection (name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha, optional int Space)
function SetBoneLocation (name BoneName, optional vector BoneTrans, optional float Alpha)
function SetBoneRotation (name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha)
function SetBoneScale (int Slot, optional float BoneScale, optional name BoneName)
function SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers)
functionbool SetCollisionSize (float NewRadius, float NewHeight)
function SetDefaultDisplayProperties ()))
function SetDelayedDamageInstigatorController (Controller C)
function SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting ))
function SetDrawScale (float NewScale)
function SetDrawScale3D (vector NewScale3D)
function SetDrawType (EDrawType NewDrawType)
function SetGRI (GameReplicationInfo GRI)
event SetInitialState ()))
functionbool SetLocation (vector NewLocation)
function SetOverlayMaterial (Material mat, float time, bool bOverride ))
function SetOwner (actor NewOwner)
function SetPhysics (EPhysics newPhysics)
functionbool SetRelativeLocation (vector NewLocation)
functionbool SetRelativeRotation (rotator NewRotation)
functionbool SetRotation (rotator NewRotation)
function SetStaticMesh (StaticMesh NewStaticMesh)
function SetTimer (float NewTimerRate, bool bLoop)
functionbool ShouldBeHidden ()
function Sleep (float Seconds)
functionactor Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation)
eventActor SpecialHandling (Pawn Other)
function StartInterpolation ()))
function StopAllMusic (optional float FadeOutTime)
function StopAnimating (optional bool ClearAllButBase)
function StopFeedbackEffect (optional String EffectName)
function StopLIPSincAnim ()
function StopMusic (int SongHandle, optional float FadeOutTime)
function StopStream (int Handle, optional float FadeOutTime)
functionvector SuggestFallVelocity (vector Destination, vector Start, float MaxZ, float MaxXYSpeed)
event TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
functionbool TeamLink (int TeamNum))
function TextToSpeech (string Text, float Volume)
event Tick (float DeltaTime)
event Timer ()
function TimerPop (VolumeTimer T)
event TornOff ()
event Touch (Actor Other)
functionbool TouchingActor (Actor A))
function TouchingActors (class<actor> BaseClass, out actor Actor)
functionActor Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material)
function TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent)
functionbool TraceThisActor (out vector HitLocation, out vector HitNormal, vector TraceEnd, vector TraceStart, optional vector Extent)
event TravelPostAccept ()
event TravelPreAccept ()
event Trigger (Actor Other, Pawn EventInstigator)
event TriggerEvent (Name EventName, Actor Other, Pawn EventInstigator ))
functionbool TweenAnim (name Sequence, float Time, optional int Channel)
function UnClock (out float time)
event UnTouch (Actor Other)
event UnTrigger (Actor Other, Pawn EventInstigator)
function UntriggerEvent (Name EventName, Actor Other, Pawn EventInstigator ))
function UpdateAnnouncements ()
function UpdatePrecacheMaterials ()))
function UpdatePrecacheStaticMeshes ()))
function UpdateURL (string NewOption, string NewValue, bool bSaveDefault)
event UsedBy (Pawn user)
function VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
function VisibleCollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden)
event ZoneChange (ZoneInfo NewZone)
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllObjects, Asc, Asin, Atan, BeginState, Caps, Ceil, Chr, Clamp, ClassIsChildOf, ClearConfig, ClockwiseFrom, Cos, Created, Cross, Disable, Divide, Dot, DynamicLoadObject, EatStr, Enable, EndState, Eval, Exp, FClamp, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetItemName, GetPerObjectNames, GetPropertyText, GetReferencers, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, IsOnConsole, IsSoaking, Left, Len, Lerp, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, PlatformIs64Bit, PlatformIsMacOS, PlatformIsUnix, PlatformIsWindows, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, Repl, ReplaceText, ResetConfig, Right, RotRand, Round, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, StopWatch, StrCmp, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~=


Constants Detail

MAXSTEPHEIGHT Source code

const MAXSTEPHEIGHT = 35.0;

MINFLOORZ Source code

const MINFLOORZ = 0.7;


Variables Detail

Acceleration Source code

var vector Acceleration;

AccumKarmaAngleError Source code

var float AccumKarmaAngleError;

ActorRenderData Source code

var const native ActorRenderDataPtr ActorRenderData;

Attached Source code

var const array<Actor> Attached;

AttachmentBone Source code

var const name AttachmentBone;

bAlreadyPrecachedMaterials Source code

var bool bAlreadyPrecachedMaterials;

bAlreadyPrecachedMeshes Source code

var bool bAlreadyPrecachedMeshes;

bAlwaysRelevant Source code

var bool bAlwaysRelevant;

bAlwaysTick Source code

var const bool bAlwaysTick;

bAlwaysZeroBoneOffset Source code

var bool bAlwaysZeroBoneOffset;

bAnimByOwner Source code

var bool bAnimByOwner;

Base Source code

var const Actor Base;

bBadStateCode Source code

var bool bBadStateCode;

bBlockPlayers Source code

var bool bBlockPlayers;

bBlockProjectiles Source code

var bool bBlockProjectiles;

bBlocksTeleport Source code

var bool bBlocksTeleport;

bCanBeDamaged Source code

var bool bCanBeDamaged;

bClientAnim Source code

var bool bClientAnim;

bClientAuthoritative Source code

var const bool bClientAuthoritative;

bClientDemoNetFunc Source code

var const bool bClientDemoNetFunc;

bClientDemoRecording Source code

var const bool bClientDemoRecording;

bClientTrigger Source code

var bool bClientTrigger;

bCollideWorld Source code

var bool bCollideWorld;

bCompressedPosition Source code

var bool bCompressedPosition;

bDeleteMe Source code

var const bool bDeleteMe;

bDemoOwner Source code

var const bool bDemoOwner;

bDemoRecording Source code

var const bool bDemoRecording;

bDestroyInPainVolume Source code

var bool bDestroyInPainVolume;

bDetailAttachment Source code

var const bool bDetailAttachment;

bDisturbFluidSurface Source code

var bool bDisturbFluidSurface;

bDramaticLighting Source code

var bool bDramaticLighting;

bEdSnap Source code

var transient bool bEdSnap;

bForceSkelUpdate Source code

var bool bForceSkelUpdate;

bHurtEntry Source code

var bool bHurtEntry;

bIgnoreOutOfWorld Source code

var bool bIgnoreOutOfWorld;

bIgnoreVehicles Source code

var bool bIgnoreVehicles;

bInterpolating Source code

var bool bInterpolating;

bJustTeleported Source code

var const bool bJustTeleported;

bLightChanged Source code

var bool bLightChanged;

bNetDirty Source code

var transient const bool bNetDirty;

bNetInitial Source code

var const bool bNetInitial;

bNetInitialRotation Source code

var const bool bNetInitialRotation;

bNetNotify Source code

var bool bNetNotify;

bNetOwner Source code

var const bool bNetOwner;

bNetRelevant Source code

var const bool bNetRelevant;

bNetTemporary Source code

var const bool bNetTemporary;

bNoRepMesh Source code

var bool bNoRepMesh;

bNotifyLocalPlayerTeamReceived Source code

var bool bNotifyLocalPlayerTeamReceived;

bNotOnDedServer Source code

var bool bNotOnDedServer;

bObsolete Source code

var bool bObsolete;

bOnlyAffectPawns Source code

var const bool bOnlyAffectPawns;

bOnlyDirtyReplication Source code

var bool bOnlyDirtyReplication;

bOnlyDrawIfAttached Source code

var bool bOnlyDrawIfAttached;

bOnlyOwnerSee Source code

var bool bOnlyOwnerSee;

bOnlyRelevantToOwner Source code

var bool bOnlyRelevantToOwner;

bOrientOnSlope Source code

var bool bOrientOnSlope;

bOwnerNoSee Source code

var bool bOwnerNoSee;

bPathTemp Source code

var transient bool bPathTemp;

bPendingDelete Source code

var bool bPendingDelete;

bRepClientDemo Source code

var const bool bRepClientDemo;

bReplicateAnimations Source code

var bool bReplicateAnimations;

bReplicateInstigator Source code

var bool bReplicateInstigator;

bReplicateMovement Source code

var bool bReplicateMovement;

Brush Source code

var const export model Brush;

bScriptInitialized Source code

var bool bScriptInitialized;

bSelected Source code

var const bool bSelected;

bShouldStopKarma Source code

var transient const bool bShouldStopKarma;

bShowOctreeNodes Source code

var bool bShowOctreeNodes;

bSkipActorPropertyReplication Source code

var bool bSkipActorPropertyReplication;

bSmoothKarmaStateUpdates Source code

var bool bSmoothKarmaStateUpdates;

bStatic Source code

var const bool bStatic;

bTearOff Source code

var bool bTearOff;

bTempEditor Source code

var transient const bool bTempEditor;

bTicked Source code

var transient const bool bTicked;

bTimerLoop Source code

var bool bTimerLoop;

bTraceWater Source code

var bool bTraceWater;

bTrailerAllowRotation Source code

var bool bTrailerAllowRotation;

bTrailerPrePivot Source code

var bool bTrailerPrePivot;

bTrailerSameRotation Source code

var bool bTrailerSameRotation;

bTravel Source code

var bool bTravel;

bUpdateSimulatedPosition Source code

var bool bUpdateSimulatedPosition;

bUseCollisionStaticMesh Source code

var bool bUseCollisionStaticMesh;

bWasSNFiltered Source code

var bool bWasSNFiltered;

bWorldGeometry Source code

var bool bWorldGeometry;

CachedLocalToWorld Source code

var Matrix CachedLocalToWorld;

CachedLocation Source code

var const vector CachedLocation;

CachedRotation Source code

var const Rotator CachedRotation;

CollisionTag Source code

var const native int CollisionTag;

ColLocation Source code

var const vector ColLocation;

Deleted Source code

var const actor Deleted;

FluidSurfaceShootStrengthMod Source code

var float FluidSurfaceShootStrengthMod;

HardRelMatrix Source code

var const Matrix HardRelMatrix;

HighDetailOverlay Source code

var Material HighDetailOverlay;

Instigator Source code

var Pawn Instigator;

Inventory Source code

var Inventory Inventory;

JoinedTag Source code

var const transient int JoinedTag;

KStepTag Source code

var const native int KStepTag;

LastRenderTime Source code

var transient float LastRenderTime;

LatentFloat Source code

var const float LatentFloat;

Leaves Source code

var transient array<int> Leaves;

Level Source code

var const LevelInfo Level;

LightRenderData Source code

var const native LightRenderDataPtr LightRenderData;

MeshInstance Source code

var transient MeshInstance MeshInstance;

MessageClass Source code

var class<LocalMessage> MessageClass;

NetPriority Source code

var float NetPriority;

NetTag Source code

var const transient int NetTag;

NetUpdateFrequency Source code

var float NetUpdateFrequency;

NetUpdateTime Source code

var float NetUpdateTime;

OctreeBox Source code

var const transient Box OctreeBox;

OctreeBoxCenter Source code

var const transient vector OctreeBoxCenter;

OctreeBoxRadii Source code

var const transient vector OctreeBoxRadii;

OctreeNodes Source code

var const transient array<pointer> OctreeNodes;

Owner Source code

var const Actor Owner;

PendingTouch Source code

var Actor PendingTouch;

PhysicsVolume Source code

var const PhysicsVolume PhysicsVolume;

Projectors Source code

var const native array<ProjectorRenderInfoPtr> Projectors;

Region Source code

var const PointRegion Region;

RelativeLocation Source code

var const vector RelativeLocation;

RelativeRotation Source code

var const rotator RelativeRotation;

RemoteRole Source code

var ENetRole RemoteRole;

RenderRevision Source code

var const native int RenderRevision;

RepSkin Source code

var Material RepSkin;

Role Source code

var ENetRole Role;

SimAnim Source code

var AnimRep SimAnim;

StaticFilterState Source code

var const native EFilterState StaticFilterState;

StaticMeshInstance Source code

var StaticMeshInstance StaticMeshInstance;

StaticMeshProjectors Source code

var const native array<StaticMeshProjectorRenderInfoPtr> StaticMeshProjectors;

StaticSectionBatches Source code

var const native array<BatchReference> StaticSectionBatches;

TimerCounter Source code

var const float TimerCounter;

TimerRate Source code

var float TimerRate;

Touching Source code

var const array<Actor> Touching;

XLevel Source code

var transient const Level XLevel;

Advanced

bCanTeleport Source code

var(Advanced) bool bCanTeleport;

bCollideWhenPlacing Source code

var(Advanced) bool bCollideWhenPlacing;

bDirectional Source code

var(Advanced) bool bDirectional;

bEdShouldSnap Source code

var(Advanced) bool bEdShouldSnap;

bGameRelevant Source code

var(Advanced) bool bGameRelevant;

bHidden Source code

var(Advanced) bool bHidden;

bHiddenEd Source code

var(Advanced) bool bHiddenEd;

bHiddenEdGroup Source code

var(Advanced) bool bHiddenEdGroup;

bHighDetail Source code

var(Advanced) bool bHighDetail;

bLockLocation Source code

var(Advanced) bool bLockLocation;

bMovable Source code

var(Advanced) bool bMovable;

bNoDelete Source code

var(Advanced) const bool bNoDelete;

bShouldBaseAtStartup Source code

var(Advanced) bool bShouldBaseAtStartup;

bStasis Source code

var(Advanced) bool bStasis;

bSuperHighDetail Source code

var(Advanced) bool bSuperHighDetail;

LifeSpan Source code

var(Advanced) float LifeSpan;

Collision

bAutoAlignToTerrain Source code

var(Collision) bool bAutoAlignToTerrain;

bBlockActors Source code

var(Collision) bool bBlockActors;

bBlockKarma Source code

var(Collision) const bool bBlockKarma;

bBlockNonZeroExtentTraces Source code

var(Collision) bool bBlockNonZeroExtentTraces;

bBlockZeroExtentTraces Source code

var(Collision) bool bBlockZeroExtentTraces;

bCollideActors Source code

var(Collision) const bool bCollideActors;

bPathColliding Source code

var(Collision) bool bPathColliding;

bProjTarget Source code

var(Collision) bool bProjTarget;

bUseCylinderCollision Source code

var(Collision) bool bUseCylinderCollision;

CollisionHeight Source code

var(Collision) const float CollisionHeight;

CollisionRadius Source code

var(Collision) const float CollisionRadius;

SurfaceType Source code

var(Collision) ESurfaceTypes SurfaceType;

Display

AmbientGlow Source code

var(Display) byte AmbientGlow;

AntiPortal Source code

var(Display) ConvexVolume AntiPortal;

bAcceptsProjectors Source code

var(Display) bool bAcceptsProjectors;

bAlwaysFaceCamera Source code

var(Display) bool bAlwaysFaceCamera;

bDeferRendering Source code

var(Display) bool bDeferRendering;

bDisableSorting Source code

var(Display) bool bDisableSorting;

bShadowCast Source code

var(Display) bool bShadowCast;

bStaticLighting Source code

var(Display) bool bStaticLighting;

bUnlit Source code

var(Display) bool bUnlit;

bUseDynamicLights Source code

var(Display) bool bUseDynamicLights;

bUseLightingFromBase Source code

var(Display) bool bUseLightingFromBase;

ClientOverlayCounter Source code

var(Display) transient float ClientOverlayCounter;

ClientOverlayTimer Source code

var(Display) transient float ClientOverlayTimer;

CullDistance Source code

var(Display) float CullDistance;

DrawScale Source code

var(Display) const float DrawScale;

DrawScale3D Source code

var(Display) const vector DrawScale3D;

DrawType Source code

var(Display) EDrawType DrawType;

ForcedVisibilityZoneTag Source code

var(Display) const name ForcedVisibilityZoneTag;

LODBias Source code

var(Display) float LODBias;

MaxLights Source code

var(Display) byte MaxLights;

Mesh Source code

var(Display) const mesh Mesh;

OverlayMaterial Source code

var(Display) Material OverlayMaterial;

OverlayTimer Source code

var(Display) float OverlayTimer;

PrePivot Source code

var(Display) vector PrePivot;

ScaleGlow Source code

var(Display) float ScaleGlow;

Skins Source code

var(Display) array<Material> Skins;

StaticMesh Source code

var(Display) const StaticMesh StaticMesh;

Style Source code

var(Display) ERenderStyle Style;

Texture Source code

var(Display) Material Texture;

UV2Mode Source code

var(Display) EUV2Mode UV2Mode;

UV2Texture Source code

var(Display) Material UV2Texture;

Events

Event Source code

var(Events) name Event;

ExcludeTag[8] Source code

var(Events) Name ExcludeTag[8];

Tag Source code

var(Events) name Tag;

Force

ForceNoise Source code

var(Force) float ForceNoise;

ForceRadius Source code

var(Force) float ForceRadius;

ForceScale Source code

var(Force) float ForceScale;

ForceType Source code

var(Force) EForceType ForceType;

Karma

KParams Source code

var(Karma) export editinline KarmaParamsCollision KParams;

LightColor

LightBrightness Source code

var(LightColor) float LightBrightness;

LightHue Source code

var(LightColor) byte LightHue;

LightSaturation Source code

var(LightColor) byte LightSaturation;

Lighting

bActorShadows Source code

var(Lighting) bool bActorShadows;

bAttenByLife Source code

var(Lighting) bool bAttenByLife;

bCorona Source code

var(Lighting) bool bCorona;

bDirectionalCorona Source code

var(Lighting) bool bDirectionalCorona;

bDynamicLight Source code

var(Lighting) bool bDynamicLight;

bLightingVisibility Source code

var(Lighting) bool bLightingVisibility;

bSpecialLit Source code

var(Lighting) bool bSpecialLit;

LightCone Source code

var(Lighting) byte LightCone;

LightEffect Source code

var(Lighting) ELightEffect LightEffect;

LightPeriod Source code

var(Lighting) byte LightPeriod;

LightPhase Source code

var(Lighting) byte LightPhase;

LightRadius Source code

var(Lighting) float LightRadius;

LightType Source code

var(Lighting) ELightType LightType;

Movement

AttachTag Source code

var(Movement) name AttachTag;

bBounce Source code

var(Movement) bool bBounce;

bFixedRotationDir Source code

var(Movement) bool bFixedRotationDir;

bHardAttach Source code

var(Movement) bool bHardAttach;

bIgnoreEncroachers Source code

var(Movement) bool bIgnoreEncroachers;

bIgnoreTerminalVelocity Source code

var(Movement) bool bIgnoreTerminalVelocity;

bOrientToVelocity Source code

var(Movement) bool bOrientToVelocity;

bRotateToDesired Source code

var(Movement) bool bRotateToDesired;

Buoyancy Source code

var(Movement) float Buoyancy;

DesiredRotation Source code

var(Movement) rotator DesiredRotation;

Location Source code

var(Movement) const vector Location;

Mass Source code

var(Movement) float Mass;

Physics Source code

var(Movement) EPhysics Physics;

Rotation Source code

var(Movement) const rotator Rotation;

RotationRate Source code

var(Movement) rotator RotationRate;

Velocity Source code

var(Movement) vector Velocity;

Object

Group Source code

var(Object) name Group;

InitialState Source code

var(Object) name InitialState;

Sound

AmbientSound Source code

var(Sound) sound AmbientSound;

bFullVolume Source code

var(Sound) bool bFullVolume;

SoundOcclusion Source code

var(Sound) ESoundOcclusion SoundOcclusion;

SoundPitch Source code

var(Sound) byte SoundPitch;

SoundRadius Source code

var(Sound) float SoundRadius;

SoundVolume Source code

var(Sound) byte SoundVolume;

TransientSoundRadius Source code

var(Sound) float TransientSoundRadius;

TransientSoundVolume Source code

var(Sound) float TransientSoundVolume;


Enumerations Detail

EDoubleClickDir Source code

enum EDoubleClickDir
{
DCLICK_None, DCLICK_Left, DCLICK_Right, DCLICK_Forward, DCLICK_Back, DCLICK_Active, DCLICK_Done
};

EDrawType Source code

enum EDrawType
{
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce, DT_StaticMesh, DT_DrawType, DT_Particle, DT_AntiPortal, DT_FluidSurface
};

EFilterState Source code

enum EFilterState
{
FS_Maybe, FS_Yes, FS_No
};

EFlagState Source code

enum EFlagState
{
FLAG_Home, FLAG_HeldFriendly, FLAG_HeldEnemy, FLAG_Down,
};

EForceType Source code

enum EForceType
{
FT_None, FT_DragAlong, FT_Constant,
};

eKillZType Source code

enum eKillZType
{
KILLZ_None, KILLZ_Lava, KILLZ_Suicide
};

ELightEffect Source code

enum ELightEffect
{
LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Negative, LE_Sunlight, LE_QuadraticNonIncidence
};

ELightType Source code

enum ELightType
{
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop, LT_FadeOut
};

EMusicTransition Source code

enum EMusicTransition
{
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,
};

ENetRole Source code

enum ENetRole
{
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,
};

EPhysics Source code

enum EPhysics
{
PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer, PHYS_Ladder, PHYS_RootMotion, PHYS_Karma, PHYS_KarmaRagDoll, PHYS_Hovering, PHYS_CinMotion,
};

ERenderStyle Source code

enum ERenderStyle
{
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, STY_Alpha, STY_Additive, STY_Subtractive, STY_Particle, STY_AlphaZ,
};

ESoundOcclusion Source code

enum ESoundOcclusion
{
OCCLUSION_Default, OCCLUSION_None, OCCLUSION_BSP, OCCLUSION_StaticMeshes,
};

ESoundSlot Source code

enum ESoundSlot
{
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface,
};

ESurfaceTypes Source code

enum ESurfaceTypes
{
EST_Default, EST_Rock, EST_Dirt, EST_Metal, EST_Wood, EST_Plant, EST_Flesh, EST_Ice, EST_Snow, EST_Water, EST_Glass, EST_Custom00, EST_Custom01, EST_Custom02, EST_Custom03, EST_Custom04, EST_Custom05, EST_Custom06, EST_Custom07, EST_Custom08, EST_Custom09, EST_Custom10, EST_Custom11, EST_Custom12, EST_Custom13, EST_Custom14, EST_Custom15, EST_Custom16, EST_Custom17, EST_Custom18, EST_Custom19, EST_Custom20, EST_Custom21, EST_Custom22, EST_Custom23, EST_Custom24, EST_Custom25, EST_Custom26, EST_Custom27, EST_Custom28, EST_Custom29, EST_Custom30, EST_Custom31,
};

ETravelType Source code

enum ETravelType
{
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
};

EUV2Mode Source code

enum EUV2Mode
{
UVM_MacroTexture, UVM_LightMap, UVM_Skin,
};


Structures Detail

ActorRenderDataPtr Source code

struct ActorRenderDataPtr
{
var pointer Ptr;
};


AnimRep Source code

struct AnimRep
{
var byte AnimFrame;
var byte AnimRate;
var name AnimSequence;
var bool bAnimLoop;
var byte TweenRate;
};


BatchReference Source code

struct BatchReference
{
var int BatchIndex;
var int ElementIndex;
};


FireProperties Source code

struct FireProperties
{
var class<Ammunition> AmmoClass;
var bool bInitialized;
var bool bInstantHit;
var bool bLeadTarget;
var bool bTossed;
var bool bTrySplash;
var float MaxRange;
var class<Projectile> ProjectileClass;
var float WarnTargetPct;
};


KRBVec Source code

struct KRBVec
{
var float X;
var float Y;
var float Z;
};


KRigidBodyState Source code

struct KRigidBodyState
{
var KRBVec AngVel;
var KRBVec LinVel;
var KRBVec Position;
var Quat Quaternion;
};


KSimParams Source code

struct KSimParams
{
var float ContactSoftness;
var float Epsilon;
var float GammaPerSec;
var float MaxPenetration;
var float MaxTimestep;
var float PenetrationOffset;
var float PenetrationScale;
};


LightRenderDataPtr Source code

struct LightRenderDataPtr
{
var pointer Ptr;
};


PointRegion Source code

struct PointRegion
{
var int iLeaf;
var zoneinfo Zone;
var byte ZoneNumber;
};


ProjectorRenderInfoPtr Source code

struct ProjectorRenderInfoPtr
{
var pointer Ptr;
};


StaticMeshProjectorRenderInfoPtr Source code

struct StaticMeshProjectorRenderInfoPtr
{
var pointer Ptr;
};



Functions Detail

* Source code

native(550) static final operator color * ( float A, color B )

* Source code

native(552) static final operator color * ( color A, float B )

+ Source code

native(551) static final operator color + ( color A, color B )

- Source code

native(549) static final operator color - ( color A, color B )

AddToPackageMap Source code

native final function AddToPackageMap ( optional string PackageName )

AdjustVolume Source code

native final function bool AdjustVolume ( int Handle, float NewVolume )

AllActors Source code

native(304) final iterator function AllActors ( class<actor> BaseClass, out actor Actor, optional name MatchTag )

AllowMusicPlayback Source code

native final function AllowMusicPlayback ( bool Allow )

AnimBlendParams Source code

native final function AnimBlendParams ( int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose )

AnimBlendToAlpha Source code

native final function AnimBlendToAlpha ( int Stage, float TargetAlpha, float TimeInterval )

AnimEnd Source code

event AnimEnd ( int Channel )

AnimIsInGroup Source code

native final function bool AnimIsInGroup ( int Channel, name GroupName )

AnimStopLooping Source code

native final function AnimStopLooping ( optional int Channel )

Attach Source code

event Attach ( Actor Other )

AttachToBone Source code

native final function bool AttachToBone ( actor Attachment, name BoneName )

AutonomousPhysics Source code

native(3971) final function AutonomousPhysics ( float DeltaSeconds )

BaseChange Source code

event BaseChange ( )

BasedActors Source code

native(306) final iterator function BasedActors ( class<actor> BaseClass, out actor Actor )

BecomeViewTarget Source code

function BecomeViewTarget ( )

BeginEvent Source code

event BeginEvent ( )

BeginPlay Source code

event BeginPlay ( )

BlocksShotAt Source code

function bool BlocksShotAt ( Actor Other) )

BoneRefresh Source code

native final function BoneRefresh ( )

BroadcastLocalizedMessage Source code

event BroadcastLocalizedMessage ( class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) )

Bump Source code

event Bump ( Actor Other )

CanSplash Source code

simulated function bool CanSplash ( ) )

ChangeBaseParamsFeedbackEffect Source code

native(569) final function ChangeBaseParamsFeedbackEffect ( String EffectName, optional float DirectionX, optional float DirectionY, optional float Gain )

ChangeSpringFeedbackEffect Source code

native(568) final function ChangeSpringFeedbackEffect ( String EffectName, float CenterX, float CenterY )

CheckForErrors Source code

function bool CheckForErrors ( ) )

CheckMaxEffectDistance Source code

simulated function bool CheckMaxEffectDistance ( PlayerController P, vector SpawnLocation) )

ChildActors Source code

native(305) final iterator function ChildActors ( class<actor> BaseClass, out actor Actor )

ClearStayingDebugLines Source code

native final function ClearStayingDebugLines ( )

ClientTrigger Source code

event ClientTrigger ( )

Clock Source code

native final function Clock ( out float time )

CollidingActors Source code

native(321) final iterator function CollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc )

ConsoleCommand Source code

native function string ConsoleCommand ( string Command, optional bool bWriteToLog )

CopyObjectToClipboard Source code

native function CopyObjectToClipboard ( Object Obj )

Crash Source code

static function Crash ( ) )

CurrentLIPSincAnim Source code

native final function string CurrentLIPSincAnim ( )

DebugClock Source code

native final function DebugClock ( )

DebugUnclock Source code

native final function DebugUnclock ( )

DemoPlaySound Source code

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

Destroy Source code

native(279) final function bool Destroy ( )

Destroyed Source code

event Destroyed ( )

Detach Source code

event Detach ( Actor Other )

DetachFromBone Source code

native final function bool DetachFromBone ( actor Attachment )

DisplayDebug Source code

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

DrawDebugCircle Source code

native final function DrawDebugCircle ( vector Base, vector X, vector Y, float Radius, int NumSides, byte R, byte G, byte B )

DrawDebugLine Source code

native final function DrawDebugLine ( vector LineStart, vector LineEnd, byte R, byte G, byte B )

DrawDebugSphere Source code

native final function DrawDebugSphere ( vector Base, float Radius, int NumDivisions, byte R, byte G, byte B )

DrawStayingDebugLine Source code

native final function DrawStayingDebugLine ( vector LineStart, vector LineEnd, byte R, byte G, byte B )

DynamicActors Source code

native(313) final iterator function DynamicActors ( class<actor> BaseClass, out actor Actor, optional name MatchTag )

EffectIsRelevant Source code

simulated function bool EffectIsRelevant ( vector SpawnLocation, bool bForceDedicated ) )

EnableChannelNotify Source code

native final function EnableChannelNotify ( int Channel, int Switch )

EncroachedBy Source code

event EncroachedBy ( actor Other )

EncroachingOn Source code

event bool EncroachingOn ( actor Other )

EndedRotation Source code

event EndedRotation ( )

EndEvent Source code

event EndEvent ( )

Error Source code

native(233) final function Error ( coerce string S )

Falling Source code

event Falling ( )

FastTrace Source code

native(548) final function bool FastTrace ( vector TraceEnd, optional vector TraceStart )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( eKillZType KillType) )

FinishAnim Source code

native(261) final latent function FinishAnim ( optional int Channel )

FinishedInterpolation Source code

event FinishedInterpolation ( ) )

FinishInterpolation Source code

native(301) final latent function FinishInterpolation ( )

ForceFeedbackSupported Source code

native final function bool ForceFeedbackSupported ( optional bool Enable )

FreezeAnimAt Source code

native final function FreezeAnimAt ( float Time, optional int Channel )

GainedChild Source code

event GainedChild ( Actor Other )

GetAllInt Source code

native static final function GetAllInt ( string MetaClass, array<string> Entries )

GetAllIntDesc Source code

native static final function GetAllIntDesc ( string MetaClass, out array<string> Entry, out array<string> Description )

GetAnimParams Source code

native final function GetAnimParams ( int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate )

GetBoneCoords Source code

native final function coords GetBoneCoords ( name BoneName )

GetBoneRotation Source code

native final function rotator GetBoneRotation ( name BoneName, optional int Space )

GetCacheEntry Source code

native final function bool GetCacheEntry ( int Num, out string GUID, out string Filename )

GetClosestBone Source code

native final function Name GetClosestBone ( Vector loc, Vector ray, out float boneDist, optional Name BiasBone, optional float BiasDistance )

GetCollisionExtent Source code

function vector GetCollisionExtent ( ) )

GetDebugName Source code

function String GetDebugName ( ) )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

GetLocalString Source code

static function string GetLocalString ( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ) )

GetMapName Source code

native(539) final function string GetMapName ( string NameEnding, string MapName, int Dir )

GetMeshName Source code

native final function string GetMeshName ( )

GetNextInt Source code

native final function string GetNextInt ( string ClassName, int Num )

GetNextIntDesc Source code

native final function GetNextIntDesc ( string ClassName, int Num, out string Entry, out string Description )

GetNextSkin Source code

native(545) final function GetNextSkin ( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc )

GetNotifyChannel Source code

native final function int GetNotifyChannel ( )

GetRenderBoundingSphere Source code

native final function plane GetRenderBoundingSphere ( )

GetRootLocation Source code

native final function vector GetRootLocation ( )

GetRootLocationDelta Source code

native final function vector GetRootLocationDelta ( )

GetRootRotation Source code

native final function rotator GetRootRotation ( )

GetRootRotationDelta Source code

native final function rotator GetRootRotationDelta ( )

GetSoundDuration Source code

native final function float GetSoundDuration ( sound Sound )

GetURLMap Source code

native(547) final function string GetURLMap ( optional bool bIncludeOptions )

GetUrlOption Source code

native final function string GetUrlOption ( string Option )

HasAnim Source code

native(263) final function bool HasAnim ( name Sequence )

HasLIPSincAnim Source code

native final function bool HasLIPSincAnim ( name LIPSincAnimName )

HealDamage Source code

function bool HealDamage ( int Amount, Controller Healer, class<DamageType> DamageType )

HitWall Source code

event HitWall ( vector HitNormal, actor HitWall )

HurtRadius Source code

simulated function HurtRadius ( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation ) )

IsAnimating Source code

native(282) final function bool IsAnimating ( optional int Channel )

IsInPain Source code

function bool IsInPain ( ) )

IsInVolume Source code

function bool IsInVolume ( Volume aVolume) )

IsJoinedTo Source code

native final function bool IsJoinedTo ( actor Other )

IsPlayingLIPSincAnim Source code

native final function bool IsPlayingLIPSincAnim ( )

IsStationary Source code

function bool IsStationary ( ) )

IsTweening Source code

native final function bool IsTweening ( int Channel )

KAddAngularImpulse Source code

native final function KAddAngularImpulse ( vector AngImpulse )

KAddBoneLifter Source code

native final function KAddBoneLifter ( name BoneName, InterpCurve LiftVel, float LateralFriction, InterpCurve Softness )

KAddImpulse Source code

native final function KAddImpulse ( vector Impulse, vector Position, optional name BoneName )

KApplyForce Source code

event KApplyForce ( out vector Force, out vector Torque )

KDisableCollision Source code

native final function KDisableCollision ( actor Other )

KDrawRigidBodyState Source code

native final function KDrawRigidBodyState ( KRigidBodyState RBState, bool AltColour )

KEnableCollision Source code

native final function KEnableCollision ( actor Other )

KFreezeRagdoll Source code

native final function KFreezeRagdoll ( )

KGetActorGravScale Source code

native final function float KGetActorGravScale ( )

KGetCOMOffset Source code

native final function KGetCOMOffset ( out vector offset )

KGetCOMPosition Source code

native final function KGetCOMPosition ( out vector pos )

KGetDampingProps Source code

native final function KGetDampingProps ( out float lindamp, out float angdamp )

KGetFriction Source code

native final function float KGetFriction ( )

KGetImpactThreshold Source code

native final function float KGetImpactThreshold ( )

KGetInertiaTensor Source code

native final function KGetInertiaTensor ( out vector it1, out vector it2 )

KGetMass Source code

native final function float KGetMass ( )

KGetRBQuaternion Source code

native final function quat KGetRBQuaternion ( )

KGetRestitution Source code

native final function float KGetRestitution ( )

KGetRigidBodyState Source code

native final function KGetRigidBodyState ( out KRigidBodyState RBstate )

KGetSimParams Source code

native final function KGetSimParams ( out KSimParams SimParams )

KGetSkelMass Source code

native final function float KGetSkelMass ( )

KilledBy Source code

event KilledBy ( pawn EventInstigator )

KImpact Source code

event KImpact ( actor other, vector pos, vector impactVel, vector impactNorm )

KIsAwake Source code

native final function bool KIsAwake ( )

KIsRagdollAvailable Source code

native final function bool KIsRagdollAvailable ( )

KMakeRagdollAvailable Source code

native final function KMakeRagdollAvailable ( )

KRBVecFromVector Source code

native final function KRBVec KRBVecFromVector ( vector v )

KRBVecToVector Source code

native final function vector KRBVecToVector ( KRBVec RBvec )

KRemoveAllBoneLifters Source code

native final function KRemoveAllBoneLifters ( )

KRemoveLifterFromBone Source code

native final function KRemoveLifterFromBone ( name BoneName )

KScaleJointLimits Source code

native final function KScaleJointLimits ( float scale, float stiffness )

KSetActorGravScale Source code

native final function KSetActorGravScale ( float ActorGravScale )

KSetBlockKarma Source code

native final function KSetBlockKarma ( bool newBlock )

KSetCOMOffset Source code

native final function KSetCOMOffset ( vector offset )

KSetDampingProps Source code

native final function KSetDampingProps ( float lindamp, float angdamp )

KSetFriction Source code

native final function KSetFriction ( float friction )

KSetImpactThreshold Source code

native final function KSetImpactThreshold ( float thresh )

KSetInertiaTensor Source code

native final function KSetInertiaTensor ( vector it1, vector it2 )

KSetMass Source code

native final function KSetMass ( float mass )

KSetRestitution Source code

native final function KSetRestitution ( float rest )

KSetSimParams Source code

native final function KSetSimParams ( KSimParams SimParams )

KSetSkelVel Source code

native final function KSetSkelVel ( vector Velocity, optional vector AngVelocity, optional bool AddToCurrent )

KSetStayUpright Source code

native final function KSetStayUpright ( bool stayUpright, bool allowRotate )

KSetStayUprightParams Source code

native final function KSetStayUprightParams ( float stiffness, float damping )

KSkelConvulse Source code

event KSkelConvulse ( )

KUpdateState Source code

event bool KUpdateState ( out KRigidBodyState newState )

KVelDropBelow Source code

event KVelDropBelow ( )

KWake Source code

native final function KWake ( )

Landed Source code

event Landed ( vector HitNormal )

LinkMesh Source code

simulated native final function LinkMesh ( mesh NewMesh, optional bool bKeepAnim )

LinkSkelAnim Source code

simulated native final function LinkSkelAnim ( MeshAnimation Anim, optional mesh NewMesh )

LIPSincAnimEnd Source code

event LIPSincAnimEnd ( )

LockRootMotion Source code

native final function LockRootMotion ( int Lock )

LoopAnim Source code

native(260) final function bool LoopAnim ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )

LostChild Source code

event LostChild ( Actor Other )

MakeNoise Source code

native(512) final function MakeNoise ( float Loudness )

MatchStarting Source code

function MatchStarting ( )

Move Source code

native(266) final function bool Move ( vector Delta )

MoveCacheEntry Source code

native final function bool MoveCacheEntry ( string GUID, optional string NewFilename )

MoveSmooth Source code

native(3969) final function bool MoveSmooth ( vector Delta )

NearSpot Source code

simulated final function bool NearSpot ( vector Spot) )

NotifyLocalPlayerDead Source code

function NotifyLocalPlayerDead ( PlayerController PC )

NotifyLocalPlayerTeamReceived Source code

function NotifyLocalPlayerTeamReceived ( )

OnlyAffectPawns Source code

native final function OnlyAffectPawns ( bool B )

PauseStream Source code

native final function bool PauseStream ( int Handle )

PawnBaseDied Source code

function PawnBaseDied ( )

PhysicsVolumeChange Source code

event PhysicsVolumeChange ( PhysicsVolume NewVolume )

PlayAnim Source code

native(259) final function bool PlayAnim ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )

PlayerCanSeeMe Source code

native(532) final function bool PlayerCanSeeMe ( )

PlayFeedbackEffect Source code

native(566) final function PlayFeedbackEffect ( String EffectName )

PlayLIPSincAnim Source code

native final function PlayLIPSincAnim ( name LIPSincAnimName, optional float Volume, optional float Radius, optional float Pitch )

PlayMusic Source code

native final function int PlayMusic ( string Song, optional float FadeInTime )

PlayOwnedSound Source code

native simulated final function PlayOwnedSound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate )

PlaySound Source code

native(264) final function PlaySound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate )

PlayStream Source code

native final function int PlayStream ( string Song, optional bool UseMusicVolume, optional float Volume, optional float FadeInTime, optional float SeekTime )

PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound )

PostBeginPlay Source code

event PostBeginPlay ( )

PostLoadSavedGame Source code

event PostLoadSavedGame ( )

PostNetBeginPlay Source code

event PostNetBeginPlay ( )

PostNetReceive Source code

event PostNetReceive ( )

PostTeleport Source code

event PostTeleport ( Teleporter OutTeleporter )

PostTouch Source code

event PostTouch ( Actor Other )

POVChanged Source code

function POVChanged ( PlayerController PC, bool bBehindViewChanged )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PrecacheAnnouncer Source code

simulated function PrecacheAnnouncer ( AnnouncerVoice V, bool bRewardSounds )

PreSaveGame Source code

event PreSaveGame ( )

PreTeleport Source code

event bool PreTeleport ( Teleporter InTeleporter )

RadiusActors Source code

native(310) final iterator function RadiusActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc )

RanInto Source code

event RanInto ( Actor Other )

RecoverFromBadStateCode Source code

event RecoverFromBadStateCode ( )

RenderOverlays Source code

function RenderOverlays ( Canvas Canvas )

RenderTexture Source code

event RenderTexture ( ScriptedTexture Tex )

Reset Source code

function Reset ( )

ResetStaticFilterState Source code

native final function ResetStaticFilterState ( )

SeekStream Source code

native final function int SeekStream ( int Handle, float Seconds )

SelfTriggered Source code

function bool SelfTriggered ( ) )

SetAnimFrame Source code

native final function SetAnimFrame ( float Time, optional int Channel, optional int UnitFlag )

SetBase Source code

native(298) final function SetBase ( actor NewBase, optional vector NewFloor )

SetBoneDirection Source code

native final function SetBoneDirection ( name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha, optional int Space )

SetBoneLocation Source code

native final function SetBoneLocation ( name BoneName, optional vector BoneTrans, optional float Alpha )

SetBoneRotation Source code

native final simulated function SetBoneRotation ( name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha )

SetBoneScale Source code

native final function SetBoneScale ( int Slot, optional float BoneScale, optional name BoneName )

SetCollision Source code

native(262) final function SetCollision ( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers )

SetCollisionSize Source code

native(283) final function bool SetCollisionSize ( float NewRadius, float NewHeight )

SetDefaultDisplayProperties Source code

function SetDefaultDisplayProperties ( ) )

SetDelayedDamageInstigatorController Source code

function SetDelayedDamageInstigatorController ( Controller C )

SetDisplayProperties Source code

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

SetDrawScale Source code

native final function SetDrawScale ( float NewScale )

SetDrawScale3D Source code

native final function SetDrawScale3D ( vector NewScale3D )

SetDrawType Source code

native final function SetDrawType ( EDrawType NewDrawType )

SetGRI Source code

function SetGRI ( GameReplicationInfo GRI )

SetInitialState Source code

simulated event SetInitialState ( ) )

SetLocation Source code

native(267) final function bool SetLocation ( vector NewLocation )

SetOverlayMaterial Source code

simulated function SetOverlayMaterial ( Material mat, float time, bool bOverride ) )

SetOwner Source code

native(272) final function SetOwner ( actor NewOwner )

SetPhysics Source code

native(3970) final function SetPhysics ( EPhysics newPhysics )

SetRelativeLocation Source code

native final function bool SetRelativeLocation ( vector NewLocation )

SetRelativeRotation Source code

native final function bool SetRelativeRotation ( rotator NewRotation )

SetRotation Source code

native(299) final function bool SetRotation ( rotator NewRotation )

SetStaticMesh Source code

native final function SetStaticMesh ( StaticMesh NewStaticMesh )

SetTimer Source code

native(280) final function SetTimer ( float NewTimerRate, bool bLoop )

ShouldBeHidden Source code

native final static function bool ShouldBeHidden ( )

Sleep Source code

native(256) final latent function Sleep ( float Seconds )

Spawn Source code

native(278) final function actor Spawn ( class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation )

SpecialHandling Source code

event Actor SpecialHandling ( Pawn Other )

StartInterpolation Source code

simulated function StartInterpolation ( ) )

StopAllMusic Source code

native final function StopAllMusic ( optional float FadeOutTime )

StopAnimating Source code

native final function StopAnimating ( optional bool ClearAllButBase )

StopFeedbackEffect Source code

native(567) final function StopFeedbackEffect ( optional String EffectName )

StopLIPSincAnim Source code

native final function StopLIPSincAnim ( )

StopMusic Source code

native final function StopMusic ( int SongHandle, optional float FadeOutTime )

StopStream Source code

native final function StopStream ( int Handle, optional float FadeOutTime )

SuggestFallVelocity Source code

native final function vector SuggestFallVelocity ( vector Destination, vector Start, float MaxZ, float MaxXYSpeed )

TakeDamage Source code

event TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType )

TeamLink Source code

function bool TeamLink ( int TeamNum) )

TextToSpeech Source code

native function TextToSpeech ( string Text, float Volume )

Tick Source code

event Tick ( float DeltaTime )

Timer Source code

event Timer ( )

TimerPop Source code

simulated function TimerPop ( VolumeTimer T )

TornOff Source code

event TornOff ( )

Touch Source code

event Touch ( Actor Other )

TouchingActor Source code

simulated final function bool TouchingActor ( Actor A) )

TouchingActors Source code

native(307) final iterator function TouchingActors ( class<actor> BaseClass, out actor Actor )

Trace Source code

native(277) final function Actor Trace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material )

TraceActors Source code

native(309) final iterator function TraceActors ( class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent )

TraceThisActor Source code

native final function bool TraceThisActor ( out vector HitLocation, out vector HitNormal, vector TraceEnd, vector TraceStart, optional vector Extent )

TravelPostAccept Source code

event TravelPostAccept ( )

TravelPreAccept Source code

event TravelPreAccept ( )

Trigger Source code

event Trigger ( Actor Other, Pawn EventInstigator )

TriggerEvent Source code

simulated event TriggerEvent ( Name EventName, Actor Other, Pawn EventInstigator ) )

TweenAnim Source code

native(294) final function bool TweenAnim ( name Sequence, float Time, optional int Channel )

UnClock Source code

native final function UnClock ( out float time )

UnTouch Source code

event UnTouch ( Actor Other )

UnTrigger Source code

event UnTrigger ( Actor Other, Pawn EventInstigator )

UntriggerEvent Source code

function UntriggerEvent ( Name EventName, Actor Other, Pawn EventInstigator ) )

UpdateAnnouncements Source code

simulated function UpdateAnnouncements ( )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( ) )

UpdatePrecacheStaticMeshes Source code

simulated function UpdatePrecacheStaticMeshes ( ) )

UpdateURL Source code

native final function UpdateURL ( string NewOption, string NewValue, bool bSaveDefault )

UsedBy Source code

event UsedBy ( Pawn user )

VisibleActors Source code

native(311) final iterator function VisibleActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc )

VisibleCollidingActors Source code

native(312) final iterator function VisibleCollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden )

ZoneChange Source code

event ZoneChange ( ZoneInfo NewZone )


Defaultproperties

defaultproperties
{
     DrawType=DT_Sprite
     Texture=S_Actor
     DrawScale=+00001.000000
	 MaxLights=4
	 DrawScale3D=(X=1,Y=1,Z=1)
     SoundRadius=64
     SoundVolume=128
     SoundPitch=64
     ScaleGlow=1.0
	 TransientSoundVolume=0.3
     TransientSoundRadius=300.0
     CollisionRadius=+00022.000000
     CollisionHeight=+00022.000000
     bJustTeleported=True
     Mass=+00100.000000
     Role=ROLE_Authority
     RemoteRole=ROLE_DumbProxy
     NetPriority=+00001.000000
	 Style=STY_Normal
	 bMovable=True
	 bHighDetail=False
	 bSuperHighDetail=False
	 InitialState=None
	 NetUpdateFrequency=100
	 LODBias=1.0
	 MessageClass=class'LocalMessage'
	 bHiddenEdGroup=False
	 bBlockZeroExtentTraces=true
	 bBlockNonZeroExtentTraces=true
	 bReplicateMovement=true
     CullDistance=0.0
     ForceNoise=0.5 
     bAcceptsProjectors=True
     bLightingVisibility=True
     StaticFilterState=FS_Maybe
     bUseDynamicLights=false
     FluidSurfaceShootStrengthMod=1.f
	 bDeferRendering=true
	 bSmoothKarmaStateUpdates=True
}

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Creation time: Do 14.8.2014 09:57:58.857 - Created with UnCodeX