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Engine.Pawn

Extends
Actor
Modifiers
abstract native placeable config ( user ) nativereplication exportstructs

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

Direct Known Subclasses:

JBScout, RedeemerWarhead, Scout, UnrealPawn, Vehicle

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

Variables Summary
floatAccelRate
nameAirAnims[4]
floatAirControl
floatAirSpeed
nameAirStillAnim
floatAmbientSoundScaling
NavigationPointAnchor
nameAnimAction
floatAppliedBob
floatAvgPhysicsTime
floatBackwardStrafeBias
boolbAmbientCreature
floatBaseEyeHeight
boolbAutoActivate
boolbAutoFire
boolbAvoidLedges
boolbCachedRelevant
boolbCanBeBaseForPawns
boolbCanClimbLadders
boolbCanDoubleJump
boolbCanFly
boolbCanJump
boolbCanPickupInventory
boolbCanStrafe
boolbCanSwim
boolbCanUse
boolbCanWalk
boolbCanWalkOffLedges
boolbCanWallDodge
boolbClientCollision
boolbCountJumps
boolbCrawler
boolbDirectHitWall
boolbDoTorsoTwist
boolbDrawCorona
boolbFlyingKarma
boolbHideRegularHUD
boolbIgnoreForces
boolbIgnorePlayFiring
boolbInitializeAnimation
boolbInvulnerableBody
boolbIsCrouched
boolbIsFemale
boolbIsIdle
boolbIsTyping
boolbIsWalking
boolbJumpCapable
boolbJustLanded
boolbLandRecovery
class<Effects>BloodEffect
boolbNoCoronas
boolbNoJumpAdjust
boolbNoTeamBeacon
boolbNoVelocityUpdate
boolbNoWeaponFiring
floatBob
floatbobtime
boolbPhysicsAnimUpdate
boolbPlayedDeath
floatBreathTime
boolbReducedSpeed
boolbReverseRun
boolbRollToDesired
boolbScriptPostRender
boolbServerMoveSetPawnRot
boolbSetPCRotOnPossess
boolbSimGravityDisabled
boolbSimulateGravity
boolbSpecialCalcView
boolbSpecialCrosshair
boolbSpecialHUD
boolbStationary
boolbSteadyFiring
boolbStopAtLedges
boolbSuperSize
boolbThumped
boolbTryToUncrouch
boolbUpAndOut
boolbUpdateEyeheight
boolbUpdatingDisplay
boolbUseCompressedPosition
boolbWaitForAnim
boolbWantsToCrouch
boolbWarping
boolbWasCrouched
boolbWasOnGround
boolbWasWalking
boolbWaterStepup
boolbWeaponBob
vectorConstantAcceleration
ControllerController
class<AIController>ControllerClass
nameCrouchAnims[4]
floatCrouchedPct
floatCrouchHeight
floatCrouchRadius
nameCrouchTurnLeftAnim
nameCrouchTurnRightAnim
floatDamageScaling
ControllerDelayedDamageInstigatorController
floatDesiredSpeed
floatDestinationOffset
nameDodgeAnims[4]
floatDodgeSpeedFactor
floatDodgeSpeedZ
nameDoubleJumpAnims[4]
VehicleDrivenVehicle
floatEyeHeight
floatFindAnchorFailedTime
byteFlashCount
vectorFloor
intFootRot
boolFootStill
boolFootTurning
floatForwardStrafeBias
floatGroundSpeed
nameHeadBone
floatHeadHeight
floatHeadRadius
floatHeadScale
PhysicsVolumeHeadVolume
intHealth
floatHealthMax
class<DamageType>HitDamageType
intHitFxTicker
nameIdleChatAnim
nameIdleCrouchAnim
nameIdleRestAnim
nameIdleSwimAnim
floatIdleTime
nameIdleWeaponAnim
vectorImpactVelocity
floatJumpZ
floatLadderSpeed
nameLandAnims[4]
floatLandBob
nameLandMovementState
NavigationPointLastAnchor
ControllerLastHitBy
floatLastLocTime
floatLastPainSound
floatLastPainTime
playerControllerLastRealViewer
PlayerStartLastStartSpot
floatLastStartTime
floatLastValidAnchorTime
actorLastViewer
class<Effects>LowGoreBlood
floatMaxDesiredSpeed
floatMaxFallSpeed
floatMaxRotation
floatMeleeRange
stringMenuName
floatMinFlySpeed
nameMovementAnims[4]
floatMovementBlendStartTime
floatNavigationPointRange
floatNetRelevancyTime
floatNextPathRadius
floatnoise1loudness
pawnnoise1other
vectornoise1spot
floatnoise1time
floatnoise2loudness
pawnnoise2other
vectornoise2spot
floatnoise2time
vectorOldAcceleration
intOldAnimDir
EPhysicsOldPhysics
floatOldRotYaw
VectorOldVelocity
floatOldZ
LadderVolumeOnLadder
stringOwnerName
CompressedPositionPawnPosition
WeaponPendingWeapon
PlayerReplicationInfoPlayerReplicationInfo
class<DamageType>ReducedDamageType
nameRootBone
PowerupsSelectedItem
vectorSerpentineDir
floatSerpentineDist
floatSerpentineTime
ProjectorShadow
intSmoothViewPitch
intSmoothViewYaw
floatSoundDampening
floatSpawnTime
nameSpineBone1
nameSpineBone2
floatSplashTime
floatSuperHealthMax
nameSwimAnims[4]
vectorTakeHitLocation
nameTakeoffAnims[4]
nameTakeoffStillAnim
stringTauntAnimNames[16]
array<name>TauntAnims
vectorTearOffMomentum
intTurnDir
nameTurnLeftAnim
nameTurnRightAnim
floatUncrouchTime
floatUnderWaterTime
byteViewPitch
byteVisibility
nameWalkAnims[4]
vectorWalkBob
floatWalkingPct
nameWaterMovementState
floatWaterSpeed
WeaponWeapon
AI
nameAIScriptTag
floatAlertness
boolbAdjacentZoneHearing
boolbAroundCornerHearing
boolbDontPossess
boolbLOSHearing
boolbMuffledHearing
boolbSameZoneHearing
floatHearingThreshold
floatPeripheralVision
floatSightRadius
AnimTweaks
floatBlendChangeTime
Pawn
boolbCanCrouch
floatDrivingHeight
floatDrivingRadius
HitFXDataHitFx[8]
intPitchDownLimit
intPitchUpLimit
floatSkillModifier
Shield
floatShieldStrength
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[7], Outer

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis

Structures Summary
HitFXData
Bone, damtype, bSever, rotDir
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr
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
functionbool AddInventory (inventory NewItem ))
functionbool AddShieldStrength (int Amount)
function AddVelocity (vector NewVelocity))
functionrotator AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror))
functionfloat AdjustedStrength ()))
function AltFire (optional float F ))
event AnimEnd (int Channel))
event AnimEnd (int Channel))
Dying
event BaseChange ()))
function BaseChange ()))
Dying
function BecomeViewTarget ()))
function BeginState ()))
Dying
event BreathTimer ()))
functionvector CalcDrawOffset (inventory Inv))
functionvector CameraShake ()))
functionbool CanAttack (Actor Other))
functionbool CanDoubleJump ()
functionbool CanGrabLadder ()))
functionbool CanMultiJump ()
functionbool CannotJumpNow ()))
functionbool CanSplash ()))
functionbool CanThrowWeapon ()))
functionbool CanTrigger (Trigger T))
functionint CanUseShield (int Amount)
event ChangeAnimation ()))
event ChangeAnimation ()))
Dying
function ChangedWeapon ()))
functionbool CheatFly ()))
functionbool CheatGhost ()))
functionbool CheatWalk ()))
function CheckBob (float DeltaTime, vector Y))
functionbool CheckTauntValid (name Sequence ))
functionbool CheckWaterJump (out vector WallNormal))
function ChooseFireAt (Actor A ))
function ChunkUp (Rotator HitRotation, float ChunkPerterbation ))
function ClientDying (class<DamageType> DamageType, vector HitLocation))
event ClientMessage (coerce string S, optional Name Type ))
function ClientReStart ()))
function ClientSetLocation (vector NewLocation, rotator NewRotation ))
function ClientSetRotation (rotator NewRotation ))
function ClimbLadder (LadderVolume L))
function CreateInventory (string InventoryClassName))
function DeactivateSpawnProtection ()))
function DeleteInventory (inventory Item ))
event Destroyed ()))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
Dying
function DisableUDamage ()
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DoComboName (string ComboClassName)
functionbool Dodge (eDoubleClickDir DoubleClickMove))
function DoDoubleJump (bool bUpdating)
functionbool DoJump (bool bUpdating ))
function DrawHUD (Canvas Canvas)
function DropFlag ()
function DropToGround ()))
function EnableUDamage (float Amount)
event EncroachedBy (actor Other ))
eventbool EncroachingOn (actor Other ))
function EndClimbLadder (LadderVolume OldLadder))
event EndCrouch (float HeightAdjust))
functionvector EyePosition ()))
function FaceRotation (rotator NewRotation, float DeltaTime ))
event Falling ()))
event FellOutOfWorld (eKillZType KillType))
event FellOutOfWorld (eKillZType KillType))
Dying
functionInventory FindInventoryType (class DesiredClass ))
functionbool FindValidTaunt (out name Sequence ))
function FinishedInterpolation ()))
function Fire (optional float F ))
functionbool FireOnRelease ()))
function ForceCrouch ()
function Gasp ()
functionint Get4WayDirection ()
functionPawn GetAimTarget ()))
functionWeapon GetDemoRecordingWeapon ()))
functionString GetHumanReadableName ()))
functionController GetKillerController ()))
functionActor GetMoveTarget ()))
functionname GetOffhandBoneFor (Inventory I))
functionActor GetPathTo (Actor Dest))
functionfloat GetShieldStrength ()
functionfloat GetShieldStrengthMax ()
functionint GetSpree ()))
functionvector GetTargetLocation ()))
functionTeamInfo GetTeam ()))
functionint GetTeamNum ()))
functionVehicle GetVehicleBase ()))
functionrotator GetViewRotation ()))
functionname GetWeaponBoneFor (Inventory I))
function gibbedBy (actor Other))
functionbool GiveHealth (int HealAmount, int HealMax))
function GiveWeapon (string aClassName ))
function HandlePickup (Pickup pick))
functionbool HasUDamage ()))
functionbool HasWeapon ()))
event HeadVolumeChange (PhysicsVolume newHeadVolume))
event HitWall (vector HitNormal, actor Wall)
function HoldFlag (Actor FlagActor)
function IncrementSpree ()
functionbool InCurrentCombo ()))
functionbool InGodMode ()))
functionbool IsFiring ()))
functionbool IsFirstPerson ()))
functionbool IsHeadShot (vector loc, vector ray, float AdditionalScale))
functionbool IsHumanControlled ()))
functionbool IsInLoadout (class<Inventory> InventoryClass))
functionbool IsInPain ()))
functionbool IsLocallyControlled ()))
functionbool IsPlayerPawn ()))
function JumpOffPawn ()))
function JumpOutOfWater (vector jumpDir))
function KilledBy (pawn EventInstigator ))
event Landed (vector HitNormal))
function Landed (vector HitNormal))
Dying
function LandThump ()))
Dying
function LieStill ()))
Dying
functionint LimitPitch (int pitch))
functionbool LineOfSightTo (actor Other))
functionvector ModifiedPlayerViewOffset (inventory Inv))
functionfloat ModifyThreat (float current, Pawn Threat))
event ModifyVelocity (float DeltaTime, vector OldVelocity)
functionbool NearMoveTarget ()))
functionbool NeedToTurn (vector targ))
function NextItem ()))
function NextWeapon ()))
function NotifyTeamChanged ()
functionbool PerformDodge (eDoubleClickDir DoubleClickMove, vector Dir, vector Cross)
event PlayDying (class<DamageType> DamageType, vector HitLoc))
function PlayDyingSound ()
function PlayerChangedTeam ()))
event PlayFalling ()
function PlayFiring (optional float Rate, optional name FiringMode)
function PlayFiring (float Rate, name FiringMode))
Dying
function PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum))
event PlayJump ()
function PlayLanded (float impactVel))
event PlayLandingAnimation (float ImpactVel)
function PlayMoverHitSound ()
function PlayMoving ()
function PlayNextAnimation ()))
Dying
function PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType))
function PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType))
Dying
function PlayTeleportEffect (bool bOut, bool bSound))
function PlayVictoryAnimation ()
function PlayWaiting ()
function PlayWeaponSwitch (Weapon NewWeapon)
function PlayWeaponSwitch (Weapon NewWeapon))
Dying
functionbool PointOfView ()))
function PossessedBy (Controller C))
event PostBeginPlay ()))
event PostNetBeginPlay ()))
event PostRender2D (Canvas C, float ScreenLocX, float ScreenLocY))
event PreBeginPlay ()))
functionbool PressingAltFire ()))
functionbool PressingFire ()))
function PrevWeapon ()))
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
functionfloat RangedAttackTime ()))
function RawInput (float DeltaTime, float aBaseX, float aBaseY, float aBaseZ, float aMouseX, float aMouseY, float aForward, float aTurn, float aStrafe, float aUp, float aLookUp))
functionbool ReachedDestination (Actor Goal)
function ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
functionbool RecommendLongRangedAttack ()))
function ReduceCylinder ()))
Dying
functionfloat RefireRate ()))
function RemovePowerups ()
function Reset ()))
function RestartPlayer ()
function ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon))
function ServerNoTranslocator ()))
event SetAnimAction (name NewAction)
function SetBaseEyeheight ()))
function SetDefaultDisplayProperties ()))
function SetDelayedDamageInstigatorController (Controller C))
function SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting ))
event SetHeadScale (float NewScale)
function SetMesh ()))
function SetMovementPhysics ()
function SetMoveTarget (Actor NewTarget ))
function SetTwistLook (int twist, int look)
function SetViewPitch (int NewPitch)
function SetViewRotation (rotator NewRotation ))
event SetWalking (bool bNewIsWalking))
functionint ShieldAbsorb (int damage ))
functionActor ShootSpecial (Actor A))
function ShouldCrouch (bool Crouch))
functionbool SpecialCalcView (out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
function SpecialDrawCrosshair (Canvas C)
functionbool SpectatorSpecialCalcView (PlayerController Viewer, out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
event StartCrouch (float HeightAdjust))
event StartDriving (Vehicle V))
function StaticPrecache (LevelInfo L)
event StopDriving (Vehicle V))
event StopPlayFiring ()))
event StopPlayFiring ()))
Dying
functionbool StopWeaponFiring ()))
function Suicide ()))
function SwitchToLastWeapon ()))
function SwitchWeapon (byte F))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType))
Dying
function TakeDrowningDamage ()
function TakeFallingDamage ()))
function Timer ()))
Dying
functionbool TooCloseToAttack (Actor Other))
function TossWeapon (Vector TossVel))
functionbool TouchingWaterVolume ()))
function Trigger (actor Other, pawn EventInstigator ))
function TurnOff ()))
function UnPossessed ()))
event UpdateEyeHeight (float DeltaTime ))
function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)
functionbool WasPlayerPawn ()))
functionvector WeaponBob (float BobDamping))
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange
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, ^, ^^, |, ||, ~, ~=

States Summary
Dying Source code
state Dying
AnimEnd, BaseChange, BeginState, ChangeAnimation, Died, FellOutOfWorld, Landed, LandThump, LieStill, PlayFiring, PlayNextAnimation, PlayTakeHit, PlayWeaponSwitch, ReduceCylinder, StopPlayFiring, TakeDamage, Timer


Variables Detail

AccelRate Source code

var float AccelRate;

AirAnims[4] Source code

var name AirAnims[4];

AirControl Source code

var float AirControl;

AirSpeed Source code

var float AirSpeed;

AirStillAnim Source code

var name AirStillAnim;

AmbientSoundScaling Source code

var globalconfig float AmbientSoundScaling;

Anchor Source code

var NavigationPoint Anchor;

AnimAction Source code

var name AnimAction;

AppliedBob Source code

var float AppliedBob;

AvgPhysicsTime Source code

var const float AvgPhysicsTime;

BackwardStrafeBias Source code

var float BackwardStrafeBias;

bAmbientCreature Source code

var bool bAmbientCreature;

BaseEyeHeight Source code

var float BaseEyeHeight;

bAutoActivate Source code

var bool bAutoActivate;

bAutoFire Source code

var bool bAutoFire;

bAvoidLedges Source code

var bool bAvoidLedges;

bCachedRelevant Source code

var bool bCachedRelevant;

bCanBeBaseForPawns Source code

var bool bCanBeBaseForPawns;

bCanClimbLadders Source code

var bool bCanClimbLadders;

bCanDoubleJump Source code

var bool bCanDoubleJump;

bCanFly Source code

var bool bCanFly;

bCanJump Source code

var bool bCanJump;

bCanPickupInventory Source code

var bool bCanPickupInventory;

bCanStrafe Source code

var bool bCanStrafe;

bCanSwim Source code

var bool bCanSwim;

bCanUse Source code

var bool bCanUse;

bCanWalk Source code

var bool bCanWalk;

bCanWalkOffLedges Source code

var bool bCanWalkOffLedges;

bCanWallDodge Source code

var bool bCanWallDodge;

bClientCollision Source code

var bool bClientCollision;

bCountJumps Source code

var bool bCountJumps;

bCrawler Source code

var bool bCrawler;

bDirectHitWall Source code

var bool bDirectHitWall;

bDoTorsoTwist Source code

var bool bDoTorsoTwist;

bDrawCorona Source code

var bool bDrawCorona;

bFlyingKarma Source code

var bool bFlyingKarma;

bHideRegularHUD Source code

var bool bHideRegularHUD;

bIgnoreForces Source code

var bool bIgnoreForces;

bIgnorePlayFiring Source code

var bool bIgnorePlayFiring;

bInitializeAnimation Source code

var bool bInitializeAnimation;

bInvulnerableBody Source code

var bool bInvulnerableBody;

bIsCrouched Source code

var const bool bIsCrouched;

bIsFemale Source code

var bool bIsFemale;

bIsIdle Source code

var bool bIsIdle;

bIsTyping Source code

var bool bIsTyping;

bIsWalking Source code

var bool bIsWalking;

bJumpCapable Source code

var bool bJumpCapable;

bJustLanded Source code

var bool bJustLanded;

bLandRecovery Source code

var bool bLandRecovery;

BloodEffect Source code

var class<Effects> BloodEffect;

bNoCoronas Source code

var globalconfig bool bNoCoronas;

bNoJumpAdjust Source code

var bool bNoJumpAdjust;

bNoTeamBeacon Source code

var bool bNoTeamBeacon;

bNoVelocityUpdate Source code

var const bool bNoVelocityUpdate;

bNoWeaponFiring Source code

var bool bNoWeaponFiring;

Bob Source code

var globalconfig float Bob;

bobtime Source code

var float bobtime;

bPhysicsAnimUpdate Source code

var bool bPhysicsAnimUpdate;

bPlayedDeath Source code

var bool bPlayedDeath;

BreathTime Source code

var float BreathTime;

bReducedSpeed Source code

var const bool bReducedSpeed;

bReverseRun Source code

var const bool bReverseRun;

bRollToDesired Source code

var bool bRollToDesired;

bScriptPostRender Source code

var bool bScriptPostRender;

bServerMoveSetPawnRot Source code

var bool bServerMoveSetPawnRot;

bSetPCRotOnPossess Source code

var bool bSetPCRotOnPossess;

bSimGravityDisabled Source code

var const bool bSimGravityDisabled;

bSimulateGravity Source code

var const bool bSimulateGravity;

bSpecialCalcView Source code

var bool bSpecialCalcView;

bSpecialCrosshair Source code

var bool bSpecialCrosshair;

bSpecialHUD Source code

var bool bSpecialHUD;

bStationary Source code

var bool bStationary;

bSteadyFiring Source code

var bool bSteadyFiring;

bStopAtLedges Source code

var bool bStopAtLedges;

bSuperSize Source code

var bool bSuperSize;

bThumped Source code

var bool bThumped;

bTryToUncrouch Source code

var const bool bTryToUncrouch;

bUpAndOut Source code

var bool bUpAndOut;

bUpdateEyeheight Source code

var bool bUpdateEyeheight;

bUpdatingDisplay Source code

var bool bUpdatingDisplay;

bUseCompressedPosition Source code

var bool bUseCompressedPosition;

bWaitForAnim Source code

var bool bWaitForAnim;

bWantsToCrouch Source code

var bool bWantsToCrouch;

bWarping Source code

var bool bWarping;

bWasCrouched Source code

var bool bWasCrouched;

bWasOnGround Source code

var bool bWasOnGround;

bWasWalking Source code

var bool bWasWalking;

bWaterStepup Source code

var bool bWaterStepup;

bWeaponBob Source code

var globalconfig bool bWeaponBob;

ConstantAcceleration Source code

var vector ConstantAcceleration;

Controller Source code

var Controller Controller;

ControllerClass Source code

var class<AIController> ControllerClass;

CrouchAnims[4] Source code

var name CrouchAnims[4];

CrouchedPct Source code

var float CrouchedPct;

CrouchHeight Source code

var float CrouchHeight;

CrouchRadius Source code

var float CrouchRadius;

CrouchTurnLeftAnim Source code

var name CrouchTurnLeftAnim;

CrouchTurnRightAnim Source code

var name CrouchTurnRightAnim;

DamageScaling Source code

var float DamageScaling;

DelayedDamageInstigatorController Source code

var Controller DelayedDamageInstigatorController;

DesiredSpeed Source code

var float DesiredSpeed;

DestinationOffset Source code

var float DestinationOffset;

DodgeAnims[4] Source code

var name DodgeAnims[4];

DodgeSpeedFactor Source code

var float DodgeSpeedFactor;

DodgeSpeedZ Source code

var float DodgeSpeedZ;

DoubleJumpAnims[4] Source code

var name DoubleJumpAnims[4];

DrivenVehicle Source code

var Vehicle DrivenVehicle;

EyeHeight Source code

var float EyeHeight;

FindAnchorFailedTime Source code

var float FindAnchorFailedTime;

FlashCount Source code

var byte FlashCount;

Floor Source code

var vector Floor;

FootRot Source code

var const int FootRot;

FootStill Source code

var const bool FootStill;

FootTurning Source code

var const bool FootTurning;

ForwardStrafeBias Source code

var float ForwardStrafeBias;

GroundSpeed Source code

var float GroundSpeed;

HeadBone Source code

var name HeadBone;

HeadHeight Source code

var float HeadHeight;

HeadRadius Source code

var float HeadRadius;

HeadScale Source code

var float HeadScale;

HeadVolume Source code

var PhysicsVolume HeadVolume;

Health Source code

var travel int Health;

HealthMax Source code

var float HealthMax;

HitDamageType Source code

var class<DamageType> HitDamageType;

HitFxTicker Source code

var transient int HitFxTicker;

IdleChatAnim Source code

var name IdleChatAnim;

IdleCrouchAnim Source code

var name IdleCrouchAnim;

IdleRestAnim Source code

var name IdleRestAnim;

IdleSwimAnim Source code

var name IdleSwimAnim;

IdleTime Source code

var float IdleTime;

IdleWeaponAnim Source code

var name IdleWeaponAnim;

ImpactVelocity Source code

var vector ImpactVelocity;

JumpZ Source code

var float JumpZ;

LadderSpeed Source code

var float LadderSpeed;

LandAnims[4] Source code

var name LandAnims[4];

LandBob Source code

var float LandBob;

LandMovementState Source code

var name LandMovementState;

LastAnchor Source code

var const NavigationPoint LastAnchor;

LastHitBy Source code

var Controller LastHitBy;

LastLocTime Source code

var const float LastLocTime;

LastPainSound Source code

var float LastPainSound;

LastPainTime Source code

var float LastPainTime;

LastRealViewer Source code

var playerController LastRealViewer;

LastStartSpot Source code

var PlayerStart LastStartSpot;

LastStartTime Source code

var float LastStartTime;

LastValidAnchorTime Source code

var float LastValidAnchorTime;

LastViewer Source code

var actor LastViewer;

LowGoreBlood Source code

var class<Effects> LowGoreBlood;

MaxDesiredSpeed Source code

var float MaxDesiredSpeed;

MaxFallSpeed Source code

var float MaxFallSpeed;

MaxRotation Source code

var float MaxRotation;

MeleeRange Source code

var float MeleeRange;

MenuName Source code

var localized string MenuName;

MinFlySpeed Source code

var float MinFlySpeed;

MovementAnims[4] Source code

var name MovementAnims[4];

MovementBlendStartTime Source code

var float MovementBlendStartTime;

NavigationPointRange Source code

var float NavigationPointRange;

NetRelevancyTime Source code

var float NetRelevancyTime;

NextPathRadius Source code

var float NextPathRadius;

noise1loudness Source code

var const float noise1loudness;

noise1other Source code

var const pawn noise1other;

noise1spot Source code

var const vector noise1spot;

noise1time Source code

var const float noise1time;

noise2loudness Source code

var const float noise2loudness;

noise2other Source code

var const pawn noise2other;

noise2spot Source code

var const vector noise2spot;

noise2time Source code

var const float noise2time;

OldAcceleration Source code

var vector OldAcceleration;

OldAnimDir Source code

var const int OldAnimDir;

OldPhysics Source code

var EPhysics OldPhysics;

OldRotYaw Source code

var float OldRotYaw;

OldVelocity Source code

var const Vector OldVelocity;

OldZ Source code

var float OldZ;

OnLadder Source code

var LadderVolume OnLadder;

OwnerName Source code

var string OwnerName;

PawnPosition Source code

var transient CompressedPosition PawnPosition;

PendingWeapon Source code

var Weapon PendingWeapon;

PlayerReplicationInfo Source code

var PlayerReplicationInfo PlayerReplicationInfo;

ReducedDamageType Source code

var class<DamageType> ReducedDamageType;

RootBone Source code

var name RootBone;

SelectedItem Source code

var travel Powerups SelectedItem;

SerpentineDir Source code

var vector SerpentineDir;

SerpentineDist Source code

var float SerpentineDist;

SerpentineTime Source code

var float SerpentineTime;

Shadow Source code

var Projector Shadow;

SmoothViewPitch Source code

var int SmoothViewPitch;

SmoothViewYaw Source code

var int SmoothViewYaw;

SoundDampening Source code

var float SoundDampening;

SpawnTime Source code

var float SpawnTime;

SpineBone1 Source code

var name SpineBone1;

SpineBone2 Source code

var name SpineBone2;

SplashTime Source code

var float SplashTime;

SuperHealthMax Source code

var float SuperHealthMax;

SwimAnims[4] Source code

var name SwimAnims[4];

TakeHitLocation Source code

var vector TakeHitLocation;

TakeoffAnims[4] Source code

var name TakeoffAnims[4];

TakeoffStillAnim Source code

var name TakeoffStillAnim;

TauntAnimNames[16] Source code

var localized string TauntAnimNames[16];

TauntAnims Source code

var array<name> TauntAnims;

TearOffMomentum Source code

var vector TearOffMomentum;

TurnDir Source code

var const int TurnDir;

TurnLeftAnim Source code

var name TurnLeftAnim;

TurnRightAnim Source code

var name TurnRightAnim;

UncrouchTime Source code

var const float UncrouchTime;

UnderWaterTime Source code

var float UnderWaterTime;

ViewPitch Source code

var const byte ViewPitch;

Visibility Source code

var byte Visibility;

WalkAnims[4] Source code

var name WalkAnims[4];

WalkBob Source code

var vector WalkBob;

WalkingPct Source code

var float WalkingPct;

WaterMovementState Source code

var name WaterMovementState;

WaterSpeed Source code

var float WaterSpeed;

Weapon Source code

var travel Weapon Weapon;

AI

AIScriptTag Source code

var(AI) name AIScriptTag;

Alertness Source code

var(AI) float Alertness;

bAdjacentZoneHearing Source code

var(AI) bool bAdjacentZoneHearing;

bAroundCornerHearing Source code

var(AI) bool bAroundCornerHearing;

bDontPossess Source code

var(AI) bool bDontPossess;

bLOSHearing Source code

var(AI) bool bLOSHearing;

bMuffledHearing Source code

var(AI) bool bMuffledHearing;

bSameZoneHearing Source code

var(AI) bool bSameZoneHearing;

HearingThreshold Source code

var(AI) float HearingThreshold;

PeripheralVision Source code

var(AI) float PeripheralVision;

SightRadius Source code

var(AI) float SightRadius;

AnimTweaks

BlendChangeTime Source code

var(AnimTweaks) float BlendChangeTime;

Pawn

bCanCrouch Source code

var(Pawn) bool bCanCrouch;

DrivingHeight Source code

var(Pawn) float DrivingHeight;

DrivingRadius Source code

var(Pawn) float DrivingRadius;

HitFx[8] Source code

var(Pawn) HitFXData HitFx[8];

PitchDownLimit Source code

var(Pawn) int PitchDownLimit;

PitchUpLimit Source code

var(Pawn) int PitchUpLimit;

SkillModifier Source code

var(Pawn) float SkillModifier;

Shield

ShieldStrength Source code

var(Shield) transient float ShieldStrength;


Structures Detail

HitFXData Source code

struct HitFXData
{
var(Pawn) Name Bone;
var(Pawn) bool bSever;
var(Pawn) class<DamageType> damtype;
var(Pawn) Rotator rotDir;
};



Functions Detail

AddInventory Source code

function bool AddInventory ( inventory NewItem ) )

AddShieldStrength Source code

function bool AddShieldStrength ( int Amount )

AddVelocity Source code

function AddVelocity ( vector NewVelocity) )

AdjustAim Source code

simulated final function rotator AdjustAim ( FireProperties FiredAmmunition, vector projStart, int aimerror) )

AdjustedStrength Source code

function float AdjustedStrength ( ) )

AltFire Source code

simulated function AltFire ( optional float F ) )

AnimEnd Source code

simulated event AnimEnd ( int Channel) )

AnimEnd Dying Source code

event AnimEnd ( int Channel) )

BaseChange Source code

singular event BaseChange ( ) )

BaseChange Dying Source code

singular function BaseChange ( ) )

BecomeViewTarget Source code

function BecomeViewTarget ( ) )

BeginState Dying Source code

function BeginState ( ) )

BreathTimer Source code

event BreathTimer ( ) )

CalcDrawOffset Source code

simulated function vector CalcDrawOffset ( inventory Inv) )

CameraShake Source code

simulated function vector CameraShake ( ) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

CanDoubleJump Source code

function bool CanDoubleJump ( )

CanGrabLadder Source code

function bool CanGrabLadder ( ) )

CanMultiJump Source code

function bool CanMultiJump ( )

CannotJumpNow Source code

function bool CannotJumpNow ( ) )

CanSplash Source code

simulated function bool CanSplash ( ) )

CanThrowWeapon Source code

simulated function bool CanThrowWeapon ( ) )

CanTrigger Source code

function bool CanTrigger ( Trigger T) )

CanUseShield Source code

function int CanUseShield ( int Amount )

ChangeAnimation Source code

simulated event ChangeAnimation ( ) )

ChangeAnimation Dying Source code

event ChangeAnimation ( ) )

ChangedWeapon Source code

simulated function ChangedWeapon ( ) )

CheatFly Source code

function bool CheatFly ( ) )

CheatGhost Source code

function bool CheatGhost ( ) )

CheatWalk Source code

function bool CheatWalk ( ) )

CheckBob Source code

function CheckBob ( float DeltaTime, vector Y) )

CheckTauntValid Source code

simulated function bool CheckTauntValid ( name Sequence ) )

CheckWaterJump Source code

function bool CheckWaterJump ( out vector WallNormal) )

ChooseFireAt Source code

function ChooseFireAt ( Actor A ) )

ChunkUp Source code

simulated function ChunkUp ( Rotator HitRotation, float ChunkPerterbation ) )

ClientDying Source code

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

ClientMessage Source code

event ClientMessage ( coerce string S, optional Name Type ) )

ClientReStart Source code

function ClientReStart ( ) )

ClientSetLocation Source code

function ClientSetLocation ( vector NewLocation, rotator NewRotation ) )

ClientSetRotation Source code

function ClientSetRotation ( rotator NewRotation ) )

ClimbLadder Source code

function ClimbLadder ( LadderVolume L) )

CreateInventory Source code

function CreateInventory ( string InventoryClassName) )

DeactivateSpawnProtection Source code

function DeactivateSpawnProtection ( ) )

DeleteInventory Source code

function DeleteInventory ( inventory Item ) )

Destroyed Source code

simulated event Destroyed ( ) )

Died Source code

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

Died Dying Source code

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

DisableUDamage Source code

function DisableUDamage ( )

DisplayDebug Source code

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

DoComboName Source code

function DoComboName ( string ComboClassName )

Dodge Source code

function bool Dodge ( eDoubleClickDir DoubleClickMove) )

DoDoubleJump Source code

function DoDoubleJump ( bool bUpdating )

DoJump Source code

function bool DoJump ( bool bUpdating ) )

DrawHUD Source code

function DrawHUD ( Canvas Canvas )

DropFlag Source code

function DropFlag ( )

DropToGround Source code

function DropToGround ( ) )

EnableUDamage Source code

function EnableUDamage ( float Amount )

EncroachedBy Source code

event EncroachedBy ( actor Other ) )

EncroachingOn Source code

event bool EncroachingOn ( actor Other ) )

EndClimbLadder Source code

function EndClimbLadder ( LadderVolume OldLadder) )

EndCrouch Source code

event EndCrouch ( float HeightAdjust) )

EyePosition Source code

simulated function vector EyePosition ( ) )

FaceRotation Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime ) )

Falling Source code

event Falling ( ) )

FellOutOfWorld Source code

event FellOutOfWorld ( eKillZType KillType) )

FellOutOfWorld Dying Source code

event FellOutOfWorld ( eKillZType KillType) )

FindInventoryType Source code

function Inventory FindInventoryType ( class DesiredClass ) )

FindValidTaunt Source code

simulated function bool FindValidTaunt ( out name Sequence ) )

FinishedInterpolation Source code

function FinishedInterpolation ( ) )

Fire Source code

simulated function Fire ( optional float F ) )

FireOnRelease Source code

function bool FireOnRelease ( ) )

ForceCrouch Source code

native function ForceCrouch ( )

Gasp Source code

function Gasp ( )

Get4WayDirection Source code

simulated native function int Get4WayDirection ( )

GetAimTarget Source code

function Pawn GetAimTarget ( ) )

GetDemoRecordingWeapon Source code

simulated function Weapon GetDemoRecordingWeapon ( ) )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

GetKillerController Source code

function Controller GetKillerController ( ) )

GetMoveTarget Source code

function Actor GetMoveTarget ( ) )

GetOffhandBoneFor Source code

function name GetOffhandBoneFor ( Inventory I) )

GetPathTo Source code

function Actor GetPathTo ( Actor Dest) )

GetShieldStrength Source code

function float GetShieldStrength ( )

GetShieldStrengthMax Source code

function float GetShieldStrengthMax ( )

GetSpree Source code

function int GetSpree ( ) )

GetTargetLocation Source code

simulated function vector GetTargetLocation ( ) )

GetTeam Source code

function TeamInfo GetTeam ( ) )

GetTeamNum Source code

simulated function int GetTeamNum ( ) )

GetVehicleBase Source code

function Vehicle GetVehicleBase ( ) )

GetViewRotation Source code

simulated function rotator GetViewRotation ( ) )

GetWeaponBoneFor Source code

function name GetWeaponBoneFor ( Inventory I) )

gibbedBy Source code

function gibbedBy ( actor Other) )

GiveHealth Source code

function bool GiveHealth ( int HealAmount, int HealMax) )

GiveWeapon Source code

function GiveWeapon ( string aClassName ) )

HandlePickup Source code

function HandlePickup ( Pickup pick) )

HasUDamage Source code

function bool HasUDamage ( ) )

HasWeapon Source code

function bool HasWeapon ( ) )

HeadVolumeChange Source code

event HeadVolumeChange ( PhysicsVolume newHeadVolume) )

HitWall Source code

event HitWall ( vector HitNormal, actor Wall )

HoldFlag Source code

function HoldFlag ( Actor FlagActor )

IncrementSpree Source code

function IncrementSpree ( )

InCurrentCombo Source code

function bool InCurrentCombo ( ) )

InGodMode Source code

final function bool InGodMode ( ) )

IsFiring Source code

function bool IsFiring ( ) )

IsFirstPerson Source code

simulated function bool IsFirstPerson ( ) )

IsHeadShot Source code

function bool IsHeadShot ( vector loc, vector ray, float AdditionalScale) )

IsHumanControlled Source code

simulated function bool IsHumanControlled ( ) )

IsInLoadout Source code

function bool IsInLoadout ( class<Inventory> InventoryClass) )

IsInPain Source code

function bool IsInPain ( ) )

IsLocallyControlled Source code

simulated function bool IsLocallyControlled ( ) )

IsPlayerPawn Source code

simulated function bool IsPlayerPawn ( ) )

JumpOffPawn Source code

function JumpOffPawn ( ) )

JumpOutOfWater Source code

function JumpOutOfWater ( vector jumpDir) )

KilledBy Source code

function KilledBy ( pawn EventInstigator ) )

Landed Source code

event Landed ( vector HitNormal) )

Landed Dying Source code

function Landed ( vector HitNormal) )

LandThump Dying Source code

function LandThump ( ) )

LieStill Dying Source code

function LieStill ( ) )

LimitPitch Source code

function int LimitPitch ( int pitch) )

LineOfSightTo Source code

function bool LineOfSightTo ( actor Other) )

ModifiedPlayerViewOffset Source code

simulated function vector ModifiedPlayerViewOffset ( inventory Inv) )

ModifyThreat Source code

function float ModifyThreat ( float current, Pawn Threat) )

ModifyVelocity Source code

simulated event ModifyVelocity ( float DeltaTime, vector OldVelocity )

NearMoveTarget Source code

function bool NearMoveTarget ( ) )

NeedToTurn Source code

function bool NeedToTurn ( vector targ) )

NextItem Source code

exec function NextItem ( ) )

NextWeapon Source code

simulated function NextWeapon ( ) )

NotifyTeamChanged Source code

function NotifyTeamChanged ( )

PerformDodge Source code

function bool PerformDodge ( eDoubleClickDir DoubleClickMove, vector Dir, vector Cross )

PlayDying Source code

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

PlayDyingSound Source code

function PlayDyingSound ( )

PlayerChangedTeam Source code

function PlayerChangedTeam ( ) )

PlayFalling Source code

simulated event PlayFalling ( )

PlayFiring Source code

simulated function PlayFiring ( optional float Rate, optional name FiringMode )

PlayFiring Dying Source code

function PlayFiring ( float Rate, name FiringMode) )

PlayHit Source code

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

PlayJump Source code

simulated event PlayJump ( )

PlayLanded Source code

function PlayLanded ( float impactVel) )

PlayLandingAnimation Source code

simulated event PlayLandingAnimation ( float ImpactVel )

PlayMoverHitSound Source code

function PlayMoverHitSound ( )

PlayMoving Source code

simulated function PlayMoving ( )

PlayNextAnimation Dying Source code

simulated function PlayNextAnimation ( ) )

PlayTakeHit Source code

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

PlayTakeHit Dying Source code

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

PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound) )

PlayVictoryAnimation Source code

function PlayVictoryAnimation ( )

PlayWaiting Source code

simulated function PlayWaiting ( )

PlayWeaponSwitch Source code

function PlayWeaponSwitch ( Weapon NewWeapon )

PlayWeaponSwitch Dying Source code

function PlayWeaponSwitch ( Weapon NewWeapon) )

PointOfView Source code

simulated function bool PointOfView ( ) )

PossessedBy Source code

function PossessedBy ( Controller C) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

PostRender2D Source code

simulated event PostRender2D ( Canvas C, float ScreenLocX, float ScreenLocY) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PressingAltFire Source code

simulated final function bool PressingAltFire ( ) )

PressingFire Source code

simulated final function bool PressingFire ( ) )

PrevWeapon Source code

simulated function PrevWeapon ( ) )

ProcessMove Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot )

RangedAttackTime Source code

function float RangedAttackTime ( ) )

RawInput Source code

simulated function RawInput ( float DeltaTime, float aBaseX, float aBaseY, float aBaseZ, float aMouseX, float aMouseY, float aForward, float aTurn, float aStrafe, float aUp, float aLookUp) )

ReachedDestination Source code

native function bool ReachedDestination ( Actor Goal )

ReceiveLocalizedMessage Source code

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

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

ReduceCylinder Dying Source code

function ReduceCylinder ( ) )

RefireRate Source code

function float RefireRate ( ) )

RemovePowerups Source code

function RemovePowerups ( )

Reset Source code

function Reset ( ) )

RestartPlayer Source code

function RestartPlayer ( )

ServerChangedWeapon Source code

function ServerChangedWeapon ( Weapon OldWeapon, Weapon NewWeapon) )

ServerNoTranslocator Source code

function ServerNoTranslocator ( ) )

SetAnimAction Source code

simulated event SetAnimAction ( name NewAction )

SetBaseEyeheight Source code

simulated function SetBaseEyeheight ( ) )

SetDefaultDisplayProperties Source code

function SetDefaultDisplayProperties ( ) )

SetDelayedDamageInstigatorController Source code

function SetDelayedDamageInstigatorController ( Controller C) )

SetDisplayProperties Source code

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

SetHeadScale Source code

simulated event SetHeadScale ( float NewScale )

SetMesh Source code

simulated function SetMesh ( ) )

SetMovementPhysics Source code

function SetMovementPhysics ( )

SetMoveTarget Source code

function SetMoveTarget ( Actor NewTarget ) )

SetTwistLook Source code

simulated native function SetTwistLook ( int twist, int look )

SetViewPitch Source code

simulated native function SetViewPitch ( int NewPitch )

SetViewRotation Source code

simulated function SetViewRotation ( rotator NewRotation ) )

SetWalking Source code

event SetWalking ( bool bNewIsWalking) )

ShieldAbsorb Source code

function int ShieldAbsorb ( int damage ) )

ShootSpecial Source code

function Actor ShootSpecial ( Actor A) )

ShouldCrouch Source code

function ShouldCrouch ( bool Crouch) )

SpecialCalcView Source code

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

SpecialDrawCrosshair Source code

simulated function SpecialDrawCrosshair ( Canvas C )

SpectatorSpecialCalcView Source code

function bool SpectatorSpecialCalcView ( PlayerController Viewer, out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation )

StartCrouch Source code

event StartCrouch ( float HeightAdjust) )

StartDriving Source code

simulated event StartDriving ( Vehicle V) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L )

StopDriving Source code

simulated event StopDriving ( Vehicle V) )

StopPlayFiring Source code

simulated event StopPlayFiring ( ) )

StopPlayFiring Dying Source code

event StopPlayFiring ( ) )

StopWeaponFiring Source code

function bool StopWeaponFiring ( ) )

Suicide Source code

function Suicide ( ) )

SwitchToLastWeapon Source code

exec function SwitchToLastWeapon ( ) )

SwitchWeapon Source code

simulated function SwitchWeapon ( byte F) )

TakeDamage Source code

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

TakeDamage Dying Source code

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

TakeDrowningDamage Source code

function TakeDrowningDamage ( )

TakeFallingDamage Source code

function TakeFallingDamage ( ) )

Timer Dying Source code

function Timer ( ) )

TooCloseToAttack Source code

function bool TooCloseToAttack ( Actor Other) )

TossWeapon Source code

function TossWeapon ( Vector TossVel) )

TouchingWaterVolume Source code

function bool TouchingWaterVolume ( ) )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator ) )

TurnOff Source code

simulated function TurnOff ( ) )

UnPossessed Source code

function UnPossessed ( ) )

UpdateEyeHeight Source code

event UpdateEyeHeight ( float DeltaTime ) )

UpdateRocketAcceleration Source code

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

WasPlayerPawn Source code

simulated function bool WasPlayerPawn ( ) )

WeaponBob Source code

simulated function vector WeaponBob ( float BobDamping) )


Defaultproperties

defaultproperties
{
	bCanBeDamaged=true
	 bNoRepMesh=true
	 bJumpCapable=true
 	 bCanJump=true
	 bCanWalk=true
	 bCanSwim=false
	 bCanFly=false
	 bUpdateSimulatedPosition=true
	 BaseEyeHeight=+00064.000000
     EyeHeight=+00054.000000
     CollisionRadius=+00034.000000
     CollisionHeight=+00078.000000
     GroundSpeed=+00440.000000
     AirSpeed=+00440.000000
     WaterSpeed=+00300.000000
     AccelRate=+02048.000000
     JumpZ=+00420.000000
	 MaxFallSpeed=+1200.0
	 DrawType=DT_Mesh
	 bLOSHearing=true
	 HearingThreshold=+2800.0
     Health=100
     HealthMax=100
     SuperHealthMax=199
     Visibility=128
	 LadderSpeed=+200.0
     noise1time=-00010.000000
     noise2time=-00010.000000
     AvgPhysicsTime=+00000.100000
     SoundDampening=+00001.000000
     DamageScaling=+00001.000000
     bDirectional=True
     bCanTeleport=True
	 bStasis=True
     SoundRadius=160
	 SoundVolume=255
     bCollideActors=True
     bCollideWorld=True
     bBlockActors=True
     bProjTarget=True
     bRotateToDesired=True
	 bCanCrouch=False
     RotationRate=(Pitch=4096,Yaw=20000,Roll=3072)
	 Texture=S_Pawn
     RemoteRole=ROLE_SimulatedProxy
     NetPriority=+00002.000000
	 AirControl=+0.05
	 ControllerClass=class'AIController'
	 CrouchHeight=+40.0
	 CrouchRadius=+34.0
     MaxDesiredSpeed=+00001.000000
     DesiredSpeed=+00001.000000
	 LandMovementState=PlayerWalking
	 WaterMovementState=PlayerSwimming
	 SightRadius=+05000.000000
	 bOwnerNoSee=true
	 bAcceptsProjectors=True
	 BlendChangeTime=0.25
	 WalkingPct=+0.5
	 CrouchedPct=+0.5
	 bTravel=true
	 ForwardStrafeBias=+0.0
	 BackwardStrafeBias=+0.0
	 bShouldBaseAtStartup=true
     Bob=0.0060
	 bDisturbFluidSurface=true
	 bBlockKarma=False
	 bWeaponBob=true
	 bUseCompressedPosition=true
	 bCanDoubleJump=true
	 bSimulateGravity=true
	 HeadScale=+1.0
	 bServerMoveSetPawnRot=true
	 bNoCoronas=true
	 bSetPCRotOnPossess=true
 	 DrivingHeight=+20
	 DrivingRadius=+22.0
     HeadRadius=+9.0
     HeadHeight=6.0
	 PitchUpLimit=18000
	 PitchDownLimit=49153
	 bCanUse=true
	 bAutoActivate=true
     bUseDynamicLights=true
     AmbientSoundScaling=+0.8
}

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Creation time: Do 14.8.2014 09:58:19.313 - Created with UnCodeX