- Extends
- ASVehicle
- Modifiers
- abstract config ( User )
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.Vehicle
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+-- UT2k4Assault.ASVehicle
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+-- UT2k4Assault.ASVehicle_SpaceFighter
Direct Known Subclasses:
ASVehicle_SpaceFighter_Human
Inherited Variables from UT2k4Assault.ASVehicle |
bCHZeroYOffset, bCustomHealthDisplay, BotError, CrosshairHitFeedbackTex, CrosshairScale, DamLastDamageTime, DamLastInstigator, DebugFX, DefaultCrosshair, DefaultWeaponClassName, DestroyPrevController, ExplosionEffect, LastCalcHA, LastCalcHL, LastCalcHN, LastCalcWeaponFire, LockedOnSound, OldTarget, VehicleProjSpawnOffset |
Inherited Variables from Engine.Vehicle |
AIMoveCheckTime, AutoTurretControllerClass, bAdjustDriversHead, bAllowViewChange, bAllowWeaponToss, bAutoTurret, bCanCarryFlag, bCanDoTrickJumps, bCanFlip, bCanHover, bDefensive, bDesiredBehindView, bDrawDriverInTP, bDrawMeshInFP, bDrawVehicleShadow, bDriverCollideActors, bDriverHoldsFlag, bDriving, bDropDetail, bEjectDriver, bEnemyLockedOn, bEnterringUnlocks, bFollowLookDir, bFPNoZFromCameraPitch, bHasHandbrake, bHasRadar, bHideRemoteDriver, bHighScoreKill, bHUDTrackVehicle, bKeyVehicle, bNoFriendlyFire, bNonHumanControl, bOldDriving, bPCRelativeFPRotation, bRelativeExitPos, bRemoteControlled, bScriptedRise, bSeparateTurretFocus, bShowChargingBar, bShowDamageOverlay, bSpawnProtected, bStalled, bTeamLocked, bTurnInPlace, BulletSounds, bVehicleDestroyed, bVehicleShadows, bWeaponisAltFiring, bWeaponisFiring, bZeroPCRotOnEntry, CameraSpeed, CenterSpringForce, CenterSpringRangePitch, CenterSpringRangeRoll, CrushedDamageType, DesiredTPCamDistance, DriveAnim, DrivePos, Driver, DriverDamageMult, DriveRot, DriverViewPitch, DriverViewYaw, EjectMomentum, EntryPosition, EntryRadius, ExitPositions, FlagBone, FlagOffset, FlagRotation, FPCamPos, FPCamViewOffset, HornSounds, HUDOverlay, HUDOverlayClass, HUDOverlayFOV, HUDOverlayOffset, LastCameraCalcTime, LastHornTime, LastLockWarningTime, LinkHealMult, LockOnClassString, LockWarningInterval, MaxDesireability, MaxViewPitch, MaxViewYaw, MinRunOverSpeed, MomentumMult, myMarker, NextVehicle, NoEntryTexture, ObjectiveGetOutDist, OldSteering, OldTeam, ParentFactory, PlayerEnterredRotation, PlayerStartTime, PrevTeam, RanOverDamageType, RanOverSound, Rise, ShadowCullDistance, ShadowMaxTraceDist, SpawnOverlay[2], Steering, StolenAnnouncement, StolenSound, StuckCount, StuckTime, Team, TeamBeaconBorderMaterial, TeamBeaconTexture, TeamUseTime, Throttle, ThrottleTime, TPCamDistance, TPCamDistRange, TPCamLookat, TPCamWorldOffset, TransEffects[2], VehicleDescription, VehicleDrowningDamType, VehicleIcon, VehicleLostTime, VehicleMovingTime, VehicleNameString, VehiclePositionString, VehicleShadow, WaterDamage, WheelsScale |
Functions Summary |
| | AdjustFX ()
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| | AnimEnd (int Channel ))
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| | AnimEnd (int Channel)) ShotDown |
| | BaseChange ())) ShotDown |
| | BeginState ())) ShotDown |
| | BlowUp (vector HitNormal)
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| | BlowUp (vector HitNormal )) ShotDown |
| | Bump (Actor Other ))
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| bool | CanAttack (Actor Other))
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| | ChangeAnimation ())) ShotDown |
| | ClientKDriverEnter (PlayerController PC))
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| | Destroyed ()))
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| | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)) ShotDown |
| | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
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| | DoShieldEffect (vector HitLocation, vector HitNormal))
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| | DriverDied ()))
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| | DriverDied () ShotDown |
| | EndState ())) ShotDown |
| | Explode (vector HitLocation, vector HitNormal ))
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| | FellOutOfWorld (eKillZType KillType)) ShotDown |
| vector | GetBotError (vector StartLocation))
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| Vector | GetRocketSpawnLocation ()))
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| rotator | GetViewRotation ()))
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| | HitWall (vector HitNormal, actor Wall))
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| bool | IsTargetRelevant (Vehicle Target ))
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| bool | KDriverLeave (bool bForceLeave ))
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| | Landed (vector HitNormal ))
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| | LandThump ())) ShotDown |
| | LieStill ())) ShotDown |
| | MyRandSpin (float spinRate))
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| | NextWeapon ()))
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| | PlayDying (class<DamageType> DamageType, vector HitLoc))
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| | PlayFiring (float Rate, name FiringMode)) ShotDown |
| | PlayNextAnimation ())) ShotDown |
| | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)) ShotDown |
| | PlayTakeOff ()
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| | PlayWeaponSwitch (Weapon NewWeapon)) ShotDown |
| | PossessedBy (Controller C))
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| | PostNetBeginPlay ()))
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| | PrevWeapon ()))
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| | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
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| | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) ShotDown |
| | ReduceCylinder ())) ShotDown |
| | ServerNextTarget (bool bTryOnce ))
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| | ServerPrevTarget (bool bTryOnce ))
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| | ServerSetTarget (Vehicle NewTarget))
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| | SetTrailFX ()
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| | SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
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| bool | SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
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| | StopPlayFiring ())) ShotDown |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType))
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)) ShotDown |
| | TargetClosestToCrosshair ()))
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| | TargetUnSet ()))
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| | TeamChanged ()))
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| | Timer ()))
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| | Timer ())) ShotDown |
| | Touch (Actor Other))
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| | UpdateAutoTargetting ()))
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| | UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange))
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| | UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange) ShotDown |
| | VehicleCollision (Vector HitNormal, Actor Other))
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| | VehicleCollision (Vector HitNormal, Actor Other)) ShotDown |
| | VehicleSwitchView (bool bUpdating)) ShotDown |
Inherited Functions from UT2k4Assault.ASVehicle |
AddDefaultInventory, AnimEnd, BaseChange, BeginState, CalcInertia, CalcWeaponFire, ChangeAnimation, ClientDying, ClientKDriverEnter, ClientKDriverLeave, Destroyed, Died, DrawCrosshair, DrawCrosshairAlignment, DrawEnemyName, DrawHealthInfo, DrawHUD, DrawVehicleHUD, DrawWeaponInfo, DriverDied, Explode, FellOutOfWorld, GetBotError, GetCrosshairWorldLocation, GetFireStart, GetWeaponBoneFor, KDriverLeave, Landed, LandThump, LieStill, NotifyEnemyLockedOn, PerformTrace, PlayDying, PlayFiring, PlayHit, PlayNextAnimation, PlayTakeHit, PlayWeaponSwitch, PossessedBy, PostBeginPlay, ProcessMove, ReduceCylinder, SpecialDrawCrosshair, StaticPrecache, StopPlayFiring, StopWeaponFiring, TakeDamage, Tick, Timer, UnPossessed, UpdatePrecacheMaterials, UpdateRocketAcceleration, VehicleSwitchView, WeaponHitsCrosshairsHL |
Inherited Functions from Engine.Vehicle |
ActivateOverlay, AdjustDriverDamage, AdjustedStrength, AlternateTarget, AltFire, AttachDriver, AttachFlag, BotDesireability, ChangedReservation, ChargeBar, CheatFly, CheatGhost, CheatWalk, CheckForHeadShot, CheckSuperBerserk, CheckTauntValid, ClientClearController, ClientKDriverEnter, ClientKDriverLeave, ClientPlayForceFeedback, ClientVehicleCeaseFire, Destroyed, Destroyed_HandleDriver, DetachDriver, Died, DisplayDebug, DriverDied, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EjectDriver, EncroachedBy, EncroachingOn, FaceRotation, FindEntryVehicle, FindValidTaunt, Fire, FixPCRotation, Flip, GetBestEntry, GetBotPassenger, GetCameraLocationStart, GetInstigator, GetMoveTargetFor, GetSpree, GetTeamNum, GetTurrets, GetVehiclePositionString, HasOccupiedTurret, HealDamage, ImportantVehicle, IncomingMissile, IncrementSpree, IndependentVehicle, IsArtillery, IsVehicleEmpty, KDriverEnter, KDriverLeave, LockOnWarning, NeedsFlip, NewReservationCostMultiplier, NextWeapon, NotifyEnemyLockedOn, NotifyEnemyLostLock, NumPassengers, Occupied, OpenPositionFor, PlaceExitingDriver, PlayDying, PlayerChangedTeam, PlayTakeHit, PlayTeleportEffect, PointOfView, PossessedBy, PostBeginPlay, POVChanged, PreBeginPlay, PrevWeapon, RanInto, ReservationCostMultiplier, ServerPlayHorn, SetAnimAction, SetBaseEyeheight, SetInitialState, SetReservation, SetTeamNum, SetWheelsScale, ShootMissile, ShootSpecial, ShouldTargetMissile, SpecialCalcBehindView, SpecialCalcFirstPersonView, SpecialCalcView, SpectatorSpecialCalcView, SpokenFor, Stalled, StaticPrecache, StopForceFeedback, StopWeaponFiring, StronglyRecommended, Suicide, TakeDamage, TakeWaterDamage, TeamChanged, TeamLink, TryToDrive, UnPossessed, UnStalled, UpdateEyeHeight, UpdateTiltForceFeedback, UsedBy, VehicleCeaseFire, VehicleFire, VehicleLocked, VerifyLock |
ShotDown Source code |
state ShotDown
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AnimEnd, BaseChange, BeginState, BlowUp, ChangeAnimation, Died, DriverDied, EndState, FellOutOfWorld, LandThump, LieStill, PlayFiring, PlayNextAnimation, PlayTakeHit, PlayWeaponSwitch, ProcessMove, ReduceCylinder, StopPlayFiring, TakeDamage, Timer, UpdateRocketAcceleration, VehicleCollision, VehicleSwitchView |
const SpeedFilterFrames = 20;
var bool bAutoTarget;
var bool bGearUp;
var bool bHumanShip;
var bool bInitialized;
var bool bPostNetCalled;
var bool bRocketLoaded;
var bool bSpeedFilterWarmup;
bTargetClosestToCrosshair Source code
var bool bTargetClosestToCrosshair;
var float CamRotationInertia;
var string DelayedDebugString;
var float DesiredVelocity;
var name FlyingAnim;
GenericShieldEffect[2] Source code
var
class<
Actor> GenericShieldEffect[
2];
var float LastAutoTargetTime;
var float LastTimeSeconds;
var float MaxTargetingRange;
var float myDeltaTime;
var float NextShieldTime;
var int NextSpeedFilterSlot;
var float PitchAccel;
var
Sound RocketLoadedSound;
var float RollAccel;
var
class<
Emitter> ShotDownFXClass;
var float SmoothedSpeedRatio;
var
Quat SpaceFighterRotation;
SpeedFilter[SpeedFilterFrames] Source code
var float SpeedFilter[SpeedFilterFrames];
var
Sound TargetAcquiredSound;
var localized string Text_Speed;
var int TopGunCount;
var float TrailOffset;
var float YawAccel;
ASVehicle_SpaceFighter
simulated function AdjustFX ( )
event AnimEnd ( int Channel ) )
event AnimEnd ( int Channel) )
singular function BaseChange ( ) )
simulated function BeginState ( ) )
function BlowUp (
vector HitNormal )
simulated function BlowUp (
vector HitNormal ) )
simulated function Bump (
Actor Other ) )
function
bool CanAttack (
Actor Other) )
ChangeAnimation ShotDown Source code
event ChangeAnimation ( ) )
simulated function Destroyed ( ) )
function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
function DoShieldEffect (
vector HitLocation,
vector HitNormal) )
function DriverDied ( ) )
function DriverDied ( )
simulated function EndState ( ) )
simulated function Explode (
vector HitLocation,
vector HitNormal ) )
FellOutOfWorld ShotDown Source code
GetRocketSpawnLocation Source code
simulated function
Vector GetRocketSpawnLocation ( ) )
simulated function
rotator GetViewRotation ( ) )
simulated function HitWall (
vector HitNormal,
actor Wall) )
simulated function
bool IsTargetRelevant (
Vehicle Target ) )
function bool KDriverLeave ( bool bForceLeave ) )
simulated function Landed (
vector HitNormal ) )
function LandThump ( ) )
function LieStill ( ) )
simulated final function MyRandSpin ( float spinRate) )
simulated function NextWeapon ( ) )
function PlayFiring ( float Rate, name FiringMode) )
PlayNextAnimation ShotDown Source code
simulated function PlayNextAnimation ( ) )
simulated function PlayTakeOff ( )
PlayWeaponSwitch ShotDown Source code
function PlayWeaponSwitch (
Weapon NewWeapon) )
simulated function PostNetBeginPlay ( ) )
simulated function PrevWeapon ( ) )
ReduceCylinder ShotDown Source code
function ReduceCylinder ( ) )
function ServerNextTarget ( bool bTryOnce ) )
function ServerPrevTarget ( bool bTryOnce ) )
function ServerSetTarget (
Vehicle NewTarget) )
simulated function SetTrailFX ( )
SpecialCalcFirstPersonView Source code
simulated function
bool SpecialCalcView ( out
actor ViewActor, out
vector CameraLocation, out
rotator CameraRotation ) )
StopPlayFiring ShotDown Source code
event StopPlayFiring ( ) )
TargetClosestToCrosshair Source code
exec function TargetClosestToCrosshair ( ) )
function TargetUnSet ( ) )
simulated event TeamChanged ( ) )
simulated function Timer ( ) )
simulated function Timer ( ) )
simulated singular function Touch (
Actor Other) )
function UpdateAutoTargetting ( ) )
UpdateRocketAcceleration Source code
simulated function UpdateRocketAcceleration ( float DeltaTime, float YawChange, float PitchChange) )
UpdateRocketAcceleration ShotDown Source code
function UpdateRocketAcceleration ( float DeltaTime, float YawChange, float PitchChange )
simulated function VehicleCollision (
Vector HitNormal,
Actor Other) )
VehicleCollision ShotDown Source code
simulated function VehicleCollision (
Vector HitNormal,
Actor Other) )
VehicleSwitchView ShotDown Source code
function VehicleSwitchView ( bool bUpdating) )
defaultproperties
{
bHasRadar=true
Health=250
HealthMax=250
DriverDamageMult=0.0
CamRotationInertia=0.33
RotationInertia=10.0
EngineMinVelocity=600.0
VehicleRotationSpeed=0.0090
StrafeAccelRate=0.5
MaxStrafe=300.0
RollAutoCorrectSpeed=3000.0
TrailOffset=80.0
bSpeedFilterWarmup=true
Text_Speed="Speed:"
LandMovementState=PlayerSpaceFlying
RemoteRole=ROLE_SimulatedProxy
bSimulateGravity=false
bDirectHitWall=true
CollisionHeight=30.0
CollisionRadius=60.0
RotationRate=(Yaw=32768,Pitch=32768,Roll=32768)
Physics=PHYS_Flying
AirSpeed=2000.0
AccelRate=2000.0
bSpecialCalcView=true
bSpecialHUD=true
DefaultCrosshair=Material'Crosshairs.HUD.Crosshair_Circle1'
CrosshairScale=0.5
bCHZeroYOffset=true
ForceType=FT_DragAlong
ForceScale=5.0
ForceRadius=100.0
RocketLoadedSound=Sound'AssaultSounds.HnShipFireReadyl01'
TargetAcquiredSound=Sound'AssaultSounds.TargetCycle01'
MaxTargetingRange=20000.f
bAutoTarget=true
bServerMoveSetPawnRot=false
bCanStrafe=true
bCanFly=true
bHumanShip=true
CenterSpringForce="SpringSpaceFighter"
CenterSpringRangePitch=0
CenterSpringRangeRoll=0
MinFlySpeed=1100.0
MaxRotation=+0.85
SightRadius=+25000.0
}
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Creation time: Do 14.8.2014 09:57:59.925 - Created with
UnCodeX