- Extends
- Actor
- Modifiers
- abstract native nativereplication
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
Direct Known Subclasses:
Bot, Bots, FlockMasterPawn, FlockPawn, PlayerPawn, Scout, ScriptedPawn, StationaryPawn
Inherited Variables from Engine.Actor |
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimFall, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PendingTouch, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel |
Enumerations Summary |
EAttitude ATTITUDE_Fear,
ATTITUDE_Hate,
ATTITUDE_Frenzy,
ATTITUDE_Threaten,
ATTITUDE_Ignore,
ATTITUDE_Friendly,
ATTITUDE_Follow |
EIntelligence BRAINS_NONE,
BRAINS_REPTILE,
BRAINS_MAMMAL,
BRAINS_HUMAN |
Inherited Enumerations from Engine.Actor |
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Functions Summary |
 | bool | actorReachable (actor anActor)
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 | bool | AddInventory (inventory NewItem ))
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 | | AddPawn ()
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 | | AddVelocity (vector NewVelocity))
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 | rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget))
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 | float | AdjustDesireFor (Inventory Inv))
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 | bool | AdjustHitLocation (out vector HitLocation, vector TraceDir))
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 | rotator | AdjustToss (float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget))
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 | | AlterDestination ()
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 | | BaseChange ()))
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 | | BecomeViewTarget ()))
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 | | BeginState ())) Dying |
 | | BeginState ())) GameEnded |
 | | BotVoiceMessage (name messagetype, byte MessageID, Pawn Sender)
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 | bool | CanSee (actor Other)
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 | | ChangedWeapon ()))
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 | bool | CheckFutureSight (float DeltaTime))
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 | bool | CheckValidSkinPackage (string SkinPack, string MeshName)
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 | bool | CheckWaterJump (out vector WallNormal))
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 | | ClearPaths ()
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 | | ClientDying (name DamageType, vector HitLocation))
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 | | ClientGameEnded ()))
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 | | ClientHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters)
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 | | ClientMessage (coerce string S, optional name Type, optional bool bBeep)
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 | | ClientPutDown (Weapon Current, Weapon Next))
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 | | ClientReStart ()))
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 | | ClientSetLocation (vector NewLocation, rotator NewRotation ))
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 | | ClientSetRotation (rotator NewRotation ))
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 | | ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)
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 | | damageAttitudeTo (pawn Other)
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 | bool | DeleteInventory (inventory Item ))
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 | | Destroyed ()))
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 | | Died (pawn Killer, name damageType, vector HitLocation))
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 | | DropDecoration ()))
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 | vector | EAdjustJump ()
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 | | EncroachedBy (actor Other ))
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 | bool | EncroachingOn (actor Other ))
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 | | EnemyNotVisible ()
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 | | Falling ()))
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 | | FearThisSpot (Actor ASpot)
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 | | FellOutOfWorld ()))
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 | actor | FindBestInventoryPath (out float MinWeight, bool bPredictRespawns)
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 | Inventory | FindInventoryType (class DesiredClass ))
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 | Actor | FindPathTo (vector aPoint, optional bool bSinglePath, optional bool bClearPaths)
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 | Actor | FindPathToward (actor anActor, optional bool bSinglePath, optional bool bClearPaths)
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 | NavigationPoint | FindRandomDest (optional bool bClearPaths)
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 | int | FindStairRotation (float DeltaTime)
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 | | FireWeapon ()
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 | | FootZoneChange (ZoneInfo newFootZone))
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 | | Gasp ()
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 | String | GetHumanName ()))
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 | | GetMultiSkin (Actor SkinActor, out string SkinName, out string FaceName ))
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 | float | GetRating ()))
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 | bool | Gibbed (name damageType))
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 | | gibbedBy (actor Other))
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 | | GrabDecoration ()))
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 | | HandleHelpMessageFrom (Pawn Other)
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 | | HeadZoneChange (ZoneInfo newHeadZone))
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 | | HearNoise (float Loudness, Actor NoiseMaker)
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 | | HidePlayer ()))
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 | | InitPlayerReplicationInfo ()))
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 | | JumpOffPawn ()))
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 | | Killed (pawn Killer, pawn Other, name damageType))
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 | string | KillMessage (name damageType, pawn Other ))
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 | | Landed (vector HitNormal))
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 | | Landed (vector HitNormal)) Dying |
 | bool | LineOfSightTo (actor Other)
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 | | LongFall ()
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 | | MayFall ()
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 | | MoveTo (vector NewDestination, optional float speed)
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 | | MoveToward (actor NewTarget, optional float speed)
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 | | NextItem ()))
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 | | PainTimer ()))
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 | actor | PickAnyTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart)
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 | pawn | PickTarget (out float bestAim, out float bestDist, vector FireDir, vector projStart)
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 | bool | PickWallAdjust ()
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 | | PlayBigDeath (name DamageType)
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 | | PlayCrawling ()
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 | | PlayDeathHit (float Damage, vector HitLocation, name damageType, vector Momentum))
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 | | PlayDive ()
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 | | PlayDuck ()
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 | | PlayDying (name DamageType, vector HitLoc))
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 | | PlayerTimeOut ()))
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 | | PlayFiring ()
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 | | PlayGutDeath (name DamageType)
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 | | PlayGutHit (float tweentime))
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 | | PlayHeadDeath (name DamageType)
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 | | PlayHeadHit (float tweentime))
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 | | PlayHit (float Damage, vector HitLocation, name damageType, vector Momentum))
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 | | PlayInAir ()
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 | | PlayLanded (float impactVel))
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 | | PlayLeftDeath (name DamageType)
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 | | PlayLeftHit (float tweentime))
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 | | PlayMovingAttack ()))
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 | | PlayOutOfWater ()))
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 | | PlayPatrolStop ()))
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 | | PlayRecoil (float Rate)
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 | | PlayRightDeath (name DamageType)
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 | | PlayRightHit (float tweentime))
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 | | PlayRunning ()))
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 | | PlayTakeHit (float tweentime, vector HitLoc, int damage))
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 | | PlayTakeHitSound (int Damage, name damageType, int Mult))
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 | | PlayThreatening ()))
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 | | PlayTurning ()))
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 | | PlayVictoryDance ()))
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 | | PlayWaiting ()))
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 | | PlayWaitingAmbush ()))
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 | | PlayWalking ()))
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 | | PlayWeaponSwitch (Weapon NewWeapon)
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 | bool | pointReachable (vector aPoint)
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 | | PostBeginPlay ()))
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 | | PostNetBeginPlay ()))
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 | | PreBeginPlay ()))
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 | | PreSetMovement ()))
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 | | ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
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 | | RemovePawn ()
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 | | RenderOverlays (canvas Canvas ))
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 | | RestartPlayer ()
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 | | SeePlayer (actor Seen)
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 | | SendGlobalMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait))
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 | | SendTeamMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait))
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 | | SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype))
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 | | SetDefaultDisplayProperties ()))
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 | | SetDisplayProperties (ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap ))
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 | | SetMesh ()))
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 | | SetMovementPhysics ()))
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 | | SetMultiSkin (actor SkinActor, string SkinName, string FaceName, byte TeamNum ))
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 | bool | SetSkinElement (Actor SkinActor, int SkinNo, string SkinName, string DefaultSkinName))
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 | | ShakeView (float shaketime, float RollMag, float vertmag)
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 | Carcass | SpawnCarcass ()))
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 | | SpawnGibbedCarcass ()))
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 | | SpecialFire ()
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 | | SpeechTimer ()
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 | | StopFiring ()
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 | | StopWaiting ()
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 | | StrafeFacing (vector NewDestination, actor NewTarget)
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 | | StrafeTo (vector NewDestination, vector NewFocus)
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 | bool | SwitchToBestWeapon ()))
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 | | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
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 | | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Dying |
 | | TakeFallingDamage ()))
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 | | TeamBroadcast (coerce string Msg))
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 | | TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type, optional bool bBeep)
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 | | Timer ())) Dying |
 | | TossWeapon ()))
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 | actor | TraceShot (out vector HitLocation, out vector HitNormal, vector EndTrace, vector StartTrace))
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 | | TurnTo (vector NewFocus)
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 | | TurnToward (actor NewTarget)
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 | | TweenToFalling ()
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 | | TweenToFighter (float tweentime))
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 | | TweenToPatrolStop (float tweentime))
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 | | TweenToRunning (float tweentime))
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 | | TweenToSwimming (float tweentime)
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 | | TweenToWaiting (float tweentime))
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 | | TweenToWalking (float tweentime))
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 | | UnderLift (Mover M)
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 | | UpdateEyeHeight (float DeltaTime)
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 | | UpdateTactics (float DeltaTime)
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 | | WaitForLanding ()
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 | | WalkTexture (texture Texture, vector StepLocation, vector StepNormal)
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 | | WarnTarget (Pawn shooter, float projSpeed, vector FireDir))
|
Inherited Functions from Engine.Actor |
*, +, -, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastLocalizedMessage, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetCacheEntry, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, Move, MoveCacheEntry, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlayOwnedSound, PlaySound, PostBeginPlay, PostNetBeginPlay, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, ZoneChange |
Inherited Functions from Core.Object |
!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, Abs, Asc, Atan, BeginState, Caps, Chr, Clamp, ClassIsChildOf, Cos, Cross, Disable, Dot, DynamicLoadObject, Enable, EndState, Exp, FClamp, FMax, FMin, FRand, GetAxes, GetEnum, GetPropertyText, GetStateName, GetUnAxes, GotoState, InStr, Invert, IsA, IsInState, Left, Len, Lerp, Localize, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, Rand, RandRange, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, Sin, Smerp, Sqrt, Square, StaticSaveConfig, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~= |
var float Alertness;
var const float AvgPhysicsTime;
var bool bAdvancedTactics;
var input byte bAltFire;
var bool bAutoActivate;
var bool bAvoidLedges;
var bool bBehindView;
var bool bCanDoSpecial;
var bool bCanFly;
var bool bCanJump;
var bool bCanOpenDoors;
var bool bCanSwim;
var bool bCanWalk;
var bool bCountJumps;
var bool bDrowning;
var input byte bDuck;
var input byte bExtra0;
var input byte bExtra1;
var input byte bExtra2;
var input byte bExtra3;
var input byte bFire;
var input byte bFreeLook;
var bool bFromWall;
var const bool bHitSlopedWall;
var bool bHunting;
var bool bIsFemale;
var bool bIsHuman;
var bool bIsMultiSkinned;
var bool bIsPlayer;
var bool bIsWalking;
var bool bJumpOffPawn;
var bool bJustLanded;
var input byte bLook;
var const bool bLOSflag;
var globalconfig bool bNeverSwitchOnPickup;
var const bool bReducedSpeed;
var input byte bRun;
var bool bShootSpecial;
var input byte bSnapLevel;
var bool bStopAtLedges;
var input byte bStrafe;
var bool bUpAndOut;
var bool bUpdatingDisplay;
var bool bViewTarget;
var bool bWarping;
var input byte bZoom;
var float DamageScaling;
var float DesiredSpeed;
var int DieCount;
var float EyeHeight;
var int ItemCount;
var int KillCount;
var float LastPainSound;
var float LastSeenTime;
var float MaxDesiredSpeed;
var float MinHitWall;
var float MoveTimer;
var name NextLabel;
var name NextState;
var const float noise1loudness;
var const pawn noise1other;
var const float noise1time;
var const float noise2loudness;
var const pawn noise2other;
var const float noise2time;
var float OldMessageTime;
var float OrthoZoom;
var float PainTime;
var Name PlayerReStartState;
var int SecretCount;
var float SightCounter;
var float SoundDampening;
var float SpecialPause;
var float SpeechTime;
var float SplashTime;
var int Spree;
var float Stimulus;
AI
var(AI) float HearingThreshold;
var(AI) float PeripheralVision;
var(AI) float SightRadius;
var(AI) float Skill;
Combat
var(Combat) bool bCanStrafe;
var(Combat) float CombatStyle;
var(Combat) float MeleeRange;
Movement
var(Movement) float AccelRate;
var(Movement) float AirControl;
var(Movement) float AirSpeed;
var(Movement) float GroundSpeed;
var(Movement) float JumpZ;
var(Movement) float MaxStepHeight;
var(Movement) float UnderWaterTime;
var(Movement) float WaterSpeed;
Orders
var(Orders) name AlarmTag;
var(Orders) bool bFixedStart;
var(Orders) name SharedAlarmTag;
Pawn
var(
Pawn)
float BaseEyeHeight;
var(
Pawn)
float FovAngle;
var(
Pawn)
localized string MenuName;
var(
Pawn)
localized string NameArticle;
PlayerReplicationInfoClass Source code
var(
Pawn)
float ReducedDamagePct;
var(
Pawn)
name ReducedDamageType;
var(
Pawn)
string SelectionMesh;
var(
Pawn)
string SpecialMesh;
var(
Pawn)
byte Visibility;
var(
Pawn)
byte VoicePitch;
var(
Pawn)
string VoiceType;
Sounds
var(Sounds) sound Die;
var(Sounds) sound HitSound1;
var(Sounds) sound HitSound2;
var(Sounds) sound Land;
var(Sounds) sound WaterStep;
enum EAttitude
{
ATTITUDE_Fear,
ATTITUDE_Hate,
ATTITUDE_Frenzy,
ATTITUDE_Threaten,
ATTITUDE_Ignore,
ATTITUDE_Friendly,
ATTITUDE_Follow
};
enum EIntelligence
{
BRAINS_NONE,
BRAINS_REPTILE,
BRAINS_MAMMAL,
BRAINS_HUMAN
};
native(
520)
final function bool actorReachable (
actor anActor )
function bool AddInventory (
inventory NewItem ) )
native(529) final function AddPawn ( )
function AddVelocity (
vector NewVelocity) )
function rotator AdjustAim (
float projSpeed,
vector projStart,
int aimerror,
bool bLeadTarget,
bool bWarnTarget) )
function float AdjustDesireFor (
Inventory Inv) )
simulated function bool AdjustHitLocation (
out vector HitLocation,
vector TraceDir) )
function rotator AdjustToss (
float projSpeed,
vector projStart,
int aimerror,
bool bLeadTarget,
bool bWarnTarget) )
event AlterDestination ( )
singular event BaseChange ( ) )
function BecomeViewTarget ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BotVoiceMessage (
name messagetype,
byte MessageID,
Pawn Sender )
native(
533)
final function bool CanSee (
actor Other )
function ChangedWeapon ( ) )
function bool CheckFutureSight ( float DeltaTime) )
native static final function bool CheckValidSkinPackage ( string SkinPack, string MeshName )
function bool CheckWaterJump (
out vector WallNormal) )
native(522) final function ClearPaths ( )
function ClientGameEnded ( ) )
native simulated event ClientHearSound (
actor Actor,
int Id,
sound S,
vector SoundLocation,
vector Parameters )
event ClientMessage ( coerce string S, optional name Type, optional bool bBeep )
function ClientReStart ( ) )
function ClientSetLocation (
vector NewLocation,
rotator NewRotation ) )
function ClientSetRotation (
rotator NewRotation ) )
function damageAttitudeTo (
pawn Other )
function bool DeleteInventory (
inventory Item ) )
simulated event Destroyed ( ) )
function DropDecoration ( ) )
native(
523)
final function vector EAdjustJump ( )
event EncroachedBy (
actor Other ) )
event bool EncroachingOn (
actor Other ) )
event EnemyNotVisible ( )
function Falling ( ) )
function FearThisSpot (
Actor ASpot )
event FellOutOfWorld ( ) )
native(
540)
final function actor FindBestInventoryPath (
out float MinWeight,
bool bPredictRespawns )
function Inventory FindInventoryType (
class DesiredClass ) )
native(
518)
final function Actor FindPathTo (
vector aPoint,
optional bool bSinglePath,
optional bool bClearPaths )
native(
517)
final function Actor FindPathToward (
actor anActor,
optional bool bSinglePath,
optional bool bClearPaths )
native(
525)
final function NavigationPoint FindRandomDest (
optional bool bClearPaths )
native(524) final function int FindStairRotation ( float DeltaTime )
function FireWeapon ( )
event FootZoneChange (
ZoneInfo newFootZone) )
function Gasp ( )
function String GetHumanName ( ) )
static function GetMultiSkin (
Actor SkinActor,
out string SkinName,
out string FaceName ) )
function float GetRating ( ) )
function gibbedBy (
actor Other) )
function GrabDecoration ( ) )
function HandleHelpMessageFrom (
Pawn Other )
event HeadZoneChange (
ZoneInfo newHeadZone) )
event HearNoise (
float Loudness,
Actor NoiseMaker )
function HidePlayer ( ) )
InitPlayerReplicationInfo Source code
function InitPlayerReplicationInfo ( ) )
function JumpOffPawn ( ) )
event Landed (
vector HitNormal) )
event Landed (
vector HitNormal) )
native(
514)
final function bool LineOfSightTo (
actor Other )
event LongFall ( )
event MayFall ( )
native(
500)
final latent
function MoveTo (
vector NewDestination,
optional float speed )
native(
502)
final latent
function MoveToward (
actor NewTarget,
optional float speed )
exec function NextItem ( ) )
event PainTimer ( ) )
native(
534)
final function actor PickAnyTarget (
out float bestAim,
out float bestDist,
vector FireDir,
vector projStart )
native(
531)
final function pawn PickTarget (
out float bestAim,
out float bestDist,
vector FireDir,
vector projStart )
native(526) final function bool PickWallAdjust ( )
function PlayCrawling ( )
function PlayDive ( )
function PlayDuck ( )
event PlayerTimeOut ( ) )
function PlayFiring ( )
function PlayGutHit ( float tweentime) )
function PlayHeadHit ( float tweentime) )
function PlayInAir ( )
function PlayLanded ( float impactVel) )
function PlayLeftHit ( float tweentime) )
function PlayMovingAttack ( ) )
function PlayOutOfWater ( ) )
function PlayPatrolStop ( ) )
function PlayRecoil ( float Rate )
function PlayRightHit ( float tweentime) )
function PlayRunning ( ) )
function PlayTakeHit (
float tweentime,
vector HitLoc,
int damage) )
function PlayTakeHitSound (
int Damage,
name damageType,
int Mult) )
function PlayThreatening ( ) )
function PlayTurning ( ) )
function PlayVictoryDance ( ) )
function PlayWaiting ( ) )
function PlayWaitingAmbush ( ) )
function PlayWalking ( ) )
function PlayWeaponSwitch (
Weapon NewWeapon )
native(
521)
final function bool pointReachable (
vector aPoint )
event PostBeginPlay ( ) )
simulated event PostNetBeginPlay ( ) )
event PreBeginPlay ( ) )
function PreSetMovement ( ) )
ReceiveLocalizedMessage Source code
native(530) final function RemovePawn ( )
function RestartPlayer ( )
event SeePlayer (
actor Seen )
function SendGlobalMessage (
PlayerReplicationInfo Recipient,
name MessageType,
byte MessageID,
float Wait) )
function SendTeamMessage (
PlayerReplicationInfo Recipient,
name MessageType,
byte MessageID,
float Wait) )
SetDefaultDisplayProperties Source code
function SetDefaultDisplayProperties ( ) )
function SetDisplayProperties (
ERenderStyle NewStyle,
texture NewTexture,
bool bLighting,
bool bEnviroMap ) )
simulated function SetMesh ( ) )
function SetMovementPhysics ( ) )
static function SetMultiSkin (
actor SkinActor,
string SkinName,
string FaceName,
byte TeamNum ) )
static function bool SetSkinElement (
Actor SkinActor,
int SkinNo,
string SkinName,
string DefaultSkinName) )
function ShakeView ( float shaketime, float RollMag, float vertmag )
function Carcass SpawnCarcass ( ) )
function SpawnGibbedCarcass ( ) )
function SpecialFire ( )
event SpeechTimer ( )
function StopFiring ( )
native function StopWaiting ( )
native(
506)
final latent
function StrafeFacing (
vector NewDestination,
actor NewTarget )
native(
504)
final latent
function StrafeTo (
vector NewDestination,
vector NewFocus )
exec function bool SwitchToBestWeapon ( ) )
function TakeFallingDamage ( ) )
function TeamBroadcast ( coerce string Msg) )
function Timer ( ) )
function TossWeapon ( ) )
native(
508)
final latent
function TurnTo (
vector NewFocus )
native(
510)
final latent
function TurnToward (
actor NewTarget )
function TweenToFalling ( )
function TweenToFighter ( float tweentime) )
function TweenToPatrolStop ( float tweentime) )
function TweenToRunning ( float tweentime) )
function TweenToSwimming ( float tweentime )
function TweenToWaiting ( float tweentime) )
function TweenToWalking ( float tweentime) )
function UnderLift (
Mover M )
event UpdateEyeHeight ( float DeltaTime )
event UpdateTactics ( float DeltaTime )
native(527) final latent function WaitForLanding ( )
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir) )
defaultproperties
{
AvgPhysicsTime=0.100000
MaxDesiredSpeed=1.000000
GroundSpeed=320.000000
WaterSpeed=200.000000
AccelRate=500.000000
JumpZ=325.000000
MaxStepHeight=25.000000
AirControl=0.050000
Visibility=128
SightRadius=2500.000000
HearingThreshold=1.000000
OrthoZoom=40000.000000
FovAngle=90.000000
Health=100
AttitudeToPlayer=ATTITUDE_Hate
Intelligence=BRAINS_MAMMAL
noise1time=-10.000000
noise2time=-10.000000
SoundDampening=1.000000
DamageScaling=1.000000
PlayerReStartState=PlayerWalking
NameArticle=" a "
PlayerReplicationInfoClass=Class'Engine.PlayerReplicationInfo'
bCanTeleport=True
bStasis=True
bIsPawn=True
RemoteRole=ROLE_SimulatedProxy
AnimSequence=Fighter
bDirectional=True
Texture=Texture'Engine.S_Pawn'
bIsKillGoal=True
SoundRadius=9
SoundVolume=240
TransientSoundVolume=2.000000
bCollideActors=True
bCollideWorld=True
bBlockActors=True
bBlockPlayers=True
bProjTarget=True
bRotateToDesired=True
RotationRate=(Pitch=4096,Yaw=50000,Roll=3072)
NetPriority=2.000000
}
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Creation time: Fr 7.6.2013 13:14:42.774 - Created with
UnCodeX