- Extends
- Actor
- Modifiers
- config ( user ) native nativereplication abstract
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
Direct Known Subclasses:
AIController, PlayerController
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 Enumerations from Engine.Actor |
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode |
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 |
| bool | actorReachable (actor anActor)
|
| | AddController ()
|
| rotator | AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)
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| float | AdjustDesireFor (Pickup P)
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| vector | AdjustToss (float TSpeed, vector Start, vector End, bool bNormalize)
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| | AdjustView (float DeltaTime)
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| | AIHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate)
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| bool | AllowDetourTo (NavigationPoint N)
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| bool | AllowVoiceMessage (name MessageType)
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| bool | AutoTaunt ()
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| bool | AvoidCertainDeath ()
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| | AwardAdrenaline (float Amount)
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| | BeginState () GameEnded |
| | BeginState () RoundEnded |
| | BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)
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| bool | CanMakePathTo (Actor A)
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| bool | CanSee (Pawn Other)
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| | ChangedWeapon ()
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| bool | CheckFutureSight (float DeltaTime)
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| | ClientDying (class<DamageType> DamageType, vector HitLocation)
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| | ClientGameEnded ()
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| | ClientRoundEnded ()
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| | ClientSetLocation (vector NewLocation, rotator NewRotation)
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| | ClientSetRotation (rotator NewRotation)
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| | ClientSetWeapon (class<Weapon> WeaponClass)
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| | ClientSwitchToBestWeapon ()
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| | ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)
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| | damageAttitudeTo (pawn Other, float Damage)
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| | DamageShake (int damage)
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| | DelayedWarning ()
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| float | Desireability (Pickup P)
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| | Destroyed ()
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| | DisplayDebug (Canvas Canvas, out float YL, out float YPos)
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| bool | DontReuseTaunt (int T)
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| vector | EAdjustJump (float BaseZ, float XYSpeed)
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| | EndClimbLadder ()
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| | EnemyNotVisible ()
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| | FearThisSpot (AvoidMarker aSpot)
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| actor | FindBestInventoryPath (out float MinWeight)
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| actor | FindBestSuperPickup (float MaxDist)
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| Actor | FindPathTo (vector aPoint)
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| Actor | FindPathToIntercept (Pawn P, Actor RouteGoal, optional bool bWeightDetours)
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| Actor | FindPathToward (actor anActor, optional bool bWeightDetours)
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| Actor | FindPathTowardNearest (class<NavigationPoint> GoalClass, optional bool bWeightDetours)
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| NavigationPoint | FindRandomDest ()
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| | FinishRotation ()
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| bool | FireWeaponAt (Actor A)
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| | GameHasEnded ()
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| int | GetFacingDirection ()
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| String | GetHumanReadableName ()
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| class<Weapon> | GetLastWeapon ()
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| byte | GetMessageIndex (name PhraseName)
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| int | GetTeamNum ()
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| rotator | GetViewRotation ()
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| | HandlePickup (Pickup pick)
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| | HearNoise (float Loudness, Actor NoiseMaker)
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| | InitPlayerReplicationInfo ()
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| bool | InLatentExecution (int LatentActionNumber)
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| | InstantWarnTarget (Actor Target, FireProperties FiredAmmunition, vector FireDir)
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| bool | LineOfSightTo (actor Other)
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| | LongFall ()
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| | MayDodgeToMoveTarget ()
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| | MayFall ()
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| | MissedDodge ()
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| | MonitoredPawnAlert ()
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| | MoverFinished ()
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| | MoveTo (vector NewDestination, optional Actor ViewFocus, optional bool bShouldWalk)
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| | MoveToward (actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk)
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| bool | NeedsAdrenaline ()
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| | NotifyAddInventory (inventory NewItem)
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| bool | NotifyBump (Actor Other)
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| | NotifyFallingHitWall (vector HitNormal, actor Wall)
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| bool | NotifyHeadVolumeChange (PhysicsVolume NewVolume)
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| | NotifyHitMover (vector HitNormal, mover Wall)
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| bool | NotifyHitWall (vector HitNormal, actor Wall)
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| | NotifyJumpApex ()
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| | NotifyKilled (Controller Killer, Controller Killed, pawn Other)
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| bool | NotifyLanded (vector HitNormal)
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| | NotifyMissedJump ()
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| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)
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| | NotifyPostLanded ()
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| | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
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| string | ParseChatPercVar (string Cmd)
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| | PawnDied (Pawn P)
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| | PawnDied (Pawn P) Dead |
| | PawnIsInPain (PhysicsVolume PainVolume)
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| | PendingStasis ()
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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, float MaxRange)
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| bool | PickWallAdjust (vector HitNormal)
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| bool | pointReachable (vector aPoint)
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| | Possess (Pawn aPawn)
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| | PostBeginPlay ()
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| | PreBeginPlay ()
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| | PrepareForMove (NavigationPoint Goal, ReachSpec Path)
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| float | RateWeapon (Weapon w)
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| | ReceiveProjectileWarning (Projectile proj)
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| | ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir)
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| | RemoveController ()
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| | RenderOverlays (canvas Canvas)
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| | Reset ()
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| | Restart ()
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| | RoundHasEnded ()
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| bool | SameTeamAs (Controller C)
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| | SeeMonster (Pawn Seen)
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| | SeePlayer (Pawn Seen)
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| | SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)
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| | SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype)
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| | ServerGivePawn ()
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| | ServerReStartPlayer ()
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| | ServerReStartPlayer () Dead |
| | SetDoubleJump ()
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| | SetFall ()
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| | SetPawnClass (string inClass, string inCharacter)
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| | SetPawnFemale ()
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| | SetupSpecialPathAbilities ()
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| | ShakeView (vector shRotMag, vector shRotRate, float shRotTime, vector shOffsetMag, vector shOffsetRate, float shOffsetTime)
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| | SoakStop (string problem)
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| | StartMonitoring (Pawn P, float MaxDist)
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| | StopFiring ()
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| | StopWaiting ()
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| float | SuperDesireability (Pickup P)
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| | SwitchToBestWeapon ()
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| | UnderLift (Mover M)
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| | UnPossess ()
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| | WaitForLanding ()
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| | WaitForMover (Mover M)
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| bool | WantsSmoothedView ()
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| | WasKilledBy (Controller Other)
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| float | WeaponPreference (Weapon W)
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| bool | WouldReactToNoise (float Loudness, Actor NoiseMaker)
|
| bool | WouldReactToSeeing (Pawn Seen)
|
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, ^, ^^, |, ||, ~, ~= |
const LATENT_MOVETOWARD = 503;
var int AcquisitionYawRate;
var float Adrenaline;
var float AdrenalineMax;
var bool bAdjusting;
var bool bAdrenalineEnabled;
var bool bAdvancedTactics;
var bool bAllowedToImpactJump;
var bool bAllowedToTranslocate;
var input byte bAltFire;
var bool bCanDoSpecial;
var bool bCanOpenDoors;
var bool bControlAnimations;
var input byte bDuck;
var bool bEnemyAcquired;
var bool bEnemyInfoValid;
var input byte bFire;
var bool bForceStrafe;
var bool bGodMode;
var bool bHuntPlayer;
var bool bInDodgeMove;
var bool bIsPlayer;
var bool bJumpOverWall;
var const bool bLOSflag;
var bool bNotifyApex;
var bool bNotifyFallingHitWall;
var bool bNotifyPostLanded;
var bool bPreparingMove;
var input byte bRun;
var bool bSlowerZAcquire;
var bool bSoaking;
var bool bUsePlayerHearing;
var bool bVehicleTransition;
var input byte bVoiceTalk;
var float DodgeLandZ;
var float DodgeToGoalPct;
var const vector FailedReachLocation;
var const float FailedReachTime;
var float FocusLead;
var float FovAngle;
var float GroundPitchTime;
var globalconfig float Handedness;
var const Actor LastFailedReach;
var class<
Weapon> LastPawnWeapon;
var float LastRouteFind;
var float LastSeenTime;
var float MinHitWall;
var float MonitorMaxDistSq;
var float MoveTimer;
var float OldMessageTime;
var class<
Pawn> PawnClass;
var const int PlayerNum;
var class<
Pawn> PreviousPawnClass;
var float RespawnPredictionTime;
var Actor RouteCache[
16];
var float RouteDist;
var float SightCounter;
var float Stimulus;
var string VoiceType;
var float WarningDelay;
Controller
PlayerReplicationInfoClass Source code
native(
520)
final function bool actorReachable (
actor anActor )
native(529) final function AddController ( )
function float AdjustDesireFor (
Pickup P )
function AdjustView ( float DeltaTime )
function bool AllowVoiceMessage ( name MessageType )
function bool AutoTaunt ( )
function bool AvoidCertainDeath ( )
function AwardAdrenaline ( float Amount )
function BeginState ( )
function BeginState ( )
function BotVoiceMessage (
name messagetype,
byte MessageID,
Controller Sender )
native final function bool CanMakePathTo (
Actor A )
native(
533)
final function bool CanSee (
Pawn Other )
function ChangedWeapon ( )
function bool CheckFutureSight ( float DeltaTime )
function ClientGameEnded ( )
function ClientRoundEnded ( )
function ClientSetLocation (
vector NewLocation,
rotator NewRotation )
function ClientSetRotation (
rotator NewRotation )
function ClientSetWeapon (
class<
Weapon> WeaponClass )
ClientSwitchToBestWeapon Source code
function ClientSwitchToBestWeapon ( )
function damageAttitudeTo (
pawn Other,
float Damage )
function DamageShake ( int damage )
event DelayedWarning ( )
event float Desireability (
Pickup P )
simulated event Destroyed ( )
function DisplayDebug (
Canvas Canvas,
out float YL,
out float YPos )
function bool DontReuseTaunt ( int T )
native(
523)
final function vector EAdjustJump (
float BaseZ,
float XYSpeed )
native function EndClimbLadder ( )
event EnemyNotVisible ( )
native(
540)
final function actor FindBestInventoryPath (
out float MinWeight )
native final function actor FindBestSuperPickup (
float MaxDist )
native(
518)
final function Actor FindPathTo (
vector aPoint )
native final function Actor FindPathToIntercept (
Pawn P,
Actor RouteGoal,
optional bool bWeightDetours )
native(
517)
final function Actor FindPathToward (
actor anActor,
optional bool bWeightDetours )
native final function Actor FindPathTowardNearest (
class<
NavigationPoint> GoalClass,
optional bool bWeightDetours )
native(508) final latent function FinishRotation ( )
function bool FireWeaponAt (
Actor A )
function GameHasEnded ( )
function int GetFacingDirection ( )
simulated function String GetHumanReadableName ( )
function class<
Weapon> GetLastWeapon ( )
function byte GetMessageIndex ( name PhraseName )
simulated function int GetTeamNum ( )
simulated function rotator GetViewRotation ( )
function HandlePickup (
Pickup pick )
event HearNoise (
float Loudness,
Actor NoiseMaker )
InitPlayerReplicationInfo Source code
function InitPlayerReplicationInfo ( )
native final function bool InLatentExecution ( int LatentActionNumber )
native(
514)
final function bool LineOfSightTo (
actor Other )
event LongFall ( )
event MayDodgeToMoveTarget ( )
event MayFall ( )
event MissedDodge ( )
event MonitoredPawnAlert ( )
function MoverFinished ( )
native(
500)
final latent
function MoveTo (
vector NewDestination,
optional Actor ViewFocus,
optional bool bShouldWalk )
native(
502)
final latent
function MoveToward (
actor NewTarget,
optional Actor ViewFocus,
optional float DestinationOffset,
optional bool bUseStrafing,
optional bool bShouldWalk )
function bool NeedsAdrenaline ( )
function NotifyAddInventory (
inventory NewItem )
event bool NotifyBump (
Actor Other )
event NotifyFallingHitWall (
vector HitNormal,
actor Wall )
NotifyHeadVolumeChange Source code
event bool NotifyHitWall (
vector HitNormal,
actor Wall )
event NotifyJumpApex ( )
event bool NotifyLanded (
vector HitNormal )
event NotifyMissedJump ( )
NotifyPhysicsVolumeChange Source code
event NotifyPostLanded ( )
function string ParseChatPercVar ( string Cmd )
function PawnDied (
Pawn P )
function PawnDied (
Pawn P )
function PendingStasis ( )
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,
float MaxRange )
native(
526)
final function bool PickWallAdjust (
vector HitNormal )
native(
521)
final function bool pointReachable (
vector aPoint )
function Possess (
Pawn aPawn )
event PostBeginPlay ( )
event PreBeginPlay ( )
simulated function float RateWeapon (
Weapon w )
ReceiveProjectileWarning Source code
function ReceiveProjectileWarning (
Projectile proj )
event ReceiveWarning (
Pawn shooter,
float projSpeed,
vector FireDir )
native(530) final function RemoveController ( )
function Reset ( )
function Restart ( )
function RoundHasEnded ( )
event SeeMonster (
Pawn Seen )
event SeePlayer (
Pawn Seen )
function SendMessage (
PlayerReplicationInfo Recipient,
name MessageType,
byte MessageID,
float Wait,
name BroadcastType )
function ServerGivePawn ( )
function ServerReStartPlayer ( )
ServerReStartPlayer Dead Source code
function ServerReStartPlayer ( )
function SetDoubleJump ( )
function SetFall ( )
function SetPawnClass ( string inClass, string inCharacter )
function SetPawnFemale ( )
SetupSpecialPathAbilities Source code
event SetupSpecialPathAbilities ( )
function ShakeView (
vector shRotMag,
vector shRotRate,
float shRotTime,
vector shOffsetMag,
vector shOffsetRate,
float shOffsetTime )
event SoakStop ( string problem )
function StartMonitoring (
Pawn P,
float MaxDist )
function StopFiring ( )
native function StopWaiting ( )
event float SuperDesireability (
Pickup P )
exec function SwitchToBestWeapon ( )
function UnderLift (
Mover M )
function UnPossess ( )
native(527) final latent function WaitForLanding ( )
function WaitForMover (
Mover M )
function bool WantsSmoothedView ( )
function float WeaponPreference (
Weapon W )
function bool WouldReactToNoise (
float Loudness,
Actor NoiseMaker )
function bool WouldReactToSeeing (
Pawn Seen )
defaultproperties
{
FovAngle=90.000000
Handedness=1.000000
bAdrenalineEnabled=Wahr
bSlowerZAcquire=Wahr
MinHitWall=-1.000000
AcquisitionYawRate=20000
PlayerReplicationInfoClass=Class'Engine.PlayerReplicationInfo'
AdrenalineMax=100.000000
bHidden=Wahr
bOnlyRelevantToOwner=Wahr
RemoteRole=ROLE_None
RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
bHiddenEd=Wahr
}
|
Creation time: Mo 16.4.2007 11:20:17.328 - Created with
UnCodeX