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XGame.xPawn

Extends
UnrealPawn
Modifiers
config ( User ) dependsOn ( xUtil ) dependsOn ( xPawnSoundGroup ) dependsOn ( xPawnGibGroup )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealGame.UnrealPawn
         |   
         +-- XGame.xPawn

Direct Known Subclasses:

Monster, xMutantPawn

Variables Summary
boolbAlreadySetup
boolbBerserk
boolbCanBoostDodge
boolbCanDodgeDoubleJump
boolbClearWeaponOffsets
boolbDeRes
boolbFlaming
boolbFrozenBody
boolbGibbed
boolbInvis
boolbOldInvis
boolbRubbery
boolbSkeletized
boolbSpawnDone
boolbSpawnIn
ComboCurrentCombo
EmitterDeResFX
MaterialDeResMat0
MaterialDeResMat1
floatDeResTime
nameFireHeavyBurstAnim
nameFireHeavyRapidAnim
nameFireRifleBurstAnim
nameFireRifleRapidAnim
nameFireRootBone
EFireAnimStateFireState
stringHeadShotMessage
nameIdleHeavyAnim
nameIdleRifleAnim
MaterialInvisMaterial
floatLastUDamageSoundTime
intMaxMultiJump
floatMinTimeBetweenPainSounds
intMultiJumpBoost
intMultiJumpRemaining
ControllerOldController
stringPlacedFemaleCharacterName
ShadowProjectorPlayerShadow
stringRagdollOverride
floatRagLastSoundTime
MaterialRealSkins[4]
intRepeaterDeathCount
intSimHitFxTicker
MeshSkeletonMesh
floatSmallShieldStrength
class<SpeciesType>Species
byteTeamSkin
class<Actor>TeleportFXClass
class<Actor>TransEffects[2]
class<Actor>TransOutEffect[2]
floatUDamageTime
UDamageTimerUDamageTimer
class<TeamVoicePack>VoiceClass
nameWallDodgeAnims[4]
xWeaponAttachmentWeaponAttachment
AI
stringPlacedCharacterName
DeRes
floatDeResGravScale
floatDeResLateralFriction
InterpCurveDeResLiftSoftness
InterpCurveDeResLiftVel
Gib
intGibCountCalf
intGibCountForearm
intGibCountHead
intGibCountTorso
intGibCountUpperArm
class<xPawnGibGroup>GibGroupClass
Karma
materialRagConvulseMaterial
floatRagDeathUpKick
floatRagDeathVel
floatRagdollLifeSpan
floatRagGravScale
floatRagImpactSoundInterval
array<sound>RagImpactSounds
floatRagImpactVolume
floatRagInvInertia
floatRagShootStrength
floatRagSpinScale
Shield
MaterialShieldHitMat
floatShieldHitMatTime
floatShieldStrengthMax
Sounds
floatFootstepVolume
floatGruntVolume
SoundSoundFootsteps[11]
class<xPawnSoundGroup>SoundGroupClass
UDamage
SoundUDamageSound
MaterialUDamageWeaponMaterial
Inherited Variables from UnrealGame.UnrealPawn
AttackSuitability, bAcceptAllInventory, bBlobShadow, bIsSquadLeader, bKeepTaunting, bNoDefaultInventory, bPlayerShadows, bPlayOwnFootsteps, bSoakDebug, CurrentDir, GameObjOffset, GameObjRot, LastFootStepTime, LoadOut, OptionalEquipment[16], RequiredEquipment[16], SelectedEquipment[16], spree, SquadName, VoiceType
Inherited Variables from Engine.Pawn
AccelRate, AirAnims[4], AirControl, AirSpeed, AirStillAnim, AIScriptTag, Alertness, AmbientSoundScaling, Anchor, AnimAction, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, bAroundCornerHearing, BaseEyeHeight, bAutoActivate, bAutoFire, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanPickupInventory, bCanStrafe, bCanSwim, bCanUse, bCanWalk, bCanWalkOffLedges, bCanWallDodge, bClientCollision, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bDoTorsoTwist, bDrawCorona, bFlyingKarma, bHideRegularHUD, bIgnoreForces, bIgnorePlayFiring, bInitializeAnimation, bInvulnerableBody, bIsCrouched, bIsFemale, bIsIdle, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, bLandRecovery, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNoCoronas, bNoJumpAdjust, bNoTeamBeacon, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bReverseRun, bRollToDesired, bSameZoneHearing, bScriptPostRender, bServerMoveSetPawnRot, bSetPCRotOnPossess, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialCrosshair, bSpecialHUD, bStationary, bSteadyFiring, bStopAtLedges, bSuperSize, bThumped, bTryToUncrouch, bUpAndOut, bUpdateEyeheight, bUpdatingDisplay, bUseCompressedPosition, bWaitForAnim, bWantsToCrouch, bWarping, bWasCrouched, bWasOnGround, bWasWalking, bWaterStepup, bWeaponBob, ConstantAcceleration, Controller, ControllerClass, CrouchAnims[4], CrouchedPct, CrouchHeight, CrouchRadius, CrouchTurnLeftAnim, CrouchTurnRightAnim, DamageScaling, DelayedDamageInstigatorController, DesiredSpeed, DestinationOffset, DodgeAnims[4], DodgeSpeedFactor, DodgeSpeedZ, DoubleJumpAnims[4], DrivenVehicle, DrivingHeight, DrivingRadius, EyeHeight, FindAnchorFailedTime, FlashCount, Floor, FootRot, FootStill, FootTurning, ForwardStrafeBias, GroundSpeed, HeadBone, HeadHeight, HeadRadius, HeadScale, HeadVolume, Health, HealthMax, HearingThreshold, HitDamageType, HitFxTicker, HitFx[8], IdleChatAnim, IdleCrouchAnim, IdleRestAnim, IdleSwimAnim, IdleTime, IdleWeaponAnim, ImpactVelocity, JumpZ, LadderSpeed, LandAnims[4], LandBob, LandMovementState, LastAnchor, LastHitBy, LastLocTime, LastPainSound, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, LowGoreBlood, MaxDesiredSpeed, MaxFallSpeed, MaxRotation, MeleeRange, MenuName, MinFlySpeed, MovementAnims[4], MovementBlendStartTime, NavigationPointRange, NetRelevancyTime, NextPathRadius, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldAnimDir, OldPhysics, OldRotYaw, OldVelocity, OldZ, OnLadder, OwnerName, PawnPosition, PendingWeapon, PeripheralVision, PitchDownLimit, PitchUpLimit, PlayerReplicationInfo, ReducedDamageType, RootBone, SelectedItem, SerpentineDir, SerpentineDist, SerpentineTime, Shadow, ShieldStrength, SightRadius, SkillModifier, SmoothViewPitch, SmoothViewYaw, SoundDampening, SpawnTime, SpineBone1, SpineBone2, SplashTime, SuperHealthMax, SwimAnims[4], TakeHitLocation, TakeoffAnims[4], TakeoffStillAnim, TauntAnimNames[16], TauntAnims, TearOffMomentum, TurnDir, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, ViewPitch, Visibility, WalkAnims[4], WalkBob, WalkingPct, WaterMovementState, WaterSpeed, Weapon

Enumerations Summary
EFireAnimState
FS_None, FS_PlayOnce, FS_Looping, FS_Ready

Structures Summary
Inherited Structures from Engine.Pawn
HitFXData

Functions Summary
functionbool AddShieldStrength (int ShieldAmount)
functionfloat AdjustedStrength ()
function AltFire (optional float F)
function AnimEnd (int Channel)
function AnimEnd (int Channel)
Dying
function AssignInitialPose ()
function AttachEffect (class<xEmitter> EmitterClass, Name BoneName, Vector Location, Rotator Rotation)
function BeginState ()
Dying
functionvector BotDodge (Vector Dir)
function CalcHitLoc (Vector hitLoc, Vector hitRay, out Name boneName, out float dist)
functionbool CanDoubleJump ()
functionbool CanMultiJump ()
functionint CanUseShield (int ShieldAmount)
function ChangedWeapon ()
functionbool CheckReflect (Vector HitLocation, out Vector RefNormal, int Damage)
functionbool CheckValidFemaleDefault ()
functionbool CheckValidMaleDefault ()
function ClientDying (class<DamageType> DamageType, vector HitLocation)
function ClientRestart ()
function ClientSetUDamageTime (float NewUDam)
function DeactivateSpawnProtection ()
function Destroyed ()
function DisableUDamage ()
function DoCombo (class<Combo> ComboClass)
function DoComboName (string ComboClassName)
function DoDamageFX (Name boneName, int Damage, class<DamageType> DamageType, Rotator r)
function DoDerezEffect ()
functionbool Dodge (eDoubleClickDir DoubleClickMove)
function DoDoubleJump (bool bUpdating)
functionbool DoJump (bool bUpdating)
function DoTranslocateOut (Vector PrevLocation)
function EnableUDamage (float amount)
event FellOutOfWorld (eKillZType KillType)
Dying
functionbool FindValidTaunt (out name Sequence)
function Fire (optional float F)
function FootStepping (int Side)
functionbool ForceDefaultCharacter ()
function Gasp ()
functionname GetAnimSequence ()
functionstring GetDefaultCharacter ()
functionclass<GibGetGibClass (xPawnGibGroup.EGibType gibType)
functionController GetKillerController ()
functionname GetOffhandBoneFor (Inventory I)
functionRosterEntry GetPlacedRoster ()
functionfloat GetShieldStrength ()
functionfloat GetShieldStrengthMax ()
functionSound GetSound (xPawnSoundGroup.ESoundType soundType)
functionTeamInfo GetTeam ()
functionint GetTeamNum ()
functionname GetWeaponBoneFor (Inventory I)
functionbool HasUDamage ()
function HideBone (name boneName)
functionbool InCurrentCombo ()
event KImpact (actor other, vector pos, vector impactVel, vector impactNorm)
event KSkelConvulse ()
event KVelDropBelow ()
Dying
event Landed (vector HitNormal)
function LandThump ()
Dying
function NotifyTeamChanged ()
functionbool PerformDodge (eDoubleClickDir DoubleClickMove, vector Dir, vector Cross)
event PhysicsVolumeChange (PhysicsVolume NewVolume)
function PlayDirectionalDeath (Vector HitLoc)
function PlayDirectionalHit (Vector HitLoc)
function PlayDoubleJump ()
function PlayDying (class<DamageType> DamageType, vector HitLoc)
function PlayDyingAnimation (class<DamageType> DamageType, vector HitLoc)
function PlayDyingSound ()
function PlayFootStepLeft ()
function PlayFootStepRight ()
function PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum)
function PlayMoverHitSound ()
function PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType)
function PlayTeleportEffect (bool bOut, bool bSound)
function PlayVictoryAnimation ()
function PlayWaiting ()
function PlayWeaponSwitch (Weapon NewWeapon)
function PossessedBy (Controller C)
function PostBeginPlay ()
function PostNetBeginPlay ()
event PostNetReceive ()
function ProcessHitFX ()
function RandSpin (float spinRate)
function RemoveFlamingEffects ()
function RemovePowerups ()
function ResetPhysicsBasedAnim ()
function ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon)
event SetAnimAction (name NewAction)
event SetHeadScale (float NewScale)
function SetInvisibility (float time)
function SetOverlayMaterial (Material mat, float time, bool bOverride)
function Setup (xUtil.PlayerRecord rec, optional bool bLoadNow)
function SetWeaponAttachment (xWeaponAttachment NewAtt)
function SetWeaponOverlay (Material mat, float time, bool override)
functionint ShieldAbsorb (int dam)
function SpawnGiblet (class<Gib> GibClass, Vector Location, Rotator Rotation, float GibPerterbation)
function SpawnGibs (Rotator HitRotation, float ChunkPerterbation)
function StartDeRes ()
function StartDriving (Vehicle V)
function StartFiring (bool bHeavy, bool bRapid)
function StopDriving (Vehicle V)
function StopFiring ()
function TakeDamage (int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType)
Dying
function Tick (float DeltaTime)
function TickDeRes (float DeltaTime)
function TickFX (float DeltaTime)
function Timer ()
Dying
functionbool WasPlayerPawn ()
Inherited Functions from UnrealGame.UnrealPawn
AddDefaultInventory, BaseChange, BeginState, BotDodge, CheckBob, ChunkUp, CreateInventory, DisplayDebug, Dodge, DropFlag, EndJump, FindValidTaunt, FootStepping, GetDebugName, GetPlacedRoster, GetSpree, GetWeaponBoneFor, gibbedBy, HoldFlag, HoldGameObject, IncrementSpree, IsInLoadout, Landed, PerformDodge, PlayFootStep, PostBeginPlay, PostNetBeginPlay, SetAnimAction, SetMovementPhysics, ShouldUnCrouch, SpawnGibs, TakeDamage, TakeDrowningDamage
Inherited Functions from Engine.Pawn
AddInventory, AddShieldStrength, AddVelocity, AdjustAim, AdjustedStrength, AltFire, AnimEnd, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CalcDrawOffset, CameraShake, CanAttack, CanDoubleJump, CanGrabLadder, CanMultiJump, CannotJumpNow, CanSplash, CanThrowWeapon, CanTrigger, CanUseShield, ChangeAnimation, ChangedWeapon, CheatFly, CheatGhost, CheatWalk, CheckBob, CheckTauntValid, CheckWaterJump, ChooseFireAt, ChunkUp, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, DeactivateSpawnProtection, DeleteInventory, Destroyed, Died, DisableUDamage, DisplayDebug, DoComboName, Dodge, DoDoubleJump, DoJump, DrawHUD, DropFlag, DropToGround, EnableUDamage, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, EyePosition, FaceRotation, Falling, FellOutOfWorld, FindInventoryType, FindValidTaunt, FinishedInterpolation, Fire, FireOnRelease, ForceCrouch, Gasp, Get4WayDirection, GetAimTarget, GetDemoRecordingWeapon, GetHumanReadableName, GetKillerController, GetMoveTarget, GetOffhandBoneFor, GetPathTo, GetShieldStrength, GetShieldStrengthMax, GetSpree, GetTargetLocation, GetTeam, GetTeamNum, GetVehicleBase, GetViewRotation, GetWeaponBoneFor, gibbedBy, GiveHealth, GiveWeapon, HandlePickup, HasUDamage, HasWeapon, HeadVolumeChange, HitWall, HoldFlag, IncrementSpree, InCurrentCombo, InGodMode, IsFiring, IsFirstPerson, IsHeadShot, IsHumanControlled, IsInLoadout, IsInPain, IsLocallyControlled, IsPlayerPawn, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LimitPitch, LineOfSightTo, ModifiedPlayerViewOffset, ModifyThreat, ModifyVelocity, NearMoveTarget, NeedToTurn, NextItem, NextWeapon, NotifyTeamChanged, PerformDodge, PlayDying, PlayDyingSound, PlayerChangedTeam, PlayFalling, PlayFiring, PlayHit, PlayJump, PlayLanded, PlayLandingAnimation, PlayMoverHitSound, PlayMoving, PlayNextAnimation, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PlayWeaponSwitch, PointOfView, PossessedBy, PostBeginPlay, PostNetBeginPlay, PostRender2D, PreBeginPlay, PressingAltFire, PressingFire, PrevWeapon, ProcessMove, RangedAttackTime, RawInput, ReachedDestination, ReceiveLocalizedMessage, RecommendLongRangedAttack, ReduceCylinder, RefireRate, RemovePowerups, Reset, RestartPlayer, ServerChangedWeapon, ServerNoTranslocator, SetAnimAction, SetBaseEyeheight, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetHeadScale, SetMesh, SetMovementPhysics, SetMoveTarget, SetTwistLook, SetViewPitch, SetViewRotation, SetWalking, ShieldAbsorb, ShootSpecial, ShouldCrouch, SpecialCalcView, SpecialDrawCrosshair, SpectatorSpecialCalcView, StartCrouch, StartDriving, StaticPrecache, StopDriving, StopPlayFiring, StopWeaponFiring, Suicide, SwitchToLastWeapon, SwitchWeapon, TakeDamage, TakeDrowningDamage, TakeFallingDamage, Timer, TooCloseToAttack, TossWeapon, TouchingWaterVolume, Trigger, TurnOff, UnPossessed, UpdateEyeHeight, UpdateRocketAcceleration, WasPlayerPawn, WeaponBob

States Summary
Dying Source code
state Dying
AnimEnd, BeginState, FellOutOfWorld, KVelDropBelow, LandThump, TakeDamage, Timer


Variables Detail

bAlreadySetup Source code

var bool bAlreadySetup;

bBerserk Source code

var bool bBerserk;

bCanBoostDodge Source code

var bool bCanBoostDodge;

bCanDodgeDoubleJump Source code

var bool bCanDodgeDoubleJump;

bClearWeaponOffsets Source code

var bool bClearWeaponOffsets;

bDeRes Source code

var bool bDeRes;

bFlaming Source code

var bool bFlaming;

bFrozenBody Source code

var bool bFrozenBody;

bGibbed Source code

var bool bGibbed;

bInvis Source code

var bool bInvis;

bOldInvis Source code

var bool bOldInvis;

bRubbery Source code

var bool bRubbery;

bSkeletized Source code

var bool bSkeletized;

bSpawnDone Source code

var bool bSpawnDone;

bSpawnIn Source code

var bool bSpawnIn;

CurrentCombo Source code

var Combo CurrentCombo;

DeResFX Source code

var Emitter DeResFX;

DeResMat0 Source code

var Material DeResMat0;

DeResMat1 Source code

var Material DeResMat1;

DeResTime Source code

var float DeResTime;

FireHeavyBurstAnim Source code

var name FireHeavyBurstAnim;

FireHeavyRapidAnim Source code

var name FireHeavyRapidAnim;

FireRifleBurstAnim Source code

var name FireRifleBurstAnim;

FireRifleRapidAnim Source code

var name FireRifleRapidAnim;

FireRootBone Source code

var name FireRootBone;

FireState Source code

var EFireAnimState FireState;

HeadShotMessage Source code

var localized string HeadShotMessage;

IdleHeavyAnim Source code

var name IdleHeavyAnim;

IdleRifleAnim Source code

var name IdleRifleAnim;

InvisMaterial Source code

var Material InvisMaterial;

LastUDamageSoundTime Source code

var float LastUDamageSoundTime;

MaxMultiJump Source code

var int MaxMultiJump;

MinTimeBetweenPainSounds Source code

var float MinTimeBetweenPainSounds;

MultiJumpBoost Source code

var int MultiJumpBoost;

MultiJumpRemaining Source code

var int MultiJumpRemaining;

OldController Source code

var Controller OldController;

PlacedFemaleCharacterName Source code

var globalconfig string PlacedFemaleCharacterName;

PlayerShadow Source code

var ShadowProjector PlayerShadow;

RagdollOverride Source code

var string RagdollOverride;

RagLastSoundTime Source code

var transient float RagLastSoundTime;

RealSkins[4] Source code

var Material RealSkins[4];

RepeaterDeathCount Source code

var int RepeaterDeathCount;

SimHitFxTicker Source code

var transient int SimHitFxTicker;

SkeletonMesh Source code

var Mesh SkeletonMesh;

SmallShieldStrength Source code

var float SmallShieldStrength;

Species Source code

var class<SpeciesType> Species;

TeamSkin Source code

var byte TeamSkin;

TeleportFXClass Source code

var class<Actor> TeleportFXClass;

TransEffects[2] Source code

var class<Actor> TransEffects[2];

TransOutEffect[2] Source code

var class<Actor> TransOutEffect[2];

UDamageTime Source code

var float UDamageTime;

UDamageTimer Source code

var UDamageTimer UDamageTimer;

VoiceClass Source code

var class<TeamVoicePack> VoiceClass;

WallDodgeAnims[4] Source code

var name WallDodgeAnims[4];

WeaponAttachment Source code

var xWeaponAttachment WeaponAttachment;

AI

PlacedCharacterName Source code

var(AI) globalconfig string PlacedCharacterName;

DeRes

DeResGravScale Source code

var(DeRes) float DeResGravScale;

DeResLateralFriction Source code

var(DeRes) float DeResLateralFriction;

DeResLiftSoftness Source code

var(DeRes) InterpCurve DeResLiftSoftness;

DeResLiftVel Source code

var(DeRes) InterpCurve DeResLiftVel;

Gib

GibCountCalf Source code

var(Gib) int GibCountCalf;

GibCountForearm Source code

var(Gib) int GibCountForearm;

GibCountHead Source code

var(Gib) int GibCountHead;

GibCountTorso Source code

var(Gib) int GibCountTorso;

GibCountUpperArm Source code

var(Gib) int GibCountUpperArm;

GibGroupClass Source code

var(Gib) class<xPawnGibGroup> GibGroupClass;

Karma

RagConvulseMaterial Source code

var(Karma) material RagConvulseMaterial;

RagDeathUpKick Source code

var(Karma) float RagDeathUpKick;

RagDeathVel Source code

var(Karma) float RagDeathVel;

RagdollLifeSpan Source code

var(Karma) float RagdollLifeSpan;

RagGravScale Source code

var(Karma) float RagGravScale;

RagImpactSoundInterval Source code

var(Karma) float RagImpactSoundInterval;

RagImpactSounds Source code

var(Karma) array<sound> RagImpactSounds;

RagImpactVolume Source code

var(Karma) float RagImpactVolume;

RagInvInertia Source code

var(Karma) float RagInvInertia;

RagShootStrength Source code

var(Karma) float RagShootStrength;

RagSpinScale Source code

var(Karma) float RagSpinScale;

Shield

ShieldHitMat Source code

var(Shield) Material ShieldHitMat;

ShieldHitMatTime Source code

var(Shield) float ShieldHitMatTime;

ShieldStrengthMax Source code

var(Shield) float ShieldStrengthMax;

Sounds

FootstepVolume Source code

var(Sounds) float FootstepVolume;

GruntVolume Source code

var(Sounds) float GruntVolume;

SoundFootsteps[11] Source code

var(Sounds) Sound SoundFootsteps[11];

SoundGroupClass Source code

var(Sounds) class<xPawnSoundGroup> SoundGroupClass;

UDamage

UDamageSound Source code

var(UDamage) Sound UDamageSound;

UDamageWeaponMaterial Source code

var(UDamage) Material UDamageWeaponMaterial;


Enumerations Detail

EFireAnimState Source code

enum EFireAnimState
{
FS_None, FS_PlayOnce, FS_Looping, FS_Ready
};


Functions Detail

AddShieldStrength Source code

function bool AddShieldStrength ( int ShieldAmount )

AdjustedStrength Source code

function float AdjustedStrength ( )

AltFire Source code

simulated function AltFire ( optional float F )

AnimEnd Source code

simulated function AnimEnd ( int Channel )

AnimEnd Dying Source code

simulated function AnimEnd ( int Channel )

AssignInitialPose Source code

simulated function AssignInitialPose ( )

AttachEffect Source code

simulated function AttachEffect ( class<xEmitter> EmitterClass, Name BoneName, Vector Location, Rotator Rotation )

BeginState Dying Source code

simulated function BeginState ( )

BotDodge Source code

function vector BotDodge ( Vector Dir )

CalcHitLoc Source code

function CalcHitLoc ( Vector hitLoc, Vector hitRay, out Name boneName, out float dist )

CanDoubleJump Source code

function bool CanDoubleJump ( )

CanMultiJump Source code

function bool CanMultiJump ( )

CanUseShield Source code

function int CanUseShield ( int ShieldAmount )

ChangedWeapon Source code

function ChangedWeapon ( )

CheckReflect Source code

function bool CheckReflect ( Vector HitLocation, out Vector RefNormal, int Damage )

CheckValidFemaleDefault Source code

simulated function bool CheckValidFemaleDefault ( )

CheckValidMaleDefault Source code

simulated function bool CheckValidMaleDefault ( )

ClientDying Source code

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

ClientRestart Source code

simulated function ClientRestart ( )

ClientSetUDamageTime Source code

function ClientSetUDamageTime ( float NewUDam )

DeactivateSpawnProtection Source code

function DeactivateSpawnProtection ( )

Destroyed Source code

simulated function Destroyed ( )

DisableUDamage Source code

function DisableUDamage ( )

DoCombo Source code

function DoCombo ( class<Combo> ComboClass )

DoComboName Source code

function DoComboName ( string ComboClassName )

DoDamageFX Source code

function DoDamageFX ( Name boneName, int Damage, class<DamageType> DamageType, Rotator r )

DoDerezEffect Source code

simulated function DoDerezEffect ( )

Dodge Source code

function bool Dodge ( eDoubleClickDir DoubleClickMove )

DoDoubleJump Source code

function DoDoubleJump ( bool bUpdating )

DoJump Source code

function bool DoJump ( bool bUpdating )

DoTranslocateOut Source code

function DoTranslocateOut ( Vector PrevLocation )

EnableUDamage Source code

function EnableUDamage ( float amount )

FellOutOfWorld Dying Source code

event FellOutOfWorld ( eKillZType KillType )

FindValidTaunt Source code

simulated function bool FindValidTaunt ( out name Sequence )

Fire Source code

simulated function Fire ( optional float F )

FootStepping Source code

simulated function FootStepping ( int Side )

ForceDefaultCharacter Source code

simulated function bool ForceDefaultCharacter ( )

Gasp Source code

function Gasp ( )

GetAnimSequence Source code

simulated function name GetAnimSequence ( )

GetDefaultCharacter Source code

simulated function string GetDefaultCharacter ( )

GetGibClass Source code

function class<Gib> GetGibClass ( xPawnGibGroup.EGibType gibType )

GetKillerController Source code

function Controller GetKillerController ( )

GetOffhandBoneFor Source code

function name GetOffhandBoneFor ( Inventory I )

GetPlacedRoster Source code

function RosterEntry GetPlacedRoster ( )

GetShieldStrength Source code

function float GetShieldStrength ( )

GetShieldStrengthMax Source code

function float GetShieldStrengthMax ( )

GetSound Source code

function Sound GetSound ( xPawnSoundGroup.ESoundType soundType )

GetTeam Source code

function TeamInfo GetTeam ( )

GetTeamNum Source code

simulated function int GetTeamNum ( )

GetWeaponBoneFor Source code

function name GetWeaponBoneFor ( Inventory I )

HasUDamage Source code

simulated function bool HasUDamage ( )

HideBone Source code

simulated function HideBone ( name boneName )

InCurrentCombo Source code

function bool InCurrentCombo ( )

KImpact Source code

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

KSkelConvulse Source code

event KSkelConvulse ( )

KVelDropBelow Dying Source code

event KVelDropBelow ( )

Landed Source code

event Landed ( vector HitNormal )

LandThump Dying Source code

function LandThump ( )

NotifyTeamChanged Source code

simulated function NotifyTeamChanged ( )

PerformDodge Source code

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

PhysicsVolumeChange Source code

simulated event PhysicsVolumeChange ( PhysicsVolume NewVolume )

PlayDirectionalDeath Source code

simulated function PlayDirectionalDeath ( Vector HitLoc )

PlayDirectionalHit Source code

simulated function PlayDirectionalHit ( Vector HitLoc )

PlayDoubleJump Source code

simulated function PlayDoubleJump ( )

PlayDying Source code

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

PlayDyingAnimation Source code

function PlayDyingAnimation ( class<DamageType> DamageType, vector HitLoc )

PlayDyingSound Source code

function PlayDyingSound ( )

PlayFootStepLeft Source code

simulated function PlayFootStepLeft ( )

PlayFootStepRight Source code

simulated function PlayFootStepRight ( )

PlayHit Source code

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

PlayMoverHitSound Source code

function PlayMoverHitSound ( )

PlayTakeHit Source code

function PlayTakeHit ( vector HitLocation, 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 )

PossessedBy Source code

function PossessedBy ( Controller C )

PostBeginPlay Source code

simulated function PostBeginPlay ( )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( )

PostNetReceive Source code

simulated event PostNetReceive ( )

ProcessHitFX Source code

simulated function ProcessHitFX ( )

RandSpin Source code

simulated final function RandSpin ( float spinRate )

RemoveFlamingEffects Source code

simulated function RemoveFlamingEffects ( )

RemovePowerups Source code

function RemovePowerups ( )

ResetPhysicsBasedAnim Source code

simulated function ResetPhysicsBasedAnim ( )

ServerChangedWeapon Source code

function ServerChangedWeapon ( Weapon OldWeapon, Weapon NewWeapon )

SetAnimAction Source code

simulated event SetAnimAction ( name NewAction )

SetHeadScale Source code

simulated event SetHeadScale ( float NewScale )

SetInvisibility Source code

function SetInvisibility ( float time )

SetOverlayMaterial Source code

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

Setup Source code

simulated function Setup ( xUtil.PlayerRecord rec, optional bool bLoadNow )

SetWeaponAttachment Source code

simulated function SetWeaponAttachment ( xWeaponAttachment NewAtt )

SetWeaponOverlay Source code

function SetWeaponOverlay ( Material mat, float time, bool override )

ShieldAbsorb Source code

function int ShieldAbsorb ( int dam )

SpawnGiblet Source code

simulated function SpawnGiblet ( class<Gib> GibClass, Vector Location, Rotator Rotation, float GibPerterbation )

SpawnGibs Source code

simulated function SpawnGibs ( Rotator HitRotation, float ChunkPerterbation )

StartDeRes Source code

simulated function StartDeRes ( )

StartDriving Source code

simulated function StartDriving ( Vehicle V )

StartFiring Source code

simulated function StartFiring ( bool bHeavy, bool bRapid )

StopDriving Source code

simulated function StopDriving ( Vehicle V )

StopFiring Source code

simulated function StopFiring ( )

TakeDamage Dying Source code

simulated function TakeDamage ( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType )

Tick Source code

simulated function Tick ( float DeltaTime )

TickDeRes Source code

simulated function TickDeRes ( float DeltaTime )

TickFX Source code

simulated function TickFX ( float DeltaTime )

Timer Dying Source code

simulated function Timer ( )

WasPlayerPawn Source code

simulated function bool WasPlayerPawn ( )


Defaultproperties

defaultproperties
{
     bCanDodgeDoubleJump=Wahr
     UDamageWeaponMaterial=Shader'XGameShaders.PlayerShaders.WeaponUDamageShader'
     UDamageSound=Sound'GameSounds.UDamageFire'
     InvisMaterial=FinalBlend'XEffectMat.Combos.InvisOverlayFB'
     ShieldStrengthMax=150.000000
     ShieldHitMat=Shader'XGameShaders.PlayerShaders.PlayerShieldSh'
     ShieldHitMatTime=1.000000
     Species=Class'XGame.SPECIES_Merc'
     GruntVolume=0.180000
     FootstepVolume=0.150000
     GibGroupClass=Class'XEffects.xPawnGibGroup'
     GibCountCalf=4
     GibCountForearm=2
     GibCountHead=2
     GibCountTorso=2
     GibCountUpperArm=2
     MinTimeBetweenPainSounds=0.350000
     SoundFootsteps(0)=SoundGroup'PlayerSounds.Final.FootstepDefault'
     SoundFootsteps(1)=SoundGroup'PlayerSounds.Final.FootstepRock'
     SoundFootsteps(2)=SoundGroup'PlayerSounds.Final.FootstepDirt'
     SoundFootsteps(3)=SoundGroup'PlayerSounds.Final.FootstepMetal'
     SoundFootsteps(4)=SoundGroup'PlayerSounds.Final.FootstepWood'
     SoundFootsteps(5)=SoundGroup'PlayerSounds.Final.FootstepPlant'
     SoundFootsteps(6)=SoundGroup'PlayerSounds.Final.FootstepFlesh'
     SoundFootsteps(7)=SoundGroup'PlayerSounds.Final.FootstepIce'
     SoundFootsteps(8)=SoundGroup'PlayerSounds.Final.FootstepSnow'
     SoundFootsteps(9)=SoundGroup'PlayerSounds.Final.FootstepWater'
     SoundFootsteps(10)=SoundGroup'PlayerSounds.Final.FootstepGlass'
     SoundGroupClass=Class'XGame.xMercMaleSoundGroup'
     TeleportFXClass=Class'XEffects.TransEffect'
     TransEffects(0)=Class'XEffects.NewTransEffect'
     TransEffects(1)=Class'XEffects.NewTransEffectBlue'
     MultiJumpRemaining=1
     MaxMultiJump=1
     MultiJumpBoost=25
     WallDodgeAnims(0)="WallDodgeF"
     WallDodgeAnims(1)="WallDodgeB"
     WallDodgeAnims(2)="WallDodgeL"
     WallDodgeAnims(3)="WallDodgeR"
     IdleHeavyAnim="Idle_Biggun"
     IdleRifleAnim="Idle_Rifle"
     FireHeavyRapidAnim="Biggun_Burst"
     FireHeavyBurstAnim="Biggun_Aimed"
     FireRifleRapidAnim="Rifle_Burst"
     FireRifleBurstAnim="Rifle_Aimed"
     FireRootBone="bip01 Spine"
     DeResTime=6.000000
     DeResMat0=FinalBlend'DeRez.Shaders.DeRezFinalBody'
     DeResMat1=FinalBlend'DeRez.Shaders.DeRezFinalHead'
     DeResLiftVel=(Points=(,(InVal=2.500000,OutVal=32.000000),(InVal=100.000000,OutVal=32.000000)))
     DeResLiftSoftness=(Points=((OutVal=0.300000),(InVal=2.500000,OutVal=0.050000),(InVal=100.000000,OutVal=0.050000)))
     DeResLateralFriction=0.300000
     RagdollLifeSpan=13.000000
     RagInvInertia=4.000000
     RagDeathVel=200.000000
     RagShootStrength=8000.000000
     RagSpinScale=2.500000
     RagDeathUpKick=150.000000
     RagGravScale=1.000000
     RagImpactSounds(0)=Sound'GeneralImpacts.Wet.Breakbone_01'
     RagImpactSounds(1)=Sound'GeneralImpacts.Wet.Breakbone_02'
     RagImpactSounds(2)=Sound'GeneralImpacts.Wet.Breakbone_03'
     RagImpactSoundInterval=0.500000
     RagImpactVolume=2.500000
     TransOutEffect(0)=Class'XEffects.NewTransDeresRed'
     TransOutEffect(1)=Class'XEffects.NewTransDeresBlue'
     PlacedCharacterName="Jakob"
     PlacedFemaleCharacterName="Tamika"
     RequiredEquipment(0)="XWeapons.AssaultRifle"
     RequiredEquipment(1)="XWeapons.ShieldGun"
     VoiceType="xGame.MercMaleVoice"
     bCanWallDodge=Wahr
     bNoCoronas=Falsch
     GroundSpeed=440.000000
     WaterSpeed=220.000000
     AirSpeed=440.000000
     JumpZ=340.000000
     WalkingPct=0.400000
     CrouchedPct=0.400000
     BaseEyeHeight=38.000000
     EyeHeight=38.000000
     CrouchHeight=29.000000
     CrouchRadius=25.000000
     ControllerClass=Class'XGame.xBot'
     bPhysicsAnimUpdate=Wahr
     bDoTorsoTwist=Wahr
     MovementAnims(0)="RunF"
     MovementAnims(1)="RunB"
     MovementAnims(2)="RunL"
     MovementAnims(3)="RunR"
     TurnLeftAnim="TurnL"
     TurnRightAnim="TurnR"
     DodgeSpeedFactor=1.500000
     DodgeSpeedZ=210.000000
     SwimAnims(0)="SwimF"
     SwimAnims(1)="SwimB"
     SwimAnims(2)="SwimL"
     SwimAnims(3)="SwimR"
     CrouchAnims(0)="CrouchF"
     CrouchAnims(1)="CrouchB"
     CrouchAnims(2)="CrouchL"
     CrouchAnims(3)="CrouchR"
     WalkAnims(0)="WalkF"
     WalkAnims(1)="WalkB"
     WalkAnims(2)="WalkL"
     WalkAnims(3)="WalkR"
     AirAnims(0)="JumpF_Mid"
     AirAnims(1)="JumpB_Mid"
     AirAnims(2)="JumpL_Mid"
     AirAnims(3)="JumpR_Mid"
     TakeoffAnims(0)="JumpF_Takeoff"
     TakeoffAnims(1)="JumpB_Takeoff"
     TakeoffAnims(2)="JumpL_Takeoff"
     TakeoffAnims(3)="JumpR_Takeoff"
     LandAnims(0)="JumpF_Land"
     LandAnims(1)="JumpB_Land"
     LandAnims(2)="JumpL_Land"
     LandAnims(3)="JumpR_Land"
     DoubleJumpAnims(0)="DoubleJumpF"
     DoubleJumpAnims(1)="DoubleJumpB"
     DoubleJumpAnims(2)="DoubleJumpL"
     DoubleJumpAnims(3)="DoubleJumpR"
     DodgeAnims(0)="DodgeF"
     DodgeAnims(1)="DodgeB"
     DodgeAnims(2)="DodgeL"
     DodgeAnims(3)="DodgeR"
     AirStillAnim="Jump_Mid"
     TakeoffStillAnim="Jump_Takeoff"
     CrouchTurnRightAnim="Crouch_TurnR"
     CrouchTurnLeftAnim="Crouch_TurnL"
     IdleCrouchAnim="Crouch"
     IdleSwimAnim="Swim_Tread"
     IdleWeaponAnim="Idle_Rifle"
     IdleRestAnim="Idle_Rest"
     IdleChatAnim="idle_chat"
     RootBone="Bip01"
     HeadBone="Bip01 Head"
     SpineBone1="Bip01 Spine1"
     SpineBone2="bip01 Spine2"
     LightHue=204
     LightSaturation=0
     LightBrightness=255.000000
     LightRadius=3.000000
     bActorShadows=Wahr
     bDramaticLighting=Wahr
     Mesh=SkeletalMesh'ThunderCrash.JakobM'
     LODBias=1.800000
     Texture=Texture'XEffects.RedMarker_t'
     PrePivot=(Z=-5.000000)
     Skins(0)=Texture'DemoPlayerSkins.Jakob_Body'
     Skins(1)=Texture'DemoPlayerSkins.Jakob_NewHead'
     MaxLights=8
     CollisionRadius=25.000000
     CollisionHeight=44.000000
     bNetNotify=Wahr
     RotationRate=(Pitch=3072)
     Begin Object Class=KarmaParamsSkel Name=PawnKParams
         KConvulseSpacing=(Max=2.200000)
         KLinearDamping=0.150000
         KAngularDamping=0.050000
         KBuoyancy=1.000000
         KStartEnabled=Wahr
         KVelDropBelowThreshold=50.000000
         bHighDetailOnly=Falsch
         KFriction=0.600000
         KRestitution=0.300000
         KImpactThreshold=500.000000
     End Object
     KParams=KarmaParamsSkel'XGame.xPawn.PawnKParams'

}

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Creation time: Mo 16.4.2007 11:20:37.937 - Created with UnCodeX