package Engine

Class Summary
AIController
//=============================================================================
// AIController, the base class of AI.
//
// Controllers are non-physical actors that can be attached to a pawn to control 
// its actions.  AIControllers implement the artificial intelligence for the pawns they control.  
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
AIScript
//=============================================================================
// AIScript - used by Level Designers to specify special AI scripts for pawns 
// placed in a level, and to change which type of AI controller to use for a pawn.
// AIScripts can be shared by one or many pawns. 
// Game specific subclasses of AIScript will have editable properties defining game specific behavior and AI
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
AccessControl
//=============================================================================
// AccessControl.
//
// AccessControl is a helper class for GameInfo.
// The AccessControl class determines whether or not the player is allowed to
// login in the PreLogin() function, and also controls whether or not a player
// can enter as a spectator or a game administrator.
//
//=============================================================================
Actor
//=============================================================================
// Actor: The base class of all actors.
// Actor is the base class of all gameplay objects.
// A large number of properties, behaviors and interfaces are implemented in Actor, including:
//
// -	Display
// -	Animation
// -	Physics and world interaction
// -	Making sounds
// -	Networking properties
// -	Actor creation and destruction
// -	Triggering and timers
// -	Actor iterator functions
// -	Message broadcasting
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
Admin
AmbientSound
//=============================================================================
// Ambient sound, sits there and emits its sound.  This class is no different 
// than placing any other actor in a level and setting its ambient sound.
//=============================================================================
Ammo
//=============================================================================
// Ammo.
//=============================================================================
Ammunition
//=============================================================================
// Ammunition: the base class of weapon ammunition
// CHANGENOTE:  All changes to this class since v739 are related to the Weapon code updates.
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
AnimEditProps
//=============================================================================
// Object to facilitate properties editing
//=============================================================================
//  Animation / Mesh editor object to expose/shuttle only selected editable 
//  parameters from UMeshAnim/ UMesh objects back and forth in the editor.
//  
Armor
//-----------------------------------------------------------
//
//-----------------------------------------------------------
ArmorPickup
AudioTrigger
//=============================================================================
// AudioTrigger.
//=============================================================================
AutoLadder
// AutoLadder - automatically placed at top and bottom of LadderVolume
============================================================================= */
BaseGUIController
// ====================================================================
//  Class:  Engine.BaseGUIController
// 
//  This is just a stub class that should be subclassed to support menus.
//
//  Written by Joe Wilcox
//  (c) 2002, Epic Games, Inc.  All Rights Reserved
// ====================================================================
BeamEmitter
//=============================================================================
// BeamEmitter: An Unreal Beam Particle Emitter.
//=============================================================================
Bitmap
BitmapMaterial
BlockingVolume
//=============================================================================
BroadcastHandler
//=============================================================================
// BroadcastHandler
//
// Message broadcasting is delegated to BroadCastHandler by the GameInfo.  
// The BroadCastHandler handles both text messages (typed by a player) and 
// localized messages (which are identified by a LocalMessage class and id).  
// GameInfos produce localized messages using their DeathMessageClass and 
// GameMessageClass classes.
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
Brush
//=============================================================================
// The brush class.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
Camera
//=============================================================================
// A camera, used in UnrealEd.
//=============================================================================
Canvas
//=============================================================================
// Canvas: A drawing canvas.
// This is a built-in Unreal class and it shouldn't be modified.
//
// Notes.
//   To determine size of a drawable object, set Style to STY_None,
//   remember CurX, draw the thing, then inspect CurX and CurYL.
//=============================================================================
CheatManager
//=============================================================================
// CheatManager
// Object within playercontroller that manages "cheat" commands
// only spawned in single player mode
//=============================================================================
ClipMarker
//=============================================================================
// ClipMarker.
//
// These are markers for the brush clip mode.  You place 2 or 3 of these in
// the level and that defines your clipping plane.
//
// These should NOT be manually added to the level.  The editor adds and
// deletes them on it's own.
//
//=============================================================================
ColorModifier
Combiner
Console
//=============================================================================
ConstantColor
ConstantMaterial
Controller
//=============================================================================
// Controller, the base class of players or AI.
//
// Controllers are non-physical actors that can be attached to a pawn to control
// its actions.  PlayerControllers are used by human players to control pawns, while
// AIControFllers implement the artificial intelligence for the pawns they control.
// Controllers take control of a pawn using their Possess() method, and relinquish
// control of the pawn by calling UnPossess().
//
// Controllers receive notifications for many of the events occuring for the Pawn they
// are controlling.  This gives the controller the opportunity to implement the behavior
// in response to this event, intercepting the event and superceding the Pawn's default
// behavior.
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
Crushed
Cubemap
DamageType
//=============================================================================
// DamageType, the base class of all damagetypes.
// this and its subclasses are never spawned, just used as information holders
//=============================================================================
Decal
Decoration
//=============================================================================
// Decoration.
//=============================================================================
DefaultPhysicsVolume
//=============================================================================
// DefaultPhysicsVolume:  the default physics volume for areas of the level with 
// no physics volume specified
//=============================================================================
DemoRecSpectator
//=============================================================================
// DemoRecSpectator - spectator for demo recordings to replicate ClientMessages
//=============================================================================
Door
/*=============================================================================
 Door.
 Used to mark a door on the Navigation network (a door is a mover that may act
 as an obstruction).
=============================================================================
*/
Effects
//=============================================================================
// Effects, the base class of all gratuitous special effects.
// 
//=============================================================================
Emitter
//=============================================================================
// Emitter: An Unreal Emitter Actor.
//=============================================================================
Engine
//=============================================================================
// Engine: The base class of the global application object classes.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
FadeColor
Fell
FinalBlend
ForceFeedbackController
//-----------------------------------------------------------
//
//-----------------------------------------------------------
Fragment
//=============================================================================
// Fragment.
//=============================================================================
GameEngine
//=============================================================================
// GameEngine: The game subsystem.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
GameInfo
//=============================================================================
// GameInfo.
//
// The GameInfo defines the game being played: the game rules, scoring, what actors
// are allowed to exist in this game type, and who may enter the game.  While the
// GameInfo class is the public interface, much of this functionality is delegated
// to several classes to allow easy modification of specific game components.  These
// classes include GameInfo, AccessControl, Mutator, BroadcastHandler, and GameRules.
// A GameInfo actor is instantiated when the level is initialized for gameplay (in
// C++ UGameEngine::LoadMap() ).  The class of this GameInfo actor is determined by
// (in order) either the DefaultGameType if specified in the LevelInfo, or the
// DefaultGame entry in the game's .ini file (in the Engine.Engine section), unless
// its a network game in which case the DefaultServerGame entry is used.
//
//=============================================================================
GameMessage
GameReplicationInfo
//=============================================================================
// GameReplicationInfo.
//=============================================================================
GameRules
//=============================================================================
// GameRules.
//
// The GameRules class handles game rule modifications for the GameInfo such as scoring, 
// finding player starts, and damage modification.
//
//=============================================================================
Gibbed
HUD
//=============================================================================
// HUD: Superclass of the heads-up display.
//=============================================================================
ImpactEmitter
//-----------------------------------------------------------
//
//-----------------------------------------------------------
Info
//=============================================================================
// Info, the root of all information holding classes.
//=============================================================================
Interaction
// ====================================================================
//  Class:  Engine.Interaction
//  
//  Each individual Interaction is a jumping point in UScript.  The should
//  be the foundatation for any subsystem that requires interaction with
//  the player (such as a menu).  
//
//  Interactions take on two forms, the Global Interaction and the Local
//  Interaction.  The GI get's to process data before the LI and get's
//  render time after the LI, so in essence the GI wraps the LI.
//
//  A dynamic array of GI's are stored in the InteractionMaster while
//  each Viewport contains an array of LIs.
//
//
// (c) 2001, Epic Games, Inc.  All Rights Reserved
// ====================================================================
InteractionMaster
// ====================================================================
//  Class:  Engine.InteractionMaster
//
//  The InteractionMaster controls the entire interaction system.  It's
//  job is to take input and Pre/PostRender call and route them to individual
//  Interactions and/or viewports.
//
// 	The stubs here in script are for just the GlobalInteracations as those
// 	are the only Interactions the IM routes directly too.  A new stub is
// 	created in order to limit the number of C++ -> Uscript switches.
//
// (c) 2001, Epic Games, Inc.  All Rights Reserved 
// ====================================================================
Interactions
// ====================================================================
//  Class:  Engine.Interactions
//
//  This is an abstract class for the interaction sub-system.  This new
//  sub-system is responsible for tunneling input and Pre/Post rendering
//  time to individual viewports and interactions.
//
// (c) 2001, Epic Games, Inc.  All Rights Reserved  
// ====================================================================
InternetInfo
//=============================================================================
// InternetInfo: Parent class for Internet connection classes
//=============================================================================
InterpolationPoint
//=============================================================================
// InterpolationPoint.
// Used as destinations to move the camera to in Matinee scenes.
//=============================================================================
Inventory
//=============================================================================
// Inventory
//
// Inventory is the parent class of all actors that can be carried by other actors.
// Inventory items are placed in the holding actor's inventory chain, a linked list
// of inventory actors.  Each inventory class knows what pickup can spawn it (its
// PickupClass).  When tossed out (using the DropFrom() function), inventory items
// replace themselves with an actor of their Pickup class.
//
//=============================================================================
InventoryAttachment
InventorySpot
//=============================================================================
// InventorySpot.
//=============================================================================
Keypoint
//=============================================================================
// Keypoint, the base class of invisible actors which mark things.
//=============================================================================
Ladder
// Ladders are associated with the LadderVolume that encompasses them, and provide AI navigation 
// support for ladder volumes.  Direction should be the direction that climbing pawns
// should face
============================================================================= */
LadderVolume
// LadderVolumes, when touched, cause ladder supporting actors to use Phys_Ladder.
// note that underwater ladders won't be waterzones (no breathing problems)
============================================================================= */
LevelInfo
//=============================================================================
// LevelInfo contains information about the current level. There should
// be one per level and it should be actor 0. UnrealEd creates each level's
// LevelInfo automatically so you should never have to place one
// manually.
//
// The ZoneInfo properties in the LevelInfo are used to define
// the properties of all zones which don't themselves have ZoneInfo.
//=============================================================================
LevelSummary
//=============================================================================
// LevelSummary contains the summary properties from the LevelInfo actor.
// Designed for fast loading.
//=============================================================================
LiftCenter
//=============================================================================
// LiftCenter.
//=============================================================================
LiftExit
//=============================================================================
// LiftExit.
//=============================================================================
Light
//=============================================================================
// The light class.
//=============================================================================
LineOfSightTrigger
//=============================================================================
// LineOfSightTrigger
// triggers its event when player looks at it from close enough
// ONLY WORKS IN SINGLE PLAYER (or for the local client on a listen server)
// You could implement a multiplayer version using a tick function and PlayerCanSeeMe(),
// but that would have more performance cost
//=============================================================================
LocalMessage
//=============================================================================
// LocalMessage
//
// LocalMessages are abstract classes which contain an array of localized text.  
// The PlayerController function ReceiveLocalizedMessage() is used to send messages 
// to a specific player by specifying the LocalMessage class and index.  This allows 
// the message to be localized on the client side, and saves network bandwidth since 
// the text is not sent.  Actors (such as the GameInfo) use one or more LocalMessage 
// classes to send messages.  The BroadcastHandler function BroadcastLocalizedMessage() 
// is used to broadcast localized messages to all the players.
//
//=============================================================================
MPClassList
//-----------------------------------------------------------
//
//-----------------------------------------------------------
MapList
//=============================================================================
// MapList.
// contains a list of maps to check names in .ini (to allow download new maps)
// Used as STATIC
//=============================================================================
MatchMakingManager
// This class is the front-end to access the match-making capabilities buried inside the engine.
Material
//=============================================================================
// Material: Abstract material class
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
MeshEditProps
//=============================================================================
// Object to facilitate properties editing
//=============================================================================
//  Animation / Mesh editor object to expose/shuttle only selected editable 
//  parameters from UMeshAnim/ UMesh objects back and forth in the editor.
//  
MeshEmitter
//=============================================================================
// Emitter: An Unreal Mesh Particle Emitter.
//=============================================================================
MeshSkinList
//-----------------------------------------------------------
//
//-----------------------------------------------------------
MessagingSpectator
//=============================================================================
// MessagingSpectator - spectator base class for game helper spectators which receive messages
//=============================================================================
Modifier
Mover
//=============================================================================
// The moving brush class.
// This is a built-in Unreal class and it shouldn't be modified.
// Note that movers by default have bNoDelete==true.  This makes movers and their default properties
// remain on the client side.  If a mover subclass has bNoDelete=false, then its default properties must
// be replicated
//=============================================================================
Mutator
//=============================================================================
// Mutator.
//
// Mutators allow modifications to gameplay while keeping the game rules intact.
// Mutators are given the opportunity to modify player login parameters with
// ModifyLogin(), to modify player pawn properties with ModifyPlayer(), to change
// the default weapon for players with GetDefaultWeapon(), or to modify, remove,
// or replace all other actors when they are spawned with CheckRelevance(), which
// is called from the PreBeginPlay() function of all actors except those (Decals,
// Effects and Projectiles for performance reasons) which have bGameRelevant==true.
//=============================================================================
NavigationPoint
//=============================================================================
// NavigationPoint.
//
// NavigationPoints are organized into a network to provide AIControllers
// the capability of determining paths to arbitrary destinations in a level
//
//=============================================================================
Note
//=============================================================================
// A sticky note.  Level designers can place these in the level and then
// view them as a batch in the error/warnings window.
//=============================================================================
Palette
//=============================================================================
// Palette: A 256-color Unreal palette.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
ParticleEmitter
//=============================================================================
// ParticleEmitter: Base class for sub- emitters.
//
// make sure to keep structs in sync in UnParticleSystem.h
//=============================================================================
ParticleMaterial
PathNode
//=============================================================================
// PathNode.
//=============================================================================
Pawn
//=============================================================================
// Pawn, the base class of all actors that can be controlled by players or AI.
//
// Pawns are the physical representations of players and creatures in a level.
// Pawns have a mesh, collision, and physics.  Pawns can take damage, make sounds,
// and hold weapons and other inventory.  In short, they are responsible for all
// physical interaction between the player or AI and the world.
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
PhysicsVolume
//=============================================================================
// PhysicsVolume:  a bounding volume which affects actor physics
// Each Actor is affected at any time by one PhysicsVolume
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
Pickup
//=============================================================================
// Pickup items.
//
// Pickup is the base class of actors that when touched by an appropriate pawn,
// will create and place an Inventory actor in that pawn's inventory chain.  Each
// pickup class has an associated inventory class (its InventoryType).  Pickups are
// placed by level designers.  Pickups can only interact with pawns when in their
// default Pickup state.  Pickups verify that they can give inventory to a pawn by
// calling the GameInfo's PickupQuery() function.  After a pickup spawns an inventory
// item for a pawn, it then queries the GameInfo by calling the GameInfo's
// ShouldRespawn() function about whether it should remain active, enter its Sleep
// state and later become active again, or destroy itself.
//
// When navigation paths are built, each pickup has an InventorySpot (a subclass
// of NavigationPoint) placed on it and associated with it
// (the Pickup's MyMarker== the InventorySpot,
// and the InventorySpot's markedItem == the pickup).
//
//=============================================================================
Player
//=============================================================================
// Player: Corresponds to a real player (a local camera or remote net player).
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
PlayerController
//=============================================================================
// PlayerController
//
// PlayerControllers are used by human players to control pawns.
//
// This is a built-in Unreal class and it shouldn't be modified.
// CHANGENOTE: All Changes since v739 in this class are related to the Weapon code update, except
// for the change in Possess().
//=============================================================================
PlayerInput
//=============================================================================
// PlayerInput
// Object within playercontroller that manages player input.
// only spawned on client
//=============================================================================
PlayerReplicationInfo
//=============================================================================
// PlayerReplicationInfo.
//=============================================================================
PlayerStart
//=============================================================================
// Player start location.
//=============================================================================
PlayerStats
//-----------------------------------------------------------
// Server class used to store player stats and updating rank/ladder at logout
//-----------------------------------------------------------
PolyMarker
//=============================================================================
// PolyMarker.
//
// These are markers for the polygon drawing mode.
//
// These should NOT be manually added to the level.  The editor adds and
// deletes them on it's own.
//
//=============================================================================
PotentialClimbWatcher
Powerups
//=============================================================================
// Powerup items - activatable inventory.
//=============================================================================
Projectile
//=============================================================================
// Projectile.
//
// A delayed-hit projectile that moves around for some time after it is created.
//=============================================================================
Projector
ReachSpec
//=============================================================================
// ReachSpec.
//
// A Reachspec describes the reachability requirements between two NavigationPoints
//
//=============================================================================
RenderTargetMaterial
RenderedMaterial
ReplicationInfo
//=============================================================================
// ReplicationInfo.
//=============================================================================
SMActorRotating
//=============================================================================
// SMActorRotating.
//=============================================================================
SavedMove
//=============================================================================
// SavedMove is used during network play to buffer recent client moves,
// for use when the server modifies the clients actual position, etc.
// This is a built-in Unreal class and it shouldn't be modified.
// CHANGENOTE: All Changes in this class are related to the Weapon code update.
//=============================================================================
ScoreBoard
//=============================================================================
// ScoreBoard
//=============================================================================
Scout
//=============================================================================
// Scout used for path generation.
//=============================================================================
SequEditProps
//=============================================================================
// Object to facilitate properties editing
//=============================================================================
//  Sequence / Mesh editor object to expose/shuttle only selected editable 
//  
Shader
ShadowBitmapMaterial
ShadowProjector
//
//	ShadowProjector
//
SinusModifier
SkyZoneInfo
//=============================================================================
// SkyZoneInfo.
//=============================================================================
SparkEmitter
//=============================================================================
// Emitter: An Unreal Spark Particle Emitter.
//=============================================================================
SpriteEmitter
//=============================================================================
// Emitter: An Unreal Sprite Particle Emitter.
//=============================================================================
StatLog
//=============================================================================
// Logs game events for stat collection
//
// ngLog, ngStats, and ngWorldStats are registered trademarks of 
// NetGames USA, Inc. at http://www.netgamesusa.com All rights reserved. A
// ny and all occurrences of code related to supporting their products and 
// services appears with their express permission.
//=============================================================================
StatLogFile
//=============================================================================
// Logs game events for stat collection
//
// Logs to a file.
//=============================================================================
StaticMeshActor
//=============================================================================
// StaticMeshActor.
// An actor that is drawn using a static mesh(a mesh that never changes, and
// can be cached in video memory, resulting in a speed boost).
//=============================================================================
Suicided
TeamInfo
//=============================================================================
// TeamInfo.
//=============================================================================
Teleporter
///=============================================================================
// Teleports actors either between different teleporters within a level
// or to matching teleporters on other levels, or to general Internet URLs.
//=============================================================================
TerrainInfo
TestInfo
//=============================================================================
// For internal testing.
//=============================================================================
TestObj
//=============================================================================
// TestObj: A purely scripted object for internal testing.
//=============================================================================
TexEnvMap
TexMatrix
TexModifier
TexOscillator
TexPanner
TexRotator
TexScaler
Texture
//=============================================================================
// Texture: An Unreal texture map.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
Trail
//=============================================================================
// Trail: An trail Actor.
// David Fournier
//=============================================================================
Trigger
//=============================================================================
// Trigger: senses things happening in its proximity and generates
// sends Trigger/UnTrigger to actors whose names match 'EventName'.
//=============================================================================
TriggerParticleEmitter
//-----------------------------------------------------------
//
//-----------------------------------------------------------
Triggers
//=============================================================================
// Event.
//=============================================================================
UseTrigger
//=============================================================================
// UseTrigger: if a player stands within proximity of this trigger, and hits Use, 
// it will send Trigger/UnTrigger to actors whose names match 'EventName'.
//=============================================================================
Vehicle
VehiclePart
VideoPlayer
//-----------------------------------------------------------
//
//-----------------------------------------------------------
VoicePack
//=============================================================================
// VoicePack.
//=============================================================================
Volume
//=============================================================================
// Volume:  a bounding volume
// touch() and untouch() notifications to the volume as actors enter or leave it
// enteredvolume() and leftvolume() notifications when center of actor enters the volume
// pawns with bIsPlayer==true  cause playerenteredvolume notifications instead of actorenteredvolume()
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
VolumeTimer
WarpZoneInfo
//=============================================================================
// WarpZoneInfo. For making disjoint spaces appear as if they were connected;
// supports both in-level warp zones and cross-level warp zones.
//=============================================================================
WarpZoneMarker
//=============================================================================
// WarpZoneMarker.
//=============================================================================
WayBeacon
//=============================================================================
// WayBeacon.
//=============================================================================
Weapon
//=============================================================================
// Parent class of all weapons.
//=============================================================================
WeaponAttachment
//-----------------------------------------------------------
//
//-----------------------------------------------------------
WeaponPickup
// CHANGENOTE:  All changes to this class since v739 are related to the Weapon code updates.
XboxLiveManager
// This class is the front-end to access the xboxlive capabilities buried inside the engine.
ZoneInfo
//=============================================================================
// ZoneInfo, the built-in Unreal class for defining properties
// of zones.  If you place one ZoneInfo actor in a
// zone you have partioned, the ZoneInfo defines the 
// properties of the zone.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
ZoneTrigger
//=============================================================================
// ZoneTrigger.
//=============================================================================