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Function Summary |
void |
ActorInIterationCategory(byte MinCategory, byte MaxCategory, out actor)
/* ActorInInterationCategory() returns actors that have an IterationCategory between MinCategory and MaxCategory, included.
*/ |
void |
AnimBlendParams(int Stage, optional float, optional float, optional float, optional name) |
void |
AnimBlendToAlpha(int Stage, float TargetAlpha, float TimeInterval) |
bool |
AnimIsInGroup(int Channel, name GroupName) |
bool |
AttachToBone(Actor Attachment, name BoneName) |
void |
AutonomousPhysics(float DeltaSeconds) |
void |
BecomeViewTarget()
// Called by PlayerController when this actor becomes its ViewTarget.
//
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bool |
CanSplash() |
bool |
CheckWasVisible(float time) |
string |
ConsoleCommand(string Command)
// Execute a console command in the context of the current level and game engine.
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bool |
Destroy()
//
// Destroy this actor. Returns true if destroyed, false if indestructable.
// Destruction is latent. It occurs at the end of the tick.
//
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bool |
DetachFromBone(Actor Attachment) |
simulated |
DisplayDebug(Canvas Canvas, out float, out float)
/* DisplayDebug()
list important actor variable on canvas. HUD will call DisplayDebug() on the current ViewTarget when
the ShowDebug exec is used
*/ |
simulated |
DumpContent(float TimeStamp, int tabulation) |
void |
EnableChannelNotify(int Channel, int Switch)
// Animation notifications.
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void |
Error(string S)
// Handle an error and kill this one actor.
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void |
FinishAnim(optional int) |
void |
FinishInterpolation()
// Physics control.
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void |
GetAnimParams(int Channel, out name, out float, out float) |
coords |
GetBoneCoords(name BoneName) |
rotator |
GetBoneRotation(name BoneName, optional int) |
Box |
GetBoundingBox() |
bool |
GetCacheEntry(int Num, out string, out string) |
vector |
GetCartoonLightDir() |
String |
GetHumanReadableName()
// Returns the human readable string representation of an object.
//
// CHANGED function name from GetHumanName()
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String |
GetItemName(string FullName)
// Returns the string representation of the name of an object without the package
// prefixes.
//
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name |
GetLastTraceBone()
// Get the last bone name, intersected during the last Trace call with the flag TRACETYPE_RequestBones.
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string |
GetLocalString(optional int, optional PlayerReplicationInfo, optional PlayerReplicationInfo)
// Get localized message string associated with this actor
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string |
GetMapName(string NameEnding, string MapName, int Dir)
// Find files.
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Material |
GetMaterial(int Index) |
string |
GetNextInt(string ClassName, int Num) |
void |
GetNextIntDesc(string ClassName, int Num, out string, out string) |
void |
GetNextSkin(string Prefix, string CurrentSkin, int Dir, out string, out string) |
int |
GetNotifyChannel() |
plane |
GetRenderBoundingSphere()
//=========================================================================
// Rendering.
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vector |
GetRootLocation() |
vector |
GetRootLocationDelta() |
rotator |
GetRootRotation() |
rotator |
GetRootRotationDelta() |
string |
GetURLMap() |
bool |
HasAnim(name Sequence) |
Actor |
IntersectWaterPlane(vector Start, vector End, out vector) |
bool |
IsAnimating(optional int) |
bool |
IsInPain() |
bool |
IsInVolume(Volume aVolume) |
bool |
IsTweening(int Channel) |
void |
KillAllSounds()
//Kill all sounds
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void |
LinkSkelAnim(MeshAnimation Anim)
// Skeletal animation.
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void |
LockRootMotion(int Lock) |
void |
LoopAnim(name Sequence, optional float, optional float, optional int) |
void |
MakeNoise(float Loudness)
/* Inform other creatures that you've made a noise
they might hear (they are sent a HearNoise message)
Senders of MakeNoise should have an instigator if they are not pawns.
*/ |
void |
MatchStarting() |
bool |
Move(vector Delta)
// Movement.
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bool |
MoveCacheEntry(string GUID, optional string) |
bool |
MoveSmooth(vector Delta) |
bool |
NearSpot(vector Spot)
// NearSpot() returns true is spot is within collision cylinder
// FIXME - make intrinsic
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float |
PSX2BootstrapDemoGetGamePlayTimeout()
// Gameplay Timeout
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void |
PauseAllSounds()
//Pause all sounds
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void |
PauseMusic()
//Pause music and streamed ambient sounds
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void |
PlayAnim(name Sequence, optional float, optional float, optional int)
// Animation functions.
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void |
PlayMusic(sound Sound, optional int, optional int, optional int, optional int, optional int)
// Play a music
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void |
PlayRolloffSound(sound Sound, Actor RolloffActor, optional int, optional int, optional int, optional int, optional int)
// Play a sound
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void |
PlaySndDeathOno(deathono Sound, int CodeMesh, int Timbre)
//Play deathono
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void |
PlaySndPNJOno(sndono Sound, int CodeMesh, int Timbre)
//Play sndono
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void |
PlaySndPNJStep(sndpnjstep Sound, float Speed, int SndStepCategory, bool bSilent)
// Play footstepsounds
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void |
PlaySndXIIIStep(sndxiiistep Sound, float Speed, int EndStep, bool bSilent) |
void |
PlaySound(sound Sound, optional int, optional int, optional int, optional int, optional int)
// Play a sound effect.
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void |
PlayStrAmb(sound Sound)
// Play a streamed ambient sound
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bool |
PlayStrVoice(string SoundName, optional actor)
//native(355) static final function bool CanHearFootstepSound
//(//to know if footsteps can be heard...
//);
//Play a streamed voice
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void |
PlayVoice(sound Sound, optional int, optional int, optional int, optional int, optional int)
// Play a voice (wave or handler)
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bool |
PlayerCanSeeMe()
/* PlayerCanSeeMe returns true if any player (server) or the local player (standalone
or client) has a line of sight to actor's location.
*/ |
bool |
PlusDir(int A, int B)
// returns true if shortest rotation direction is in the positive (clockwise) direction
// from A to B
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void |
RecomputeBoundingVolume(bool Static) |
void |
RefreshDisplaying() |
void |
RefreshLighting() |
void |
RenderOverlays(Canvas Canvas)
/* RenderOverlays()
called by player's hud to request drawing of actor specific overlays onto canvas
*/ |
void |
ReplaceATextureByAnOther(Texture SrcTexture, Texture DestTexture) |
void |
ReplaceText(out string, string Replace, string With) |
void |
Reset()
/* Reset()
reset actor to initial state - used when restarting level without reloading.
*/ |
void |
ResetInputs() |
void |
ResumeAllSounds()
//Resume all sounds
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void |
ResumeMusic()
//Resume music and streamed ambient sounds
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bool |
SaveAtCheckpoint(string TeleporterName, string ContentDescription)
//=============================================================================
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void |
SetBase(Actor NewBase, optional vector)
// Relations.
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void |
SetBoneDirection(name BoneName, rotator BoneTurn, optional vector, optional float) |
void |
SetBoneLocation(name BoneName, optional vector, optional float) |
void |
SetBoneRotation(name BoneName, optional rotator, optional int, optional float) |
void |
SetBoneScale(int Slot, optional float, optional name) |
void |
SetBoneScalePerAxis(int Slot, optional float, optional float, optional float, optional name) |
void |
SetCollision(optional bool, optional bool, optional bool)
// Collision.
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bool |
SetCollisionSize(float NewRadius, float NewHeight) |
void |
SetDefaultDisplayProperties() |
void |
SetDisplayProperties(ERenderStyle NewStyle, Material NewTexture, bool bLighting)
// Set the display properties of an actor. By setting them through this function, it allows
// the actor to modify other components (such as a Pawn's weapon) or to adjust the result
// based on other factors (such as a Pawn's other inventory wanting to affect the result)
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void |
SetDrawScale(float NewScale) |
void |
SetDrawScale3D(vector NewScale3D) |
void |
SetDrawType(EDrawType NewDrawType) |
bool |
SetLocation(vector NewLocation) |
void |
SetMusicSliderPos(int MusicVolume) |
void |
SetOwner(Actor NewOwner) |
void |
SetPhysics(EPhysics newPhysics) |
bool |
SetRelativeLocation(vector NewLocation) |
bool |
SetRelativeRotation(rotator NewRotation)
// SetRelativeRotation() sets the rotation relative to the actor's base
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bool |
SetRotation(rotator NewRotation) |
void |
SetSoundMode(int SoundMode)
//=============================================================================
// Sound functions.
//MC for HarmonX integration
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void |
SetTimer(float NewTimerRate, bool bLoop)
// Causes Timer() events every NewTimerRate seconds.
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void |
SetTimer2(float NewTimerRate, bool bLoop)
// Causes Timer2() events every NewTimerRate seconds.
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void |
SetVolume(float volume) |
void |
Sleep(float Seconds)
// Latent functions.
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simulated |
StartInterpolation()
/* StartInterpolation()
when this function is called, the actor will start moving along an interpolation path
beginning at Dest
*/ |
void |
StopActorSounds()
// Stop all actor sounds
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void |
StopAllSounds()
// Stop all sounds
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void |
StopAnimating() |
void |
StopMusic()
// Stop musics and streamed ambient sounds
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void |
StopSound(sound Sound)
// Stop a sound effect.
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void |
StopVoice()
// Stop voices
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bool |
TouchingActor(Actor A) |
void |
TweenAnim(name Sequence, float Time, optional int) |
void |
UntriggerEvent(Name EventName, Actor Other, Pawn EventInstigator)
/*
Untrigger an event
*/ |