|
Function Summary |
bool |
AddInventory(Inventory NewItem)
// Add Item to this pawn's inventory.
// Returns true if successfully added, false if not.
|
void |
AddPawnToList() |
void |
AddVelocity(vector NewVelocity)
//_____________________________________________________________________________
|
rotator |
AdjustAim(Ammunition FiredAmmunition, vector projStart, int aimerror)
//_____________________________________________________________________________
|
void |
BecomeViewTarget()
//_____________________________________________________________________________
|
vector |
CalcDrawOffset(Inventory Inv)
/*simulated |
vector |
CalcDrawOffset(Inventory Inv)
/*simulated |
bool |
CanHoldDualWeapons()
//_____________________________________________________________________________
|
bool |
CanSplash()
//_____________________________________________________________________________
|
void |
ChangedWeapon()
// Just changed to pendingWeapon
|
bool |
CheckWaterJump(out vector) |
simulated |
ChunkUp(int Damage)
// blow up into little pieces (implemented in subclass)
|
void |
ClientReStart() |
void |
ClientSetLocation(vector NewLocation, rotator NewRotation) |
void |
ClientSetRotation(rotator NewRotation) |
void |
ClimbLadder(LadderVolume L)
//_____________________________________________________________________________
|
simulated |
DeleteInventory(Inventory Item)
// Remove Item from this pawn's inventory, if it exists.
|
simulated |
DisplayDebug(Canvas Canvas, out float, out float)
//_____________________________________________________________________________
// list important actor variable on canvas. Also show the pawn's controller and weapon info
|
void |
DoJump(bool bUpdating)
//Player Jumped
|
void |
DropToGround()
//_____________________________________________________________________________
|
vector |
EyePosition()
{
return EyeHeight * vect(0,0,1);
}
*/ |
vector |
EyePosition()
{
return EyeHeight * vect(0,0,1);
}
*/ |
simulated |
FaceRotation(rotator NewRotation, float DeltaTime)
{
if ( Physics == PHYS_Ladder )
SetRotation(OnLadder.WallDir);
else
{
if ( (Physics == PHYS_Walking) || (Physics == PHYS_Falling) )
NewRotation.Pitch = 0;
SetRotation(NewRotation);
}
}*/ |
simulated |
FaceRotation(rotator NewRotation, float DeltaTime)
{
if ( Physics == PHYS_Ladder )
SetRotation(OnLadder.WallDir);
else
{
if ( (Physics == PHYS_Walking) || (Physics == PHYS_Falling) )
NewRotation.Pitch = 0;
SetRotation(NewRotation);
}
}*/ |
Inventory |
FindInventoryKind(Name DesiredClassName) |
Inventory |
FindInventoryType(class DesiredClass)
{
local Inventory Inv;
for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory )
if ( Inv.class == DesiredClass )
return Inv;
return None;
} */ |
Inventory |
FindInventoryType(class DesiredClass)
{
local Inventory Inv;
for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory )
if ( Inv.class == DesiredClass )
return Inv;
return None;
} */ |
void |
FinishedInterpolation(InterpolationPoint Other)
//_____________________________________________________________________________
|
void |
Gasp() |
String |
GetHumanReadableName()
//_____________________________________________________________________________
|
Actor |
GetMoveTarget()
/* XIIIUNUSED
|
rotator |
GetViewRotation()
{
if ( Controller == None )
return Rotation;
else
return Controller.Rotation;
}*/ |
rotator |
GetViewRotation()
{
if ( Controller == None )
return Rotation;
else
return Controller.Rotation;
}*/ |
name |
GetWeaponBoneFor(Inventory I)
/*
{
local Weapon OldWeapon;
OldWeapon = Weapon;
if (Weapon == PendingWeapon)
{
if ( Weapon == None )
{
Controller.SwitchToBestWeapon();
return;
}
else if ( Weapon.IsInState('DownWeapon') )
Weapon.GotoState('Idle');
PendingWeapon = None;
ServerChangedWeapon(OldWeapon, Weapon);
return;
}
if ( PendingWeapon == None )
PendingWeapon = Weapon;
Weapon = PendingWeapon;
if ( (Weapon != None) && (Level.NetMode == NM_Client) )
Weapon.BringUp();
PendingWeapon = None;
Weapon.Instigator = self;
ServerChangedWeapon(OldWeapon, Weapon);
if ( Controller != None )
Controller.ChangedWeapon();
}
*/ |
void |
GiveWeapon(string aClassName)
//_____________________________________________________________________________
|
void |
HandlePickup(Pickup pick)
//_____________________________________________________________________________
|
void |
HeadYawControl(bool IsControlled, int MaxValue, float RotationSpeed) |
float |
HealthPercent()
//_____________________________________________________________________________
// ELR
|
bool |
InGodMode()
//_____________________________________________________________________________
|
bool |
InsertInventory(Inventory NewItem, Inventory RefItem)
//_____________________________________________________________________________
// insert/move Item to this pawn's inventory after RefItem
// Returns true if successfully added, false if not.
|
bool |
IsHumanControlled()
{
return ( PlayerController(Controller) != None );
}*/ |
bool |
IsHumanControlled()
{
return ( PlayerController(Controller) != None );
}*/ |
bool |
IsInPain()
//Pain timer just expired.
//Check what zone I'm in (and which parts are)
//based on that cause damage, and reset BreathTime
|
bool |
IsLocallyControlled()
{
if ( Level.NetMode == NM_Standalone )
return true;
if ( Controller == None )
return false;
if ( PlayerController(Controller) == None )
return true;
return ( Viewport(PlayerController(Controller).Player) != None );
}*/ |
bool |
IsLocallyControlled()
{
if ( Level.NetMode == NM_Standalone )
return true;
if ( Controller == None )
return false;
if ( PlayerController(Controller) == None )
return true;
return ( Viewport(PlayerController(Controller).Player) != None );
}*/ |
bool |
IsPlayerPawn()
{
return ( (Controller != None) && Controller.bIsPlayer );
}*/ |
bool |
IsPlayerPawn()
{
return ( (Controller != None) && Controller.bIsPlayer );
}*/ |
void |
JumpOffPawn()
//Base change - if new base is pawn or decoration, damage based on relative mass and old velocity
// Also, non-players will jump off pawns immediately
|
void |
JumpOutOfWater(vector jumpDir)
//_____________________________________________________________________________
|
void |
KilledBy(Pawn EventInstigator)
//_____________________________________________________________________________
|
bool |
LineOfSightTo(Actor Other)
//_____________________________________________________________________________
|
bool |
NearMoveTarget()
//_____________________________________________________________________________
|
void |
NextItem()
// The player/bot wants to select next item
|
bool |
PointOfView()
//_____________________________________________________________________________
// called by controller when possessing this pawn
// false = 1st person, true = 3rd person
|
void |
PossessedBy(Controller C)
//_____________________________________________________________________________
// Pawn is possessed by Controller
|
void |
PreSetMovement()
/* PreSetMovement()
default for walking creature. Re-implement in subclass
for swimming/flying capability
*/ |
bool |
PressingAltFire()
//_____________________________________________________________________________
|
bool |
PressingFire()
{
return ( (Controller != None) && (Controller.bFire != 0) );
}*/ |
bool |
PressingFire()
{
return ( (Controller != None) && (Controller.bFire != 0) );
}*/ |
void |
RemovePawnFromList()
// Used to handle Level.PawnList
|
void |
Reset()
//_____________________________________________________________________________
// reset actor to initial state - used when restarting level without reloading.
|
void |
RestartPlayer()
//_____________________________________________________________________________
|
void |
ServerChangedWeapon(Weapon OldWeapon, Weapon W) |
void |
SetDefaultDisplayProperties()
//_____________________________________________________________________________
|
void |
SetDisplayProperties(ERenderStyle NewStyle, Material NewTexture, bool bLighting)
//_____________________________________________________________________________
|
simulated |
SetMesh() |
void |
SetMoveTarget(Actor NewTarget)
//_____________________________________________________________________________
|
void |
SetMovementPhysics() |
simulated |
SetViewRotation(rotator NewRotation)
//_____________________________________________________________________________
|
void |
SetWalking(bool bNewIsWalking)
/* |
void |
SetWalking(bool bNewIsWalking)
/* |
Actor |
ShootSpecial(Actor A)
//_____________________________________________________________________________
|
void |
ShouldCrouch(bool Crouch)
//_____________________________________________________________________________
// Controller is requesting that pawn crouch
|
void |
SpineYawControl(bool IsControlled, int MaxValue, float RotationSpeed)
//_____________________________________________________________________________
|
void |
TakeDrowningDamage() |
void |
TakeFallingDamage() |
void |
TossWeapon(vector TossVel)
// toss out the weapon currently held
|
bool |
TouchingWaterVolume() |
void |
Trigger(Actor Other, Pawn EventInstigator)
//_____________________________________________________________________________
|
void |
UnPossessed()
//_____________________________________________________________________________
|
void |
YouCantClimb() |
void |
gibbedBy(Actor Other) |