- Extends
- Pawn
- Modifiers
- native placeable config ( User ) exportstructs dependsOn ( xUtil ) dependsOn ( ROPawnSoundGroup )
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- ROEngine.ROPawn
Inherited Variables from Engine.Pawn |
AccelRate, AirAnims[4], AirControl, AirSpeed, AirStillAnim, AIScriptTag, Alertness, AmbientSoundScaling, AmmoResupplySound, Anchor, AnimAction, AnimBlendTime, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, bAroundCornerHearing, BaseEyeHeight, bAutoActivate, bAutoFire, bAvoidLedges, bBipodDeployed, bCachedRelevant, bCanBeBaseForPawns, bCanBipodDeploy, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanPickupInventory, bCanProne, bCanRestWeapon, bCanStartSprint, bCanStrafe, bCanSwim, bCanUse, bCanWalk, bCanWalkOffLedges, bCanWallDodge, bClientCollision, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bDoTorsoTwist, bDrawCorona, bExplosiveHolding, bFlyingKarma, bHideRegularHUD, bIgnoreForces, bIgnorePlayFiring, bInitializeAnimation, bInvulnerableBody, bIronSights, bIsCrawling, bIsCrouched, bIsFemale, bIsIdle, bIsLimping, bIsSprinting, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, bLandRecovery, BlendChangeTime, BloodEffect, bLOSHearing, bMeleeHolding, bMuffledHearing, bNoCoronas, bNoJumpAdjust, bNoTeamBeacon, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bRestingWeapon, bReverseRun, bRollToDesired, bSameZoneHearing, bScriptPostRender, bServerMoveSetPawnRot, bSetPCRotOnPossess, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialCrosshair, bSpecialHUD, bStationary, bSteadyFiring, bStopAtLedges, bSuperSize, bThumped, bTouchingResupply, bTryToUncrouch, bUpAndOut, bUpdateEyeheight, bUpdatingDisplay, bUseCompressedPosition, bWaitForAnim, bWantsToCrouch, bWantsToProne, bWarping, bWasBipodDeployed, bWasCrawling, bWasCrouched, bWasExplosiveHolding, bWasIronSights, bWasMeleeHolding, bWasOnGround, bWasWalking, bWeaponBob, ConstantAcceleration, Controller, ControllerClass, CrouchAnims[8], CrouchedPct, CrouchedSprintPct, CrouchHeight, CrouchRadius, CrouchTurnLeftAnim, CrouchTurnRightAnim, CustomAmbientRelevancyScale, 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], Hitpoints, IdleChatAnim, IdleCrouchAnim, IdleRestAnim, IdleSwimAnim, IdleTime, IdleWeaponAnim, ImpactVelocity, JumpZ, LadderSpeed, LandAnims[4], LandBob, LandMovementState, LastAnchor, LastHitBy, LastLocTime, LastPainSound, LastPainTime, LastRealViewer, LastResupplyTime, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, LastWhippedTime, LastWhizType, LedgeCheckThreshold, LowGoreBlood, MaxDesiredSpeed, MaxFallSpeed, MaxRotation, MeleeRange, MenuName, MineAreaEnterTime, MineAreaWarnTime, MinFlySpeed, MovementAnims[8], MovementBlendStartTime, mWhizSoundLocation, NavigationPointRange, NetRelevancyTime, NextPathRadius, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldAnimDir, OldPhysics, OldRotYaw, OldSpawnWhizCount, OldVelocity, OldZ, OnLadder, OwnerName, PawnPosition, PendingWeapon, PeripheralVision, PitchDownLimit, PitchUpLimit, PlayerReplicationInfo, ProneHeight, ProneIronPct, PronePct, ProneRadius, ReducedDamageType, RootBone, SelectedItem, SerpentineDir, SerpentineDist, SerpentineTime, Shadow, ShieldStrength, SightRadius, SkillModifier, SmoothViewPitch, SmoothViewYaw, SoundDampening, SpawnTime, SpawnWhizCount, SpineBone1, SpineBone2, SplashTime, SprintPct, SuperHealthMax, SwimAnims[4], TakeHitLocation, TakeoffAnims[4], TakeoffStillAnim, TauntAnimNames[16], TauntAnims, TearOffMomentum, TurnDir, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, ViewPitch, Visibility, WalkAnims[8], WalkBob, WalkingPct, WaterMovementState, WaterSpeed, Weapon |
Inherited Variables from Engine.Actor |
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bAutoTraceNotify, bBadStateCode, bBlockActors, bBlockHitPointTraces, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanAutoTraceSelect, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseHighDetailOverlayIndex, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, HighDetailOverlayIndex, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LastReplicateTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel |
Enumerations Summary |
EWeaponState GS_None,
GS_Ready,
GS_FireSingle,
GS_FireLooped,
GS_PreReload,
GS_ReloadSingle,
GS_ReloadLooped,
GS_BayonetAttach,
GS_BayonetDetach,
GS_GrenadePullBack,
GS_GrenadeHoldBack,
GS_IgnoreAnimend,
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Inherited Enumerations from Engine.Actor |
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode |
Inherited Structures from Engine.Actor |
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr |
Functions Summary |
 | | AddDefaultInventory ()))
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 | | AddVelocity (vector NewVelocity))
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 | bool | AllowSprint ()))
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 | | AnimBlendTimer ()))
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 | | AnimEnd (int Channel))
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 | | AnimEnd (int Channel)) DivingToProne |
 | | AnimEnd (int Channel )) Dying |
 | | AssignInitialPose ()))
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 | | AttachEffect (class<Emitter> EmitterClass, Name BoneName, Vector Location, Rotator Rotation ))
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 | | BaseChange ()))
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 | | BeginState ())) Crawling |
 | | BeginState ())) CrouchingFromProne |
 | | BeginState ())) DivingToProne |
 | | BeginState ())) Dying |
 | | BeginState ())) EndProning |
 | | BeginState ())) ProningFromCrouch |
 | | BeginState ())) PutWeaponAway |
 | | BeginState ())) StartProning |
 | | BeginState ())) TimingOut |
 | vector | CalcDrawOffset (inventory Inv))
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 | | CalcHitLoc (Vector hitLoc, Vector hitRay, out Name boneName, out float dist ))
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 | bool | CanBusySwitchWeapon ()))
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 | bool | CanCrouchTransition ()))
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 | bool | CanJump ()))
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 | bool | CanProneTransition ()))
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 | bool | CanProneTransition () DivingToProne |
 | bool | CanProneTransition () EndProning |
 | bool | CanProneTransition () ProningFromCrouch |
 | bool | CanProneTransition () StartProning |
 | bool | CanSwitchWeapon ()))
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 | | ChangedWeapon ()))
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 | | CheckBob (float DeltaTime, vector Y))
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 | | CheckFootSteps (float DeltaTime))
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 | bool | CheckReflect (Vector HitLocation, out Vector RefNormal, int Damage ))
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 | | CheckWeaponAttachment (ROWeaponAttachment TestAtt))
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 | | ChunkUp (Rotator HitRotation, float ChunkPerterbation ))
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 | | ClientDying (class<DamageType> DamageType, vector HitLocation)
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 | | ClientForceStaminaUpdate (float NewStamina))
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 | | ClientRestart ()))
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 | | ClientUpdateDamageList (byte NewDamagePoint))
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 | | CreateInventory (string InventoryClassName))
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 | | CrouchToProne (float HeightAdjust))
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 | | DeactivateSpawnProtection ()))
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 | | DeadExplosionKarma (class<DamageType> DamageType, vector Momentum, float Strength))
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 | | DeleteInventory (inventory Item ))
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 | | DeployedStartCrouch ()))
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 | | Destroyed ()))
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 | | Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
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 | | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
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 | | DoDamageFX (Name boneName, int Damage, class<DamageType> DamageType, Rotator r ))
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 | bool | DoJump (bool bUpdating ))
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 | | DropWeaponInventory (Vector TossVel))
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 | | EncroachedBy (Actor Other))
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 | | EndCrouch (float HeightAdjust))
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 | | EndJump ()
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 | | EndProne (float HeightAdjust))
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 | | EndSprint ()))
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 | | EndState ())) Crawling |
 | | EndState ())) DivingToProne |
 | | EndState ())) PutWeaponAway |
 | vector | EyePosition ()))
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 | | FootStepping (int Side))
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 | bool | ForceDefaultCharacter ()))
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 | | Gasp ()))
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 | int | Get8WayDirection ()
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 | name | GetAltName (name TestName))
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 | name | GetAnimActionName (name TestName))
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 | name | GetAnimSequence ()))
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 | String | GetDebugName ()))
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 | string | GetDefaultCharacter ()))
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 | float | GetExposureTo (vector TestLocation))
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 | int | GetHighestDamageHitIndex (array PointsHit ))
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 | name | GetHitBoneFromIndex (int HitIndex))
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 | Controller | GetKillerController ()))
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 | name | GetOffhandBoneFor (Inventory I))
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 | RosterEntry | GetPlacedRoster ()))
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 | Sound | GetSound (ROPawnSoundGroup.ESoundType soundType))
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 | int | GetSpree ()))
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 | TeamInfo | GetTeam ()))
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 | int | GetTeamNum ()))
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 | name | GetWeaponBoneFor (Inventory I))
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 | | gibbedBy (actor Other))
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 | | HandleBayoAttach ()))
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 | | HandleBayoDetach ()))
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 | | HandleBoltAction ()))
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 | | HandleStamina (float DeltaTime))
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 | | HandleStandardReload ()))
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 | | HandleWhizSound ()))
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 | | HelmetShotOff (Rotator Rotation))
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 | | HideBone (name boneName))
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 | | HoldFlag (Actor FlagActor))
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 | | HoldGameObject (GameObject gameObj, name GameObjBone))
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 | | IncrementSpree ()))
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 | bool | IsDrawAnim (name TestAnim))
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 | bool | IsInLoadout (class<Inventory> InventoryClass))
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 | bool | IsProneTransitioning () CrouchingFromProne |
 | bool | IsProneTransitioning () EndProning |
 | bool | IsProneTransitioning () ProningFromCrouch |
 | bool | IsProneTransitioning () StartProning |
 | bool | IsPutAwayAnim (name TestAnim))
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 | bool | IsTransitioningToProne () DivingToProne |
 | bool | IsTransitioningToProne () ProningFromCrouch |
 | bool | IsTransitioningToProne () StartProning |
 | | KilledBy (pawn EventInstigator ))
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 | | KilledSelf (class damageType ))
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 | | KImpact (actor other, vector pos, vector impactVel, vector impactNorm))
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 | | Landed (vector HitNormal))
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 | | Landed (vector HitNormal)) Dying |
 | | LandThump ())) Dying |
 | | LeanLeft ()))
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 | | LeanLeftReleased ()))
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 | | LeanRight ()))
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 | | LeanRightReleased ()))
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 | int | LimitPitch (int pitch, optional float DeltaTime))
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 | | LimitYaw (out int yaw))
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 | float | ModifyThreat (float current, Pawn Threat))
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 | | NextWeapon ()))
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 | | NotifyTeamChanged ()))
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 | | OldPlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex))
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 | | PlayBayonetAttach ()))
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 | | PlayBayonetDetach ()))
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 | | PlayBipodDeploy ()))
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 | | PlayBipodUnDeploy ()))
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 | | PlayBoltAction ()))
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 | | PlayCrouchingFromProne ()))
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 | | PlayDirectionalDeath (Vector HitLoc))
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 | | PlayDirectionalHit (Vector HitLoc))
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 | | PlayDying (class<DamageType> DamageType, vector HitLoc))
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 | | PlayDyingAnimation (class<DamageType> DamageType, vector HitLoc))
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 | | PlayDyingSound ()))
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 | | PlayEndCrawling ()))
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 | | PlayFootStep (int Side))
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 | | PlayFootStepLeft ()))
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 | | PlayFootStepRight ()))
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 | | PlayGrenadeBack ()))
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 | | PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex))
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 | | PlayMoverHitSound ()))
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 | | PlayProningFromCrouch ()))
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 | | PlayStandardReload ()))
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 | | PlayStartCrawling ()))
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 | | PlayStartReloading ()))
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 | | PlayStopReloading ()))
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 | | PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType))
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 | | PlayUpperBodyAnim (name NewAnim, optional float InRate, optional float TweenTime, optional float InBlendTime ))
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 | | PlayWaiting ()))
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 | | PlayWeaponSwitch (Weapon NewWeapon))
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 | | PossessedBy (Controller C))
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 | | PostBeginPlay ()))
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 | | PostNetBeginPlay ()))
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 | | PostNetReceive ()))
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 | | PreTravelCleanUp ()))
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 | | PrevWeapon ()))
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 | | ProcessHitFX ()))
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 | | ProcessLocationalDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, array<int> PointsHit))
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 | | ProneToCrouch (float HeightAdjust))
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 | | RandSpin (float spinRate))
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 | | ResetPhysicsBasedAnim ()))
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 | bool | ResupplyExplosiveWeapons ()))
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 | | ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon))
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 | | SetAnimAction (name NewAction))
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 | | SetBipodDeployed (bool bNewDeployed))
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 | | SetBreathingSound (byte NewSound))
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 | | SetExplosiveHoldAnims (bool bNewExplosiveHold))
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 | | SetHeadScale (float NewScale))
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 | | SetIronSightAnims (bool bNewIronSights))
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 | | SetLimping (float Duration))
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 | | SetMeleeHoldAnims (bool bNewMeleeHold))
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 | | SetMovementPhysics ()))
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 | | SetOverlayMaterial (Material mat, float time, bool bOverride ))
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 | | SetSprinting (bool bNewIsSprinting))
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 | | Setup (xUtil.PlayerRecord rec, optional bool bLoadNow))
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 | | SetWalking (bool bNewIsWalking))
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 | | SetWeaponAttachment (ROWeaponAttachment NewAtt))
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 | | ShouldUnCrouch ()
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 | | SpawnGiblet (class<SeveredAppendage> GibClass, Vector Location, Rotator Rotation, float GibPerterbation ))
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 | | SpawnGibs (Rotator HitRotation, float ChunkPerterbation))
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 | | StartCrouch (float HeightAdjust))
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 | | StartDeRes ()))
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 | | StartDriving (Vehicle V))
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 | | StartFiring (bool bAltFire, bool bRapid))
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 | | StartProne (float HeightAdjust))
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 | | StartProneDive (float HeightAdjust))
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 | | StartReload ()))
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 | | StartSprint ()))
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 | name | StaticGetWeaponBoneFor (class<Inventory> I))
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 | | StaticPrecache (LevelInfo L))
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 | | StopDriving (Vehicle V))
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 | | StopFiring ()))
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 | | StopReload ()))
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 | | SwitchWeapon (byte F))
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 | | TakeDamage (int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex))
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 | | TakeDamage (int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex)) Dying |
 | | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional int HitIndex)) TimingOut |
 | | TakeDrowningDamage ()))
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 | | TakeFallingDamage ()))
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 | | Tick (float DeltaTime))
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 | | TickFX (float DeltaTime))
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 | | TickLean (float DeltaTime))
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 | | Timer ())) CrouchingFromProne |
 | | Timer ())) DivingToProne |
 | | Timer ())) Dying |
 | | Timer ())) EndProning |
 | | Timer ())) ProningFromCrouch |
 | | Timer ())) PutWeaponAway |
 | | Timer ())) StartProning |
 | | ToggleAuxCollision (bool newbCollision))
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 | | TossMGAmmo (Pawn Gunner))
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 | | TossWeapon (Vector TossVel))
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 | bool | TraceWall (int Direction, float CheckDist))
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 | | UpdateDamageList (byte NewDamagePoint))
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 | | UpdateShadow ()))
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 | bool | VerifyGivenItems ()))
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 | bool | VerifyNades (Inventory Inv))
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 | bool | VerifyPrimary (Inventory Inv))
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 | bool | VerifySecondary (Inventory Inv))
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 | bool | WasPlayerPawn ()))
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Inherited Functions from Engine.Pawn |
AddInventory, AddShieldStrength, AddVelocity, AdjustAim, AdjustedStrength, AltFire, AnimBlendTimer, AnimEnd, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CalcDrawOffset, CalcZoomedDrawOffset, CameraShake, CanAttack, CanCrouchTransition, CanDoubleJump, CanGrabLadder, CanMultiJump, CannotJumpNow, CanProneTransition, CanSplash, CanThrowWeapon, CanTrigger, CanUseShield, ChangeAnimation, ChangedWeapon, CheatFly, CheatGhost, CheatWalk, CheckBob, CheckTauntValid, CheckWaterJump, ChooseFireAt, ChunkUp, ClientDying, ClientMessage, ClientReStart, ClientResupplied, ClientSetLocation, ClientSetRotation, ClimbLadder, ComputeTrajectoryByTime, 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, GetRagDollFrames, GetShieldStrength, GetShieldStrengthMax, GetSpree, GetTargetLocation, GetTeam, GetTeamNum, GetTearOffMomemtum, GetVehicleBase, GetViewRotation, GetWeaponBoneFor, gibbedBy, GiveHealth, GiveWeapon, HandlePickup, HandleTurretRotation, HandleWhizSound, HasUDamage, HasWeapon, HeadVolumeChange, HitWall, HoldFlag, IncrementSpree, InCurrentCombo, InGodMode, IsFiring, IsFirstPerson, IsHeadShot, IsHumanControlled, IsInLoadout, IsInPain, IsLocallyControlled, IsPlayerPawn, IsProneTransitioning, IsTransitioningToProne, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LimitPitch, LineOfSightTo, ModifiedPlayerViewOffset, ModifyThreat, ModifyVelocity, NearMoveTarget, NeedToTurn, NextItem, NextWeapon, NotifyTeamChanged, PawnWhizzed, PerformDodge, PickWallAdjustInLowGravity, 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, SetTearOffMomemtum, SetTwistLook, SetViewPitch, SetViewRotation, SetWalking, ShieldAbsorb, ShootSpecial, ShouldCrouch, ShouldProne, 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, ZoomedCameraShake, ZoomedModifiedPlayerViewOffset, ZoomedWeaponBob |
Inherited Functions from Engine.Actor |
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckAchievementEvents, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimDuration, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetEventColor, GetEvents, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitPointTrace, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, NotifySelected, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, ReceivedEvent, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdateDefaultMesh, UpdateDefaultStaticMesh, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange |
FRONTROTATIONCHECKDIST Source code
const FRONTROTATIONCHECKDIST = 40.0;
var float AttackSuitability;
var
Actor AutoTraceActor;
var bool bAcceptAllInventory;
var bool bAlreadySetup;
var globalconfig bool bBlobShadow;
var bool bCanResupply;
var bool bClearWeaponOffsets;
var bool bDeRes;
var bool bGibbed;
var bool bInitializedPlayer;
bInitializedWeaponAttachment Source code
var bool bInitializedWeaponAttachment;
var bool bKeepTaunting;
var bool bLeaningLeft;
var bool bLeaningRight;
var bool bLeanLeft;
var bool bLeanRight;
var bool bLeftArmGibbed;
var bool bLeftLegGibbed;
var bool bOldSprinting;
var globalconfig bool bPlayerShadows;
var config bool bPlayOwnFootsteps;
var bool bPlayTypingAnims;
var bool bPreventWeaponFire;
var
sound BreatheExhaustedSound;
var
sound BreatheHeavySound;
var
sound BreatheLightSound;
var
sound BreatheMediumSound;
bRecievedInitialLoadout Source code
var bool bRecievedInitialLoadout;
var bool bRightArmGibbed;
var bool bRightLegGibbed;
var bool bSoakDebug;
var bool bSpawnDone;
var bool bUsedCarriedMGAmmo;
bWeaponCanBeResupplied Source code
var bool bWeaponCanBeResupplied;
var bool bWeaponNeedsResupply;
var float CantRestWeapTime;
var int CrawlPitchTweenRate;
var
sound CrouchToProneSound;
var
sound CrouchToStandSound;
CurrentCapAlliesCappers Source code
var byte CurrentCapAlliesCappers;
var byte CurrentCapArea;
var byte CurrentCapAxisCappers;
var byte CurrentCapProgress;
var byte DamageList[15];
var const float DeployedEyeHeight;
var float DeResTime;
var name FireRootBone;
InitialDeployedRotation Source code
var
rotator InitialDeployedRotation;
var float LandRecoveryTime;
var float LastFootStepTime;
var int LastHitIndex;
var float LastLandTime;
var const float LastMoveTime;
var float LeanAmount;
var float LeanFactor;
var float LeanMax;
var float LimpTime;
var byte LoadOut;
MinTimeBetweenPainSounds Source code
var float MinTimeBetweenPainSounds;
var float NextJumpTime;
ObliteratedEffectClass Source code
var
class<
Emitter> ObliteratedEffectClass;
var int OldLookYaw;
var const
rotator OldProneRotation;
PlacedFemaleCharacterName Source code
var globalconfig string PlacedFemaleCharacterName;
ProjectileBloodSplatClass Source code
var
sound ProneToCrouchSound;
var
sound ProneToStandSound;
var string RagdollOverride;
var transient float RagLastSoundTime;
var const float ROMaxFloorDist;
var const float ROMinFloorDist;
var bool SavedAuxCollision;
var byte SavedBreathSound;
SeveredHeadAttachClass Source code
var transient int SimHitFxTicker;
var int spree;
var float SprintAccelRate;
var
sound StandToCrouchSound;
var
sound StandToProneSound;
var byte TeamSkin;
var string VoiceType;
AI
var(AI) bool bIsSquadLeader;
var(AI) globalconfig string PlacedCharacterName;
var(AI) name SquadName;
Camera
Karma
var(Karma)
material RagConvulseMaterial;
var(Karma) float RagDeathUpKick;
var(Karma) float RagDeathVel;
var(Karma) float RagdollLifeSpan;
var(Karma) float RagGravScale;
var(Karma)
sound RagImpactSound;
RagImpactSoundInterval Source code
var(Karma) float RagImpactSoundInterval;
var(Karma) float RagInvInertia;
var(Karma) float RagMaxSpinAmount;
var(Karma) float RagShootStrength;
var(Karma) float RagSpinScale;
Lean
var(Lean) name LeanBones[8];
var(Lean)
vector LeanLCrouchViewOffset;
var(Lean)
rotator LeanLeftCrouch[
8];
var(Lean)
rotator LeanLeftProne[
8];
var(Lean)
rotator LeanLeftStanding[
8];
var(Lean)
vector LeanLProneViewOffset;
var(Lean)
vector LeanLViewOffset;
var(Lean)
vector LeanRCrouchViewOffset;
var(Lean)
rotator LeanRightCrouch[
8];
var(Lean)
rotator LeanRightProne[
8];
var(Lean)
rotator LeanRightStanding[
8];
var(Lean)
vector LeanRProneViewOffset;
var(Lean)
vector LeanRViewOffset;
ROAnimations
var(ROAnimations) name CrouchHitDownAnim;
var(ROAnimations) name CrouchHitUpAnim;
var(ROAnimations) name CrouchIdleRestAnim;
var(ROAnimations) name CrouchToProneAnim;
CrouchTurnIronLeftAnim Source code
var(ROAnimations) name CrouchTurnIronLeftAnim;
CrouchTurnIronRightAnim Source code
var(ROAnimations) name CrouchTurnIronRightAnim;
var(ROAnimations) name DiveToProneEndAnim;
var(ROAnimations) name DiveToProneStartAnim;
var(ROAnimations) name HitBAnim;
var(ROAnimations) name HitFAnim;
var(ROAnimations) name HitLAnim;
var(ROAnimations) name HitLLegAnim;
var(ROAnimations) name HitRAnim;
var(ROAnimations) name HitRLegAnim;
IdleCrouchDeployedAnim Source code
var(ROAnimations) name IdleCrouchDeployedAnim;
IdleCrouchIronWeaponAnim Source code
var(ROAnimations) name IdleCrouchIronWeaponAnim;
var(ROAnimations) name IdleIronRestAnim;
var(ROAnimations) name IdleIronWeaponAnim;
var(ROAnimations) name IdleProneAnim;
var(ROAnimations) name IdleProneDeployedAnim;
IdleStandingDeployedAnim Source code
var(ROAnimations) name IdleStandingDeployedAnim;
var(ROAnimations) name LimpAnims[8];
var(ROAnimations) name ProneAnims[8];
var(ROAnimations) name ProneHitAnim;
var(ROAnimations) name ProneIdleRestAnim;
var(ROAnimations) name ProneToCrouchAnim;
var(ROAnimations) name ProneToStandAnim;
var(ROAnimations) name ProneTurnLeftAnim;
var(ROAnimations) name ProneTurnRightAnim;
var(ROAnimations) name SprintAnims[8];
var(ROAnimations) name SprintCrouchAnims[8];
var(ROAnimations) name StandToProneAnim;
var(ROAnimations) name TurnIronLeftAnim;
var(ROAnimations) name TurnIronRightAnim;
var(ROAnimations) name WalkIronAnims[8];
ROPawn
var(
ROPawn)
int AnimPitchDownLimit;
var(
ROPawn)
int AnimPitchUpLimit;
var(
ROPawn)
bool bNoDefaultInventory;
CrawlingPitchDownLimit Source code
var(
ROPawn)
int CrawlingPitchDownLimit;
var(
ROPawn)
int CrawlingPitchUpLimit;
var(
ROPawn)
float CrouchEyeHeightMod;
CrouchMoveEyeHeightMod Source code
var(
ROPawn)
float CrouchMoveEyeHeightMod;
CrouchStaminaRecoveryRate Source code
var(
ROPawn)
float CrouchStaminaRecoveryRate;
DeployedNegativeYawLimit Source code
var(
ROPawn)
int DeployedNegativeYawLimit;
DeployedPitchDownLimit Source code
var(
ROPawn)
int DeployedPitchDownLimit;
var(
ROPawn)
int DeployedPitchUpLimit;
DeployedPositiveYawLimit Source code
var(
ROPawn)
int DeployedPositiveYawLimit;
var(
ROPawn)
float FootStepSoundRadius;
var(
ROPawn)
float FrictionScale;
var(
ROPawn)
float JumpStaminaDrain;
var(
ROPawn)
float NetSoundRadiusSquared;
ProneAnimPitchDownLimit Source code
var(
ROPawn)
int ProneAnimPitchDownLimit;
var(
ROPawn)
int ProneAnimPitchUpLimit;
var(
ROPawn)
float ProneEyeDist;
var(
ROPawn)
float ProneEyeHeight;
var(
ROPawn)
int PronePitchDownLimit;
var(
ROPawn)
int PronePitchUpLimit;
ProneStaminaRecoveryRate Source code
var(
ROPawn)
float ProneStaminaRecoveryRate;
var(
ROPawn)
float QuietFootStepVolume;
SlowStaminaRecoveryRate Source code
var(
ROPawn)
float SlowStaminaRecoveryRate;
var(
ROPawn)
float StaminaRecoveryRate;
Sounds
var(Sounds) float FootstepVolume;
var(Sounds) float GruntVolume;
var(Sounds)
sound SoundFootsteps[
20];
enum
EWeaponState
{
GS_None,
GS_Ready,
GS_FireSingle,
GS_FireLooped,
GS_PreReload,
GS_ReloadSingle,
GS_ReloadLooped,
GS_BayonetAttach,
GS_BayonetDetach,
GS_GrenadePullBack,
GS_GrenadeHoldBack,
GS_IgnoreAnimend,
};
function AddDefaultInventory ( ) )
function AddVelocity (
vector NewVelocity) )
simulated function bool AllowSprint ( ) )
simulated event AnimBlendTimer ( ) )
simulated event AnimEnd ( int Channel) )
simulated event AnimEnd ( int Channel) )
simulated function AnimEnd ( int Channel ) )
simulated function AssignInitialPose ( ) )
simulated function AttachEffect (
class<
Emitter> EmitterClass,
Name BoneName,
Vector Location,
Rotator Rotation ) )
singular event BaseChange ( ) )
simulated function BeginState ( ) )
BeginState CrouchingFromProne Source code
simulated function BeginState ( ) )
BeginState DivingToProne Source code
simulated function BeginState ( ) )
function BeginState ( ) )
simulated function BeginState ( ) )
BeginState ProningFromCrouch Source code
simulated function BeginState ( ) )
BeginState PutWeaponAway Source code
simulated function BeginState ( ) )
BeginState StartProning Source code
simulated function BeginState ( ) )
function BeginState ( ) )
function CalcHitLoc (
Vector hitLoc,
Vector hitRay, out
Name boneName, out
float dist ) )
simulated function bool CanBusySwitchWeapon ( ) )
simulated function bool CanCrouchTransition ( ) )
simulated function bool CanJump ( ) )
simulated function bool CanProneTransition ( ) )
CanProneTransition DivingToProne Source code
simulated function bool CanProneTransition ( )
CanProneTransition EndProning Source code
simulated function bool CanProneTransition ( )
CanProneTransition ProningFromCrouch Source code
simulated function bool CanProneTransition ( )
CanProneTransition StartProning Source code
simulated function bool CanProneTransition ( )
simulated function bool CanSwitchWeapon ( ) )
simulated function ChangedWeapon ( ) )
function CheckBob (
float DeltaTime,
vector Y) )
simulated function CheckFootSteps ( float DeltaTime) )
function
bool CheckReflect (
Vector HitLocation, out
Vector RefNormal,
int Damage ) )
simulated function ChunkUp (
Rotator HitRotation,
float ChunkPerterbation ) )
ClientForceStaminaUpdate Source code
simulated function ClientForceStaminaUpdate ( float NewStamina) )
simulated function ClientRestart ( ) )
ClientUpdateDamageList Source code
simulated function ClientUpdateDamageList ( byte NewDamagePoint) )
function CreateInventory ( string InventoryClassName) )
event CrouchToProne ( float HeightAdjust) )
DeactivateSpawnProtection Source code
function DeactivateSpawnProtection ( ) )
function DeleteInventory (
inventory Item ) )
event DeployedStartCrouch ( ) )
simulated event Destroyed ( ) )
simulated function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
function bool DoJump ( bool bUpdating ) )
function DropWeaponInventory (
Vector TossVel) )
event EncroachedBy (
Actor Other) )
event EndCrouch ( float HeightAdjust) )
function EndJump ( )
event EndProne ( float HeightAdjust) )
function EndSprint ( ) )
simulated function EndState ( ) )
EndState DivingToProne Source code
simulated function EndState ( ) )
EndState PutWeaponAway Source code
simulated function EndState ( ) )
simulated function
vector EyePosition ( ) )
simulated function FootStepping ( int Side) )
simulated function bool ForceDefaultCharacter ( ) )
function Gasp ( ) )
simulated native function int Get8WayDirection ( )
simulated function name GetAltName ( name TestName) )
simulated function name GetAnimActionName ( name TestName) )
simulated function name GetAnimSequence ( ) )
function String GetDebugName ( ) )
simulated function string GetDefaultCharacter ( ) )
function
float GetExposureTo (
vector TestLocation) )
GetHighestDamageHitIndex Source code
function int GetHighestDamageHitIndex ( array<int> PointsHit ) )
simulated function name GetHitBoneFromIndex ( int HitIndex) )
function
name GetOffhandBoneFor (
Inventory I) )
function int GetSpree ( ) )
simulated function int GetTeamNum ( ) )
function
name GetWeaponBoneFor (
Inventory I) )
function gibbedBy (
actor Other) )
function HandleBayoAttach ( ) )
function HandleBayoDetach ( ) )
function HandleBoltAction ( ) )
function HandleStamina ( float DeltaTime) )
function HandleStandardReload ( ) )
simulated event HandleWhizSound ( ) )
simulated function HelmetShotOff (
Rotator Rotation) )
simulated function HideBone ( name boneName) )
function HoldFlag (
Actor FlagActor) )
function HoldGameObject (
GameObject gameObj,
name GameObjBone) )
function IncrementSpree ( ) )
simulated function bool IsDrawAnim ( name TestAnim) )
function
bool IsInLoadout (
class<
Inventory> InventoryClass) )
IsProneTransitioning CrouchingFromProne Source code
simulated event bool IsProneTransitioning ( )
IsProneTransitioning EndProning Source code
simulated event bool IsProneTransitioning ( )
IsProneTransitioning ProningFromCrouch Source code
simulated event bool IsProneTransitioning ( )
IsProneTransitioning StartProning Source code
simulated event bool IsProneTransitioning ( )
simulated function bool IsPutAwayAnim ( name TestAnim) )
IsTransitioningToProne DivingToProne Source code
simulated event bool IsTransitioningToProne ( )
IsTransitioningToProne ProningFromCrouch Source code
simulated event bool IsTransitioningToProne ( )
IsTransitioningToProne StartProning Source code
simulated event bool IsTransitioningToProne ( )
function KilledBy (
pawn EventInstigator ) )
event Landed (
vector HitNormal) )
function Landed (
vector HitNormal) )
function LandThump ( ) )
simulated function LeanLeft ( ) )
simulated function LeanLeftReleased ( ) )
simulated function LeanRight ( ) )
simulated function LeanRightReleased ( ) )
function int LimitPitch ( int pitch, optional float DeltaTime) )
function LimitYaw ( out int yaw) )
function
float ModifyThreat (
float current,
Pawn Threat) )
simulated function NextWeapon ( ) )
simulated function NotifyTeamChanged ( ) )
simulated function PlayBayonetAttach ( ) )
simulated function PlayBayonetDetach ( ) )
simulated function PlayBipodDeploy ( ) )
simulated function PlayBipodUnDeploy ( ) )
simulated function PlayBoltAction ( ) )
PlayCrouchingFromProne Source code
simulated function PlayCrouchingFromProne ( ) )
simulated function PlayDirectionalDeath (
Vector HitLoc) )
simulated function PlayDirectionalHit (
Vector HitLoc) )
function PlayDyingSound ( ) )
simulated function PlayEndCrawling ( ) )
simulated function PlayFootStep ( int Side) )
simulated function PlayFootStepLeft ( ) )
simulated function PlayFootStepRight ( ) )
simulated function PlayGrenadeBack ( ) )
function PlayMoverHitSound ( ) )
simulated function PlayProningFromCrouch ( ) )
simulated function PlayStandardReload ( ) )
simulated function PlayStartCrawling ( ) )
simulated function PlayStartReloading ( ) )
simulated function PlayStopReloading ( ) )
simulated function PlayUpperBodyAnim ( name NewAnim, optional float InRate, optional float TweenTime, optional float InBlendTime ) )
simulated function PlayWaiting ( ) )
function PlayWeaponSwitch (
Weapon NewWeapon) )
simulated function PostBeginPlay ( ) )
simulated function PostNetBeginPlay ( ) )
simulated function PostNetReceive ( ) )
simulated function PreTravelCleanUp ( ) )
simulated function PrevWeapon ( ) )
simulated function ProcessHitFX ( ) )
ProcessLocationalDamage Source code
event ProneToCrouch ( float HeightAdjust) )
simulated final function RandSpin ( float spinRate) )
simulated function ResetPhysicsBasedAnim ( ) )
ResupplyExplosiveWeapons Source code
function bool ResupplyExplosiveWeapons ( ) )
function ServerChangedWeapon (
Weapon OldWeapon,
Weapon NewWeapon) )
simulated event SetAnimAction ( name NewAction) )
function SetBipodDeployed ( bool bNewDeployed) )
function SetBreathingSound ( byte NewSound) )
function SetExplosiveHoldAnims ( bool bNewExplosiveHold) )
simulated event SetHeadScale ( float NewScale) )
function SetIronSightAnims ( bool bNewIronSights) )
function SetLimping ( float Duration) )
function SetMeleeHoldAnims ( bool bNewMeleeHold) )
function SetMovementPhysics ( ) )
simulated function SetOverlayMaterial (
Material mat,
float time,
bool bOverride ) )
function SetSprinting ( bool bNewIsSprinting) )
function SetWalking ( bool bNewIsWalking) )
simulated function ShouldUnCrouch ( )
simulated function SpawnGibs (
Rotator HitRotation,
float ChunkPerterbation) )
event StartCrouch ( float HeightAdjust) )
simulated function StartDeRes ( ) )
simulated event StartDriving (
Vehicle V) )
simulated function StartFiring ( bool bAltFire, bool bRapid) )
event StartProne ( float HeightAdjust) )
event StartProneDive ( float HeightAdjust) )
function StartReload ( ) )
function StartSprint ( ) )
StaticGetWeaponBoneFor Source code
static function
name StaticGetWeaponBoneFor (
class<
Inventory>
I) )
static function StaticPrecache (
LevelInfo L) )
simulated function StopDriving (
Vehicle V) )
simulated function StopFiring ( ) )
function StopReload ( ) )
simulated function SwitchWeapon ( byte F) )
function TakeDrowningDamage ( ) )
function TakeFallingDamage ( ) )
simulated function Tick ( float DeltaTime) )
simulated function TickFX ( float DeltaTime) )
simulated function TickLean ( float DeltaTime) )
Timer CrouchingFromProne Source code
simulated function Timer ( ) )
simulated function Timer ( ) )
simulated function Timer ( ) )
simulated function Timer ( ) )
Timer ProningFromCrouch Source code
simulated function Timer ( ) )
simulated function Timer ( ) )
simulated function Timer ( ) )
simulated function ToggleAuxCollision ( bool newbCollision) )
function TossMGAmmo (
Pawn Gunner) )
function TossWeapon (
Vector TossVel) )
simulated function bool TraceWall ( int Direction, float CheckDist) )
function UpdateDamageList ( byte NewDamagePoint) )
simulated function UpdateShadow ( ) )
simulated function bool VerifyGivenItems ( ) )
simulated function
bool VerifyNades (
Inventory Inv) )
simulated function
bool VerifyPrimary (
Inventory Inv) )
simulated function
bool VerifySecondary (
Inventory Inv) )
simulated function bool WasPlayerPawn ( ) )
defaultproperties
{
bNoDefaultInventory=True
bAcceptAllInventory=True
bPlayOwnFootsteps=True
AttackSuitability=0.500000
SquadName="Squad"
VoiceType="ROGame.ROGerman1Voice"
bPlayerShadows=True
Species=Class'ROEngine.ROSPECIES_Human'
DeResTime=6.000000
GruntVolume=0.180000
FootstepVolume=0.500000
MinTimeBetweenPainSounds=0.350000
SoundGroupClass=Class'ROEngine.ROPawnSoundGroup'
RagdollLifeSpan=30.000000
RagInvInertia=4.000000
RagDeathVel=100.000000
RagShootStrength=200.000000
RagSpinScale=7.500000
RagMaxSpinAmount=100.000000
RagGravScale=1.000000
RagImpactSoundInterval=0.250000
PlacedCharacterName="Soldier"
FireRootBone="Bip01_Spine"
SeveredArmAttachClass=Class'ROEffects.SeveredArmAttachment'
SeveredLegAttachClass=Class'ROEffects.SeveredLegAttachment'
SeveredHeadAttachClass=Class'ROEffects.SeveredHeadAttachment'
BleedingEmitterClass=Class'ROEffects.ROBloodSpurt'
ProjectileBloodSplatClass=Class'ROEffects.ProjectileBloodSplat'
DetachedArmClass=Class'ROEffects.SeveredArm'
DetachedLegClass=Class'ROEffects.SeveredLeg'
ObliteratedEffectClass=Class'ROEffects.PlayerObliteratedEmitter'
Stamina=20.000000
JumpStaminaDrain=4.000000
StaminaRecoveryRate=0.650000
CrouchStaminaRecoveryRate=0.800000
ProneStaminaRecoveryRate=1.000000
SlowStaminaRecoveryRate=0.200000
MomentumCurve=(Points=((InVal=400.000000),(InVal=625.000000,OutVal=1.250000),(InVal=2500.000000,OutVal=3.125000),(InVal=5625.000000,OutVal=6.250000),(InVal=1000000000.000000,OutVal=6.250000)))
FrictionScale=0.543750
PronePitchUpLimit=14000
PronePitchDownLimit=51000
CrawlingPitchUpLimit=14000
CrawlingPitchDownLimit=60000
CrawlPitchTweenRate=60000
ProneIdleRestAnim="prone_idle_nade"
CrouchIdleRestAnim="crouch_idle_nade"
ProneAnims(0)="prone_crawlF_nade"
ProneAnims(1)="prone_crawlB_nade"
ProneAnims(2)="prone_crawlL_nade"
ProneAnims(3)="prone_crawlR_nade"
ProneAnims(4)="prone_crawlFL_nade"
ProneAnims(5)="prone_crawlFR_nade"
ProneAnims(6)="prone_crawlBL_nade"
ProneAnims(7)="prone_crawlBR_nade"
IdleProneAnim="prone_idle_nade"
ProneTurnRightAnim="prone_turnR_binoc"
ProneTurnLeftAnim="prone_turnL_binoc"
StandToProneAnim="StandtoProne_nade"
ProneToStandAnim="PronetoStand_nade"
CrouchToProneAnim="CrouchtoProne_nade"
ProneToCrouchAnim="PronetoCrouch_nade"
DiveToProneStartAnim="prone_divef_nade"
DiveToProneEndAnim="prone_diveend_nade"
SprintAnims(0)="stand_sprintF_nade"
SprintAnims(1)="stand_sprintB_nade"
SprintAnims(2)="stand_sprintL_nade"
SprintAnims(3)="stand_sprintR_nade"
SprintAnims(4)="stand_sprintFL_nade"
SprintAnims(5)="stand_sprintFR_nade"
SprintAnims(6)="stand_sprintBL_nade"
SprintAnims(7)="stand_sprintBR_nade"
SprintCrouchAnims(0)="crouch_sprintF_nade"
SprintCrouchAnims(1)="crouch_sprintB_nade"
SprintCrouchAnims(2)="crouch_sprintL_nade"
SprintCrouchAnims(3)="crouch_sprintR_nade"
SprintCrouchAnims(4)="crouch_sprintFL_nade"
SprintCrouchAnims(5)="crouch_sprintFR_nade"
SprintCrouchAnims(6)="crouch_sprintBL_nade"
SprintCrouchAnims(7)="crouch_sprintBR_nade"
WalkIronAnims(0)="stand_walkFiron_binoc"
WalkIronAnims(1)="stand_walkBiron_binoc"
WalkIronAnims(2)="stand_walkLiron_binoc"
WalkIronAnims(3)="stand_walkRiron_binoc"
WalkIronAnims(4)="stand_walkFLiron_binoc"
WalkIronAnims(5)="stand_walkFRiron_binoc"
WalkIronAnims(6)="stand_walkBLiron_binoc"
WalkIronAnims(7)="stand_walkBRiron_binoc"
IdleIronRestAnim="stand_idleiron_binoc"
IdleIronWeaponAnim="stand_idleiron_binoc"
IdleCrouchIronWeaponAnim="crouch_idle_nade"
TurnIronRightAnim="stand_turnRiron_binoc"
TurnIronLeftAnim="stand_turnLiron_binoc"
CrouchTurnIronRightAnim="crouch_turnRiron_binoc"
CrouchTurnIronLeftAnim="crouch_turnLiron_binoc"
LimpAnims(0)="stand_limpFhip_binoc"
LimpAnims(1)="stand_limpBhip_binoc"
LimpAnims(2)="stand_limpLhip_binoc"
LimpAnims(3)="stand_limpRhip_binoc"
LimpAnims(4)="stand_limpFLhip_binoc"
LimpAnims(5)="stand_limpFRhip_binoc"
LimpAnims(6)="stand_limpBLhip_binoc"
LimpAnims(7)="stand_limpBRhip_binoc"
LandRecoveryTime=1.500000
CurrentCapArea=255
SprintAccelRate=350.000000
FootStepSoundRadius=125.000000
QuietFootStepVolume=0.450000
CrouchEyeHeightMod=0.300000
CrouchMoveEyeHeightMod=0.770000
ProneEyeHeight=5.000000
ProneEyeDist=10.000000
CameraBone="Camera_Bone"
LeanMax=3000.000000
LeanFactor=10000.000000
LeanLViewOffset=(Y=-18.000000,Z=-8.000000)
LeanRViewOffset=(Y=21.000000,Z=-14.000000)
LeanLCrouchViewOffset=(Y=-14.000000,Z=-1.000000)
LeanRCrouchViewOffset=(Y=17.000000,Z=-8.000000)
LeanLProneViewOffset=(Y=-14.000000,Z=2.000000)
LeanRProneViewOffset=(Y=17.000000,Z=1.000000)
AnimPitchUpLimit=9000
AnimPitchDownLimit=-14000
ProneAnimPitchUpLimit=4500
ProneAnimPitchDownLimit=-2000
LeanBones(0)="Bip01_Spine"
LeanBones(1)="Bip01_Spine1"
LeanBones(2)="Bip01_Spine2"
LeanBones(3)="Bip01_Spine3"
LeanBones(4)="Bip01_Neck"
LeanBones(5)="Bip01_Head"
LeanBones(6)="ShovelCase01"
LeanLeftStanding(0)=(Pitch=4850)
LeanLeftStanding(1)=(Pitch=4850)
LeanLeftStanding(6)=(Pitch=-3800)
LeanRightStanding(0)=(Pitch=-6500)
LeanRightStanding(1)=(Pitch=350)
LeanRightStanding(6)=(Pitch=3000)
LeanLeftCrouch(0)=(Pitch=6000)
LeanLeftCrouch(1)=(Pitch=4000,Yaw=1000)
LeanLeftCrouch(5)=(Pitch=-4000)
LeanLeftCrouch(6)=(Pitch=-7000)
LeanRightCrouch(0)=(Pitch=-3000)
LeanRightCrouch(1)=(Pitch=-2800)
LeanRightCrouch(5)=(Roll=-1000)
LeanRightCrouch(6)=(Pitch=1300)
LeanLeftProne(0)=(Pitch=2500,Yaw=6000,Roll=2500)
LeanLeftProne(1)=(Pitch=4000,Yaw=-3000,Roll=-300)
LeanLeftProne(5)=(Pitch=-2000)
LeanLeftProne(6)=(Pitch=-1000,Yaw=-5000)
LeanRightProne(0)=(Pitch=2000,Yaw=-4500,Roll=2000)
LeanRightProne(1)=(Pitch=-7000,Yaw=3000,Roll=500)
LeanRightProne(6)=(Pitch=-1500,Yaw=2000)
DeployedPitchUpLimit=12000
DeployedPitchDownLimit=-10000
DeployedPositiveYawLimit=7300
DeployedNegativeYawLimit=-7300
NetSoundRadiusSquared=820000.000000
bCanCrouch=True
bCanSwim=True
bCanClimbLadders=True
bCanStrafe=True
bCanDoubleJump=False
bCanWalkOffLedges=True
bNoCoronas=False
bCanPickupInventory=True
bMuffledHearing=True
SightRadius=6000.000000
MeleeRange=20.000000
GroundSpeed=200.000000
WaterSpeed=100.000000
AirSpeed=70.000000
LadderSpeed=75.000000
AccelRate=300.000000
JumpZ=315.000000
AirControl=0.020000
WalkingPct=0.350000
CrouchedPct=0.300000
MaxFallSpeed=650.000000
BaseEyeHeight=42.000000
EyeHeight=42.000000
CrouchHeight=38.000000
CrouchRadius=22.000000
UnderWaterTime=20.000000
Bob=0.010000
ControllerClass=Class'ROEngine.ROBot'
bPhysicsAnimUpdate=True
bDoTorsoTwist=True
MovementAnims(0)="stand_jogF_nade"
MovementAnims(1)="stand_jogB_nade"
MovementAnims(2)="stand_jogL_nade"
MovementAnims(3)="stand_jogR_nade"
MovementAnims(4)="stand_jogFL_nade"
MovementAnims(5)="stand_jogFR_nade"
MovementAnims(6)="stand_jogBL_nade"
MovementAnims(7)="stand_jogBR_nade"
TurnLeftAnim="stand_turnLhip_binoc"
TurnRightAnim="stand_turnRhip_binoc"
SwimAnims(0)="stand_jogF_nade"
SwimAnims(1)="stand_jogB_nade"
SwimAnims(2)="stand_jogL_nade"
SwimAnims(3)="stand_jogR_nade"
CrouchAnims(0)="crouch_walkF_nade"
CrouchAnims(1)="crouch_walkB_nade"
CrouchAnims(2)="crouch_walkL_nade"
CrouchAnims(3)="crouch_walkR_nade"
CrouchAnims(4)="crouch_walkFL_nade"
CrouchAnims(5)="crouch_walkFR_nade"
CrouchAnims(6)="crouch_walkBL_nade"
CrouchAnims(7)="crouch_walkBR_nade"
WalkAnims(0)="stand_walkFhip_binoc"
WalkAnims(1)="stand_walkBhip_binoc"
WalkAnims(2)="stand_walkLhip_binoc"
WalkAnims(3)="stand_walkRhip_binoc"
WalkAnims(4)="stand_walkFLhip_binoc"
WalkAnims(5)="stand_walkFRhip_binoc"
WalkAnims(6)="stand_walkBLhip_binoc"
WalkAnims(7)="stand_walkBRhip_binoc"
AirAnims(0)="jumpF_mid_binoc"
AirAnims(1)="jumpB_mid_binoc"
AirAnims(2)="jumpL_mid_binoc"
AirAnims(3)="jumpR_mid_binoc"
TakeoffAnims(0)="jumpF_takeoff_binoc"
TakeoffAnims(1)="jumpB_takeoff_binoc"
TakeoffAnims(2)="jumpL_takeoff_binoc"
TakeoffAnims(3)="jumpR_takeoff_binoc"
LandAnims(0)="jumpF_land_binoc"
LandAnims(1)="jumpB_land_binoc"
LandAnims(2)="jumpL_land_binoc"
LandAnims(3)="jumpR_land_binoc"
DodgeAnims(0)="jumpF_mid_binoc"
DodgeAnims(1)="jumpB_mid_binoc"
DodgeAnims(2)="jumpL_mid_binoc"
DodgeAnims(3)="jumpR_mid_binoc"
AirStillAnim="jump_mid_binoc"
TakeoffStillAnim="jump_takeoff_binoc"
CrouchTurnRightAnim="crouch_turnR_nade"
CrouchTurnLeftAnim="crouch_turnL_nade"
IdleCrouchAnim="crouch_idle_nade"
IdleWeaponAnim="stand_idlehip_binoc"
IdleRestAnim="stand_idlehip_binoc"
IdleChatAnim="Idle_Chat"
RootBone="HIP"
HeadBone="Bip01_Head"
SpineBone1="Bip01_Spine"
SpineBone2="Bip01_Spine1"
bCanProne=True
ProneHeight=10.000000
HitPoints(0)=(PointRadius=60.000000,PointHeight=75.000000,PointScale=1.000000,PointBone="HIP")
HitPoints(1)=(PointRadius=6.500000,PointHeight=8.000000,PointScale=1.000000,PointBone="head",PointOffset=(X=4.000000,Y=-2.500000),DamageMultiplier=2.000000,HitPointType=PHP_Head)
HitPoints(2)=(PointRadius=11.000000,PointHeight=13.000000,PointScale=1.000000,PointBone="UpperSpine",PointOffset=(X=5.000000),DamageMultiplier=1.000000,HitPointType=PHP_Torso)
HitPoints(3)=(PointRadius=10.500000,PointHeight=10.000000,PointScale=1.000000,PointBone="spine",PointOffset=(X=-5.000000),DamageMultiplier=1.000000,HitPointType=PHP_Torso)
HitPoints(4)=(PointRadius=6.000000,PointHeight=12.000000,PointScale=1.000000,PointBone="lupperthigh",PointOffset=(X=16.000000,Z=1.000000),DamageMultiplier=0.500000,HitPointType=PHP_Leg)
HitPoints(5)=(PointRadius=6.000000,PointHeight=12.000000,PointScale=1.000000,PointBone="rupperthigh",PointOffset=(X=16.000000,Z=-1.000000),DamageMultiplier=0.500000,HitPointType=PHP_Leg)
HitPoints(6)=(PointRadius=5.000000,PointHeight=9.000000,PointScale=1.000000,PointBone="lupperarm",PointOffset=(X=7.000000),DamageMultiplier=0.300000,HitPointType=PHP_Arm)
HitPoints(7)=(PointRadius=5.000000,PointHeight=9.000000,PointScale=1.000000,PointBone="rupperarm",PointOffset=(X=7.000000),DamageMultiplier=0.300000,HitPointType=PHP_Arm)
HitPoints(8)=(PointRadius=5.000000,PointHeight=15.000000,PointScale=1.000000,PointBone="lthigh",PointOffset=(X=15.000000),DamageMultiplier=0.400000,HitPointType=PHP_Leg)
HitPoints(9)=(PointRadius=5.000000,PointHeight=15.000000,PointScale=1.000000,PointBone="rthigh",PointOffset=(X=15.000000),DamageMultiplier=0.400000,HitPointType=PHP_Leg)
HitPoints(10)=(PointRadius=4.000000,PointHeight=10.000000,PointScale=1.000000,PointBone="lfarm",PointOffset=(X=7.000000),DamageMultiplier=0.200000,HitPointType=PHP_Arm)
HitPoints(11)=(PointRadius=4.000000,PointHeight=10.000000,PointScale=1.000000,PointBone="rfarm",PointOffset=(X=7.000000),DamageMultiplier=0.200000,HitPointType=PHP_Arm)
HitPoints(12)=(PointRadius=4.000000,PointHeight=5.000000,PointScale=1.000000,PointBone="lhand",PointOffset=(X=5.000000,Y=-1.000000,Z=-1.000000),DamageMultiplier=0.100000,HitPointType=PHP_Hand)
HitPoints(13)=(PointRadius=4.000000,PointHeight=5.000000,PointScale=1.000000,PointBone="rhand",PointOffset=(X=5.000000,Y=-2.000000),DamageMultiplier=0.100000,HitPointType=PHP_Hand)
HitPoints(14)=(PointRadius=4.000000,PointHeight=7.000000,PointScale=1.000000,PointBone="lfoot",PointOffset=(Y=-2.000000),DamageMultiplier=0.100000,HitPointType=PHP_Foot)
HitPoints(15)=(PointRadius=4.000000,PointHeight=7.000000,PointScale=1.000000,PointBone="rfoot",PointOffset=(Y=-2.000000),DamageMultiplier=0.100000,HitPointType=PHP_Foot)
LightHue=204
LightBrightness=255.000000
LightRadius=3.000000
bActorShadows=True
bDramaticLighting=True
bStasis=False
LODBias=1.800000
Texture=None
PrePivot=(Z=-42.000000)
AmbientGlow=5
MaxLights=8
bForceSkelUpdate=True
SoundVolume=150
SoundRadius=75.000000
CollisionRadius=23.000000
CollisionHeight=52.000000
bUseCylinderCollision=True
bNetNotify=True
bBlockHitPointTraces=False
Buoyancy=99.000000
RotationRate=(Pitch=3072,Roll=2048)
Begin Object Class=KarmaParamsSkel Name=PawnKParams
KConvulseSpacing=(Max=2.200000)
KLinearDamping=0.150000
KAngularDamping=0.050000
KBuoyancy=1.000000
KStartEnabled=True
KVelDropBelowThreshold=50.000000
bHighDetailOnly=False
KFriction=1.300000
KRestitution=0.200000
KImpactThreshold=85.000000
End Object
KParams=KarmaParamsSkel'ROEngine.ROPawn.PawnKParams'
ForceType=FT_DragAlong
ForceRadius=100.000000
ForceScale=2.500000
}
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Creation time: Fri 13-10-2023 03:18:52.008 - Created with
UnCodeX