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ROEngine.ROPawn

Extends
Pawn
Modifiers
native placeable config ( User ) exportstructs dependsOn ( xUtil ) dependsOn ( ROPawnSoundGroup )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- ROEngine.ROPawn

Constants Summary
FRONTROTATIONCHECKDIST=40.0
Inherited Contants from Engine.Actor
MAINCOLLISIONINDEX, MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
class<ROAmmoPouch>AmmoPouchClasses[3]
array<ROAmmoPouch>AmmoPouches
BackAttachmentAttachedBackItem
floatAttackSuitability
ActorAutoTraceActor
ROBulletWhipAttachmentAuxCollisionCylinder
boolbAcceptAllInventory
boolbAlreadySetup
boolbBlobShadow
boolbCanResupply
boolbClearWeaponOffsets
boolbDeRes
boolbGibbed
boolbInitializedPlayer
boolbInitializedWeaponAttachment
boolbKeepTaunting
boolbLeaningLeft
boolbLeaningRight
boolbLeanLeft
boolbLeanRight
class<ROBloodSpurt>BleedingEmitterClass
boolbLeftArmGibbed
boolbLeftLegGibbed
boolbOldSprinting
boolbPlayerShadows
boolbPlayOwnFootsteps
boolbPlayTypingAnims
boolbPreventWeaponFire
soundBreatheExhaustedSound
soundBreatheHeavySound
soundBreatheLightSound
soundBreatheMediumSound
boolbRecievedInitialLoadout
boolbRightArmGibbed
boolbRightLegGibbed
boolbSoakDebug
boolbSpawnDone
boolbUsedCarriedMGAmmo
boolbWeaponCanBeResupplied
boolbWeaponNeedsResupply
floatCantRestWeapTime
intCrawlPitchTweenRate
soundCrouchToProneSound
soundCrouchToStandSound
byteCurrentCapAlliesCappers
byteCurrentCapArea
byteCurrentCapAxisCappers
byteCurrentCapProgress
eDoubleClickDirCurrentDir
rotatorCurrentRotators[8]
byteDamageList[15]
floatDeployedEyeHeight
floatDeResTime
class<SeveredAppendage>DetachedArmClass
class<SeveredAppendage>DetachedLegClass
nameFireRootBone
vectorGameObjOffset
rotatorGameObjRot
ROHeadgearHeadgear
class<ROHeadgear>HeadgearClass
rotatorInitialDeployedRotation
floatLandRecoveryTime
floatLastFootStepTime
intLastHitIndex
floatLastLandTime
floatLastMoveTime
floatLeanAmount
floatLeanFactor
floatLeanMax
floatLimpTime
byteLoadOut
floatMinTimeBetweenPainSounds
floatNextJumpTime
class<Emitter>ObliteratedEffectClass
ControllerOldController
intOldLookYaw
rotatorOldProneRotation
ROWeaponAttachmentOldWeaponAttachment
stringPlacedFemaleCharacterName
ShadowProjectorPlayerShadow
class<ProjectileBloodSplat>ProjectileBloodSplatClass
soundProneToCrouchSound
soundProneToStandSound
stringRagdollOverride
floatRagLastSoundTime
floatROMaxFloorDist
floatROMinFloorDist
boolSavedAuxCollision
ActorSavedBase
byteSavedBreathSound
class<SeveredAppendageAttachment>SeveredArmAttachClass
SeveredAppendageAttachmentSeveredHead
class<SeveredAppendageAttachment>SeveredHeadAttachClass
SeveredAppendageAttachmentSeveredLeftArm
SeveredAppendageAttachmentSeveredLeftLeg
class<SeveredAppendageAttachment>SeveredLegAttachClass
SeveredAppendageAttachmentSeveredRightArm
SeveredAppendageAttachmentSeveredRightLeg
intSimHitFxTicker
class<SpeciesType>Species
intspree
floatSprintAccelRate
soundStandToCrouchSound
soundStandToProneSound
WeaponSwapWeapon
byteTeamSkin
class<TeamVoicePack>VoiceClass
stringVoiceType
ROWeaponAttachmentWeaponAttachment
EWeaponStateWeaponState
AI
boolbIsSquadLeader
stringPlacedCharacterName
nameSquadName
Camera
nameCameraBone
Karma
materialRagConvulseMaterial
floatRagDeathUpKick
floatRagDeathVel
floatRagdollLifeSpan
floatRagGravScale
soundRagImpactSound
floatRagImpactSoundInterval
floatRagInvInertia
floatRagMaxSpinAmount
floatRagShootStrength
floatRagSpinScale
Lean
nameLeanBones[8]
vectorLeanLCrouchViewOffset
rotatorLeanLeftCrouch[8]
rotatorLeanLeftProne[8]
rotatorLeanLeftStanding[8]
vectorLeanLProneViewOffset
vectorLeanLViewOffset
vectorLeanRCrouchViewOffset
rotatorLeanRightCrouch[8]
rotatorLeanRightProne[8]
rotatorLeanRightStanding[8]
vectorLeanRProneViewOffset
vectorLeanRViewOffset
ROAnimations
nameCrouchHitDownAnim
nameCrouchHitUpAnim
nameCrouchIdleRestAnim
nameCrouchToProneAnim
nameCrouchTurnIronLeftAnim
nameCrouchTurnIronRightAnim
nameDiveToProneEndAnim
nameDiveToProneStartAnim
nameHitBAnim
nameHitFAnim
nameHitLAnim
nameHitLLegAnim
nameHitRAnim
nameHitRLegAnim
nameIdleCrouchDeployedAnim
nameIdleCrouchIronWeaponAnim
nameIdleIronRestAnim
nameIdleIronWeaponAnim
nameIdleProneAnim
nameIdleProneDeployedAnim
nameIdleStandingDeployedAnim
nameLimpAnims[8]
nameProneAnims[8]
nameProneHitAnim
nameProneIdleRestAnim
nameProneToCrouchAnim
nameProneToStandAnim
nameProneTurnLeftAnim
nameProneTurnRightAnim
nameSprintAnims[8]
nameSprintCrouchAnims[8]
nameStandToProneAnim
nameTurnIronLeftAnim
nameTurnIronRightAnim
nameWalkIronAnims[8]
ROPawn
intAnimPitchDownLimit
intAnimPitchUpLimit
boolbNoDefaultInventory
intCrawlingPitchDownLimit
intCrawlingPitchUpLimit
floatCrouchEyeHeightMod
floatCrouchMoveEyeHeightMod
floatCrouchStaminaRecoveryRate
intDeployedNegativeYawLimit
intDeployedPitchDownLimit
intDeployedPitchUpLimit
intDeployedPositiveYawLimit
floatFootStepSoundRadius
floatFrictionScale
floatJumpStaminaDrain
InterpCurveMomentumCurve
floatNetSoundRadiusSquared
intProneAnimPitchDownLimit
intProneAnimPitchUpLimit
floatProneEyeDist
floatProneEyeHeight
intPronePitchDownLimit
intPronePitchUpLimit
floatProneStaminaRecoveryRate
floatQuietFootStepVolume
floatSlowStaminaRecoveryRate
floatStamina
floatStaminaRecoveryRate
Sounds
floatFootstepVolume
floatGruntVolume
soundSoundFootsteps[20]
class<ROPawnSoundGroup>SoundGroupClass
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,
Inherited Enumerations from Engine.Pawn
EPawnHitPointType
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode

Structures Summary
Inherited Structures from Engine.Pawn
HitFXData, PawnHitpoint
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
function AddDefaultInventory ()))
function AddVelocity (vector NewVelocity))
functionbool AllowSprint ()))
event AnimBlendTimer ()))
event AnimEnd (int Channel))
event AnimEnd (int Channel))
DivingToProne
function AnimEnd (int Channel ))
Dying
function AssignInitialPose ()))
function AttachEffect (class<Emitter> EmitterClass, Name BoneName, Vector Location, Rotator Rotation ))
event BaseChange ()))
function BeginState ()))
Crawling
function BeginState ()))
CrouchingFromProne
function BeginState ()))
DivingToProne
function BeginState ()))
Dying
function BeginState ()))
EndProning
function BeginState ()))
ProningFromCrouch
function BeginState ()))
PutWeaponAway
function BeginState ()))
StartProning
function BeginState ()))
TimingOut
functionvector CalcDrawOffset (inventory Inv))
function CalcHitLoc (Vector hitLoc, Vector hitRay, out Name boneName, out float dist ))
functionbool CanBusySwitchWeapon ()))
functionbool CanCrouchTransition ()))
functionbool CanJump ()))
functionbool CanProneTransition ()))
functionbool CanProneTransition ()
DivingToProne
functionbool CanProneTransition ()
EndProning
functionbool CanProneTransition ()
ProningFromCrouch
functionbool CanProneTransition ()
StartProning
functionbool CanSwitchWeapon ()))
function ChangedWeapon ()))
function CheckBob (float DeltaTime, vector Y))
function CheckFootSteps (float DeltaTime))
functionbool CheckReflect (Vector HitLocation, out Vector RefNormal, int Damage ))
function CheckWeaponAttachment (ROWeaponAttachment TestAtt))
function ChunkUp (Rotator HitRotation, float ChunkPerterbation ))
function ClientDying (class<DamageType> DamageType, vector HitLocation)
function ClientForceStaminaUpdate (float NewStamina))
function ClientRestart ()))
function ClientUpdateDamageList (byte NewDamagePoint))
function CreateInventory (string InventoryClassName))
event CrouchToProne (float HeightAdjust))
function DeactivateSpawnProtection ()))
function DeadExplosionKarma (class<DamageType> DamageType, vector Momentum, float Strength))
function DeleteInventory (inventory Item ))
event DeployedStartCrouch ()))
event Destroyed ()))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DoDamageFX (Name boneName, int Damage, class<DamageType> DamageType, Rotator r ))
functionbool DoJump (bool bUpdating ))
function DropWeaponInventory (Vector TossVel))
event EncroachedBy (Actor Other))
event EndCrouch (float HeightAdjust))
function EndJump ()
event EndProne (float HeightAdjust))
function EndSprint ()))
function EndState ()))
Crawling
function EndState ()))
DivingToProne
function EndState ()))
PutWeaponAway
functionvector EyePosition ()))
function FootStepping (int Side))
functionbool ForceDefaultCharacter ()))
function Gasp ()))
functionint Get8WayDirection ()
functionname GetAltName (name TestName))
functionname GetAnimActionName (name TestName))
functionname GetAnimSequence ()))
functionString GetDebugName ()))
functionstring GetDefaultCharacter ()))
functionfloat GetExposureTo (vector TestLocation))
functionint GetHighestDamageHitIndex (array PointsHit ))
functionname GetHitBoneFromIndex (int HitIndex))
functionController GetKillerController ()))
functionname GetOffhandBoneFor (Inventory I))
functionRosterEntry GetPlacedRoster ()))
functionSound GetSound (ROPawnSoundGroup.ESoundType soundType))
functionint GetSpree ()))
functionTeamInfo GetTeam ()))
functionint GetTeamNum ()))
functionname GetWeaponBoneFor (Inventory I))
function gibbedBy (actor Other))
function HandleBayoAttach ()))
function HandleBayoDetach ()))
function HandleBoltAction ()))
function HandleStamina (float DeltaTime))
function HandleStandardReload ()))
event HandleWhizSound ()))
function HelmetShotOff (Rotator Rotation))
function HideBone (name boneName))
function HoldFlag (Actor FlagActor))
function HoldGameObject (GameObject gameObj, name GameObjBone))
function IncrementSpree ()))
functionbool IsDrawAnim (name TestAnim))
functionbool IsInLoadout (class<Inventory> InventoryClass))
eventbool IsProneTransitioning ()
CrouchingFromProne
eventbool IsProneTransitioning ()
EndProning
eventbool IsProneTransitioning ()
ProningFromCrouch
eventbool IsProneTransitioning ()
StartProning
functionbool IsPutAwayAnim (name TestAnim))
eventbool IsTransitioningToProne ()
DivingToProne
eventbool IsTransitioningToProne ()
ProningFromCrouch
eventbool IsTransitioningToProne ()
StartProning
function KilledBy (pawn EventInstigator ))
function KilledSelf (class damageType ))
event KImpact (actor other, vector pos, vector impactVel, vector impactNorm))
event Landed (vector HitNormal))
function Landed (vector HitNormal))
Dying
function LandThump ()))
Dying
function LeanLeft ()))
function LeanLeftReleased ()))
function LeanRight ()))
function LeanRightReleased ()))
functionint LimitPitch (int pitch, optional float DeltaTime))
function LimitYaw (out int yaw))
functionfloat ModifyThreat (float current, Pawn Threat))
function NextWeapon ()))
function NotifyTeamChanged ()))
function OldPlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex))
function PlayBayonetAttach ()))
function PlayBayonetDetach ()))
function PlayBipodDeploy ()))
function PlayBipodUnDeploy ()))
function PlayBoltAction ()))
function PlayCrouchingFromProne ()))
function PlayDirectionalDeath (Vector HitLoc))
function PlayDirectionalHit (Vector HitLoc))
function PlayDying (class<DamageType> DamageType, vector HitLoc))
function PlayDyingAnimation (class<DamageType> DamageType, vector HitLoc))
function PlayDyingSound ()))
function PlayEndCrawling ()))
function PlayFootStep (int Side))
function PlayFootStepLeft ()))
function PlayFootStepRight ()))
function PlayGrenadeBack ()))
function PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex))
function PlayMoverHitSound ()))
function PlayProningFromCrouch ()))
function PlayStandardReload ()))
function PlayStartCrawling ()))
function PlayStartReloading ()))
function PlayStopReloading ()))
function PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType))
function PlayUpperBodyAnim (name NewAnim, optional float InRate, optional float TweenTime, optional float InBlendTime ))
function PlayWaiting ()))
function PlayWeaponSwitch (Weapon NewWeapon))
function PossessedBy (Controller C))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
function PostNetReceive ()))
function PreTravelCleanUp ()))
function PrevWeapon ()))
function ProcessHitFX ()))
function ProcessLocationalDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, array<int> PointsHit))
event ProneToCrouch (float HeightAdjust))
function RandSpin (float spinRate))
function ResetPhysicsBasedAnim ()))
functionbool ResupplyExplosiveWeapons ()))
function ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon))
event SetAnimAction (name NewAction))
function SetBipodDeployed (bool bNewDeployed))
function SetBreathingSound (byte NewSound))
function SetExplosiveHoldAnims (bool bNewExplosiveHold))
event SetHeadScale (float NewScale))
function SetIronSightAnims (bool bNewIronSights))
function SetLimping (float Duration))
function SetMeleeHoldAnims (bool bNewMeleeHold))
function SetMovementPhysics ()))
function SetOverlayMaterial (Material mat, float time, bool bOverride ))
function SetSprinting (bool bNewIsSprinting))
function Setup (xUtil.PlayerRecord rec, optional bool bLoadNow))
function SetWalking (bool bNewIsWalking))
function SetWeaponAttachment (ROWeaponAttachment NewAtt))
function ShouldUnCrouch ()
function SpawnGiblet (class<SeveredAppendage> GibClass, Vector Location, Rotator Rotation, float GibPerterbation ))
function SpawnGibs (Rotator HitRotation, float ChunkPerterbation))
event StartCrouch (float HeightAdjust))
function StartDeRes ()))
event StartDriving (Vehicle V))
function StartFiring (bool bAltFire, bool bRapid))
event StartProne (float HeightAdjust))
event StartProneDive (float HeightAdjust))
function StartReload ()))
function StartSprint ()))
functionname StaticGetWeaponBoneFor (class<Inventory> I))
function StaticPrecache (LevelInfo L))
function StopDriving (Vehicle V))
function StopFiring ()))
function StopReload ()))
function SwitchWeapon (byte F))
function TakeDamage (int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex))
function TakeDamage (int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex))
Dying
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional int HitIndex))
TimingOut
function TakeDrowningDamage ()))
function TakeFallingDamage ()))
function Tick (float DeltaTime))
function TickFX (float DeltaTime))
function TickLean (float DeltaTime))
function Timer ()))
CrouchingFromProne
function Timer ()))
DivingToProne
function Timer ()))
Dying
function Timer ()))
EndProning
function Timer ()))
ProningFromCrouch
function Timer ()))
PutWeaponAway
function Timer ()))
StartProning
function ToggleAuxCollision (bool newbCollision))
function TossMGAmmo (Pawn Gunner))
function TossWeapon (Vector TossVel))
functionbool TraceWall (int Direction, float CheckDist))
function UpdateDamageList (byte NewDamagePoint))
function UpdateShadow ()))
functionbool VerifyGivenItems ()))
functionbool VerifyNades (Inventory Inv))
functionbool VerifyPrimary (Inventory Inv))
functionbool VerifySecondary (Inventory Inv))
functionbool WasPlayerPawn ()))
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

States Summary
Crawling Source code
simulated state Crawling
BeginState, EndState
CrouchingFromProne Source code
simulated state CrouchingFromProne
BeginState, IsProneTransitioning, Timer
DivingToProne Source code
simulated state DivingToProne
AnimEnd, BeginState, CanProneTransition, EndState, IsTransitioningToProne, Timer
Dying Source code
state Dying
AnimEnd, BeginState, Landed, LandThump, TakeDamage, Timer
EndProning Source code
simulated state EndProning
BeginState, CanProneTransition, IsProneTransitioning, Timer
ProningFromCrouch Source code
simulated state ProningFromCrouch
BeginState, CanProneTransition, IsProneTransitioning, IsTransitioningToProne, Timer
PutWeaponAway Source code
state PutWeaponAway
BeginState, EndState, Timer
StartProning Source code
simulated state StartProning
BeginState, CanProneTransition, IsProneTransitioning, IsTransitioningToProne, Timer
TimingOut Source code
state TimingOut
BeginState, TakeDamage


Constants Detail

FRONTROTATIONCHECKDIST Source code

const FRONTROTATIONCHECKDIST = 40.0;


Variables Detail

AmmoPouchClasses[3] Source code

var class<ROAmmoPouch> AmmoPouchClasses[3];

AmmoPouches Source code

var array<ROAmmoPouch> AmmoPouches;

AttachedBackItem Source code

var BackAttachment AttachedBackItem;

AttackSuitability Source code

var float AttackSuitability;

AutoTraceActor Source code

var Actor AutoTraceActor;

AuxCollisionCylinder Source code

var ROBulletWhipAttachment AuxCollisionCylinder;

bAcceptAllInventory Source code

var bool bAcceptAllInventory;

bAlreadySetup Source code

var bool bAlreadySetup;

bBlobShadow Source code

var globalconfig bool bBlobShadow;

bCanResupply Source code

var bool bCanResupply;

bClearWeaponOffsets Source code

var bool bClearWeaponOffsets;

bDeRes Source code

var bool bDeRes;

bGibbed Source code

var bool bGibbed;

bInitializedPlayer Source code

var bool bInitializedPlayer;

bInitializedWeaponAttachment Source code

var bool bInitializedWeaponAttachment;

bKeepTaunting Source code

var bool bKeepTaunting;

bLeaningLeft Source code

var bool bLeaningLeft;

bLeaningRight Source code

var bool bLeaningRight;

bLeanLeft Source code

var bool bLeanLeft;

bLeanRight Source code

var bool bLeanRight;

BleedingEmitterClass Source code

var class<ROBloodSpurt> BleedingEmitterClass;

bLeftArmGibbed Source code

var bool bLeftArmGibbed;

bLeftLegGibbed Source code

var bool bLeftLegGibbed;

bOldSprinting Source code

var bool bOldSprinting;

bPlayerShadows Source code

var globalconfig bool bPlayerShadows;

bPlayOwnFootsteps Source code

var config bool bPlayOwnFootsteps;

bPlayTypingAnims Source code

var bool bPlayTypingAnims;

bPreventWeaponFire Source code

var bool bPreventWeaponFire;

BreatheExhaustedSound Source code

var sound BreatheExhaustedSound;

BreatheHeavySound Source code

var sound BreatheHeavySound;

BreatheLightSound Source code

var sound BreatheLightSound;

BreatheMediumSound Source code

var sound BreatheMediumSound;

bRecievedInitialLoadout Source code

var bool bRecievedInitialLoadout;

bRightArmGibbed Source code

var bool bRightArmGibbed;

bRightLegGibbed Source code

var bool bRightLegGibbed;

bSoakDebug Source code

var bool bSoakDebug;

bSpawnDone Source code

var bool bSpawnDone;

bUsedCarriedMGAmmo Source code

var bool bUsedCarriedMGAmmo;

bWeaponCanBeResupplied Source code

var bool bWeaponCanBeResupplied;

bWeaponNeedsResupply Source code

var bool bWeaponNeedsResupply;

CantRestWeapTime Source code

var float CantRestWeapTime;

CrawlPitchTweenRate Source code

var int CrawlPitchTweenRate;

CrouchToProneSound Source code

var sound CrouchToProneSound;

CrouchToStandSound Source code

var sound CrouchToStandSound;

CurrentCapAlliesCappers Source code

var byte CurrentCapAlliesCappers;

CurrentCapArea Source code

var byte CurrentCapArea;

CurrentCapAxisCappers Source code

var byte CurrentCapAxisCappers;

CurrentCapProgress Source code

var byte CurrentCapProgress;

CurrentDir Source code

var eDoubleClickDir CurrentDir;

CurrentRotators[8] Source code

var rotator CurrentRotators[8];

DamageList[15] Source code

var byte DamageList[15];

DeployedEyeHeight Source code

var const float DeployedEyeHeight;

DeResTime Source code

var float DeResTime;

DetachedArmClass Source code

var class<SeveredAppendage> DetachedArmClass;

DetachedLegClass Source code

var class<SeveredAppendage> DetachedLegClass;

FireRootBone Source code

var name FireRootBone;

GameObjOffset Source code

var vector GameObjOffset;

GameObjRot Source code

var rotator GameObjRot;

Headgear Source code

var ROHeadgear Headgear;

HeadgearClass Source code

var class<ROHeadgear> HeadgearClass;

InitialDeployedRotation Source code

var rotator InitialDeployedRotation;

LandRecoveryTime Source code

var float LandRecoveryTime;

LastFootStepTime Source code

var float LastFootStepTime;

LastHitIndex Source code

var int LastHitIndex;

LastLandTime Source code

var float LastLandTime;

LastMoveTime Source code

var const float LastMoveTime;

LeanAmount Source code

var float LeanAmount;

LeanFactor Source code

var float LeanFactor;

LeanMax Source code

var float LeanMax;

LimpTime Source code

var float LimpTime;

LoadOut Source code

var byte LoadOut;

MinTimeBetweenPainSounds Source code

var float MinTimeBetweenPainSounds;

NextJumpTime Source code

var float NextJumpTime;

ObliteratedEffectClass Source code

var class<Emitter> ObliteratedEffectClass;

OldController Source code

var Controller OldController;

OldLookYaw Source code

var int OldLookYaw;

OldProneRotation Source code

var const rotator OldProneRotation;

OldWeaponAttachment Source code

var ROWeaponAttachment OldWeaponAttachment;

PlacedFemaleCharacterName Source code

var globalconfig string PlacedFemaleCharacterName;

PlayerShadow Source code

var ShadowProjector PlayerShadow;

ProjectileBloodSplatClass Source code

var class<ProjectileBloodSplat> ProjectileBloodSplatClass;

ProneToCrouchSound Source code

var sound ProneToCrouchSound;

ProneToStandSound Source code

var sound ProneToStandSound;

RagdollOverride Source code

var string RagdollOverride;

RagLastSoundTime Source code

var transient float RagLastSoundTime;

ROMaxFloorDist Source code

var const float ROMaxFloorDist;

ROMinFloorDist Source code

var const float ROMinFloorDist;

SavedAuxCollision Source code

var bool SavedAuxCollision;

SavedBase Source code

var Actor SavedBase;

SavedBreathSound Source code

var byte SavedBreathSound;

SeveredArmAttachClass Source code

var class<SeveredAppendageAttachment> SeveredArmAttachClass;

SeveredHead Source code

var SeveredAppendageAttachment SeveredHead;

SeveredHeadAttachClass Source code

var class<SeveredAppendageAttachment> SeveredHeadAttachClass;

SeveredLeftArm Source code

var SeveredAppendageAttachment SeveredLeftArm;

SeveredLeftLeg Source code

var SeveredAppendageAttachment SeveredLeftLeg;

SeveredLegAttachClass Source code

var class<SeveredAppendageAttachment> SeveredLegAttachClass;

SeveredRightArm Source code

var SeveredAppendageAttachment SeveredRightArm;

SeveredRightLeg Source code

var SeveredAppendageAttachment SeveredRightLeg;

SimHitFxTicker Source code

var transient int SimHitFxTicker;

Species Source code

var class<SpeciesType> Species;

spree Source code

var int spree;

SprintAccelRate Source code

var float SprintAccelRate;

StandToCrouchSound Source code

var sound StandToCrouchSound;

StandToProneSound Source code

var sound StandToProneSound;

SwapWeapon Source code

var Weapon SwapWeapon;

TeamSkin Source code

var byte TeamSkin;

VoiceClass Source code

var class<TeamVoicePack> VoiceClass;

VoiceType Source code

var string VoiceType;

WeaponAttachment Source code

var ROWeaponAttachment WeaponAttachment;

WeaponState Source code

var EWeaponState WeaponState;

AI

bIsSquadLeader Source code

var(AI) bool bIsSquadLeader;

PlacedCharacterName Source code

var(AI) globalconfig string PlacedCharacterName;

SquadName Source code

var(AI) name SquadName;

Camera

CameraBone Source code

var(Camera) name CameraBone;

Karma

RagConvulseMaterial Source code

var(Karma) material RagConvulseMaterial;

RagDeathUpKick Source code

var(Karma) float RagDeathUpKick;

RagDeathVel Source code

var(Karma) float RagDeathVel;

RagdollLifeSpan Source code

var(Karma) float RagdollLifeSpan;

RagGravScale Source code

var(Karma) float RagGravScale;

RagImpactSound Source code

var(Karma) sound RagImpactSound;

RagImpactSoundInterval Source code

var(Karma) float RagImpactSoundInterval;

RagInvInertia Source code

var(Karma) float RagInvInertia;

RagMaxSpinAmount Source code

var(Karma) float RagMaxSpinAmount;

RagShootStrength Source code

var(Karma) float RagShootStrength;

RagSpinScale Source code

var(Karma) float RagSpinScale;

Lean

LeanBones[8] Source code

var(Lean) name LeanBones[8];

LeanLCrouchViewOffset Source code

var(Lean) vector LeanLCrouchViewOffset;

LeanLeftCrouch[8] Source code

var(Lean) rotator LeanLeftCrouch[8];

LeanLeftProne[8] Source code

var(Lean) rotator LeanLeftProne[8];

LeanLeftStanding[8] Source code

var(Lean) rotator LeanLeftStanding[8];

LeanLProneViewOffset Source code

var(Lean) vector LeanLProneViewOffset;

LeanLViewOffset Source code

var(Lean) vector LeanLViewOffset;

LeanRCrouchViewOffset Source code

var(Lean) vector LeanRCrouchViewOffset;

LeanRightCrouch[8] Source code

var(Lean) rotator LeanRightCrouch[8];

LeanRightProne[8] Source code

var(Lean) rotator LeanRightProne[8];

LeanRightStanding[8] Source code

var(Lean) rotator LeanRightStanding[8];

LeanRProneViewOffset Source code

var(Lean) vector LeanRProneViewOffset;

LeanRViewOffset Source code

var(Lean) vector LeanRViewOffset;

ROAnimations

CrouchHitDownAnim Source code

var(ROAnimations) name CrouchHitDownAnim;

CrouchHitUpAnim Source code

var(ROAnimations) name CrouchHitUpAnim;

CrouchIdleRestAnim Source code

var(ROAnimations) name CrouchIdleRestAnim;

CrouchToProneAnim Source code

var(ROAnimations) name CrouchToProneAnim;

CrouchTurnIronLeftAnim Source code

var(ROAnimations) name CrouchTurnIronLeftAnim;

CrouchTurnIronRightAnim Source code

var(ROAnimations) name CrouchTurnIronRightAnim;

DiveToProneEndAnim Source code

var(ROAnimations) name DiveToProneEndAnim;

DiveToProneStartAnim Source code

var(ROAnimations) name DiveToProneStartAnim;

HitBAnim Source code

var(ROAnimations) name HitBAnim;

HitFAnim Source code

var(ROAnimations) name HitFAnim;

HitLAnim Source code

var(ROAnimations) name HitLAnim;

HitLLegAnim Source code

var(ROAnimations) name HitLLegAnim;

HitRAnim Source code

var(ROAnimations) name HitRAnim;

HitRLegAnim Source code

var(ROAnimations) name HitRLegAnim;

IdleCrouchDeployedAnim Source code

var(ROAnimations) name IdleCrouchDeployedAnim;

IdleCrouchIronWeaponAnim Source code

var(ROAnimations) name IdleCrouchIronWeaponAnim;

IdleIronRestAnim Source code

var(ROAnimations) name IdleIronRestAnim;

IdleIronWeaponAnim Source code

var(ROAnimations) name IdleIronWeaponAnim;

IdleProneAnim Source code

var(ROAnimations) name IdleProneAnim;

IdleProneDeployedAnim Source code

var(ROAnimations) name IdleProneDeployedAnim;

IdleStandingDeployedAnim Source code

var(ROAnimations) name IdleStandingDeployedAnim;

LimpAnims[8] Source code

var(ROAnimations) name LimpAnims[8];

ProneAnims[8] Source code

var(ROAnimations) name ProneAnims[8];

ProneHitAnim Source code

var(ROAnimations) name ProneHitAnim;

ProneIdleRestAnim Source code

var(ROAnimations) name ProneIdleRestAnim;

ProneToCrouchAnim Source code

var(ROAnimations) name ProneToCrouchAnim;

ProneToStandAnim Source code

var(ROAnimations) name ProneToStandAnim;

ProneTurnLeftAnim Source code

var(ROAnimations) name ProneTurnLeftAnim;

ProneTurnRightAnim Source code

var(ROAnimations) name ProneTurnRightAnim;

SprintAnims[8] Source code

var(ROAnimations) name SprintAnims[8];

SprintCrouchAnims[8] Source code

var(ROAnimations) name SprintCrouchAnims[8];

StandToProneAnim Source code

var(ROAnimations) name StandToProneAnim;

TurnIronLeftAnim Source code

var(ROAnimations) name TurnIronLeftAnim;

TurnIronRightAnim Source code

var(ROAnimations) name TurnIronRightAnim;

WalkIronAnims[8] Source code

var(ROAnimations) name WalkIronAnims[8];

ROPawn

AnimPitchDownLimit Source code

var(ROPawn) int AnimPitchDownLimit;

AnimPitchUpLimit Source code

var(ROPawn) int AnimPitchUpLimit;

bNoDefaultInventory Source code

var(ROPawn) bool bNoDefaultInventory;

CrawlingPitchDownLimit Source code

var(ROPawn) int CrawlingPitchDownLimit;

CrawlingPitchUpLimit Source code

var(ROPawn) int CrawlingPitchUpLimit;

CrouchEyeHeightMod Source code

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;

DeployedPitchUpLimit Source code

var(ROPawn) int DeployedPitchUpLimit;

DeployedPositiveYawLimit Source code

var(ROPawn) int DeployedPositiveYawLimit;

FootStepSoundRadius Source code

var(ROPawn) float FootStepSoundRadius;

FrictionScale Source code

var(ROPawn) float FrictionScale;

JumpStaminaDrain Source code

var(ROPawn) float JumpStaminaDrain;

MomentumCurve Source code

var(ROPawn) InterpCurve MomentumCurve;

NetSoundRadiusSquared Source code

var(ROPawn) float NetSoundRadiusSquared;

ProneAnimPitchDownLimit Source code

var(ROPawn) int ProneAnimPitchDownLimit;

ProneAnimPitchUpLimit Source code

var(ROPawn) int ProneAnimPitchUpLimit;

ProneEyeDist Source code

var(ROPawn) float ProneEyeDist;

ProneEyeHeight Source code

var(ROPawn) float ProneEyeHeight;

PronePitchDownLimit Source code

var(ROPawn) int PronePitchDownLimit;

PronePitchUpLimit Source code

var(ROPawn) int PronePitchUpLimit;

ProneStaminaRecoveryRate Source code

var(ROPawn) float ProneStaminaRecoveryRate;

QuietFootStepVolume Source code

var(ROPawn) float QuietFootStepVolume;

SlowStaminaRecoveryRate Source code

var(ROPawn) float SlowStaminaRecoveryRate;

Stamina Source code

var(ROPawn) float Stamina;

StaminaRecoveryRate Source code

var(ROPawn) float StaminaRecoveryRate;

Sounds

FootstepVolume Source code

var(Sounds) float FootstepVolume;

GruntVolume Source code

var(Sounds) float GruntVolume;

SoundFootsteps[20] Source code

var(Sounds) sound SoundFootsteps[20];

SoundGroupClass Source code

var(Sounds) class<ROPawnSoundGroup> SoundGroupClass;


Enumerations Detail

EWeaponState Source code

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,
};


Functions Detail

AddDefaultInventory Source code

function AddDefaultInventory ( ) )

AddVelocity Source code

function AddVelocity ( vector NewVelocity) )

AllowSprint Source code

simulated function bool AllowSprint ( ) )

AnimBlendTimer Source code

simulated event AnimBlendTimer ( ) )

AnimEnd Source code

simulated event AnimEnd ( int Channel) )

AnimEnd DivingToProne Source code

simulated event AnimEnd ( int Channel) )

AnimEnd Dying Source code

simulated function AnimEnd ( int Channel ) )

AssignInitialPose Source code

simulated function AssignInitialPose ( ) )

AttachEffect Source code

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

BaseChange Source code

singular event BaseChange ( ) )

BeginState Crawling Source code

simulated function BeginState ( ) )

BeginState CrouchingFromProne Source code

simulated function BeginState ( ) )

BeginState DivingToProne Source code

simulated function BeginState ( ) )

BeginState Dying Source code

function BeginState ( ) )

BeginState EndProning Source code

simulated function BeginState ( ) )

BeginState ProningFromCrouch Source code

simulated function BeginState ( ) )

BeginState PutWeaponAway Source code

simulated function BeginState ( ) )

BeginState StartProning Source code

simulated function BeginState ( ) )

BeginState TimingOut Source code

function BeginState ( ) )

CalcDrawOffset Source code

simulated function vector CalcDrawOffset ( inventory Inv) )

CalcHitLoc Source code

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

CanBusySwitchWeapon Source code

simulated function bool CanBusySwitchWeapon ( ) )

CanCrouchTransition Source code

simulated function bool CanCrouchTransition ( ) )

CanJump Source code

simulated function bool CanJump ( ) )

CanProneTransition Source code

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 ( )

CanSwitchWeapon Source code

simulated function bool CanSwitchWeapon ( ) )

ChangedWeapon Source code

simulated function ChangedWeapon ( ) )

CheckBob Source code

function CheckBob ( float DeltaTime, vector Y) )

CheckFootSteps Source code

simulated function CheckFootSteps ( float DeltaTime) )

CheckReflect Source code

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

CheckWeaponAttachment Source code

simulated function CheckWeaponAttachment ( ROWeaponAttachment TestAtt) )

ChunkUp Source code

simulated function ChunkUp ( Rotator HitRotation, float ChunkPerterbation ) )

ClientDying Source code

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

ClientForceStaminaUpdate Source code

simulated function ClientForceStaminaUpdate ( float NewStamina) )

ClientRestart Source code

simulated function ClientRestart ( ) )

ClientUpdateDamageList Source code

simulated function ClientUpdateDamageList ( byte NewDamagePoint) )

CreateInventory Source code

function CreateInventory ( string InventoryClassName) )

CrouchToProne Source code

event CrouchToProne ( float HeightAdjust) )

DeactivateSpawnProtection Source code

function DeactivateSpawnProtection ( ) )

DeadExplosionKarma Source code

simulated function DeadExplosionKarma ( class<DamageType> DamageType, vector Momentum, float Strength) )

DeleteInventory Source code

function DeleteInventory ( inventory Item ) )

DeployedStartCrouch Source code

event DeployedStartCrouch ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

Died Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation) )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

DoDamageFX Source code

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

DoJump Source code

function bool DoJump ( bool bUpdating ) )

DropWeaponInventory Source code

function DropWeaponInventory ( Vector TossVel) )
When player dies this method is called to find and drop all other weapons in their inventory

EncroachedBy Source code

event EncroachedBy ( Actor Other) )

EndCrouch Source code

event EndCrouch ( float HeightAdjust) )

EndJump Source code

function EndJump ( )

EndProne Source code

event EndProne ( float HeightAdjust) )

EndSprint Source code

function EndSprint ( ) )

EndState Crawling Source code

simulated function EndState ( ) )

EndState DivingToProne Source code

simulated function EndState ( ) )

EndState PutWeaponAway Source code

simulated function EndState ( ) )

EyePosition Source code

simulated function vector EyePosition ( ) )

FootStepping Source code

simulated function FootStepping ( int Side) )

ForceDefaultCharacter Source code

simulated function bool ForceDefaultCharacter ( ) )

Gasp Source code

function Gasp ( ) )

Get8WayDirection Source code

simulated native function int Get8WayDirection ( )
// DrawLocation,DrawRotation,DrawIndex,HitPointDebugByte,HitStart,HitEnd;

GetAltName Source code

simulated function name GetAltName ( name TestName) )

GetAnimActionName Source code

simulated function name GetAnimActionName ( name TestName) )

GetAnimSequence Source code

simulated function name GetAnimSequence ( ) )

GetDebugName Source code

function String GetDebugName ( ) )

GetDefaultCharacter Source code

simulated function string GetDefaultCharacter ( ) )

GetExposureTo Source code

function float GetExposureTo ( vector TestLocation) )

GetHighestDamageHitIndex Source code

function int GetHighestDamageHitIndex ( array<int> PointsHit ) )

GetHitBoneFromIndex Source code

simulated function name GetHitBoneFromIndex ( int HitIndex) )

GetKillerController Source code

function Controller GetKillerController ( ) )

GetOffhandBoneFor Source code

function name GetOffhandBoneFor ( Inventory I) )

GetPlacedRoster Source code

function RosterEntry GetPlacedRoster ( ) )

GetSound Source code

function Sound GetSound ( ROPawnSoundGroup.ESoundType soundType) )

GetSpree Source code

function int GetSpree ( ) )

GetTeam Source code

function TeamInfo GetTeam ( ) )

GetTeamNum Source code

simulated function int GetTeamNum ( ) )

GetWeaponBoneFor Source code

function name GetWeaponBoneFor ( Inventory I) )

gibbedBy Source code

function gibbedBy ( actor Other) )

HandleBayoAttach Source code

function HandleBayoAttach ( ) )

HandleBayoDetach Source code

function HandleBayoDetach ( ) )

HandleBoltAction Source code

function HandleBoltAction ( ) )

HandleStamina Source code

function HandleStamina ( float DeltaTime) )

HandleStandardReload Source code

function HandleStandardReload ( ) )

HandleWhizSound Source code

simulated event HandleWhizSound ( ) )

HelmetShotOff Source code

simulated function HelmetShotOff ( Rotator Rotation) )

HideBone Source code

simulated function HideBone ( name boneName) )

HoldFlag Source code

function HoldFlag ( Actor FlagActor) )

HoldGameObject Source code

function HoldGameObject ( GameObject gameObj, name GameObjBone) )

IncrementSpree Source code

function IncrementSpree ( ) )

IsDrawAnim Source code

simulated function bool IsDrawAnim ( name TestAnim) )

IsInLoadout Source code

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 ( )

IsPutAwayAnim Source code

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 ( )

KilledBy Source code

function KilledBy ( pawn EventInstigator ) )

KilledSelf Source code

function KilledSelf ( class<DamageType> damageType ) )

KImpact Source code

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

Landed Source code

event Landed ( vector HitNormal) )

Landed Dying Source code

function Landed ( vector HitNormal) )

LandThump Dying Source code

function LandThump ( ) )

LeanLeft Source code

simulated function LeanLeft ( ) )

LeanLeftReleased Source code

simulated function LeanLeftReleased ( ) )

LeanRight Source code

simulated function LeanRight ( ) )

LeanRightReleased Source code

simulated function LeanRightReleased ( ) )

LimitPitch Source code

function int LimitPitch ( int pitch, optional float DeltaTime) )

LimitYaw Source code

function LimitYaw ( out int yaw) )

ModifyThreat Source code

function float ModifyThreat ( float current, Pawn Threat) )

NextWeapon Source code

simulated function NextWeapon ( ) )

NotifyTeamChanged Source code

simulated function NotifyTeamChanged ( ) )

OldPlayHit Source code

function OldPlayHit ( float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex) )

PlayBayonetAttach Source code

simulated function PlayBayonetAttach ( ) )

PlayBayonetDetach Source code

simulated function PlayBayonetDetach ( ) )

PlayBipodDeploy Source code

simulated function PlayBipodDeploy ( ) )

PlayBipodUnDeploy Source code

simulated function PlayBipodUnDeploy ( ) )

PlayBoltAction Source code

simulated function PlayBoltAction ( ) )

PlayCrouchingFromProne Source code

simulated function PlayCrouchingFromProne ( ) )

PlayDirectionalDeath Source code

simulated function PlayDirectionalDeath ( Vector HitLoc) )

PlayDirectionalHit Source code

simulated function PlayDirectionalHit ( Vector HitLoc) )

PlayDying Source code

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

PlayDyingAnimation Source code

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

PlayDyingSound Source code

function PlayDyingSound ( ) )

PlayEndCrawling Source code

simulated function PlayEndCrawling ( ) )

PlayFootStep Source code

simulated function PlayFootStep ( int Side) )

PlayFootStepLeft Source code

simulated function PlayFootStepLeft ( ) )

PlayFootStepRight Source code

simulated function PlayFootStepRight ( ) )

PlayGrenadeBack Source code

simulated function PlayGrenadeBack ( ) )

PlayHit Source code

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

PlayMoverHitSound Source code

function PlayMoverHitSound ( ) )

PlayProningFromCrouch Source code

simulated function PlayProningFromCrouch ( ) )

PlayStandardReload Source code

simulated function PlayStandardReload ( ) )

PlayStartCrawling Source code

simulated function PlayStartCrawling ( ) )

PlayStartReloading Source code

simulated function PlayStartReloading ( ) )

PlayStopReloading Source code

simulated function PlayStopReloading ( ) )

PlayTakeHit Source code

function PlayTakeHit ( vector HitLocation, int Damage, class<DamageType> DamageType) )

PlayUpperBodyAnim Source code

simulated function PlayUpperBodyAnim ( name NewAnim, optional float InRate, optional float TweenTime, optional float InBlendTime ) )

PlayWaiting Source code

simulated function PlayWaiting ( ) )

PlayWeaponSwitch Source code

function PlayWeaponSwitch ( Weapon NewWeapon) )

PossessedBy Source code

function PossessedBy ( Controller C) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

PreTravelCleanUp Source code

simulated function PreTravelCleanUp ( ) )

PrevWeapon Source code

simulated function PrevWeapon ( ) )

ProcessHitFX Source code

simulated function ProcessHitFX ( ) )

ProcessLocationalDamage Source code

function ProcessLocationalDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, array<int> PointsHit) )

ProneToCrouch Source code

event ProneToCrouch ( float HeightAdjust) )

RandSpin Source code

simulated final function RandSpin ( float spinRate) )

ResetPhysicsBasedAnim Source code

simulated function ResetPhysicsBasedAnim ( ) )

ResupplyExplosiveWeapons Source code

function bool ResupplyExplosiveWeapons ( ) )

ServerChangedWeapon Source code

function ServerChangedWeapon ( Weapon OldWeapon, Weapon NewWeapon) )

SetAnimAction Source code

simulated event SetAnimAction ( name NewAction) )

SetBipodDeployed Source code

function SetBipodDeployed ( bool bNewDeployed) )

SetBreathingSound Source code

function SetBreathingSound ( byte NewSound) )

SetExplosiveHoldAnims Source code

function SetExplosiveHoldAnims ( bool bNewExplosiveHold) )

SetHeadScale Source code

simulated event SetHeadScale ( float NewScale) )

SetIronSightAnims Source code

function SetIronSightAnims ( bool bNewIronSights) )

SetLimping Source code

function SetLimping ( float Duration) )

SetMeleeHoldAnims Source code

function SetMeleeHoldAnims ( bool bNewMeleeHold) )

SetMovementPhysics Source code

function SetMovementPhysics ( ) )

SetOverlayMaterial Source code

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

SetSprinting Source code

function SetSprinting ( bool bNewIsSprinting) )

Setup Source code

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

SetWalking Source code

function SetWalking ( bool bNewIsWalking) )

SetWeaponAttachment Source code

simulated function SetWeaponAttachment ( ROWeaponAttachment NewAtt) )

ShouldUnCrouch Source code

simulated function ShouldUnCrouch ( )

SpawnGiblet Source code

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

SpawnGibs Source code

simulated function SpawnGibs ( Rotator HitRotation, float ChunkPerterbation) )

StartCrouch Source code

event StartCrouch ( float HeightAdjust) )

StartDeRes Source code

simulated function StartDeRes ( ) )

StartDriving Source code

simulated event StartDriving ( Vehicle V) )

StartFiring Source code

simulated function StartFiring ( bool bAltFire, bool bRapid) )

StartProne Source code

event StartProne ( float HeightAdjust) )

StartProneDive Source code

event StartProneDive ( float HeightAdjust) )

StartReload Source code

function StartReload ( ) )

StartSprint Source code

function StartSprint ( ) )

StaticGetWeaponBoneFor Source code

static function name StaticGetWeaponBoneFor ( class<Inventory> I) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L) )

StopDriving Source code

simulated function StopDriving ( Vehicle V) )

StopFiring Source code

simulated function StopFiring ( ) )

StopReload Source code

function StopReload ( ) )

SwitchWeapon Source code

simulated function SwitchWeapon ( byte F) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex) )

TakeDamage Dying Source code

simulated function TakeDamage ( int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex) )

TakeDamage TimingOut Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional int HitIndex) )

TakeDrowningDamage Source code

function TakeDrowningDamage ( ) )

TakeFallingDamage Source code

function TakeFallingDamage ( ) )

Tick Source code

simulated function Tick ( float DeltaTime) )

TickFX Source code

simulated function TickFX ( float DeltaTime) )

TickLean Source code

simulated function TickLean ( float DeltaTime) )

Timer CrouchingFromProne Source code

simulated function Timer ( ) )

Timer DivingToProne Source code

simulated function Timer ( ) )

Timer Dying Source code

simulated function Timer ( ) )

Timer EndProning Source code

simulated function Timer ( ) )

Timer ProningFromCrouch Source code

simulated function Timer ( ) )

Timer PutWeaponAway Source code

simulated function Timer ( ) )

Timer StartProning Source code

simulated function Timer ( ) )

ToggleAuxCollision Source code

simulated function ToggleAuxCollision ( bool newbCollision) )

TossMGAmmo Source code

function TossMGAmmo ( Pawn Gunner) )

TossWeapon Source code

function TossWeapon ( Vector TossVel) )

TraceWall Source code

simulated function bool TraceWall ( int Direction, float CheckDist) )

UpdateDamageList Source code

function UpdateDamageList ( byte NewDamagePoint) )

UpdateShadow Source code

simulated function UpdateShadow ( ) )

VerifyGivenItems Source code

simulated function bool VerifyGivenItems ( ) )

VerifyNades Source code

simulated function bool VerifyNades ( Inventory Inv) )

VerifyPrimary Source code

simulated function bool VerifyPrimary ( Inventory Inv) )

VerifySecondary Source code

simulated function bool VerifySecondary ( Inventory Inv) )

WasPlayerPawn Source code

simulated function bool WasPlayerPawn ( ) )


Defaultproperties

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