| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- ROEngine.ROPawn
| Constants Summary | ||
|---|---|---|
| FRONTROTATIONCHECKDIST | = | 40.0 |
| Inherited Contants from Engine.Actor |
|---|
| MAINCOLLISIONINDEX, MAXSTEPHEIGHT, MINFLOORZ |
| 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 | ||
|---|---|---|
![]() | AddDefaultInventory ())) | |
![]() | AddVelocity (vector NewVelocity)) | |
![]() | bool | AllowSprint ())) |
![]() | AnimBlendTimer ())) | |
![]() | AnimEnd (int Channel)) | |
![]() | AnimEnd (int Channel)) DivingToProne | |
![]() | AnimEnd (int Channel )) Dying | |
![]() | AssignInitialPose ())) | |
![]() | AttachEffect (class<Emitter> EmitterClass, Name BoneName, Vector Location, Rotator Rotation )) | |
![]() | BaseChange ())) | |
![]() | BeginState ())) Crawling | |
![]() | BeginState ())) CrouchingFromProne | |
![]() | BeginState ())) DivingToProne | |
![]() | BeginState ())) Dying | |
![]() | BeginState ())) EndProning | |
![]() | BeginState ())) ProningFromCrouch | |
![]() | BeginState ())) PutWeaponAway | |
![]() | BeginState ())) StartProning | |
![]() | BeginState ())) TimingOut | |
![]() | vector | CalcDrawOffset (inventory Inv)) |
![]() | CalcHitLoc (Vector hitLoc, Vector hitRay, out Name boneName, out float dist )) | |
![]() | bool | CanBusySwitchWeapon ())) |
![]() | bool | CanCrouchTransition ())) |
![]() | bool | CanJump ())) |
![]() | bool | CanProneTransition ())) |
![]() | bool | CanProneTransition () DivingToProne |
![]() | bool | CanProneTransition () EndProning |
![]() | bool | CanProneTransition () ProningFromCrouch |
![]() | bool | CanProneTransition () StartProning |
![]() | bool | CanSwitchWeapon ())) |
![]() | ChangedWeapon ())) | |
![]() | CheckBob (float DeltaTime, vector Y)) | |
![]() | CheckFootSteps (float DeltaTime)) | |
![]() | bool | CheckReflect (Vector HitLocation, out Vector RefNormal, int Damage )) |
![]() | CheckWeaponAttachment (ROWeaponAttachment TestAtt)) | |
![]() | ChunkUp (Rotator HitRotation, float ChunkPerterbation )) | |
![]() | ClientDying (class<DamageType> DamageType, vector HitLocation) | |
![]() | ClientForceStaminaUpdate (float NewStamina)) | |
![]() | ClientRestart ())) | |
![]() | ClientUpdateDamageList (byte NewDamagePoint)) | |
![]() | CreateInventory (string InventoryClassName)) | |
![]() | CrouchToProne (float HeightAdjust)) | |
![]() | DeactivateSpawnProtection ())) | |
![]() | DeadExplosionKarma (class<DamageType> DamageType, vector Momentum, float Strength)) | |
![]() | DeleteInventory (inventory Item )) | |
![]() | DeployedStartCrouch ())) | |
![]() | Destroyed ())) | |
![]() | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)) | |
![]() | DisplayDebug (Canvas Canvas, out float YL, out float YPos)) | |
![]() | DoDamageFX (Name boneName, int Damage, class<DamageType> DamageType, Rotator r )) | |
![]() | bool | DoJump (bool bUpdating )) |
![]() | DropWeaponInventory (Vector TossVel)) | |
![]() | EncroachedBy (Actor Other)) | |
![]() | EndCrouch (float HeightAdjust)) | |
![]() | EndJump () | |
![]() | EndProne (float HeightAdjust)) | |
![]() | EndSprint ())) | |
![]() | EndState ())) Crawling | |
![]() | EndState ())) DivingToProne | |
![]() | EndState ())) PutWeaponAway | |
![]() | vector | EyePosition ())) |
![]() | FootStepping (int Side)) | |
![]() | bool | ForceDefaultCharacter ())) |
![]() | Gasp ())) | |
![]() | int | Get8WayDirection () |
![]() | name | GetAltName (name TestName)) |
![]() | name | GetAnimActionName (name TestName)) |
![]() | name | GetAnimSequence ())) |
![]() | String | GetDebugName ())) |
![]() | string | GetDefaultCharacter ())) |
![]() | float | GetExposureTo (vector TestLocation)) |
![]() | int | GetHighestDamageHitIndex (array |
![]() | name | GetHitBoneFromIndex (int HitIndex)) |
![]() | Controller | GetKillerController ())) |
![]() | name | GetOffhandBoneFor (Inventory I)) |
![]() | RosterEntry | GetPlacedRoster ())) |
![]() | Sound | GetSound (ROPawnSoundGroup.ESoundType soundType)) |
![]() | int | GetSpree ())) |
![]() | TeamInfo | GetTeam ())) |
![]() | int | GetTeamNum ())) |
![]() | name | GetWeaponBoneFor (Inventory I)) |
![]() | gibbedBy (actor Other)) | |
![]() | HandleBayoAttach ())) | |
![]() | HandleBayoDetach ())) | |
![]() | HandleBoltAction ())) | |
![]() | HandleStamina (float DeltaTime)) | |
![]() | HandleStandardReload ())) | |
![]() | HandleWhizSound ())) | |
![]() | HelmetShotOff (Rotator Rotation)) | |
![]() | HideBone (name boneName)) | |
![]() | HoldFlag (Actor FlagActor)) | |
![]() | HoldGameObject (GameObject gameObj, name GameObjBone)) | |
![]() | IncrementSpree ())) | |
![]() | bool | IsDrawAnim (name TestAnim)) |
![]() | bool | IsInLoadout (class<Inventory> InventoryClass)) |
![]() | bool | IsProneTransitioning () CrouchingFromProne |
![]() | bool | IsProneTransitioning () EndProning |
![]() | bool | IsProneTransitioning () ProningFromCrouch |
![]() | bool | IsProneTransitioning () StartProning |
![]() | bool | IsPutAwayAnim (name TestAnim)) |
![]() | bool | IsTransitioningToProne () DivingToProne |
![]() | bool | IsTransitioningToProne () ProningFromCrouch |
![]() | bool | IsTransitioningToProne () StartProning |
![]() | KilledBy (pawn EventInstigator )) | |
![]() | KilledSelf (class | |
![]() | KImpact (actor other, vector pos, vector impactVel, vector impactNorm)) | |
![]() | Landed (vector HitNormal)) | |
![]() | Landed (vector HitNormal)) Dying | |
![]() | LandThump ())) Dying | |
![]() | LeanLeft ())) | |
![]() | LeanLeftReleased ())) | |
![]() | LeanRight ())) | |
![]() | LeanRightReleased ())) | |
![]() | int | LimitPitch (int pitch, optional float DeltaTime)) |
![]() | LimitYaw (out int yaw)) | |
![]() | float | ModifyThreat (float current, Pawn Threat)) |
![]() | NextWeapon ())) | |
![]() | NotifyTeamChanged ())) | |
![]() | OldPlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex)) | |
![]() | PlayBayonetAttach ())) | |
![]() | PlayBayonetDetach ())) | |
![]() | PlayBipodDeploy ())) | |
![]() | PlayBipodUnDeploy ())) | |
![]() | PlayBoltAction ())) | |
![]() | PlayCrouchingFromProne ())) | |
![]() | PlayDirectionalDeath (Vector HitLoc)) | |
![]() | PlayDirectionalHit (Vector HitLoc)) | |
![]() | PlayDying (class<DamageType> DamageType, vector HitLoc)) | |
![]() | PlayDyingAnimation (class<DamageType> DamageType, vector HitLoc)) | |
![]() | PlayDyingSound ())) | |
![]() | PlayEndCrawling ())) | |
![]() | PlayFootStep (int Side)) | |
![]() | PlayFootStepLeft ())) | |
![]() | PlayFootStepRight ())) | |
![]() | PlayGrenadeBack ())) | |
![]() | PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex)) | |
![]() | PlayMoverHitSound ())) | |
![]() | PlayProningFromCrouch ())) | |
![]() | PlayStandardReload ())) | |
![]() | PlayStartCrawling ())) | |
![]() | PlayStartReloading ())) | |
![]() | PlayStopReloading ())) | |
![]() | PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType)) | |
![]() | PlayUpperBodyAnim (name NewAnim, optional float InRate, optional float TweenTime, optional float InBlendTime )) | |
![]() | PlayWaiting ())) | |
![]() | PlayWeaponSwitch (Weapon NewWeapon)) | |
![]() | PossessedBy (Controller C)) | |
![]() | PostBeginPlay ())) | |
![]() | PostNetBeginPlay ())) | |
![]() | PostNetReceive ())) | |
![]() | PreTravelCleanUp ())) | |
![]() | PrevWeapon ())) | |
![]() | ProcessHitFX ())) | |
![]() | ProcessLocationalDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, array<int> PointsHit)) | |
![]() | ProneToCrouch (float HeightAdjust)) | |
![]() | RandSpin (float spinRate)) | |
![]() | ResetPhysicsBasedAnim ())) | |
![]() | bool | ResupplyExplosiveWeapons ())) |
![]() | ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon)) | |
![]() | SetAnimAction (name NewAction)) | |
![]() | SetBipodDeployed (bool bNewDeployed)) | |
![]() | SetBreathingSound (byte NewSound)) | |
![]() | SetExplosiveHoldAnims (bool bNewExplosiveHold)) | |
![]() | SetHeadScale (float NewScale)) | |
![]() | SetIronSightAnims (bool bNewIronSights)) | |
![]() | SetLimping (float Duration)) | |
![]() | SetMeleeHoldAnims (bool bNewMeleeHold)) | |
![]() | SetMovementPhysics ())) | |
![]() | SetOverlayMaterial (Material mat, float time, bool bOverride )) | |
![]() | SetSprinting (bool bNewIsSprinting)) | |
![]() | Setup (xUtil.PlayerRecord rec, optional bool bLoadNow)) | |
![]() | SetWalking (bool bNewIsWalking)) | |
![]() | SetWeaponAttachment (ROWeaponAttachment NewAtt)) | |
![]() | ShouldUnCrouch () | |
![]() | SpawnGiblet (class<SeveredAppendage> GibClass, Vector Location, Rotator Rotation, float GibPerterbation )) | |
![]() | SpawnGibs (Rotator HitRotation, float ChunkPerterbation)) | |
![]() | StartCrouch (float HeightAdjust)) | |
![]() | StartDeRes ())) | |
![]() | StartDriving (Vehicle V)) | |
![]() | StartFiring (bool bAltFire, bool bRapid)) | |
![]() | StartProne (float HeightAdjust)) | |
![]() | StartProneDive (float HeightAdjust)) | |
![]() | StartReload ())) | |
![]() | StartSprint ())) | |
![]() | name | StaticGetWeaponBoneFor (class<Inventory> I)) |
![]() | StaticPrecache (LevelInfo L)) | |
![]() | StopDriving (Vehicle V)) | |
![]() | StopFiring ())) | |
![]() | StopReload ())) | |
![]() | SwitchWeapon (byte F)) | |
![]() | TakeDamage (int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex)) | |
![]() | 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 ())) | |
![]() | TakeFallingDamage ())) | |
![]() | Tick (float DeltaTime)) | |
![]() | TickFX (float DeltaTime)) | |
![]() | TickLean (float DeltaTime)) | |
![]() | Timer ())) CrouchingFromProne | |
![]() | Timer ())) DivingToProne | |
![]() | Timer ())) Dying | |
![]() | Timer ())) EndProning | |
![]() | Timer ())) ProningFromCrouch | |
![]() | Timer ())) PutWeaponAway | |
![]() | Timer ())) StartProning | |
![]() | ToggleAuxCollision (bool newbCollision)) | |
![]() | TossMGAmmo (Pawn Gunner)) | |
![]() | TossWeapon (Vector TossVel)) | |
![]() | bool | TraceWall (int Direction, float CheckDist)) |
![]() | UpdateDamageList (byte NewDamagePoint)) | |
![]() | UpdateShadow ())) | |
![]() | bool | VerifyGivenItems ())) |
![]() | bool | VerifyNades (Inventory Inv)) |
![]() | bool | VerifyPrimary (Inventory Inv)) |
![]() | bool | VerifySecondary (Inventory Inv)) |
![]() | bool | WasPlayerPawn ())) |
| 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 |
|---|
| Variables Detail |
|---|
| Enumerations Detail |
|---|
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
AddVelocity Source code
AllowSprint Source code
AnimBlendTimer Source code
AnimEnd Source code
AnimEnd DivingToProne Source code
AnimEnd Dying Source code
AssignInitialPose Source code
AttachEffect Source code
BaseChange Source code
BeginState Crawling Source code
BeginState CrouchingFromProne Source code
BeginState DivingToProne Source code
BeginState Dying Source code
BeginState EndProning Source code
BeginState ProningFromCrouch Source code
BeginState PutWeaponAway Source code
BeginState StartProning Source code
BeginState TimingOut Source code
CalcDrawOffset Source code
CalcHitLoc Source code
CanBusySwitchWeapon Source code
CanCrouchTransition Source code
CanJump Source code
CanProneTransition Source code
CanProneTransition DivingToProne Source code
CanProneTransition EndProning Source code
CanProneTransition ProningFromCrouch Source code
CanProneTransition StartProning Source code
CanSwitchWeapon Source code
ChangedWeapon Source code
CheckBob Source code
CheckFootSteps Source code
CheckReflect Source code
CheckWeaponAttachment Source code
ChunkUp Source code
ClientDying Source code
ClientForceStaminaUpdate Source code
ClientRestart Source code
ClientUpdateDamageList Source code
CreateInventory Source code
CrouchToProne Source code
DeactivateSpawnProtection Source code
DeadExplosionKarma Source code
DeleteInventory Source code
DeployedStartCrouch Source code
Destroyed Source code
Died Source code
DisplayDebug Source code
DoDamageFX Source code
DoJump Source code
DropWeaponInventory Source codeWhen player dies this method is called to find and drop all other weapons in their inventory
EncroachedBy Source code
EndCrouch Source code
EndJump Source code
EndProne Source code
EndSprint Source code
EndState Crawling Source code
EndState DivingToProne Source code
EndState PutWeaponAway Source code
EyePosition Source code
FootStepping Source code
ForceDefaultCharacter Source code
Gasp Source code
Get8WayDirection Source code// DrawLocation,DrawRotation,DrawIndex,HitPointDebugByte,HitStart,HitEnd;
GetAltName Source code
GetAnimActionName Source code
GetAnimSequence Source code
GetDebugName Source code
GetDefaultCharacter Source code
GetExposureTo Source code
GetHighestDamageHitIndex Source code
GetHitBoneFromIndex Source code
GetKillerController Source code
GetOffhandBoneFor Source code
GetPlacedRoster Source code
GetSound Source code
GetSpree Source code
GetTeam Source code
GetTeamNum Source code
GetWeaponBoneFor Source code
gibbedBy Source code
HandleBayoAttach Source code
HandleBayoDetach Source code
HandleBoltAction Source code
HandleStamina Source code
HandleStandardReload Source code
HandleWhizSound Source code
HelmetShotOff Source code
HideBone Source code
HoldFlag Source code
HoldGameObject Source code
IncrementSpree Source code
IsDrawAnim Source code
IsInLoadout Source code
IsProneTransitioning CrouchingFromProne Source code
IsProneTransitioning EndProning Source code
IsProneTransitioning ProningFromCrouch Source code
IsProneTransitioning StartProning Source code
IsPutAwayAnim Source code
IsTransitioningToProne DivingToProne Source code
IsTransitioningToProne ProningFromCrouch Source code
IsTransitioningToProne StartProning Source code
KilledBy Source code
KilledSelf Source code
KImpact Source code
Landed Source code
Landed Dying Source code
LandThump Dying Source code
LeanLeft Source code
LeanLeftReleased Source code
LeanRight Source code
LeanRightReleased Source code
LimitPitch Source code
LimitYaw Source code
ModifyThreat Source code
NextWeapon Source code
NotifyTeamChanged Source code
OldPlayHit Source code
PlayBayonetAttach Source code
PlayBayonetDetach Source code
PlayBipodDeploy Source code
PlayBipodUnDeploy Source code
PlayBoltAction Source code
PlayCrouchingFromProne Source code
PlayDirectionalDeath Source code
PlayDirectionalHit Source code
PlayDying Source code
PlayDyingAnimation Source code
PlayDyingSound Source code
PlayEndCrawling Source code
PlayFootStep Source code
PlayFootStepLeft Source code
PlayFootStepRight Source code
PlayGrenadeBack Source code
PlayHit Source code
PlayMoverHitSound Source code
PlayProningFromCrouch Source code
PlayStandardReload Source code
PlayStartCrawling Source code
PlayStartReloading Source code
PlayStopReloading Source code
PlayTakeHit Source code
PlayUpperBodyAnim Source code
PlayWaiting Source code
PlayWeaponSwitch Source code
PossessedBy Source code
PostBeginPlay Source code
PostNetBeginPlay Source code
PostNetReceive Source code
PreTravelCleanUp Source code
PrevWeapon Source code
ProcessHitFX Source code
ProcessLocationalDamage Source code
ProneToCrouch Source code
RandSpin Source code
ResetPhysicsBasedAnim Source code
ResupplyExplosiveWeapons Source code
ServerChangedWeapon Source code
SetAnimAction Source code
SetBipodDeployed Source code
SetBreathingSound Source code
SetExplosiveHoldAnims Source code
SetHeadScale Source code
SetIronSightAnims Source code
SetLimping Source code
SetMeleeHoldAnims Source code
SetMovementPhysics Source code
SetOverlayMaterial Source code
SetSprinting Source code
Setup Source code
SetWalking Source code
SetWeaponAttachment Source code
ShouldUnCrouch Source code
SpawnGiblet Source code
SpawnGibs Source code
StartCrouch Source code
StartDeRes Source code
StartDriving Source code
StartFiring Source code
StartProne Source code
StartProneDive Source code
StartReload Source code
StartSprint Source code
StaticGetWeaponBoneFor Source code
StaticPrecache Source code
StopDriving Source code
StopFiring Source code
StopReload Source code
SwitchWeapon Source code
TakeDamage Source code
TakeDamage Dying Source code
TakeDamage TimingOut Source code
TakeDrowningDamage Source code
TakeFallingDamage Source code
Tick Source code
TickFX Source code
TickLean Source code
Timer CrouchingFromProne Source code
Timer DivingToProne Source code
Timer Dying Source code
Timer EndProning Source code
Timer ProningFromCrouch Source code
Timer PutWeaponAway Source code
Timer StartProning Source code
ToggleAuxCollision Source code
TossMGAmmo Source code
TossWeapon Source code
TraceWall Source code
UpdateDamageList Source code
UpdateShadow Source code
VerifyGivenItems Source code
VerifyNades Source code
VerifyPrimary Source code
VerifySecondary Source code
WasPlayerPawn Source code| 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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