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ROEngine.ROVehicle

Extends
SVehicle
Modifiers
native nativereplication abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle
            |   
            +-- ROEngine.ROVehicle

Direct Known Subclasses:

ROChopperCraft, ROHoverCraft, ROHoverTreadCraft, ROPlaneCraft, ROWheeledVehicle

Variables Summary
byteActiveWeapon
vectorAltFocalPoint
VehicleAvoidAreaAvoidArea
boolbAltFocalPoint
boolbCannotBeBased
boolbCustomAiming
boolbDestroyAppearance
boolbDisableThrottle
boolbDisintegrateVehicle
boolbDontUsePositionMesh
boolbDrawSpeedDebug
boolbDriverAlreadyEntered
boolbDriverCannotLeaveVehicle
nameBeginningIdleAnim
boolbEjectPassengersWhenFlipped
boolbHadFire
boolbHadHeavySmoke
boolbHadMedSmoke
boolbHasAltFire
boolbHasAltFireImpulse
boolbHasBeenAwake
boolbHasFireImpulse
boolbIsApc
boolbIsAwake
boolbMultiPosition
boolbMustBeTankCommander
boolbNeverReset
boolbSoundsPrecached
boolbSpikedVehicle
boolbVehicleHudUsesLargeTexture
colorCrosshairColor
TextureCrosshairTexture
floatCrosshairX
floatCrosshairY
byteCurrentCapAlliesCappers
byteCurrentCapArea
byteCurrentCapAxisCappers
byteCurrentCapProgress
RotatorCustomAim
VehicleDamagedEffectDamagedEffect
floatDamagedEffectAccruedDamage
stringDebugInfo
class<DamageType>DestroyedRoadKillDamageType
EmitterDestructionEffect
nameDriverAttachmentBone
floatDriverEnterTime
intDriverPositionIndex
intEngineHealth
byteExplosionCount
floatExplosionDamage
class<DamageType>ExplosionDamageType
floatExplosionMomentum
floatExplosionRadius
array<HeadlightCorona>HeadlightCorona
HeadlightProjectorHeadlightProjector
rotatorHeadRotationOffset
vectorHeadRotationSnapRates
EHitPointTypeHitPointType
ImpactInfoStructImpactInfo
intImpactTicksLeft
intInitialPositionIndex
meshInteriorMesh
floatLastCheckUpsideDownTime
floatLastImpactExplosionTime
floatLastNotifyTime
floatLastRunOverWarningTime
floatLastVelocitySize
SoundLockedOnSound
floatMinRunOverWarningAim
materialMPHMeterMaterial
byteOldExplosionCount
intOldYaw
intPreviousPositionIndex
botReservation
floatResetTime
intSavedPositionIndex
rotatorShiftHalf
floatSteeringScaleFactor
rotatorStoredVehicleRotation
class<LocalMessage>TouchMessageClass
floatUpsideDownDamage
MaterialVehicleHudEngine
MaterialVehicleHudImage
floatVehicleSpikeTime
floatViewShakeLastCheck
array<VehicleWeaponPawn>WeaponPawns
array<VehicleWeapon>Weapons
ROVehicle
vectorAltFireImpulse
boolbEnableProximityViewShake
boolbLimitPitch
boolbLimitYaw
boolbOnlyViewShakeIfDriven
floatDamagedEffectAccScale
class<VehicleDamagedEffect>DamagedEffectClass
floatDamagedEffectFireDamagePerSec
floatDamagedEffectHealthFireFactor
floatDamagedEffectHealthHeavySmokeFactor
floatDamagedEffectHealthMediumSmokeFactor
floatDamagedEffectHealthSmokeFactor
vectorDamagedEffectOffset
floatDamagedEffectScale
StaticMeshDestroyedVehicleMesh
rangeDestructionAngularMomentum
class<Emitter>DestructionEffectClass
class<Emitter>DestructionEffectLowClass
rangeDestructionLinearMomentum
class<Emitter>DisintegrationEffectClass
class<Emitter>DisintegrationEffectLowClass
floatDisintegrationHealth
floatDriverHitCheckDist
array<PositionInfo>DriverPositions
floatExplosionSoundRadius
array<sound>ExplosionSounds
floatExplosionSoundVolume
vectorFireImpulse
MaterialHeadlightCoronaMaterial
floatHeadlightCoronaMaxSize
array<vector>HeadlightCoronaOffset
MaterialHeadlightProjectorMaterial
vectorHeadlightProjectorOffset
rotatorHeadlightProjectorRotation
floatHeadlightProjectorScale
soundIdleSound
floatIdleTimeBeforeReset
floatImpactDamageMult
array<Sound>ImpactDamageSounds
floatImpactDamageThreshold
floatImpactDamageTicks
floatMPHMeterPosX
floatMPHMeterPosY
floatMPHMeterScale
floatMPHMeterSizeY
vectorShakeOffsetMag
vectorShakeOffsetRate
floatShakeOffsetTime
vectorShakeRotMag
vectorShakeRotRate
floatShakeRotTime
stringShutDownForce
soundShutDownSound
floatSparkAdvanceFactor
VehicleImpactSparksSparkEffect
class<VehicleImpactSparks>SparkEffectClass
stringStartUpForce
soundStartUpSound
floatTimeBetweenImpactExplosions
floatTimeTilDissapear
stringTouchMessage
array<Hitpoint>VehHitpoints
floatVehicleHudEngineX
floatVehicleHudEngineY
array<float>VehicleHudOccupantsX
array<float>VehicleHudOccupantsY
intVehicleTeam
floatViewShakeOffsetFreq
vectorViewShakeOffsetMag
floatViewShakeRadius
floatViewShakeRotFreq
rotatorViewShakeRotMag
SVehicle
array<DriverWeaponStruct>DriverWeapons
array<PassengerWeaponStruct>PassengerWeapons
Inherited Variables from Engine.SVehicle
bVehicleOnGround, DestroyEffectClass, FlipAxis, FlipScale, FlipTime, FlipTimeLeft, FlipTorque, VehicleMass, Wheels
Inherited Variables from Engine.Vehicle
AIMoveCheckTime, AutoTurretControllerClass, bAdjustDriversHead, bAllowViewChange, bAllowWeaponToss, bAutoTurret, bCanCarryFlag, bCanDoTrickJumps, bCanFlip, bCanHover, bDefensive, bDesiredBehindView, bDrawDriverInTP, bDrawMeshInFP, bDrawVehicleShadow, bDriverCollideActors, bDriverHoldsFlag, bDriving, bDropDetail, bEjectDriver, bEnemyLockedOn, bEnterringUnlocks, bFollowLookDir, bFPNoZFromCameraPitch, bHasHandbrake, bHasRadar, bHideRemoteDriver, bHighScoreKill, bHUDTrackVehicle, bKeepDriverAuxCollision, bKeyVehicle, bNoFriendlyFire, bNonHumanControl, bOldDriving, bPCRelativeFPRotation, bRelativeExitPos, bRemoteControlled, bScriptedRise, bSeparateTurretFocus, bShowChargingBar, bShowDamageOverlay, bSpawnProtected, bStalled, bTeamLocked, bTurnInPlace, BulletSounds, bVehicleDestroyed, bVehicleShadows, bWeaponisAltFiring, bWeaponisFiring, bZeroPCRotOnEntry, CameraSpeed, CenterSpringForce, CenterSpringRangePitch, CenterSpringRangeRoll, CrushedDamageType, DesiredTPCamDistance, DriveAnim, DrivePos, Driver, DriverDamageMult, DriveRot, DriverViewPitch, DriverViewYaw, EjectMomentum, EntryPosition, EntryRadius, ExitPositions, FlagBone, FlagOffset, FlagRotation, FPCamPos, FPCamViewOffset, HornSounds, HUDOverlay, HUDOverlayClass, HUDOverlayFOV, HUDOverlayOffset, LastCameraCalcTime, LastHornTime, LastLockWarningTime, LinkHealMult, LockOnClassString, LockWarningInterval, MaxDesireability, MaxViewPitch, MaxViewYaw, MinRunOverSpeed, MomentumMult, myMarker, NextVehicle, NoEntryTexture, ObjectiveGetOutDist, OldSteering, OldTeam, ParentFactory, PlayerEnterredRotation, PlayerStartTime, PrevTeam, RanOverDamageType, RanOverSound, Rise, ShadowCullDistance, ShadowMaxTraceDist, SpawnOverlay[2], Steering, StolenAnnouncement, StolenSound, StuckCount, StuckTime, Team, TeamBeaconBorderMaterial, TeamBeaconTexture, TeamUseTime, Throttle, ThrottleAmount, ThrottleTime, TPCamDistance, TPCamDistRange, TPCamLookat, TPCamWorldOffset, TransEffects[2], VehicleDescription, VehicleDrowningDamType, VehicleIcon, VehicleLostTime, VehicleMovingTime, VehicleNameString, VehiclePositionString, VehicleShadow, WaterDamage, WheelsScale

Enumerations Summary
EHitPointType
HP_Normal, HP_Driver, HP_Engine, HP_AmmoStore,

Structures Summary
DriverWeaponStruct
WeaponClass, WeaponBone
Hitpoint
PointRadius, PointHeight, PointScale, PointBone, PointOffset, bPenetrationPoint, DamageMultiplier, HitPointType
ImpactInfoStruct
Other, Pos, ImpactVel, ImpactNorm, ImpactAccel
PassengerWeaponStruct
WeaponPawnClass, WeaponBone
PositionInfo
PositionMesh, TransitionUpAnim, TransitionDownAnim, DriverTransitionAnim, ViewPitchUpLimit, ViewPitchDownLimit, ViewPositiveYawLimit, ViewNegativeYawLimit, bExposed, ViewFOV, bDrawOverlays
Inherited Structures from Engine.Vehicle
SVehicleIcon

Functions Summary
function AltFire (optional float F))
event ApplyFireImpulse (bool bAlt))
function AttachDriver (Pawn P))
function CallDestroy ()))
VehicleDestroyed
function CallDestroy ()))
VehicleDisintegrated
functionbool CanAttack (Actor Other))
functionbool ChangedReservation (Pawn P))
functionfloat ChargeBar ()))
functionbool CheckForNearbyPlayers (float Distance))
event CheckReset ()))
function ChooseFireAt (Actor A))
function ClampHeadbob (rotator PCRotation)
function ClientKDriverEnter (PlayerController PC))
function ClientKDriverLeave (PlayerController PC))
function ClientRegisterVehicleWeapon (VehicleWeapon W, int Index))
function ClientVehicleCeaseFire (bool bWasAltFire))
event ClientVehicleExplosion (bool bFinal))
function Deploy ()
event DestroyAppearance ()))
function Destroyed ()))
function DetachDriver (Pawn P))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
VehicleDestroyed
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
VehicleDisintegrated
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DrawHUD (Canvas Canvas))
function DriverDied ()))
function DriverLeft ()))
function DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation))
function EnteredResupply ()))
functionbool FastVehicle ()))
functionVehicle FindEntryVehicle (Pawn P))
function Fire (optional float F))
functionbool FireOnRelease ()))
functionAIController GetBotPassenger ()))
functionPawn GetInstigator ()))
functionstring GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ))
functionarray<VehicleGetTurrets ()))
functionbool HasOccupiedTurret ()))
functionbool HasWeapon ()))
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType))
functionfloat ImpactDamageModifier ()))
functionbool IsDeployed ()))
functionbool IsDisabled ()))
functionbool IsFiring ()))
eventbool IsVehicleEmpty ()))
function KDriverEnter (Pawn p))
functionbool KDriverLeave (bool bForceLeave))
event KImpact (actor Other, vector Pos, vector ImpactVel, vector ImpactNorm))
function LeftResupply ()))
functionint LimitPawnPitch (int pitch))
functionint LimitPitch (int pitch, optional float DeltaTime))
functionint LimitYaw (int yaw))
function MaybeDestroyVehicle ()))
function MayUndeploy ()
functionfloat ModifyThreat (float current, Pawn Threat))
functionbool NeedToTurn (vector targ))
functionfloat NewReservationCostMultiplier (Pawn P))
event NotifyEnemyLockedOn ()))
event NotifyEnemyLostLock ()))
event NotifySelected (Pawn user ))
functionint NumPassengers ()))
functionVehicle OpenPositionFor (Pawn P))
function PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex))
function PostNetBeginPlay ()))
functionbool RecommendLongRangedAttack ()))
functionfloat RefireRate ()))
functionbool ResupplyAmmo ()))
function ServerChangeDriverPosition (byte F))
function ServerChangeViewPoint (bool bForward))
function ServerPlayHorn (int HornIndex))
function ServerVerifyVehicleWeapon (int Index))
function SetActiveWeapon (int i))
function SetReservation (controller C))
function SetTeamNum (byte T))
function SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
functionbool SpokenFor (Controller C))
function StaticPrecache (LevelInfo L))
event SVehicleUpdateParams ()))
function SwitchToExteriorMesh ()))
function SwitchWeapon (byte F))
function TakeDamage (int Damage, Pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex))
event TakeImpactDamage (float AccelMag))
event TeamChanged ()))
function Tick (float deltaTime))
functionbool TooCloseToAttack (Actor Other))
functionbool TryToDrive (Pawn P))
function UpdateHeadbob (float deltaTime)
function UpdatePrecacheMaterials ()))
function UpdatePrecacheStaticMeshes ()))
function VehicleCeaseFire (bool bWasAltFire))
function VehicleExplosion (vector MomentumNormal, float PercentMomentum))
event VehicleLocked (Pawn P ))
Inherited Functions from Engine.SVehicle
Destroyed, Flip, GraphData, JumpOffPawn, KApplyForce, PostNetBeginPlay, SVehicleUpdateParams, Tick, UpdateVehicle, VehicleStateReceived
Inherited Functions from Engine.Vehicle
ActivateOverlay, AdjustDriverDamage, AdjustedStrength, AlternateTarget, AltFire, AttachDriver, AttachFlag, BotDesireability, ChangedReservation, ChargeBar, CheatFly, CheatGhost, CheatWalk, CheckForHeadShot, CheckSuperBerserk, CheckTauntValid, ClientClearController, ClientKDriverEnter, ClientKDriverLeave, ClientPlayForceFeedback, ClientVehicleCeaseFire, Destroyed, Destroyed_HandleDriver, DetachDriver, Died, DisplayDebug, DriverDied, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EjectDriver, EncroachedBy, EncroachingOn, EnteredResupply, FaceRotation, FindEntryVehicle, FindValidTaunt, Fire, FixPCRotation, Flip, GetBestEntry, GetBotPassenger, GetCameraLocationStart, GetInstigator, GetMoveTargetFor, GetSpree, GetTeamNum, GetTurrets, GetVehiclePositionString, HasOccupiedTurret, HealDamage, ImportantVehicle, IncomingMissile, IncrementSpree, IndependentVehicle, IsArtillery, IsVehicleEmpty, KDriverEnter, KDriverLeave, LeftResupply, LockOnWarning, NeedsFlip, NewReservationCostMultiplier, NextWeapon, NotifyEnemyLockedOn, NotifyEnemyLostLock, NumPassengers, Occupied, OpenPositionFor, PlaceExitingDriver, PlayDying, PlayerChangedTeam, PlayTakeHit, PlayTeleportEffect, PointOfView, PossessedBy, PostBeginPlay, POVChanged, PreBeginPlay, PrevWeapon, RanInto, ReservationCostMultiplier, ResupplyAmmo, ServerPlayHorn, SetAnimAction, SetBaseEyeheight, SetInitialState, SetReservation, SetTeamNum, SetWheelsScale, ShootMissile, ShootSpecial, ShouldTargetMissile, SpecialCalcBehindView, SpecialCalcFirstPersonView, SpecialCalcView, SpectatorSpecialCalcView, SpokenFor, Stalled, StaticPrecache, StopForceFeedback, StopWeaponFiring, StronglyRecommended, Suicide, TakeDamage, TakeWaterDamage, TeamChanged, TeamLink, TryToDrive, UnPossessed, UnStalled, UpdateEyeHeight, UpdateShadow, UpdateTiltForceFeedback, UsedBy, VehicleCeaseFire, VehicleFire, VehicleLocked, VerifyLock

States Summary
VehicleDestroyed Source code
state VehicleDestroyed
CallDestroy, Died
VehicleDisintegrated Source code
state VehicleDisintegrated
CallDestroy, Died


Variables Detail

ActiveWeapon Source code

var byte ActiveWeapon;

AltFocalPoint Source code

var vector AltFocalPoint;

AvoidArea Source code

var VehicleAvoidArea AvoidArea;

bAltFocalPoint Source code

var bool bAltFocalPoint;

bCannotBeBased Source code

var bool bCannotBeBased;

bCustomAiming Source code

var bool bCustomAiming;

bDestroyAppearance Source code

var bool bDestroyAppearance;

bDisableThrottle Source code

var bool bDisableThrottle;

bDisintegrateVehicle Source code

var bool bDisintegrateVehicle;

bDontUsePositionMesh Source code

var bool bDontUsePositionMesh;

bDrawSpeedDebug Source code

var bool bDrawSpeedDebug;

bDriverAlreadyEntered Source code

var bool bDriverAlreadyEntered;

bDriverCannotLeaveVehicle Source code

var bool bDriverCannotLeaveVehicle;

BeginningIdleAnim Source code

var name BeginningIdleAnim;

bEjectPassengersWhenFlipped Source code

var bool bEjectPassengersWhenFlipped;

bHadFire Source code

var bool bHadFire;

bHadHeavySmoke Source code

var bool bHadHeavySmoke;

bHadMedSmoke Source code

var bool bHadMedSmoke;

bHasAltFire Source code

var bool bHasAltFire;

bHasAltFireImpulse Source code

var bool bHasAltFireImpulse;

bHasBeenAwake Source code

var const bool bHasBeenAwake;

bHasFireImpulse Source code

var bool bHasFireImpulse;

bIsApc Source code

var bool bIsApc;

bIsAwake Source code

var const bool bIsAwake;

bMultiPosition Source code

var bool bMultiPosition;

bMustBeTankCommander Source code

var bool bMustBeTankCommander;

bNeverReset Source code

var bool bNeverReset;

bSoundsPrecached Source code

var bool bSoundsPrecached;

bSpikedVehicle Source code

var bool bSpikedVehicle;

bVehicleHudUsesLargeTexture Source code

var bool bVehicleHudUsesLargeTexture;

CrosshairColor Source code

var config color CrosshairColor;

CrosshairTexture Source code

var config Texture CrosshairTexture;

CrosshairX Source code

var config float CrosshairX;

CrosshairY Source code

var config float CrosshairY;

CurrentCapAlliesCappers Source code

var byte CurrentCapAlliesCappers;

CurrentCapArea Source code

var byte CurrentCapArea;

CurrentCapAxisCappers Source code

var byte CurrentCapAxisCappers;

CurrentCapProgress Source code

var byte CurrentCapProgress;

CustomAim Source code

var Rotator CustomAim;

DamagedEffect Source code

var VehicleDamagedEffect DamagedEffect;

DamagedEffectAccruedDamage Source code

var float DamagedEffectAccruedDamage;

DebugInfo Source code

var string DebugInfo;

DestroyedRoadKillDamageType Source code

var class<DamageType> DestroyedRoadKillDamageType;

DestructionEffect Source code

var Emitter DestructionEffect;

DriverAttachmentBone Source code

var name DriverAttachmentBone;

DriverEnterTime Source code

var float DriverEnterTime;

DriverPositionIndex Source code

var int DriverPositionIndex;

EngineHealth Source code

var int EngineHealth;

ExplosionCount Source code

var byte ExplosionCount;

ExplosionDamage Source code

var float ExplosionDamage;

ExplosionDamageType Source code

var class<DamageType> ExplosionDamageType;

ExplosionMomentum Source code

var float ExplosionMomentum;

ExplosionRadius Source code

var float ExplosionRadius;

HeadlightCorona Source code

var array<HeadlightCorona> HeadlightCorona;

HeadlightProjector Source code

var HeadlightProjector HeadlightProjector;

HeadRotationOffset Source code

var rotator HeadRotationOffset;

HeadRotationSnapRates Source code

var vector HeadRotationSnapRates;

HitPointType Source code

var EHitPointType HitPointType;

ImpactInfo Source code

var ImpactInfoStruct ImpactInfo;

ImpactTicksLeft Source code

var int ImpactTicksLeft;

InitialPositionIndex Source code

var int InitialPositionIndex;

InteriorMesh Source code

var mesh InteriorMesh;

LastCheckUpsideDownTime Source code

var float LastCheckUpsideDownTime;

LastImpactExplosionTime Source code

var float LastImpactExplosionTime;

LastNotifyTime Source code

var float LastNotifyTime;

LastRunOverWarningTime Source code

var float LastRunOverWarningTime;

LastVelocitySize Source code

var float LastVelocitySize;

LockedOnSound Source code

var Sound LockedOnSound;

MinRunOverWarningAim Source code

var float MinRunOverWarningAim;

MPHMeterMaterial Source code

var material MPHMeterMaterial;

OldExplosionCount Source code

var byte OldExplosionCount;

OldYaw Source code

var int OldYaw;

PreviousPositionIndex Source code

var int PreviousPositionIndex;

Reservation Source code

var bot Reservation;

ResetTime Source code

var float ResetTime;

SavedPositionIndex Source code

var int SavedPositionIndex;

ShiftHalf Source code

var rotator ShiftHalf;

SteeringScaleFactor Source code

var float SteeringScaleFactor;

StoredVehicleRotation Source code

var rotator StoredVehicleRotation;

TouchMessageClass Source code

var class<LocalMessage> TouchMessageClass;

UpsideDownDamage Source code

var float UpsideDownDamage;

VehicleHudEngine Source code

var Material VehicleHudEngine;

VehicleHudImage Source code

var Material VehicleHudImage;

VehicleSpikeTime Source code

var float VehicleSpikeTime;

ViewShakeLastCheck Source code

var float ViewShakeLastCheck;

WeaponPawns Source code

var array<VehicleWeaponPawn> WeaponPawns;

Weapons Source code

var array<VehicleWeapon> Weapons;

ROVehicle

AltFireImpulse Source code

var(ROVehicle) vector AltFireImpulse;

bEnableProximityViewShake Source code

var(ROVehicle) bool bEnableProximityViewShake;

bLimitPitch Source code

var(ROVehicle) bool bLimitPitch;

bLimitYaw Source code

var(ROVehicle) bool bLimitYaw;

bOnlyViewShakeIfDriven Source code

var(ROVehicle) bool bOnlyViewShakeIfDriven;

DamagedEffectAccScale Source code

var(ROVehicle) float DamagedEffectAccScale;

DamagedEffectClass Source code

var(ROVehicle) class<VehicleDamagedEffect> DamagedEffectClass;

DamagedEffectFireDamagePerSec Source code

var(ROVehicle) float DamagedEffectFireDamagePerSec;

DamagedEffectHealthFireFactor Source code

var(ROVehicle) float DamagedEffectHealthFireFactor;

DamagedEffectHealthHeavySmokeFactor Source code

var(ROVehicle) float DamagedEffectHealthHeavySmokeFactor;

DamagedEffectHealthMediumSmokeFactor Source code

var(ROVehicle) float DamagedEffectHealthMediumSmokeFactor;

DamagedEffectHealthSmokeFactor Source code

var(ROVehicle) float DamagedEffectHealthSmokeFactor;

DamagedEffectOffset Source code

var(ROVehicle) vector DamagedEffectOffset;

DamagedEffectScale Source code

var(ROVehicle) float DamagedEffectScale;

DestroyedVehicleMesh Source code

var(ROVehicle) StaticMesh DestroyedVehicleMesh;

DestructionAngularMomentum Source code

var(ROVehicle) range DestructionAngularMomentum;

DestructionEffectClass Source code

var(ROVehicle) class<Emitter> DestructionEffectClass;

DestructionEffectLowClass Source code

var(ROVehicle) class<Emitter> DestructionEffectLowClass;

DestructionLinearMomentum Source code

var(ROVehicle) range DestructionLinearMomentum;

DisintegrationEffectClass Source code

var(ROVehicle) class<Emitter> DisintegrationEffectClass;

DisintegrationEffectLowClass Source code

var(ROVehicle) class<Emitter> DisintegrationEffectLowClass;

DisintegrationHealth Source code

var(ROVehicle) float DisintegrationHealth;

DriverHitCheckDist Source code

var(ROVehicle) float DriverHitCheckDist;

DriverPositions Source code

var(ROVehicle) array<PositionInfo> DriverPositions;

ExplosionSoundRadius Source code

var(ROVehicle) float ExplosionSoundRadius;

ExplosionSounds Source code

var(ROVehicle) array<sound> ExplosionSounds;

ExplosionSoundVolume Source code

var(ROVehicle) float ExplosionSoundVolume;

FireImpulse Source code

var(ROVehicle) vector FireImpulse;

HeadlightCoronaMaterial Source code

var(ROVehicle) Material HeadlightCoronaMaterial;

HeadlightCoronaMaxSize Source code

var(ROVehicle) float HeadlightCoronaMaxSize;

HeadlightCoronaOffset Source code

var(ROVehicle) array<vector> HeadlightCoronaOffset;

HeadlightProjectorMaterial Source code

var(ROVehicle) Material HeadlightProjectorMaterial;

HeadlightProjectorOffset Source code

var(ROVehicle) vector HeadlightProjectorOffset;

HeadlightProjectorRotation Source code

var(ROVehicle) rotator HeadlightProjectorRotation;

HeadlightProjectorScale Source code

var(ROVehicle) float HeadlightProjectorScale;

IdleSound Source code

var(ROVehicle) sound IdleSound;

IdleTimeBeforeReset Source code

var(ROVehicle) float IdleTimeBeforeReset;

ImpactDamageMult Source code

var(ROVehicle) float ImpactDamageMult;

ImpactDamageSounds Source code

var(ROVehicle) array<Sound> ImpactDamageSounds;

ImpactDamageThreshold Source code

var(ROVehicle) float ImpactDamageThreshold;

ImpactDamageTicks Source code

var(ROVehicle) float ImpactDamageTicks;

MPHMeterPosX Source code

var(ROVehicle) float MPHMeterPosX;

MPHMeterPosY Source code

var(ROVehicle) float MPHMeterPosY;

MPHMeterScale Source code

var(ROVehicle) float MPHMeterScale;

MPHMeterSizeY Source code

var(ROVehicle) float MPHMeterSizeY;

ShakeOffsetMag Source code

var(ROVehicle) vector ShakeOffsetMag;

ShakeOffsetRate Source code

var(ROVehicle) vector ShakeOffsetRate;

ShakeOffsetTime Source code

var(ROVehicle) float ShakeOffsetTime;

ShakeRotMag Source code

var(ROVehicle) vector ShakeRotMag;

ShakeRotRate Source code

var(ROVehicle) vector ShakeRotRate;

ShakeRotTime Source code

var(ROVehicle) float ShakeRotTime;

ShutDownForce Source code

var(ROVehicle) string ShutDownForce;

ShutDownSound Source code

var(ROVehicle) sound ShutDownSound;

SparkAdvanceFactor Source code

var(ROVehicle) float SparkAdvanceFactor;

SparkEffect Source code

var(ROVehicle) editinline VehicleImpactSparks SparkEffect;

SparkEffectClass Source code

var(ROVehicle) class<VehicleImpactSparks> SparkEffectClass;

StartUpForce Source code

var(ROVehicle) string StartUpForce;

StartUpSound Source code

var(ROVehicle) sound StartUpSound;

TimeBetweenImpactExplosions Source code

var(ROVehicle) float TimeBetweenImpactExplosions;

TimeTilDissapear Source code

var(ROVehicle) float TimeTilDissapear;

TouchMessage Source code

var(ROVehicle) localized string TouchMessage;

VehHitpoints Source code

var(ROVehicle) array<Hitpoint> VehHitpoints;

VehicleHudEngineX Source code

var(ROVehicle) float VehicleHudEngineX;

VehicleHudEngineY Source code

var(ROVehicle) float VehicleHudEngineY;

VehicleHudOccupantsX Source code

var(ROVehicle) array<float> VehicleHudOccupantsX;

VehicleHudOccupantsY Source code

var(ROVehicle) array<float> VehicleHudOccupantsY;

VehicleTeam Source code

var(ROVehicle) int VehicleTeam;

ViewShakeOffsetFreq Source code

var(ROVehicle) float ViewShakeOffsetFreq;

ViewShakeOffsetMag Source code

var(ROVehicle) vector ViewShakeOffsetMag;

ViewShakeRadius Source code

var(ROVehicle) float ViewShakeRadius;

ViewShakeRotFreq Source code

var(ROVehicle) float ViewShakeRotFreq;

ViewShakeRotMag Source code

var(ROVehicle) rotator ViewShakeRotMag;

SVehicle

DriverWeapons Source code

var(SVehicle) array<DriverWeaponStruct> DriverWeapons;

PassengerWeapons Source code

var(SVehicle) array<PassengerWeaponStruct> PassengerWeapons;


Enumerations Detail

EHitPointType Source code

enum EHitPointType
{
HP_Normal, HP_Driver, HP_Engine, HP_AmmoStore,
};


Structures Detail

DriverWeaponStruct Source code

struct native DriverWeaponStruct
{
var(ROVehicle) name WeaponBone;
var(ROVehicle) class<VehicleWeapon> WeaponClass;
};


Hitpoint Source code

struct Hitpoint
{
var(ROVehicle) bool bPenetrationPoint;
var(ROVehicle) float DamageMultiplier;
var(ROVehicle) EHitPointType HitPointType;
var(ROVehicle) name PointBone;
var(ROVehicle) float PointHeight;
var(ROVehicle) vector PointOffset;
var(ROVehicle) float PointRadius;
var(ROVehicle) float PointScale;
};


ImpactInfoStruct Source code

struct native ImpactInfoStruct
{
var vector ImpactAccel;
var vector ImpactNorm;
var vector ImpactVel;
var actor Other;
var vector Pos;
};


PassengerWeaponStruct Source code

struct native PassengerWeaponStruct
{
var(ROVehicle) name WeaponBone;
var(ROVehicle) class<VehicleWeaponPawn> WeaponPawnClass;
};


PositionInfo Source code

struct PositionInfo
{
var bool bDrawOverlays;
var bool bExposed;
var name DriverTransitionAnim;
var mesh PositionMesh;
var name TransitionDownAnim;
var name TransitionUpAnim;
var(ROVehicle) float ViewFOV;
var(ROVehicle) int ViewNegativeYawLimit;
var(ROVehicle) int ViewPitchDownLimit;
var(ROVehicle) int ViewPitchUpLimit;
var(ROVehicle) int ViewPositiveYawLimit;
};



Functions Detail

AltFire Source code

function AltFire ( optional float F) )

ApplyFireImpulse Source code

event ApplyFireImpulse ( bool bAlt) )

AttachDriver Source code

simulated function AttachDriver ( Pawn P) )

CallDestroy VehicleDestroyed Source code

function CallDestroy ( ) )

CallDestroy VehicleDisintegrated Source code

function CallDestroy ( ) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

ChangedReservation Source code

function bool ChangedReservation ( Pawn P) )

ChargeBar Source code

simulated function float ChargeBar ( ) )

CheckForNearbyPlayers Source code

function bool CheckForNearbyPlayers ( float Distance) )

CheckReset Source code

event CheckReset ( ) )

ChooseFireAt Source code

function ChooseFireAt ( Actor A) )

ClampHeadbob Source code

native simulated function ClampHeadbob ( rotator PCRotation )

ClientKDriverEnter Source code

simulated function ClientKDriverEnter ( PlayerController PC) )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController PC) )

ClientRegisterVehicleWeapon Source code

simulated function ClientRegisterVehicleWeapon ( VehicleWeapon W, int Index) )

ClientVehicleCeaseFire Source code

function ClientVehicleCeaseFire ( bool bWasAltFire) )

ClientVehicleExplosion Source code

simulated event ClientVehicleExplosion ( bool bFinal) )

Deploy Source code

function Deploy ( )

DestroyAppearance Source code

simulated event DestroyAppearance ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

DetachDriver Source code

simulated function DetachDriver ( Pawn P) )

Died Source code

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

Died VehicleDestroyed Source code

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

Died VehicleDisintegrated 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) )

DrawHUD Source code

simulated function DrawHUD ( Canvas Canvas) )

DriverDied Source code

function DriverDied ( ) )

DriverLeft Source code

function DriverLeft ( ) )

DriverRadiusDamage Source code

function DriverRadiusDamage ( float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation) )

EnteredResupply Source code

function EnteredResupply ( ) )

FastVehicle Source code

function bool FastVehicle ( ) )

FindEntryVehicle Source code

function Vehicle FindEntryVehicle ( Pawn P) )

Fire Source code

function Fire ( optional float F) )

FireOnRelease Source code

function bool FireOnRelease ( ) )

GetBotPassenger Source code

function AIController GetBotPassenger ( ) )

GetInstigator Source code

function Pawn GetInstigator ( ) )

GetLocalString Source code

static function string GetLocalString ( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ) )

GetTurrets Source code

function array<Vehicle> GetTurrets ( ) )

HasOccupiedTurret Source code

function bool HasOccupiedTurret ( ) )

HasWeapon Source code

function bool HasWeapon ( ) )

HealDamage Source code

function bool HealDamage ( int Amount, Controller Healer, class<DamageType> DamageType) )

ImpactDamageModifier Source code

function float ImpactDamageModifier ( ) )

IsDeployed Source code

function bool IsDeployed ( ) )

IsDisabled Source code

simulated function bool IsDisabled ( ) )

IsFiring Source code

function bool IsFiring ( ) )

IsVehicleEmpty Source code

event bool IsVehicleEmpty ( ) )

KDriverEnter Source code

function KDriverEnter ( Pawn p) )

KDriverLeave Source code

function bool KDriverLeave ( bool bForceLeave) )

KImpact Source code

event KImpact ( actor Other, vector Pos, vector ImpactVel, vector ImpactNorm) )

LeftResupply Source code

function LeftResupply ( ) )

LimitPawnPitch Source code

function int LimitPawnPitch ( int pitch) )

LimitPitch Source code

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

LimitYaw Source code

simulated function int LimitYaw ( int yaw) )

MaybeDestroyVehicle Source code

function MaybeDestroyVehicle ( ) )

MayUndeploy Source code

function MayUndeploy ( )

ModifyThreat Source code

function float ModifyThreat ( float current, Pawn Threat) )

NeedToTurn Source code

function bool NeedToTurn ( vector targ) )

NewReservationCostMultiplier Source code

function float NewReservationCostMultiplier ( Pawn P) )

NotifyEnemyLockedOn Source code

event NotifyEnemyLockedOn ( ) )

NotifyEnemyLostLock Source code

event NotifyEnemyLostLock ( ) )

NotifySelected Source code

simulated event NotifySelected ( Pawn user ) )

NumPassengers Source code

simulated function int NumPassengers ( ) )

OpenPositionFor Source code

function Vehicle OpenPositionFor ( Pawn P) )

PlayHit Source code

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

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

RefireRate Source code

function float RefireRate ( ) )

ResupplyAmmo Source code

function bool ResupplyAmmo ( ) )

ServerChangeDriverPosition Source code

function ServerChangeDriverPosition ( byte F) )

ServerChangeViewPoint Source code

function ServerChangeViewPoint ( bool bForward) )

ServerPlayHorn Source code

function ServerPlayHorn ( int HornIndex) )

ServerVerifyVehicleWeapon Source code

function ServerVerifyVehicleWeapon ( int Index) )

SetActiveWeapon Source code

function SetActiveWeapon ( int i) )

SetReservation Source code

function SetReservation ( controller C) )

SetTeamNum Source code

function SetTeamNum ( byte T) )

SpecialCalcFirstPersonView Source code

simulated function SpecialCalcFirstPersonView ( PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

SpokenFor Source code

function bool SpokenFor ( Controller C) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L) )

SVehicleUpdateParams Source code

simulated event SVehicleUpdateParams ( ) )

SwitchToExteriorMesh Source code

simulated function SwitchToExteriorMesh ( ) )

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) )

TakeImpactDamage Source code

event TakeImpactDamage ( float AccelMag) )

TeamChanged Source code

simulated event TeamChanged ( ) )

Tick Source code

simulated function Tick ( float deltaTime) )

TooCloseToAttack Source code

function bool TooCloseToAttack ( Actor Other) )

TryToDrive Source code

function bool TryToDrive ( Pawn P) )

UpdateHeadbob Source code

native simulated function UpdateHeadbob ( float deltaTime )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( ) )

UpdatePrecacheStaticMeshes Source code

simulated function UpdatePrecacheStaticMeshes ( ) )

VehicleCeaseFire Source code

function VehicleCeaseFire ( bool bWasAltFire) )

VehicleExplosion Source code

function VehicleExplosion ( vector MomentumNormal, float PercentMomentum) )

VehicleLocked Source code

event VehicleLocked ( Pawn P ) )


Defaultproperties

defaultproperties
{
     bHasAltFire=True
     ViewShakeRadius=100.000000
     DisintegrationHealth=-50.000000
     DestructionAngularMomentum=(Min=50.000000,Max=50.000000)
     TimeBetweenImpactExplosions=0.100000
     ExplosionSoundVolume=5.000000
     ExplosionSoundRadius=200.000000
     ExplosionDamage=100.000000
     ExplosionRadius=300.000000
     ExplosionMomentum=60000.000000
     ExplosionDamageType=Class'ROEngine.DamTypeVehicleExplosion'
     DamagedEffectClass=Class'ROEngine.VehicleDamagedEffect'
     DamagedEffectScale=1.000000
     DamagedEffectHealthSmokeFactor=0.900000
     DamagedEffectHealthMediumSmokeFactor=0.700000
     DamagedEffectHealthHeavySmokeFactor=0.400000
     DamagedEffectHealthFireFactor=0.200000
     DamagedEffectAccScale=0.250000
     DamagedEffectFireDamagePerSec=0.750000
     bOnlyViewShakeIfDriven=True
     bEjectPassengersWhenFlipped=True
     ShakeRotMag=(Z=250.000000)
     ShakeRotRate=(Z=2500.000000)
     ShakeRotTime=6.000000
     ShakeOffsetMag=(Z=10.000000)
     ShakeOffsetRate=(Z=200.000000)
     ShakeOffsetTime=10.000000
     ImpactDamageTicks=10.000000
     ImpactDamageThreshold=5000.000000
     ImpactDamageMult=0.000300
     SparkEffectClass=Class'ROEngine.VehicleImpactSparks'
     SparkAdvanceFactor=1.500000
     MinRunOverWarningAim=0.880000
     HeadRotationOffset=(Pitch=32768,Yaw=32768,Roll=32768)
     HeadRotationSnapRates=(X=3.000000,Y=3.000000,Z=3.000000)
     ShiftHalf=(Pitch=32768,Yaw=32768,Roll=32768)
     bLimitPitch=True
     InitialPositionIndex=1
     VehicleHudOccupantsX(0)=0.420000
     VehicleHudOccupantsX(1)=0.500000
     VehicleHudOccupantsX(2)=0.580000
     VehicleHudOccupantsY(0)=0.300000
     VehicleHudOccupantsY(1)=0.500000
     VehicleHudOccupantsY(2)=0.300000
     VehicleHudEngineX=0.500000
     VehicleHudEngineY=0.700000
     TouchMessageClass=Class'ROEngine.ROTouchMessagePlus'
     TouchMessage="Get in: "
     bZeroPCRotOnEntry=False
     bTeamLocked=True
     bEnterringUnlocks=True
     Team=0
     NoEntryTexture=Texture'InterfaceArt_tex.Menu.checkBoxX_b'
     TeamBeaconBorderMaterial=Texture'InterfaceArt_tex.Menu.RODisplay'
     RanOverDamageType=None
     CrushedDamageType=None
     RanOverSound=SoundGroup'Inf_Player.RagdollImpacts.BodyImpact'
     StolenAnnouncement="Hijacked"
     WaterDamage=150.000000
     VehicleDrowningDamType=Class'Gameplay.Drowned'
     bSpecialHUD=True
     bSetPCRotOnPossess=False
     AmmoResupplySound=Sound'Inf_Weapons_Foley.Misc.AmmoPickup'
     bCanAutoTraceSelect=True
     bAutoTraceNotify=True
     AmbientGlow=5
     bCanTeleport=False
     SoundRadius=200.000000
     TransientSoundRadius=600.000000
}

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Creation time: Fri 13-10-2023 03:18:52.773 - Created with UnCodeX