- Extends
- SVehicle
- Modifiers
- native nativereplication abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.Vehicle
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+-- Engine.SVehicle
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+-- ROEngine.ROVehicle
Direct Known Subclasses:
ROChopperCraft, ROHoverCraft, ROHoverTreadCraft, ROPlaneCraft, ROWheeledVehicle
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,
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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 |
Functions Summary |
 | | AltFire (optional float F))
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 | | ApplyFireImpulse (bool bAlt))
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 | | AttachDriver (Pawn P))
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 | | CallDestroy ())) VehicleDestroyed |
 | | CallDestroy ())) VehicleDisintegrated |
 | bool | CanAttack (Actor Other))
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 | bool | ChangedReservation (Pawn P))
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 | float | ChargeBar ()))
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 | bool | CheckForNearbyPlayers (float Distance))
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 | | CheckReset ()))
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 | | ChooseFireAt (Actor A))
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 | | ClampHeadbob (rotator PCRotation)
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 | | ClientKDriverEnter (PlayerController PC))
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 | | ClientKDriverLeave (PlayerController PC))
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 | | ClientRegisterVehicleWeapon (VehicleWeapon W, int Index))
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 | | ClientVehicleCeaseFire (bool bWasAltFire))
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 | | ClientVehicleExplosion (bool bFinal))
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 | | Deploy ()
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 | | DestroyAppearance ()))
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 | | Destroyed ()))
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 | | DetachDriver (Pawn P))
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 | | Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
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 | | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)) VehicleDestroyed |
 | | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)) VehicleDisintegrated |
 | | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
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 | | DrawHUD (Canvas Canvas))
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 | | DriverDied ()))
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 | | DriverLeft ()))
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 | | DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation))
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 | | EnteredResupply ()))
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 | bool | FastVehicle ()))
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 | Vehicle | FindEntryVehicle (Pawn P))
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 | | Fire (optional float F))
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 | bool | FireOnRelease ()))
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 | AIController | GetBotPassenger ()))
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 | Pawn | GetInstigator ()))
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 | string | GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ))
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 | array<Vehicle> | GetTurrets ()))
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 | bool | HasOccupiedTurret ()))
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 | bool | HasWeapon ()))
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 | bool | HealDamage (int Amount, Controller Healer, class<DamageType> DamageType))
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 | float | ImpactDamageModifier ()))
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 | bool | IsDeployed ()))
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 | bool | IsDisabled ()))
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 | bool | IsFiring ()))
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 | bool | IsVehicleEmpty ()))
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 | | KDriverEnter (Pawn p))
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 | bool | KDriverLeave (bool bForceLeave))
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 | | KImpact (actor Other, vector Pos, vector ImpactVel, vector ImpactNorm))
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 | | LeftResupply ()))
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 | int | LimitPawnPitch (int pitch))
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 | int | LimitPitch (int pitch, optional float DeltaTime))
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 | int | LimitYaw (int yaw))
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 | | MaybeDestroyVehicle ()))
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 | | MayUndeploy ()
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 | float | ModifyThreat (float current, Pawn Threat))
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 | bool | NeedToTurn (vector targ))
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 | float | NewReservationCostMultiplier (Pawn P))
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 | | NotifyEnemyLockedOn ()))
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 | | NotifyEnemyLostLock ()))
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 | | NotifySelected (Pawn user ))
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 | int | NumPassengers ()))
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 | Vehicle | OpenPositionFor (Pawn P))
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 | | PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex))
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 | | PostNetBeginPlay ()))
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 | bool | RecommendLongRangedAttack ()))
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 | float | RefireRate ()))
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 | bool | ResupplyAmmo ()))
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 | | ServerChangeDriverPosition (byte F))
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 | | ServerChangeViewPoint (bool bForward))
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 | | ServerPlayHorn (int HornIndex))
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 | | ServerVerifyVehicleWeapon (int Index))
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 | | SetActiveWeapon (int i))
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 | | SetReservation (controller C))
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 | | SetTeamNum (byte T))
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 | | SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
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 | bool | SpokenFor (Controller C))
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 | | StaticPrecache (LevelInfo L))
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 | | SVehicleUpdateParams ()))
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 | | SwitchToExteriorMesh ()))
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 | | SwitchWeapon (byte F))
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 | | TakeDamage (int Damage, Pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex))
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 | | TakeImpactDamage (float AccelMag))
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 | | TeamChanged ()))
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 | | Tick (float deltaTime))
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 | bool | TooCloseToAttack (Actor Other))
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 | bool | TryToDrive (Pawn P))
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 | | UpdateHeadbob (float deltaTime)
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 | | UpdatePrecacheMaterials ()))
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 | | UpdatePrecacheStaticMeshes ()))
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 | | VehicleCeaseFire (bool bWasAltFire))
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 | | VehicleExplosion (vector MomentumNormal, float PercentMomentum))
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 | | VehicleLocked (Pawn P ))
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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 |
var byte ActiveWeapon;
var bool bAltFocalPoint;
var bool bCannotBeBased;
var bool bCustomAiming;
var bool bDestroyAppearance;
var bool bDisableThrottle;
var bool bDisintegrateVehicle;
var bool bDontUsePositionMesh;
var bool bDrawSpeedDebug;
var bool bDriverAlreadyEntered;
bDriverCannotLeaveVehicle Source code
var bool bDriverCannotLeaveVehicle;
var name BeginningIdleAnim;
bEjectPassengersWhenFlipped Source code
var bool bEjectPassengersWhenFlipped;
var bool bHadFire;
var bool bHadHeavySmoke;
var bool bHadMedSmoke;
var bool bHasAltFire;
var bool bHasAltFireImpulse;
var const bool bHasBeenAwake;
var bool bHasFireImpulse;
var bool bIsApc;
var const bool bIsAwake;
var bool bMultiPosition;
var bool bMustBeTankCommander;
var bool bNeverReset;
var bool bSoundsPrecached;
var bool bSpikedVehicle;
bVehicleHudUsesLargeTexture Source code
var bool bVehicleHudUsesLargeTexture;
var config
color CrosshairColor;
var config
Texture CrosshairTexture;
var config float CrosshairX;
var config float CrosshairY;
CurrentCapAlliesCappers Source code
var byte CurrentCapAlliesCappers;
var byte CurrentCapArea;
var byte CurrentCapAxisCappers;
var byte CurrentCapProgress;
DamagedEffectAccruedDamage Source code
var float DamagedEffectAccruedDamage;
var string DebugInfo;
DestroyedRoadKillDamageType Source code
var
class<
DamageType> DestroyedRoadKillDamageType;
var name DriverAttachmentBone;
var float DriverEnterTime;
var int DriverPositionIndex;
var int EngineHealth;
var byte ExplosionCount;
var float ExplosionDamage;
var float ExplosionMomentum;
var float ExplosionRadius;
var
vector HeadRotationSnapRates;
var int ImpactTicksLeft;
var int InitialPositionIndex;
var mesh InteriorMesh;
LastCheckUpsideDownTime Source code
var float LastCheckUpsideDownTime;
LastImpactExplosionTime Source code
var float LastImpactExplosionTime;
var float LastNotifyTime;
LastRunOverWarningTime Source code
var float LastRunOverWarningTime;
var float LastVelocitySize;
var float MinRunOverWarningAim;
var byte OldExplosionCount;
var int OldYaw;
var int PreviousPositionIndex;
var float ResetTime;
var int SavedPositionIndex;
var float SteeringScaleFactor;
var float UpsideDownDamage;
var float VehicleSpikeTime;
var float ViewShakeLastCheck;
ROVehicle
bEnableProximityViewShake Source code
var(
ROVehicle)
bool bEnableProximityViewShake;
bOnlyViewShakeIfDriven Source code
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;
var(
ROVehicle)
StaticMesh DestroyedVehicleMesh;
DestructionAngularMomentum Source code
DestructionEffectClass Source code
DestructionEffectLowClass Source code
DestructionLinearMomentum Source code
DisintegrationEffectClass Source code
DisintegrationEffectLowClass Source code
HeadlightCoronaMaterial Source code
HeadlightCoronaMaxSize Source code
HeadlightProjectorMaterial Source code
HeadlightProjectorOffset Source code
HeadlightProjectorRotation Source code
HeadlightProjectorScale Source code
var(
ROVehicle)
float HeadlightProjectorScale;
TimeBetweenImpactExplosions Source code
var(
ROVehicle)
float TimeBetweenImpactExplosions;
var(
ROVehicle) localized
string TouchMessage;
var(
ROVehicle) array<
float> VehicleHudOccupantsX;
var(
ROVehicle) array<
float> VehicleHudOccupantsY;
SVehicle
enum
EHitPointType
{
HP_Normal,
HP_Driver,
HP_Engine,
HP_AmmoStore,
};
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;
};
function AltFire ( optional float F) )
event ApplyFireImpulse ( bool bAlt) )
simulated function AttachDriver (
Pawn P) )
CallDestroy VehicleDestroyed Source code
function CallDestroy ( ) )
CallDestroy VehicleDisintegrated Source code
function CallDestroy ( ) )
function
bool CanAttack (
Actor Other) )
function
bool ChangedReservation (
Pawn P) )
simulated function float ChargeBar ( ) )
function bool CheckForNearbyPlayers ( float Distance) )
event CheckReset ( ) )
function ChooseFireAt (
Actor A) )
native simulated function ClampHeadbob (
rotator PCRotation )
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) )
function Deploy ( )
simulated event DestroyAppearance ( ) )
simulated function Destroyed ( ) )
simulated function DetachDriver (
Pawn P) )
Died VehicleDisintegrated Source code
simulated function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
function DriverDied ( ) )
function DriverLeft ( ) )
function EnteredResupply ( ) )
function bool FastVehicle ( ) )
function Fire ( optional float F) )
function bool FireOnRelease ( ) )
function
Pawn GetInstigator ( ) )
function array<
Vehicle> GetTurrets ( ) )
function bool HasOccupiedTurret ( ) )
function bool HasWeapon ( ) )
function float ImpactDamageModifier ( ) )
function bool IsDeployed ( ) )
simulated function bool IsDisabled ( ) )
function bool IsFiring ( ) )
event bool IsVehicleEmpty ( ) )
function KDriverEnter (
Pawn p) )
function bool KDriverLeave ( bool bForceLeave) )
function LeftResupply ( ) )
function int LimitPawnPitch ( int pitch) )
function int LimitPitch ( int pitch, optional float DeltaTime) )
simulated function int LimitYaw ( int yaw) )
function MaybeDestroyVehicle ( ) )
function MayUndeploy ( )
function
float ModifyThreat (
float current,
Pawn Threat) )
function
bool NeedToTurn (
vector targ) )
NewReservationCostMultiplier Source code
function
float NewReservationCostMultiplier (
Pawn P) )
event NotifyEnemyLockedOn ( ) )
event NotifyEnemyLostLock ( ) )
simulated event NotifySelected (
Pawn user ) )
simulated function int NumPassengers ( ) )
simulated function PostNetBeginPlay ( ) )
RecommendLongRangedAttack Source code
function bool RecommendLongRangedAttack ( ) )
function float RefireRate ( ) )
function bool ResupplyAmmo ( ) )
ServerChangeDriverPosition Source code
function ServerChangeDriverPosition ( byte F) )
function ServerChangeViewPoint ( bool bForward) )
function ServerPlayHorn ( int HornIndex) )
ServerVerifyVehicleWeapon Source code
function ServerVerifyVehicleWeapon ( int Index) )
function SetActiveWeapon ( int i) )
function SetTeamNum ( byte T) )
SpecialCalcFirstPersonView Source code
static function StaticPrecache (
LevelInfo L) )
simulated event SVehicleUpdateParams ( ) )
simulated function SwitchToExteriorMesh ( ) )
simulated function SwitchWeapon ( byte F) )
event TakeImpactDamage ( float AccelMag) )
simulated event TeamChanged ( ) )
simulated function Tick ( float deltaTime) )
function
bool TooCloseToAttack (
Actor Other) )
function
bool TryToDrive (
Pawn P) )
native simulated function UpdateHeadbob ( float deltaTime )
UpdatePrecacheMaterials Source code
simulated function UpdatePrecacheMaterials ( ) )
UpdatePrecacheStaticMeshes Source code
simulated function UpdatePrecacheStaticMeshes ( ) )
function VehicleCeaseFire ( bool bWasAltFire) )
function VehicleExplosion (
vector MomentumNormal,
float PercentMomentum) )
event VehicleLocked (
Pawn P ) )
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