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ROEngine.ROVehicleWeaponPawn

Extends
VehicleWeaponPawn
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- ROEngine.VehicleWeaponPawn
            |   
            +-- ROEngine.ROVehicleWeaponPawn

Constants Summary
Inherited Contants from ROEngine.VehicleWeaponPawn
FilterFrames

Variables Summary
boolbInitializedVehicleBase
boolbInitializedVehicleGun
boolbIsMountedTankMG
boolbMultiPosition
boolbMustBeTankCrew
boolbSinglePositionExposed
byteCurrentCapAlliesCappers
byteCurrentCapArea
byteCurrentCapAxisCappers
byteCurrentCapProgress
stringDriverHudName
intDriverPositionIndex
stringHudName
intLastPositionIndex
intPendingPositionIndex
intSavedPositionIndex
ROVehicleWeaponPawn
textureAmmoShellReloadTexture
textureAmmoShellTexture
array<PositionInfo>DriverPositions
floatWeaponFov
Inherited Variables from ROEngine.VehicleWeaponPawn
AltFireImpulse, bCustomAiming, bHasAltFire, bHasAltFireImpulse, bHasFireImpulse, bHasOwnHealth, bHistoryWarmup, bPassengerOnly, bPendingCeaseFire, bSpecialRotateSounds, CameraBone, CameraHistory[FilterFrames], CrosshairColor, CrosshairTexture, CrosshairX, CrosshairY, CustomAim, DebugInfo, DestroyEffectClass, FireImpulse, Gun, GunClass, GunnerPos, GunnerRot, HeadRotationOffset, HeadRotationSnapRates, LastPitchTime, LastYawTime, LocalWeaponAim, MaxRotateThreshold, MinRotateThreshold, NextHistorySlot, PitchAccel, PitchSound, PositionInArray, RotateAndPitchSound, RotateSound, RotationSoundType, ShiftHalf, StoredVehicleRotation, VehicleBase, YawAccel
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
Inherited Enumerations from ROEngine.VehicleWeaponPawn
ERotationSoundType

Structures Summary
PositionInfo
ViewLocation, ViewFOV, PositionMesh, TransitionUpAnim, TransitionDownAnim, DriverTransitionAnim, ViewPitchUpLimit, ViewPitchDownLimit, ViewPositiveYawLimit, ViewNegativeYawLimit, bDrawOverlays, bExposed
Inherited Structures from Engine.Vehicle
SVehicleIcon

Functions Summary
function AnimateTransition ()))
function AnimEnd (int channel))
ViewTransition
function BeginPlay ()))
function BeginState ()))
LeavingVehicle
function ClientKDriverEnter (PlayerController PC))
function ClientKDriverLeave (PlayerController PC))
function DenyEntry (Pawn P, int MessageNum ))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
function DrawPassengers (Canvas Canvas))
function DriverDied ()))
function DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation))
event DrivingStatusChanged ()))
function EndState ()))
ViewTransition
functionfloat getAmmoReloadState ()))
functionvector GetViewLocation ()))
function HandleEnter ()))
EnteringVehicle
function HandleExit ()))
LeavingVehicle
function HandleTransition ()))
ViewTransition
functionbool KDriverLeave (bool bForceLeave))
functionint LimitPitch (int pitch, optional float DeltaTime))
functionint LocalLimitPitch (int pitch))
function NextViewPoint ()))
function NextViewPoint ()))
LeavingVehicle
function NextWeapon ()))
function PostNetReceive ()))
function PrevWeapon ()))
function ServerChangeViewPoint (bool bForward))
function SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function SwitchToExteriorMesh ()))
function Tick (float deltaTime))
function Timer ()))
ViewTransition
function ToggleViewLimit ()))
functionbool TryToDrive (Pawn P))
Inherited Functions from ROEngine.VehicleWeaponPawn
AltFire, ApplyFireImpulse, AttachDriver, AttachFlag, AttachToVehicle, BaseChange, BeginPlay, BotDesireability, CanAttack, ChargeBar, ChooseFireAt, ClientKDriverEnter, ClientKDriverLeave, ClientVehicleCeaseFire, DecrementRange, Destroyed, DetachDriver, Died, DisplayDebug, DrawHUD, DriverDied, EncroachedBy, Fire, FiredPendingPrimary, FireOnRelease, GetAimTarget, GetCameraLocationStart, GetMoveTargetFor, GetTeamNum, GetVehicleBase, HasWeapon, IncrementRange, IndependentVehicle, IsFiring, KDriverEnter, KDriverLeave, LimitPitch, NeedToTurn, PlaceExitingDriver, PossessedBy, PostNetBeginPlay, PostNetReceive, ProjectilePostRender2D, RefireRate, ResupplyAmmo, ServerChangeDriverPosition, ServerSetRotatingStatus, SetRotatingStatus, SetTeamNum, SpecialCalcFirstPersonView, StaticPrecache, SwitchWeapon, TakeDamage, TeamChanged, TeamLink, TooCloseToAttack, TryToDrive, UpdateHeadbob, UpdateRocketAcceleration, UpdateSpecialCustomAim, UpdateTurretRotation, VehicleCeaseFire, VehicleFire
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
EnteringVehicle Source code
simulated state EnteringVehicle
HandleEnter
LeavingVehicle Source code
simulated state LeavingVehicle
BeginState, HandleExit, NextViewPoint
ViewTransition Source code
simulated state ViewTransition
AnimEnd, EndState, HandleTransition, Timer


Variables Detail

bInitializedVehicleBase Source code

var bool bInitializedVehicleBase;

bInitializedVehicleGun Source code

var bool bInitializedVehicleGun;

bIsMountedTankMG Source code

var bool bIsMountedTankMG;

bMultiPosition Source code

var bool bMultiPosition;

bMustBeTankCrew Source code

var bool bMustBeTankCrew;

bSinglePositionExposed Source code

var bool bSinglePositionExposed;

CurrentCapAlliesCappers Source code

var byte CurrentCapAlliesCappers;

CurrentCapArea Source code

var byte CurrentCapArea;

CurrentCapAxisCappers Source code

var byte CurrentCapAxisCappers;

CurrentCapProgress Source code

var byte CurrentCapProgress;

DriverHudName Source code

var localized string DriverHudName;

DriverPositionIndex Source code

var int DriverPositionIndex;

HudName Source code

var localized string HudName;

LastPositionIndex Source code

var int LastPositionIndex;

PendingPositionIndex Source code

var int PendingPositionIndex;

SavedPositionIndex Source code

var int SavedPositionIndex;

ROVehicleWeaponPawn

AmmoShellReloadTexture Source code

var(ROVehicleWeaponPawn) texture AmmoShellReloadTexture;

AmmoShellTexture Source code

var(ROVehicleWeaponPawn) texture AmmoShellTexture;

DriverPositions Source code

var(ROVehicleWeaponPawn) array<PositionInfo> DriverPositions;

WeaponFov Source code

var(ROVehicleWeaponPawn) float WeaponFov;


Structures Detail

PositionInfo Source code

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



Functions Detail

AnimateTransition Source code

simulated function AnimateTransition ( ) )

AnimEnd ViewTransition Source code

simulated function AnimEnd ( int channel) )

BeginPlay Source code

function BeginPlay ( ) )

BeginState LeavingVehicle Source code

simulated function BeginState ( ) )

ClientKDriverEnter Source code

simulated function ClientKDriverEnter ( PlayerController PC) )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController PC) )

DenyEntry Source code

function DenyEntry ( Pawn P, int MessageNum ) )

Died Source code

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

DrawPassengers Source code

simulated function DrawPassengers ( Canvas Canvas) )

DriverDied Source code

function DriverDied ( ) )

DriverRadiusDamage Source code

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

DrivingStatusChanged Source code

simulated event DrivingStatusChanged ( ) )

EndState ViewTransition Source code

simulated function EndState ( ) )

getAmmoReloadState Source code

function float getAmmoReloadState ( ) )

GetViewLocation Source code

simulated function vector GetViewLocation ( ) )

HandleEnter EnteringVehicle Source code

simulated function HandleEnter ( ) )

HandleExit LeavingVehicle Source code

simulated function HandleExit ( ) )

HandleTransition ViewTransition Source code

simulated function HandleTransition ( ) )

KDriverLeave Source code

function bool KDriverLeave ( bool bForceLeave) )

LimitPitch Source code

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

LocalLimitPitch Source code

function int LocalLimitPitch ( int pitch) )

NextViewPoint Source code

simulated function NextViewPoint ( ) )

NextViewPoint LeavingVehicle Source code

simulated function NextViewPoint ( ) )

NextWeapon Source code

simulated function NextWeapon ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

PrevWeapon Source code

simulated function PrevWeapon ( ) )

ServerChangeViewPoint Source code

function ServerChangeViewPoint ( bool bForward) )

SpecialCalcFirstPersonView Source code

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

SwitchToExteriorMesh Source code

simulated function SwitchToExteriorMesh ( ) )

Tick Source code

simulated function Tick ( float deltaTime) )

Timer ViewTransition Source code

simulated function Timer ( ) )

ToggleViewLimit Source code

exec function ToggleViewLimit ( ) )

TryToDrive Source code

function bool TryToDrive ( Pawn P) )


Defaultproperties

defaultproperties
{
     CurrentCapArea=255
     WeaponFov=85.000000
     DriverHudName="Driver"
     bZeroPCRotOnEntry=True
     bAdjustDriversHead=False
}

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Creation time: Fri 13-10-2023 03:18:52.847 - Created with UnCodeX