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ROEngine.VehicleWeaponPawn

Extends
Vehicle
Modifiers
native nativereplication

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

Direct Known Subclasses:

ROVehicleWeaponPawn

Constants Summary
FilterFrames=5

Variables Summary
boolbCustomAiming
boolbHasAltFire
boolbHasAltFireImpulse
boolbHasFireImpulse
boolbHasOwnHealth
boolbHistoryWarmup
boolbPassengerOnly
boolbPendingCeaseFire
vectorCameraHistory[FilterFrames]
colorCrosshairColor
TextureCrosshairTexture
floatCrosshairX
floatCrosshairY
RotatorCustomAim
stringDebugInfo
VehicleWeaponGun
class<VehicleWeapon>GunClass
rotatorHeadRotationOffset
vectorHeadRotationSnapRates
floatLastPitchTime
floatLastYawTime
rotatorLocalWeaponAim
intNextHistorySlot
floatPitchAccel
intPositionInArray
ERotationSoundTypeRotationSoundType
rotatorShiftHalf
rotatorStoredVehicleRotation
ROVehicleVehicleBase
floatYawAccel
VehicleWeaponPawn
vectorAltFireImpulse
boolbSpecialRotateSounds
nameCameraBone
class<Actor>DestroyEffectClass
vectorFireImpulse
vectorGunnerPos
rotatorGunnerRot
floatMaxRotateThreshold
floatMinRotateThreshold
soundPitchSound
soundRotateAndPitchSound
soundRotateSound
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
Inherited Variables from Engine.Pawn
AccelRate, AirAnims[4], AirControl, AirSpeed, AirStillAnim, AIScriptTag, Alertness, AmbientSoundScaling, AmmoResupplySound, Anchor, AnimAction, AnimBlendTime, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, bAroundCornerHearing, BaseEyeHeight, bAutoActivate, bAutoFire, bAvoidLedges, bBipodDeployed, bCachedRelevant, bCanBeBaseForPawns, bCanBipodDeploy, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanPickupInventory, bCanProne, bCanRestWeapon, bCanStartSprint, bCanStrafe, bCanSwim, bCanUse, bCanWalk, bCanWalkOffLedges, bCanWallDodge, bClientCollision, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bDoTorsoTwist, bDrawCorona, bExplosiveHolding, bFlyingKarma, bHideRegularHUD, bIgnoreForces, bIgnorePlayFiring, bInitializeAnimation, bInvulnerableBody, bIronSights, bIsCrawling, bIsCrouched, bIsFemale, bIsIdle, bIsLimping, bIsSprinting, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, bLandRecovery, BlendChangeTime, BloodEffect, bLOSHearing, bMeleeHolding, bMuffledHearing, bNoCoronas, bNoJumpAdjust, bNoTeamBeacon, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bRestingWeapon, bReverseRun, bRollToDesired, bSameZoneHearing, bScriptPostRender, bServerMoveSetPawnRot, bSetPCRotOnPossess, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialCrosshair, bSpecialHUD, bStationary, bSteadyFiring, bStopAtLedges, bSuperSize, bThumped, bTouchingResupply, bTryToUncrouch, bUpAndOut, bUpdateEyeheight, bUpdatingDisplay, bUseCompressedPosition, bWaitForAnim, bWantsToCrouch, bWantsToProne, bWarping, bWasBipodDeployed, bWasCrawling, bWasCrouched, bWasExplosiveHolding, bWasIronSights, bWasMeleeHolding, bWasOnGround, bWasWalking, bWeaponBob, ConstantAcceleration, Controller, ControllerClass, CrouchAnims[8], CrouchedPct, CrouchedSprintPct, CrouchHeight, CrouchRadius, CrouchTurnLeftAnim, CrouchTurnRightAnim, CustomAmbientRelevancyScale, DamageScaling, DelayedDamageInstigatorController, DesiredSpeed, DestinationOffset, DodgeAnims[4], DodgeSpeedFactor, DodgeSpeedZ, DoubleJumpAnims[4], DrivenVehicle, DrivingHeight, DrivingRadius, EyeHeight, FindAnchorFailedTime, FlashCount, Floor, FootRot, FootStill, FootTurning, ForwardStrafeBias, GroundSpeed, HeadBone, HeadHeight, HeadRadius, HeadScale, HeadVolume, Health, HealthMax, HearingThreshold, HitDamageType, HitFxTicker, HitFx[8], Hitpoints, IdleChatAnim, IdleCrouchAnim, IdleRestAnim, IdleSwimAnim, IdleTime, IdleWeaponAnim, ImpactVelocity, JumpZ, LadderSpeed, LandAnims[4], LandBob, LandMovementState, LastAnchor, LastHitBy, LastLocTime, LastPainSound, LastPainTime, LastRealViewer, LastResupplyTime, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, LastWhippedTime, LastWhizType, LedgeCheckThreshold, LowGoreBlood, MaxDesiredSpeed, MaxFallSpeed, MaxRotation, MeleeRange, MenuName, MineAreaEnterTime, MineAreaWarnTime, MinFlySpeed, MovementAnims[8], MovementBlendStartTime, mWhizSoundLocation, NavigationPointRange, NetRelevancyTime, NextPathRadius, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldAnimDir, OldPhysics, OldRotYaw, OldSpawnWhizCount, OldVelocity, OldZ, OnLadder, OwnerName, PawnPosition, PendingWeapon, PeripheralVision, PitchDownLimit, PitchUpLimit, PlayerReplicationInfo, ProneHeight, ProneIronPct, PronePct, ProneRadius, ReducedDamageType, RootBone, SelectedItem, SerpentineDir, SerpentineDist, SerpentineTime, Shadow, ShieldStrength, SightRadius, SkillModifier, SmoothViewPitch, SmoothViewYaw, SoundDampening, SpawnTime, SpawnWhizCount, SpineBone1, SpineBone2, SplashTime, SprintPct, SuperHealthMax, SwimAnims[4], TakeHitLocation, TakeoffAnims[4], TakeoffStillAnim, TauntAnimNames[16], TauntAnims, TearOffMomentum, TurnDir, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, ViewPitch, Visibility, WalkAnims[8], WalkBob, WalkingPct, WaterMovementState, WaterSpeed, Weapon

Enumerations Summary
ERotationSoundType
RST_None, RST_Rotating, RST_Pitching, RST_RotAndPitch,
Inherited Enumerations from Engine.Pawn
EPawnHitPointType

Structures Summary
Inherited Structures from Engine.Vehicle
SVehicleIcon
Inherited Structures from Engine.Pawn
HitFXData, PawnHitpoint

Functions Summary
function AltFire (optional float F))
event ApplyFireImpulse (bool bAlt))
function AttachDriver (Pawn P))
function AttachFlag (Actor FlagActor))
function AttachToVehicle (ROVehicle VehiclePawn, name WeaponBone))
event BaseChange ()))
function BeginPlay ()))
functionfloat BotDesireability (Actor S, int TeamIndex, Actor Objective))
functionbool CanAttack (Actor Other))
functionfloat ChargeBar ()))
function ChooseFireAt (Actor A))
function ClientKDriverEnter (PlayerController PC))
function ClientKDriverLeave (PlayerController PC))
function ClientVehicleCeaseFire (bool bWasAltFire))
function DecrementRange ()))
function Destroyed ()))
function DetachDriver (Pawn P))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DrawHUD (Canvas Canvas))
function DriverDied ()))
event EncroachedBy (actor Other ))
function Fire (optional float F))
event FiredPendingPrimary ()))
functionbool FireOnRelease ()))
functionPawn GetAimTarget ()))
functionvector GetCameraLocationStart ()))
functionVehicle GetMoveTargetFor (Pawn P))
functionint GetTeamNum ()))
functionVehicle GetVehicleBase ()))
functionbool HasWeapon ()))
function IncrementRange ()))
functionbool IndependentVehicle ()))
functionbool IsFiring ()))
function KDriverEnter (Pawn P))
functionbool KDriverLeave (bool bForceLeave ))
functionint LimitPitch (int pitch, optional float DeltaTime))
functionbool NeedToTurn (vector targ))
functionbool PlaceExitingDriver ()))
function PossessedBy (Controller C))
function PostNetBeginPlay ()))
function PostNetReceive ()))
function ProjectilePostRender2D (Projectile P, Canvas C, float ScreenLocX, float ScreenLocY)
functionfloat RefireRate ()))
functionbool ResupplyAmmo ()))
function ServerChangeDriverPosition (byte F))
function ServerSetRotatingStatus (byte NewRotatingStatus))
event SetRotatingStatus (byte NewRotationStatus))
function SetTeamNum (byte T))
function SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function StaticPrecache (LevelInfo L))
function SwitchWeapon (byte F))
function TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex))
function TeamChanged ()))
functionbool TeamLink (int TeamNum))
functionbool TooCloseToAttack (Actor Other))
functionbool TryToDrive (Pawn P))
function UpdateHeadbob (float deltaTime)
function UpdateRocketAcceleration (float deltaTime, float YawChange, float PitchChange))
function UpdateSpecialCustomAim (float DeltaTime, float YawChange, float PitchChange)
function UpdateTurretRotation (float DeltaTime, float YawChange, float PitchChange)
function VehicleCeaseFire (bool bWasAltFire))
function VehicleFire (bool bWasAltFire))
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
Inherited Functions from Engine.Pawn
AddInventory, AddShieldStrength, AddVelocity, AdjustAim, AdjustedStrength, AltFire, AnimBlendTimer, AnimEnd, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CalcDrawOffset, CalcZoomedDrawOffset, CameraShake, CanAttack, CanCrouchTransition, CanDoubleJump, CanGrabLadder, CanMultiJump, CannotJumpNow, CanProneTransition, CanSplash, CanThrowWeapon, CanTrigger, CanUseShield, ChangeAnimation, ChangedWeapon, CheatFly, CheatGhost, CheatWalk, CheckBob, CheckTauntValid, CheckWaterJump, ChooseFireAt, ChunkUp, ClientDying, ClientMessage, ClientReStart, ClientResupplied, ClientSetLocation, ClientSetRotation, ClimbLadder, ComputeTrajectoryByTime, CreateInventory, DeactivateSpawnProtection, DeleteInventory, Destroyed, Died, DisableUDamage, DisplayDebug, DoComboName, Dodge, DoDoubleJump, DoJump, DrawHUD, DropFlag, DropToGround, EnableUDamage, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, EyePosition, FaceRotation, Falling, FellOutOfWorld, FindInventoryType, FindValidTaunt, FinishedInterpolation, Fire, FireOnRelease, ForceCrouch, Gasp, Get4WayDirection, GetAimTarget, GetDemoRecordingWeapon, GetHumanReadableName, GetKillerController, GetMoveTarget, GetOffhandBoneFor, GetPathTo, GetRagDollFrames, GetShieldStrength, GetShieldStrengthMax, GetSpree, GetTargetLocation, GetTeam, GetTeamNum, GetTearOffMomemtum, GetVehicleBase, GetViewRotation, GetWeaponBoneFor, gibbedBy, GiveHealth, GiveWeapon, HandlePickup, HandleTurretRotation, HandleWhizSound, HasUDamage, HasWeapon, HeadVolumeChange, HitWall, HoldFlag, IncrementSpree, InCurrentCombo, InGodMode, IsFiring, IsFirstPerson, IsHeadShot, IsHumanControlled, IsInLoadout, IsInPain, IsLocallyControlled, IsPlayerPawn, IsProneTransitioning, IsTransitioningToProne, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LimitPitch, LineOfSightTo, ModifiedPlayerViewOffset, ModifyThreat, ModifyVelocity, NearMoveTarget, NeedToTurn, NextItem, NextWeapon, NotifyTeamChanged, PawnWhizzed, PerformDodge, PickWallAdjustInLowGravity, PlayDying, PlayDyingSound, PlayerChangedTeam, PlayFalling, PlayFiring, PlayHit, PlayJump, PlayLanded, PlayLandingAnimation, PlayMoverHitSound, PlayMoving, PlayNextAnimation, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PlayWeaponSwitch, PointOfView, PossessedBy, PostBeginPlay, PostNetBeginPlay, PostRender2D, PreBeginPlay, PressingAltFire, PressingFire, PrevWeapon, ProcessMove, RangedAttackTime, RawInput, ReachedDestination, ReceiveLocalizedMessage, RecommendLongRangedAttack, ReduceCylinder, RefireRate, RemovePowerups, Reset, RestartPlayer, ServerChangedWeapon, ServerNoTranslocator, SetAnimAction, SetBaseEyeheight, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetHeadScale, SetMesh, SetMovementPhysics, SetMoveTarget, SetTearOffMomemtum, SetTwistLook, SetViewPitch, SetViewRotation, SetWalking, ShieldAbsorb, ShootSpecial, ShouldCrouch, ShouldProne, SpecialCalcView, SpecialDrawCrosshair, SpectatorSpecialCalcView, StartCrouch, StartDriving, StaticPrecache, StopDriving, StopPlayFiring, StopWeaponFiring, Suicide, SwitchToLastWeapon, SwitchWeapon, TakeDamage, TakeDrowningDamage, TakeFallingDamage, Timer, TooCloseToAttack, TossWeapon, TouchingWaterVolume, Trigger, TurnOff, UnPossessed, UpdateEyeHeight, UpdateRocketAcceleration, WasPlayerPawn, WeaponBob, ZoomedCameraShake, ZoomedModifiedPlayerViewOffset, ZoomedWeaponBob


Constants Detail

FilterFrames Source code

const FilterFrames = 5;


Variables Detail

bCustomAiming Source code

var bool bCustomAiming;

bHasAltFire Source code

var bool bHasAltFire;

bHasAltFireImpulse Source code

var bool bHasAltFireImpulse;

bHasFireImpulse Source code

var bool bHasFireImpulse;

bHasOwnHealth Source code

var bool bHasOwnHealth;

bHistoryWarmup Source code

var bool bHistoryWarmup;

bPassengerOnly Source code

var bool bPassengerOnly;

bPendingCeaseFire Source code

var bool bPendingCeaseFire;

CameraHistory[FilterFrames] Source code

var vector CameraHistory[FilterFrames];

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;

CustomAim Source code

var Rotator CustomAim;

DebugInfo Source code

var string DebugInfo;

Gun Source code

var VehicleWeapon Gun;

GunClass Source code

var class<VehicleWeapon> GunClass;

HeadRotationOffset Source code

var rotator HeadRotationOffset;

HeadRotationSnapRates Source code

var vector HeadRotationSnapRates;

LastPitchTime Source code

var float LastPitchTime;

LastYawTime Source code

var float LastYawTime;

LocalWeaponAim Source code

var rotator LocalWeaponAim;

NextHistorySlot Source code

var int NextHistorySlot;

PitchAccel Source code

var float PitchAccel;

PositionInArray Source code

var int PositionInArray;

RotationSoundType Source code

var ERotationSoundType RotationSoundType;

ShiftHalf Source code

var rotator ShiftHalf;

StoredVehicleRotation Source code

var rotator StoredVehicleRotation;

VehicleBase Source code

var ROVehicle VehicleBase;

YawAccel Source code

var float YawAccel;

VehicleWeaponPawn

AltFireImpulse Source code

var(VehicleWeaponPawn) vector AltFireImpulse;

bSpecialRotateSounds Source code

var(VehicleWeaponPawn) bool bSpecialRotateSounds;

CameraBone Source code

var(VehicleWeaponPawn) name CameraBone;

DestroyEffectClass Source code

var(VehicleWeaponPawn) class<Actor> DestroyEffectClass;

FireImpulse Source code

var(VehicleWeaponPawn) vector FireImpulse;

GunnerPos Source code

var(VehicleWeaponPawn) vector GunnerPos;

GunnerRot Source code

var(VehicleWeaponPawn) rotator GunnerRot;

MaxRotateThreshold Source code

var(VehicleWeaponPawn) float MaxRotateThreshold;

MinRotateThreshold Source code

var(VehicleWeaponPawn) float MinRotateThreshold;

PitchSound Source code

var(VehicleWeaponPawn) sound PitchSound;

RotateAndPitchSound Source code

var(VehicleWeaponPawn) sound RotateAndPitchSound;

RotateSound Source code

var(VehicleWeaponPawn) sound RotateSound;


Enumerations Detail

ERotationSoundType Source code

enum ERotationSoundType
{
RST_None, RST_Rotating, RST_Pitching, RST_RotAndPitch,
};


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) )

AttachFlag Source code

function AttachFlag ( Actor FlagActor) )

AttachToVehicle Source code

function AttachToVehicle ( ROVehicle VehiclePawn, name WeaponBone) )

BaseChange Source code

singular event BaseChange ( ) )

BeginPlay Source code

function BeginPlay ( ) )

BotDesireability Source code

function float BotDesireability ( Actor S, int TeamIndex, Actor Objective) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

ChargeBar Source code

simulated function float ChargeBar ( ) )

ChooseFireAt Source code

function ChooseFireAt ( Actor A) )

ClientKDriverEnter Source code

simulated function ClientKDriverEnter ( PlayerController PC) )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController PC) )

ClientVehicleCeaseFire Source code

function ClientVehicleCeaseFire ( bool bWasAltFire) )

DecrementRange Source code

function DecrementRange ( ) )

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) )

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 ( ) )

EncroachedBy Source code

event EncroachedBy ( actor Other ) )

Fire Source code

function Fire ( optional float F) )

FiredPendingPrimary Source code

event FiredPendingPrimary ( ) )

FireOnRelease Source code

function bool FireOnRelease ( ) )

GetAimTarget Source code

function Pawn GetAimTarget ( ) )

GetCameraLocationStart Source code

simulated function vector GetCameraLocationStart ( ) )

GetMoveTargetFor Source code

function Vehicle GetMoveTargetFor ( Pawn P) )

GetTeamNum Source code

simulated function int GetTeamNum ( ) )

GetVehicleBase Source code

function Vehicle GetVehicleBase ( ) )

HasWeapon Source code

function bool HasWeapon ( ) )

IncrementRange Source code

function IncrementRange ( ) )

IndependentVehicle Source code

simulated function bool IndependentVehicle ( ) )

IsFiring Source code

function bool IsFiring ( ) )

KDriverEnter Source code

function KDriverEnter ( Pawn P) )

KDriverLeave Source code

function bool KDriverLeave ( bool bForceLeave ) )

LimitPitch Source code

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

NeedToTurn Source code

function bool NeedToTurn ( vector targ) )

PlaceExitingDriver Source code

function bool PlaceExitingDriver ( ) )

PossessedBy Source code

function PossessedBy ( Controller C) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

ProjectilePostRender2D Source code

simulated function ProjectilePostRender2D ( Projectile P, Canvas C, float ScreenLocX, float ScreenLocY )

RefireRate Source code

function float RefireRate ( ) )

ResupplyAmmo Source code

function bool ResupplyAmmo ( ) )

ServerChangeDriverPosition Source code

function ServerChangeDriverPosition ( byte F) )

ServerSetRotatingStatus Source code

simulated function ServerSetRotatingStatus ( byte NewRotatingStatus) )

SetRotatingStatus Source code

simulated event SetRotatingStatus ( byte NewRotationStatus) )

SetTeamNum Source code

function SetTeamNum ( byte T) )

SpecialCalcFirstPersonView Source code

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

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L) )

SwitchWeapon Source code

simulated function SwitchWeapon ( byte F) )

TakeDamage Source code

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

TeamChanged Source code

simulated function TeamChanged ( ) )

TeamLink Source code

function bool TeamLink ( int TeamNum) )

TooCloseToAttack Source code

function bool TooCloseToAttack ( Actor Other) )

TryToDrive Source code

function bool TryToDrive ( Pawn P) )

UpdateHeadbob Source code

simulated native function UpdateHeadbob ( float deltaTime )

UpdateRocketAcceleration Source code

function UpdateRocketAcceleration ( float deltaTime, float YawChange, float PitchChange) )

UpdateSpecialCustomAim Source code

simulated native function UpdateSpecialCustomAim ( float DeltaTime, float YawChange, float PitchChange )

UpdateTurretRotation Source code

simulated native function UpdateTurretRotation ( float DeltaTime, float YawChange, float PitchChange )

VehicleCeaseFire Source code

function VehicleCeaseFire ( bool bWasAltFire) )

VehicleFire Source code

function VehicleFire ( bool bWasAltFire) )


Defaultproperties

defaultproperties
{
     bHistoryWarmup=True
     bHasAltFire=True
     HeadRotationOffset=(Pitch=32768,Yaw=32768,Roll=32768)
     HeadRotationSnapRates=(X=3.000000,Y=3.000000,Z=3.000000)
     ShiftHalf=(Pitch=32768,Yaw=32768,Roll=32768)
     MinRotateThreshold=0.100000
     MaxRotateThreshold=1.000000
     bDrawVehicleShadow=False
     bDrawDriverInTP=True
     bTurnInPlace=True
     bFollowLookDir=True
     bDrawMeshInFP=True
     bZeroPCRotOnEntry=False
     bPCRelativeFPRotation=False
     EntryRadius=50.000000
     bCrawler=True
     bIgnoreForces=True
     bStationary=True
     bSpecialHUD=True
     bSpecialCalcView=True
     bSetPCRotOnPossess=False
     LandMovementState="PlayerTurreting"
     DrawType=DT_None
     bAcceptsProjectors=False
     bIgnoreEncroachers=True
     bNetInitialRotation=True
     NetPriority=0.500000
     bCollideActors=False
     bCollideWorld=False
     bBlockActors=False
     bProjTarget=False
     bBlockZeroExtentTraces=False
     bBlockNonZeroExtentTraces=False
     bNetNotify=True
}

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Creation time: Fri 13-10-2023 03:18:57.021 - Created with UnCodeX