ROEngine.VehicleWeaponPawn
- Extends
- Vehicle
- Modifiers
- native nativereplication
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.Vehicle
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+-- ROEngine.VehicleWeaponPawn
Direct Known Subclasses:
ROVehicleWeaponPawn
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,
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Functions Summary |
 | | AltFire (optional float F))
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 | | ApplyFireImpulse (bool bAlt))
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 | | AttachDriver (Pawn P))
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 | | AttachFlag (Actor FlagActor))
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 | | AttachToVehicle (ROVehicle VehiclePawn, name WeaponBone))
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 | | BaseChange ()))
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 | | BeginPlay ()))
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 | float | BotDesireability (Actor S, int TeamIndex, Actor Objective))
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 | bool | CanAttack (Actor Other))
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 | float | ChargeBar ()))
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 | | ChooseFireAt (Actor A))
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 | | ClientKDriverEnter (PlayerController PC))
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 | | ClientKDriverLeave (PlayerController PC))
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 | | ClientVehicleCeaseFire (bool bWasAltFire))
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 | | DecrementRange ()))
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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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 | | 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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 | | EncroachedBy (actor Other ))
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 | | Fire (optional float F))
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 | | FiredPendingPrimary ()))
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 | bool | FireOnRelease ()))
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 | Pawn | GetAimTarget ()))
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 | vector | GetCameraLocationStart ()))
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 | Vehicle | GetMoveTargetFor (Pawn P))
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 | int | GetTeamNum ()))
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 | Vehicle | GetVehicleBase ()))
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 | bool | HasWeapon ()))
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 | | IncrementRange ()))
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 | bool | IndependentVehicle ()))
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 | bool | IsFiring ()))
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 | | KDriverEnter (Pawn P))
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 | bool | KDriverLeave (bool bForceLeave ))
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 | int | LimitPitch (int pitch, optional float DeltaTime))
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 | bool | NeedToTurn (vector targ))
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 | bool | PlaceExitingDriver ()))
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 | | PossessedBy (Controller C))
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 | | PostNetBeginPlay ()))
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 | | PostNetReceive ()))
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 | | ProjectilePostRender2D (Projectile P, Canvas C, float ScreenLocX, float ScreenLocY)
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 | float | RefireRate ()))
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 | bool | ResupplyAmmo ()))
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 | | ServerChangeDriverPosition (byte F))
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 | | ServerSetRotatingStatus (byte NewRotatingStatus))
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 | | SetRotatingStatus (byte NewRotationStatus))
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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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 | | StaticPrecache (LevelInfo L))
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 | | SwitchWeapon (byte F))
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 | | TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex))
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 | | TeamChanged ()))
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 | bool | TeamLink (int TeamNum))
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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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 | | UpdateRocketAcceleration (float deltaTime, float YawChange, float PitchChange))
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 | | UpdateSpecialCustomAim (float DeltaTime, float YawChange, float PitchChange)
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 | | UpdateTurretRotation (float DeltaTime, float YawChange, float PitchChange)
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 | | VehicleCeaseFire (bool bWasAltFire))
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 | | VehicleFire (bool bWasAltFire))
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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 |
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 |
const FilterFrames = 5;
var bool bCustomAiming;
var bool bHasAltFire;
var bool bHasAltFireImpulse;
var bool bHasFireImpulse;
var bool bHasOwnHealth;
var bool bHistoryWarmup;
var bool bPassengerOnly;
var bool bPendingCeaseFire;
CameraHistory[FilterFrames] Source code
var
vector CameraHistory[FilterFrames];
var config
color CrosshairColor;
var config
Texture CrosshairTexture;
var config float CrosshairX;
var config float CrosshairY;
var string DebugInfo;
var
vector HeadRotationSnapRates;
var float LastPitchTime;
var float LastYawTime;
var int NextHistorySlot;
var float PitchAccel;
var int PositionInArray;
var float YawAccel;
VehicleWeaponPawn
function AltFire ( optional float F) )
event ApplyFireImpulse ( bool bAlt) )
simulated function AttachDriver (
Pawn P) )
function AttachFlag (
Actor FlagActor) )
function AttachToVehicle (
ROVehicle VehiclePawn,
name WeaponBone) )
singular event BaseChange ( ) )
function BeginPlay ( ) )
function
float BotDesireability (
Actor S,
int TeamIndex,
Actor Objective) )
function
bool CanAttack (
Actor Other) )
simulated function float ChargeBar ( ) )
function ChooseFireAt (
Actor A) )
ClientVehicleCeaseFire Source code
function ClientVehicleCeaseFire ( bool bWasAltFire) )
function DecrementRange ( ) )
simulated function Destroyed ( ) )
simulated function DetachDriver (
Pawn P) )
simulated function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
function DriverDied ( ) )
event EncroachedBy (
actor Other ) )
function Fire ( optional float F) )
event FiredPendingPrimary ( ) )
function bool FireOnRelease ( ) )
function
Pawn GetAimTarget ( ) )
GetCameraLocationStart Source code
simulated function
vector GetCameraLocationStart ( ) )
simulated function int GetTeamNum ( ) )
function
Vehicle GetVehicleBase ( ) )
function bool HasWeapon ( ) )
function IncrementRange ( ) )
simulated function bool IndependentVehicle ( ) )
function bool IsFiring ( ) )
function KDriverEnter (
Pawn P) )
function bool KDriverLeave ( bool bForceLeave ) )
function int LimitPitch ( int pitch, optional float DeltaTime) )
function
bool NeedToTurn (
vector targ) )
function bool PlaceExitingDriver ( ) )
simulated function PostNetBeginPlay ( ) )
simulated function PostNetReceive ( ) )
ProjectilePostRender2D Source code
simulated function ProjectilePostRender2D (
Projectile P,
Canvas C,
float ScreenLocX,
float ScreenLocY )
function float RefireRate ( ) )
function bool ResupplyAmmo ( ) )
ServerChangeDriverPosition Source code
function ServerChangeDriverPosition ( byte F) )
ServerSetRotatingStatus Source code
simulated function ServerSetRotatingStatus ( byte NewRotatingStatus) )
simulated event SetRotatingStatus ( byte NewRotationStatus) )
function SetTeamNum ( byte T) )
SpecialCalcFirstPersonView Source code
static function StaticPrecache (
LevelInfo L) )
simulated function SwitchWeapon ( byte F) )
simulated function TeamChanged ( ) )
function bool TeamLink ( int TeamNum) )
function
bool TooCloseToAttack (
Actor Other) )
function
bool TryToDrive (
Pawn P) )
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 )
simulated native function UpdateTurretRotation ( float DeltaTime, float YawChange, float PitchChange )
function VehicleCeaseFire ( bool bWasAltFire) )
function VehicleFire ( bool bWasAltFire) )
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