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Function Summary |
Actor |
ActorAttachedTo(int joint) |
bool |
ActorInSector(Actor A, int angle) |
void |
AddVelocity(vector NewVelocity) |
void |
ApplyDamageToActor(int amount, name DamageType, Pawn EventInstigator, Actor victim, vector Location, vector Momentum, int joint)
//============================================================
//
// ApplyDamageToActor
//
//============================================================
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void |
ApplyJointForce(int joint, Vector force)
//native(606)
//native(607)
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void |
AttachActorToJoint(Actor a, int j)
//native(612)
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void |
AutonomousPhysics(float DeltaSeconds) |
void |
BecomeViewTarget()
//
// Called by PlayerPawn when this actor becomes its ViewTarget.
//
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int |
BodyPartForJoint(int joint) |
Vector |
CalcArcVelocity(int trajectory, vector src, vector dst)
// Release an actor from waiting
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bool |
CanBeUsed(Actor Other)
//============================================================================
//
// CanBeUsed
//
// Whether the actor can be used.
//============================================================================
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bool |
CheckDefending()
//============================================================================
//
// CheckDefending
//
// Checks if the Actor is defending
// Default does nothing.
//============================================================================
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int |
ClosestJointTo(Vector point) |
string |
ConsoleCommand(string Command)
// Execute a console command in the context of the current level and game engine.
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bool |
DamageBodyPart(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType, int BodyPart) |
void |
DebugStop(string msg, optional bool)
//============================================================
//
// DebugStop
//
// Stops everything for debugging purposes
//============================================================
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bool |
Destroy()
//
// Destroy this actor. Returns true if destroyed, false if indestructable.
// Destruction is latent. It occurs at the end of the tick.
//
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void |
DestroyAnimationProxy() |
Actor |
DetachActorFromJoint(int j) |
void |
Error(string S)
// Handle an error and kill this one actor.
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bool |
FastTrace(vector TraceEnd, optional vector)
// returns true if did not hit world geometry
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void |
FinishAnim() |
void |
FinishInterpolation()
// Physics control.
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void |
FireEvent(name TheEvent)
//
// Triggers.
//
|
void |
FrameSweep(int curframe, vector weaponvect, out vector, out vector) |
name |
GetAnimGroup(name Sequence) |
void |
GetDamageValues(int Damage, name DamageType, out int, out int)
//============================================================
//
// GetDamageValues
//
//============================================================
|
String |
GetHumanName()
//
// Returns the human readable string representation of an object.
//
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String |
GetItemName(string FullName)
//
// Returns the string representation of the name of an object without the package
// prefixes.
//
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string |
GetJointName(int joint)
//native(604)
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Vector |
GetJointPos(int joint)
//=============================================================================
// Skeletal Support (natives 600-700)
//=============================================================================
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Rotator |
GetJointRot(int joint) |
string |
GetMapName(string NameEnding, string MapName, int Dir)
// Find files.
|
string |
GetNextInt(string ClassName, int Num) |
void |
GetNextIntDesc(string ClassName, int Num, out string, out string) |
void |
GetNextSkin(string Prefix, string CurrentSkin, int Dir, out string, out string) |
float |
GetSoundDuration(sound Sound)
// Get a sound duration.
|
string |
GetURLMap() |
name |
GetUseAnim()
//============================================================================
//
// GetUseAnim
//
// Returns the animation that the player (or a viking) should play when
// this item is 'used'.
//============================================================================
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int |
GetUsePriority()
//============================================================================
//
// GetUsePriority
//
// Returns the priority of the weapon, lower is better
//============================================================================
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bool |
HasAnim(name Sequence) |
void |
HurtRadius(float DamageAmount, float DamageRadius, name DamageType, float Momentum, vector HitLocation)
//
// Hurt actors within the radius.
//
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bool |
IsAnimating() |
int |
JointNamed(name jointname) |
string |
LipSyncString(Sound sound, float granularity)
/* Play a sound effect. - returns the ID to use to stop it, valid slots are:
SLOT_None,
SLOT_Misc,
SLOT_Pain,
SLOT_Interact,
SLOT_Ambient,
SLOT_Talk,
SLOT_Interface,
*/ |
void |
LoopAnim(name Sequence, optional float, optional float, optional float) |
void |
MakeNoise(float Loudness)
//
// Inform other creatures that you've made a noise
// they might hear (they are sent a HearNoise message)
// Senders of MakeNoise should have an instigator if they are not pawns.
//
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EMatterType |
MatterForJoint(int joint)
//============================================================
//
// MatterForJoint
//
// Returns what kind of material joint is associated with
//============================================================
|
EMatterType |
MatterTrace(vector end, vector start, optional float, optional out)
//============================================================
//
// MatterTrace
//
// Returns the material struck by a traceline
// This routine is used by the weapon sweep code, which
// passes in HitLoc (for end). Since HitLoc of obtained
// through a volumetric trace (and TraceTexture is a line
// trace), this routine fudges the end point out a bit
// to adjust for the volumetric trace
//
// Additionally, if offset is nonzero, this trace function uses
// the offset value to fudge a bit to find the texture hit
// by the trace
//============================================================
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bool |
Move(vector Delta)
// Movement.
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bool |
MoveSmooth(vector Delta) |
int |
NumJoints() |
Texture |
PainSkin(int BodyPart)
// 3 directions: 0=no dir change, sign=dir mag=velocity, PosOffset of spring joint
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void |
PlayAnim(name Sequence, optional float, optional float)
// Animation functions.
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void |
PlayOwnedSound(sound Sound, optional ESoundSlot, optional float, optional bool, optional float, optional float)
// play a sound effect, but don't propagate to a remote owner
// (he is playing the sound clientside
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int |
PlaySound(sound Sound, optional ESoundSlot, optional float, optional bool, optional float, optional float) |
void |
PlayStabRemove()
// Animation notifications.
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bool |
PlayerCanSeeMe()
//
// PlayerCanSeeMe returns true if some player has a line of sight to
// actor's location.
//
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void |
Release()
// Wait to be released
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void |
ReleaseTagged(name tag) |
void |
ResetAnimationCache(name seq) |
simulated |
SLog(string msg)
//============================================================
//
// Slog
//
// Sends text to the Log as well as displaying on all client screens for debug purposes
//============================================================
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void |
SetBase(Actor NewBase)
// Relations.
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void |
SetCollision(optional bool, optional bool, optional bool)
// Collision.
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bool |
SetCollisionSize(float NewRadius, float NewHeight) |
void |
SetDefaultDisplayProperties() |
void |
SetDefaultJointFlags() |
void |
SetDefaultPolygroups() |
void |
SetDisplayProperties(ERenderStyle NewStyle, Texture NewTexture, bool bLighting, bool bEnviroMap)
//
// Set the display properties of an actor. By setting them through this function, it allows
// the actor to modify other components (such as a Pawn's weapon) or to adjust the result
// based on other factors (such as a Pawn's other inventory wanting to affect the result)
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void |
SetJointRot(int joint, Rotator rot) |
bool |
SetLocation(vector NewLocation) |
void |
SetOnFire(Pawn EventInstigator, int Joint) |
void |
SetOwner(Actor NewOwner) |
void |
SetPhysics(EPhysics newPhysics) |
bool |
SetRotation(rotator NewRotation) |
void |
SetTimer(float NewTimerRate, bool bLoop)
// Causes Timer() events every NewTimerRate seconds.
|
void |
Sleep(float Seconds)
// Latent functions.
|
void |
SpawnAnimationProxy()
// Spawn animation proxies for a skeletal actor
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void |
StopAllSound() |
void |
StopSound(int Id) |
Actor |
Trace(out vector, out vector, vector TraceEnd, optional vector, optional bool, optional vector)
//
// Trace a line and see what it collides with first.
// Takes this actor's collision properties into account.
// Returns first hit actor, Level if hit level, or None if hit nothing.
//
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Texture |
TraceTexture(vector TraceEnd, vector TraceStart, out int, out vector)
// RUNE
// Returns the texture from a given traceline (ALWAYS has an extent of (0, 0, 0))
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void |
TurnJointTo(int joint, Rotator rot)
//native(615)
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void |
TweenAnim(name Sequence, float Time) |
void |
UnlinkAttachments() |
void |
WaitForRelease()
// --New natives reserved number list
// Skeletal Support 600-649
// Accelerators use 650-659
// Actor::Release/Wait 660-661
// Object::VSize2D 662
// Actor::CalcArcVelocity 663
// Pawn::NearestNavPoint 664
// Pawn::CloserNavPointTo 665
// Actor::TraceTexture 666
// Actor::LipSyncString 667
// Polyobj::GetCollisionRadius 668
// Polyobj::GetTexture 669
// Pawn::Look 670
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simulated |
debug(Canvas Canvas, int mode)
//============================================================
//
// Debug
//
// Debug rendering callback
//============================================================
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