|
Function Summary |
void |
AcquireInventory(Inventory item)
//------------------------------------------------------------
//
// AcquireInventory
//
// Called when inventory item is acquired
//------------------------------------------------------------
|
void |
ActivateShield(bool bOn)
//------------------------------------------------------------
//
// ActivateShield
//
// Changes the state of current shield (in case needed later)
//------------------------------------------------------------
|
Actor |
ActorTagged(name tag) |
bool |
AddInventory(Inventory NewItem)
// Add Item to this pawn's inventory.
// Returns true if successfully added, false if not.
|
void |
AddPawn() |
void |
AddVelocity(vector NewVelocity) |
rotator |
AdjustAim(float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget)
//------------------------------------------------------------
//
// AdjustAim()
//
// ScriptedPawn version does adjustment for non-controlled pawns.
// PlayerPawn version does the adjustment for player aiming help.
// Only adjusts aiming at pawns
// allows more error in Z direction (full as defined by AutoAim - only half that difference for XY)
//------------------------------------------------------------
|
float |
AdjustDesireFor(Inventory Inv) |
rotator |
AdjustToss(float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget) |
bool |
AllowWeaponToHitActor(Weapon W, Actor A)
//------------------------------------------------------------
//
// AllowWeaponToHitActor
//
// Event to notify pawn when weapon hits something
//------------------------------------------------------------
|
int |
AngleTo(vector pos)
//------------------------------------------------------------
//
// AngleTo
//
// Returns absolute value of yaw angle to a location
//------------------------------------------------------------
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void |
ApplyPainToJoint(int joint, vector Momentum)
//------------------------------------------------------------
//
// ApplyPainToJoint
//
//------------------------------------------------------------
|
void |
BecomeViewTarget()
//=============================================================================
// Messaging functions
//=============================================================================
|
void |
BodyPartCollision(int BodyPart, bool on)
//------------------------------------------------------------
//
// BodyPartCollision
//
// Turn collision on or off on a body part
//------------------------------------------------------------
|
bool |
BodyPartCritical(int BodyPart) |
int |
BodyPartForJoint(int joint)
//=============================================================================
// Localized Damage Support functions
//=============================================================================
|
int |
BodyPartForPolyGroup(int polygroup) |
bool |
BodyPartMissing(int BodyPart)
//------------------------------------------------------------
//
// BodyPartMissing
//
//------------------------------------------------------------
|
bool |
BodyPartSeverable(int BodyPart) |
void |
BodyPartVisibility(int BodyPart, bool on)
//------------------------------------------------------------
//
// BodyPartVisibility
//
// Turn visibility on or off on a body part
//------------------------------------------------------------
|
void |
BoostStrength(int amount) |
void |
BotVoiceMessage(name messagetype, byte MessageID, Pawn Sender) |
void |
CalcLookAngle() |
bool |
CanBeStatued() |
bool |
CanGotoPainState()
//------------------------------------------------------------
//
// CanGotoPainState
//
// True if the actor is allowed to enter it's painstate
// This is overriden in some substates
//------------------------------------------------------------
|
bool |
CanPickup(Inventory item)
//------------------------------------------------------------
//
// CanPickup
//
// Let's pawn dictate what it can pick up
//------------------------------------------------------------
|
bool |
CanSee(Actor Other)
// CanSee() similar to line of sight, but also takes into account Pawn's peripheral vision
|
bool |
CanStabActor()
//------------------------------------------------------------
//
// CanStabActor
//
// If the actor can be stabbed by a weapon
//------------------------------------------------------------
|
void |
ChangedWeapon()
// Just changed to pendingWeapon
|
bool |
CheckDefending()
//------------------------------------------------------------
//
// CheckDefending
//
// Checks if the Pawn is defending
//------------------------------------------------------------
|
bool |
CheckWaterJump(out vector) |
void |
ClearPaths()
// clear all temporary path variables used in routing
|
void |
ClearSwipeArray()
//------------------------------------------------------------
//
// ClearSwipeArray
//
//------------------------------------------------------------
|
void |
ClientDying(name DamageType, vector HitLocation) |
void |
ClientGameEnded() |
void |
ClientPutDown(Weapon Current, Weapon Next) |
void |
ClientReStart() |
void |
ClientSetLocation(vector NewLocation, rotator NewRotation)
//=============================================================================
// Client-side functions
//=============================================================================
|
void |
ClientSetRotation(rotator NewRotation) |
void |
ClientVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID) |
NavigationPoint |
CloserNavPointTo(Actor Other) |
bool |
DamageBodyPart(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType, int bodypart)
//------------------------------------------------------------
//
// DamageBodyPart
//
//------------------------------------------------------------
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bool |
DeleteInventory(Inventory Item)
// Remove Item from this pawn's inventory, if it exists.
// Returns true if it existed and was deleted, false if it did not exist.
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void |
Died(Pawn Killer, name damageType, vector HitLocation)
//------------------------------------------------------------
//
// Died
//
// Pawn has run out of health, kill him properly
//------------------------------------------------------------
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void |
DoThrow()
//=========================================================================
//
// DoThrow
//
// Throw weapon notify
//=========================================================================
|
void |
DropShield()
//------------------------------------------------------------
//
// DropShield
//
//------------------------------------------------------------
|
void |
DropWeapon()
//------------------------------------------------------------
//
// DropWeapon
//
//------------------------------------------------------------
|
vector |
EAdjustJump() |
void |
Falling() |
void |
FearThisSpot(Actor aSpot) |
Actor |
FindBestInventoryPath(out float, bool bPredictRespawns) |
bool |
FindBestPathToward(Actor desired)
//------------------------------------------------
//
// FindBestPathToward
//
// Assumes the desired destination is not directly reachable,
// it tries to set Destination to the location of the best
// waypoint, and returns true if successful
//------------------------------------------------
|
Inventory |
FindInventoryType(class DesiredClass)
// FindInventoryType()
// returns the inventory item of the requested class
// if it exists in this pawn's inventory
|
Actor |
FindPathAwayFrom(Actor anActor, optional actor) |
Actor |
FindPathTo(vector aPoint, optional bool, optional bool) |
Actor |
FindPathToward(Actor anActor, optional bool, optional bool) |
NavigationPoint |
FindRandomDest(optional bool)
// returns a random pathnode which is reachable from the creature's location
|
int |
FindStairRotation(float DeltaTime) |
vector |
FindWaterLine(vector Start, vector End) |
bool |
FollowOrders(name order, name tag) |
simulated |
FootStep() |
simulated |
FootStepLeft() |
simulated |
FootStepPrint(int footjoint) |
simulated |
FootStepRight()
//=============================================================================
//
// FootSteps/Notifies
//
//=============================================================================
|
void |
Gasp() |
Sound |
GetFootstepSound(EMatterType matter) |
String |
GetHumanName() |
void |
GetMultiSkin(Actor SkinActor, out string, out string)
{
local Texture NewSkin;
if(SkinName != "")
{
NewSkin = texture(DynamicLoadObject(SkinName, class'Texture'));
if ( NewSkin != None )
SkinActor.Skin = NewSkin;
}
}
static |
void |
HandleHelpMessageFrom(Pawn Other) |
void |
HidePlayer() |
void |
InitPlayerReplicationInfo() |
simulated |
Jaw(float DeltaSeconds)
//------------------------------------------------------------
//
// Jaw
//
// Takes care of moving the jaw smoothly
//------------------------------------------------------------
|
bool |
JointDamaged(int Damage, Pawn EventInstigator, vector HitLoc, vector Momentum, name DamageType, int joint)
//------------------------------------------------------------
//
// JointDamaged
//
//------------------------------------------------------------
|
void |
JumpOffPawn()
//Base change - if new base is pawn or decoration,
// damage based on relative mass and old velocity
// Also, non-players will jump off pawns immediately
|
string |
KillMessage(name damageType, Pawn Other) |
void |
Killed(Pawn Killer, Pawn Other, name damageType)
// Pawn just grabbed an edge
|
int |
LimbPassThrough(int BodyPart, out int, out int)
//------------------------------------------------------------
//
// LimbPassThrough
//
// Determines what damage is passed through to body
//------------------------------------------------------------
|
void |
LimbSevered(int bodypart, vector Momentum) |
bool |
LineOfSightTo(Actor Other)
// LineOfSightTo() returns true if any of several points of Other is visible (origin, top, bottom)
|
simulated |
Look(float DeltaTime)
//------------------------------------------------------------
//
// Look
//
// Make pawn look around
//------------------------------------------------------------
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void |
LookAt(Actor A, optional bool)
//------------------------------------------------------------
//
// LookAt
//
// Look at an actor if not looking at a location
//------------------------------------------------------------
|
void |
LookToward(vector pos, optional bool)
//------------------------------------------------------------
//
// LookToward
//
// Set a spot to be looked at when not looking at an actor
//------------------------------------------------------------
|
void |
MakeTwitchable()
//------------------------------------------------------------
//
// MakeTwitchable
//
// TODO: Move this logic to carcass
//------------------------------------------------------------
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EMatterType |
MatterForJoint(int joint)
//------------------------------------------------------------
//
// MatterForJoint
//
// Returns what kind of material joint is associated with
//------------------------------------------------------------
|
void |
MoveTo(vector NewDestination, optional float)
//Note that MoveTo sets the actor's Destination, and MoveToward sets the
//actor's MoveTarget. Actor will rotate towards destination
|
void |
MoveToward(Actor NewTarget, optional float) |
bool |
NearWall(float walldist)
//------------------------------------------------------------
//
// NearWall
//
// Returns true if there is a nearby barrier at eyeheight and
// changes focus to a suggested value
//------------------------------------------------------------
|
NavigationPoint |
NearestNavPoint() |
bool |
NeedToTurn(vector targ)
//------------------------------------------------------------
//
// NeedToTurn
//
// Returns whether I need to turn to see a location
//------------------------------------------------------------
|
void |
NextItem()
// The player/bot wants to select next item
|
void |
OpenMouth(float amount, float rate)
//------------------------------------------------------------
//
// OpenMouth
//
// Changes pawn's jaw openness if capable
// amount[0..1] 0 is completely closed, 1 is completely open
// rate[0..1] 0 is not moving, 1 is move at max rate
//------------------------------------------------------------
|
float |
PawnDamageModifier(Weapon w)
//------------------------------------------------------------
//
// PawnDamageModifier
//
// Returns the modification of the damage amount
// Used to increase damage for special attacks, or reduce damage
// for simple attack types
//------------------------------------------------------------
|
Actor |
PickAnyTarget(out float, out float, vector FireDir, vector projStart) |
Pawn |
PickTarget(out float, out float, vector FireDir, vector projStart)
// Pick best pawn target
|
bool |
PickWallAdjust()
//------------------------------------------------------------
//
// PickWallAdjust()
//
// Check if could jump up over obstruction (only if there is a knee height obstruction)
// If so, start jump, and return current destination
// Else, try to step around - return a destination 90 degrees right or left depending on traces
// out and floor checks
//------------------------------------------------------------
|
void |
PlayBackDeath(name DamageType)
// hit from front
|
void |
PlayBackHit(optional float) |
void |
PlayCrawling(optional float) |
void |
PlayDeath(name DamageType)
// Deaths
|
void |
PlayDive(optional float) |
void |
PlayDrownDeath(name DamageType)
// decapitated
|
void |
PlayDrowning(optional float) |
void |
PlayDuck(optional float) |
void |
PlayDying(name DamageType, vector HitLoc) |
void |
PlayDyingSound(name damageType) |
void |
PlayFrontHit(optional float)
// Pain
|
void |
PlayGibDeath(name DamageType)
// hit by thrown sword
|
void |
PlayHeadDeath(name DamageType)
// fall to his right
|
void |
PlayHeadHit(optional float) |
void |
PlayInAir(optional float) |
void |
PlayJumping(optional float) |
void |
PlayLandSound(EMatterType matter, float impactVel) |
void |
PlayLanded(float impactVel) |
void |
PlayLanding(optional float) |
void |
PlayLeftDeath(name DamageType)
// hit from behind
|
void |
PlayLeftHit(optional float) |
void |
PlayMoving(optional float)
// These are required
|
void |
PlayMovingAttack(optional float) |
void |
PlayOutOfWater(optional float) |
void |
PlayPullUp(optional float) |
void |
PlayRightDeath(name DamageType)
// fall to his left
|
void |
PlayRightHit(optional float) |
void |
PlaySkewerDeath(name DamageType)
// drown
|
void |
PlayStepUp(optional float) |
void |
PlayTakeHit(float tweentime, int damage, vector HitLoc, name damageType, vector Momentum, int BodyPart) |
void |
PlayTakeHitSound(int Damage, name damageType, int Mult)
//=============================================================================
// Sound functions
//=============================================================================
|
void |
PlayThreatening(optional float) |
void |
PlayTurning(optional float) |
void |
PlayUninterruptedAnim(name Anim)
//------------------------------------------------------------
//
// Uninterrupted
//
// This state does not allow the pawn to be interrupted while
// the pawn is performing a specific action. Note that the pawn
// will still take pain (but not enter the painstate) and die (and WILL
// go into the death state) while in this state.
//------------------------------------------------------------
|
void |
PlayWaiting(optional float)
//=============================================================================
// Animation functions - should be implemented in subclass,
//=============================================================================
|
void |
PlayWeaponSwitch(Weapon NewWeapon) |
void |
PowerUpWeapon() |
void |
PreSetMovement() |
void |
RemovePawn() |
void |
RestartPlayer()
//=============================================================================
// Game Events
//=============================================================================
|
void |
RestoreBodyPart(int BodyPart)
//------------------------------------------------------------
//
// RestoreBodyPart
//
// Restore a bodypart to full health, visibility, collision
//------------------------------------------------------------
|
void |
SendGlobalMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait)
//------------------------------------------------------------------------------
// Speech related
|
void |
SendTeamMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait) |
void |
SendVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype) |
void |
SetDefaultDisplayProperties() |
void |
SetDisplayProperties(ERenderStyle NewStyle, Texture NewTexture, bool bLighting, bool bEnviroMap) |
simulated |
SetMesh() |
void |
SetMovementPhysics() |
void |
SetMultiSkin(Actor SkinActor, string SkinName, string FaceName, byte TeamNum)
/*
static |
bool |
SetSkinElement(Actor SkinActor, int SkinNo, string SkinName, string DefaultSkinName)
{
SkinName = String(SkinActor.Skin);
FaceName = "";
}
*/ |
void |
SkeletonLook(float DeltaTime) |
void |
SpawnBodyGibs(vector momentum)
//------------------------------------------------------------
//
// SpawnBodyGibs
//
// Subclass this to spawn specific gibs for a given creature
//------------------------------------------------------------
|
Carcass |
SpawnCarcass()
//------------------------------------------------------------
//
// SpawnCarcass
//
//------------------------------------------------------------
|
void |
StopAttack()
//------------------------------------------------------------
//
// StopAttack
//
//------------------------------------------------------------
|
void |
StopFiring() |
void |
StopLookingToward()
//------------------------------------------------------------
//
// StopLookingToward
//
//------------------------------------------------------------
|
void |
StopWaiting()
// Force end to sleep
|
void |
StrafeFacing(vector NewDestination, Actor NewTarget) |
void |
StrafeTo(vector NewDestination, vector NewFocus) |
void |
SwipeEffectEnd()
//=============================================================================
//
// SwipeEffectEnd
//
// Swipe Effect Notify
//=============================================================================
|
void |
SwipeEffectStart()
//=============================================================================
//
// SwipeEffectStart
//
// Swipe Effect Notify
//=============================================================================
|
bool |
SwitchToBestWeapon() |
void |
TeamBroadcast(string Msg)
// Broadcast a text message to all players, or all on the same team.
|
void |
ThrowWeapon()
//=============================================================================
//
// ThrowWeapon
//
// RUNE: Throw the current weapon
//=============================================================================
|
simulated |
Tick(float DeltaTime)
//------------------------------------------------------------
//
// Tick
//
//------------------------------------------------------------
|
void |
TossWeapon()
// toss out the weapon currently held
|
void |
TurnTo(vector NewFocus) |
void |
TurnToward(Actor NewTarget) |
void |
TweenToMoving(float tweentime) |
void |
TweenToWaiting(float tweentime) |
void |
UnderLift(Mover M) |
void |
UpdateMovementSpeed()
//=============================================================================
// Utility functions
//=============================================================================
|
void |
UseNotify()
//=============================================================================
//
// UseNotify
//
// Notify used by animations to specify when the use should occur
//=============================================================================
|
void |
WaitForLanding()
// Wait until physics is not PHYS_Falling
|
bool |
WantsToPickUp(Inventory item)
//------------------------------------------------------------
//
// WantsToPickup
//
// Returns whether the item is desired
//------------------------------------------------------------
|
void |
WarnTarget(Pawn shooter, float projSpeed, vector FireDir) |
void |
WeaponActivate()
//------------------------------------------------------------
//
// WeaponActivate
//
//------------------------------------------------------------
|
void |
WeaponDeactivate()
//------------------------------------------------------------
//
// WeaponDeactivate
//
//------------------------------------------------------------
|
bool |
actorReachable(Actor anActor) |
void |
damageAttitudeTo(Pawn Other) |
bool |
pointReachable(vector aPoint)
//Reachable returns what part of direct path from Actor to aPoint is traversable
//using the current locomotion method
|