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Function Summary |
void |
Attach(Actor Other) |
void |
BeginEvent() |
simulated |
BeginPlay()
//-----------------------------------------------------------------------------
// Engine notifications
//-----------------------------------------------------------------------------
// When mover enters gameplay.
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void |
BeginState() |
void |
BeginState() |
void |
BeginState() |
void |
BeginState() |
void |
BeginState() |
void |
BeginState() |
void |
BeginState() |
void |
BeginState() |
void |
BeginState() |
void |
BeginState() |
void |
Bump(Actor Other) |
void |
Bump(Actor Other) |
void |
Bump(Actor Other) |
void |
DoClose()
// Close the mover.
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void |
DoOpen()
// Open the mover.
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bool |
EncroachingOn(Actor Other)
// Return true to abort, false to continue.
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void |
EndEvent() |
void |
Explode(vector Momentum)
// Override in destructible child classes to determine matter
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void |
FindTriggerActor() |
void |
FinishNotify()
// Notify AI that mover finished movement
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void |
FinishedClosing()
// Handle when the mover finishes closing.
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void |
FinishedOpening()
// Handle when the mover finishes opening.
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float |
GetCollisionRadius()
// Used for debris spawn locations and to calculate size of chunks
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Texture |
GetTexture()
// Get approximate collision sphere
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bool |
HandleDoor(Pawn Other)
// Open when stood on, wait, then close.
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bool |
HandleDoor(Pawn Other)
// Open when stood on, wait, then close.
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bool |
HandleDoor(Pawn Other)
// Open when stood on, wait, then close.
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bool |
HandleDoor(Pawn Other)
// Open when stood on, wait, then close.
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bool |
HandleDoor(Pawn Other)
// Open when stood on, wait, then close.
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bool |
HandleDoor(Pawn Other)
// Open when stood on, wait, then close.
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bool |
HandleDoor(Pawn Other)
// Open when stood on, wait, then close.
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bool |
HandleDoor(Pawn Other)
// Open when stood on, wait, then close.
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bool |
HandleTriggerDoor(Pawn Other) |
void |
InterpolateEnd(Actor Other)
// Interpolation ended.
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void |
InterpolateTo(byte NewKeyNum, float Seconds)
// Interpolate to keyframe KeyNum in Seconds time.
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bool |
JointDamaged(int Damage, Pawn EventInstigator, vector HitLoc, vector Momentum, name DamageType, int joint) |
bool |
JointDamaged(int Damage, Pawn EventInstigator, vector HitLoc, vector Momentum, name DamageType, int joint) |
void |
MakeGroupReturn() |
void |
MakeGroupStop() |
void |
MakeOnMeList() |
void |
PolyobjDestroy()
//===================================================================
//
// PolyobjDestroy
//
// Polyobjs aren't actually destroyed: they hidden, made non-blocking
// and non-thinking.
//
// This function should be called instead of the Destroy();
//===================================================================
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void |
PostBeginPlay()
// Immediately after entering gameplay.
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void |
SetKeyframe(byte NewKeyNum, vector NewLocation, rotator NewRotation)
// Set the specified keyframe.
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Actor |
SpecialHandling(Pawn Other) |
void |
Tick(float deltaTime) |
void |
Tick(float deltaTime) |
void |
Tick(float deltaTime) |
void |
Tick(float deltaTime) |
void |
Tick(float deltaTime) |
simulated |
Timer() |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
Trigger(Actor Other, Pawn EventInstigator) |
void |
UnTrigger(Actor Other, Pawn EventInstigator) |
void |
UnTrigger(Actor Other, Pawn EventInstigator) |
void |
UpdateSinkerZ(float deltaTime) |
bool |
UseTrigger(Actor Other) |