My program doesn't have bugs. It just develops random features.

UE2:U2Pawn (U2)

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U2 Object >> Actor >> Pawn >> U2Pawn

Contents

Package: 
U2
Direct subclasses:
Gunner, Ranger, Tech
This class in other games:
U2XMP

U2Pawn.uc

[edit] Constants

[edit] MAXJUMPHEIGHT

Value: 94.0


[edit] Properties

See U2Pawn properties.

[edit] Enums

[edit] EFireAnimState

FAS_None 
FAS_PlayOnce 
FAS_Looping 
FAS_Ready 

[edit] ESurfaceType

SFT_None 
SFT_Default 
SFT_Terrain 
SFT_Water 

[edit] Functions

[edit] Events

[edit] AnimEnd

simulated event AnimEnd (int Channel)

Overrides: Pawn.AnimEnd


[edit] Destroyed

simulated event Destroyed ()

Overrides: Pawn.Destroyed


[edit] Falling

event Falling ()

Overrides: Pawn.Falling


[edit] FellOutOfWorld

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: Pawn.FellOutOfWorld


[edit] Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed


[edit] PlayDying

simulated event PlayDying (class<DamageTypeDamageType, Object.Vector HitLoc)

Overrides: Pawn.PlayDying


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


[edit] PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


[edit] PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


[edit] PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Pawn.PreBeginPlay


[edit] SetAnimAction

simulated event SetAnimAction (name NewAction)

Overrides: Pawn.SetAnimAction


[edit] TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Pawn.TakeDamage


[edit] Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


[edit] Other instance functions

See U2Pawn instance functions.

[edit] States

[edit] BeyondHelp

[edit] BeyondHelp.HandleDying

simulated function HandleDying ()

Overrides: HandleDying (global)


[edit] Dying

Inherits from: Pawn.Dying

Ignores: BreathTimer, Bump, ChangedWeapon, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger

[edit] Dying.BeginState

event BeginState ()

Overrides: Pawn.Dying.BeginState


[edit] DyingWaiting

Ignores: BreathTimer, Bump, ChangedWeapon, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger

[edit] DyingWaiting.AnimEnd

event AnimEnd (int Channel)

Overrides: AnimEnd (global)


[edit] DyingWaiting.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] DyingWaiting.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] DyingWaiting.Landed

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


[edit] DyingWaiting.TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: TakeDamage (global)


[edit] DyingWaiting.ClientRevived

singular function ClientRevived ()

Overrides: Pawn.ClientRevived (global)


[edit] DyingWaiting.Died

function Died (Controller Killer, class<DamageTypedamageType, Object.Vector HitLocation)

Overrides: Pawn.Died (global)


[edit] DyingWaiting.DoMercyKill

function DoMercyKill (U2Pawn Killer)


[edit] DyingWaiting.DoRevive

function DoRevive (U2Pawn Other)


[edit] DyingWaiting.HandleDying

simulated function HandleDying ()

Overrides: HandleDying (global)


[edit] DyingWaiting.HandleRevived

simulated function HandleRevived ()

Overrides: Pawn.HandleRevived (global)


[edit] DyingWaiting.LandThump

function LandThump ()


[edit] DyingWaiting.LieStill

function LieStill ()


[edit] DyingWaiting.OnUse

function OnUse (Actor Other)

Overrides: OnUse (global)


[edit] DyingWaiting.ReduceCylinder

function ReduceCylinder ()


[edit] DyingWaiting.RestoreCylinder

function RestoreCylinder ()


[edit] FallingOutOfWorld

Extends: BeyondHelp

Ignores: FellOutOfWorld

[edit] FallingOutOfWorld.Tick

event Tick (float DeltaTime)

Overrides: Tick (global)


[edit] GutBlowed

Extends: BeyondHelp

Ignores: BreathTimer, Bump, ChangedWeapon, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, TakeDamage, Trigger