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UE2:Pawn (U2XMP)

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U2XMP Object >> Actor >> Pawn

Contents

Package: 
Engine
Direct subclasses:
LicenseePawn, PawnProxy, Scout, Vehicle
This class in other games:
RTNP, U1, U2, UDK, UE2Runtime, UT, UT2003, UT2004, UT3

Pawn, the base class of all actors that can be controlled by players or AI.

Pawns are the physical representations of players and creatures in a level. Pawns have a mesh, collision, and physics. Pawns can take damage, make sounds, and hold weapons and other inventory. In short, they are responsible for all physical interaction between the player or AI and the world.

This is a built-in Unreal class and it shouldn't be modified.

[edit] Constants

[edit] DyingState

Value: 'Dying'


[edit] ObservedDeathEvent

Value: 'ObservedDeath'


[edit] Team_Invalid

Value: -1

not set

[edit] Team_MinValid

Value: 0


[edit] Team_Player

Value: 0


[edit] Team_Marine

Value: 1


[edit] Team_MercJap

Value: 2


[edit] Team_MercMek

Value: 3


[edit] Team_MercFem

Value: 4


[edit] Team_Skaarj

Value: 20


[edit] Team_Izarian

Value: 21


[edit] Team_Shian

Value: 41


[edit] Team_Drakk

Value: 42


[edit] Team_Araknid

Value: 43


[edit] Team_Strider

Value: 44


[edit] Team_Kai

Value: 48


[edit] Team_Tosc

Value: 58


[edit] Team_Spore

Value: 67


[edit] Team_Ambient

Value: 85


[edit] Team_None

Value: 100

will attack/be attacked by all non-ambient NPCs (teams ignored)

[edit] Team_TeamOutcast

Value: 101

will be attack/be attacked by NPCs from original team

[edit] Team_ClassOutcast

Value: 102

will be attack/be attacked by NPCs of same class (e.g. injured fish).

[edit] Team_MaxValid

Value: 102


[edit] SwimForwardThreshold

Value: 0.001


[edit] Properties

See Pawn properties.

[edit] Structs

[edit] TSpecialNavigationEntry

Modifiers: native

class<NavigationPoint> NPClass 
class of navigation point to favor
int NPCost 
cost to boost non-matching navigation points by

[edit] Functions

[edit] Static functions

[edit] ValidPawn

static function bool ValidPawn (Pawn P)


[edit] Exec functions

[edit] NextItem

exec function NextItem ()


[edit] Native functions

[edit] AddPawn

native final function AddPawn ()


[edit] GetAimRotation

native final function Object.Rotator GetAimRotation ()


[edit] GetTeam

native final function int GetTeam ()


[edit] RemovePawn

native final function RemovePawn ()


[edit] SameTeam

native final function bool SameTeam (Pawn Other, optional bool bIgnoreAmbientClasses, optional bool bIgnoreFriendlyToPlayerTeam)


[edit] Events

[edit] BaseChange

singular event BaseChange ()

Overrides: Actor.BaseChange


[edit] BeginFalling

event BeginFalling ()


[edit] BreathTimer

event BreathTimer ()


[edit] CalcDrawOffset

simulated event Object.Vector CalcDrawOffset (Inventory Inv)


[edit] ClientMessage

event ClientMessage (coerce string S, optional name Type)


[edit] Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


[edit] EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn


[edit] EndClimbLadder

event EndClimbLadder ()


[edit] FellOutOfWorld

event FellOutOfWorld ()

Overrides: Actor.FellOutOfWorld


[edit] HeadVolumeChange

event HeadVolumeChange (PhysicsVolume newHeadVolume)


[edit] HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall


[edit] LandedEx

event LandedEx (Actor.CheckResult Hit)

Overrides: Actor.LandedEx


[edit] NotifyStanceChange

event NotifyStanceChange (byte NewStance, float HeightAdjust)


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


[edit] ReceiveLocalizedMessage

event ReceiveLocalizedMessage (class<LocalMessageMessage, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


[edit] Replication

event Replication ()

Overrides: Actor.Replication


[edit] UpdateEyeHeight

event UpdateEyeHeight (float DeltaTime)


[edit] Other instance functions

See Pawn instance functions.

[edit] States

[edit] @DyingState

Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange

[edit] @DyingState.AnimEnd

event AnimEnd (int Channel)

Overrides: Actor.AnimEnd (global)


[edit] @DyingState.BaseChange

singular event BaseChange ()

Overrides: BaseChange (global)


[edit] @DyingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] @DyingState.FellOutOfWorld

event FellOutOfWorld ()

Overrides: FellOutOfWorld (global)


[edit] @DyingState.Landed

event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed (global)


[edit] @DyingState.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] @DyingState.Died

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

Overrides: Died (global)


[edit] @DyingState.LandThump

function LandThump ()


[edit] @DyingState.LieStill

function LieStill ()


[edit] @DyingState.PlayTakeHit

function PlayTakeHit (Object.Vector HitLoc, int Damage, class<DamageTypedamageType)

Overrides: PlayTakeHit (global)


[edit] @DyingState.PlayWeaponSwitch

function PlayWeaponSwitch (Weapon NewWeapon)


[edit] @DyingState.ReduceCylinder

function ReduceCylinder ()


[edit] @DyingState.TakeDamage

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

Overrides: TakeDamage (global)


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