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UE2:Pawn instance functions (UE2Runtime)

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UE2Runtime Object >> Actor >> Pawn (instance functions)

Contents

Pawn instance functions in other games:
RTNP, U1, UT, U2, U2XMP, UT2003, UT2004, UT3, UDK
Other member categories for this class:
events, internal variables

Instance functions[edit]

AddInventory[edit]

function bool AddInventory (Inventory NewItem)


AddVelocity[edit]

function AddVelocity (Object.Vector NewVelocity)


AdjustAim[edit]

simulated final function Object.Rotator AdjustAim (Ammunition FiredAmmunition, Object.Vector projStart, int aimerror)


AdjustedStrength[edit]

function float AdjustedStrength ()


BecomeViewTarget[edit]

function BecomeViewTarget ()

Overrides: Actor.BecomeViewTarget


CalcDrawOffset[edit]

simulated function Object.Vector CalcDrawOffset (Inventory Inv)


CanDoubleJump[edit]

function bool CanDoubleJump ()


CanGrabLadder[edit]

function bool CanGrabLadder ()


CannotJumpNow[edit]

function bool CannotJumpNow ()


CanSplash[edit]

function bool CanSplash ()

Overrides: Actor.CanSplash


CanThrowWeapon[edit]

simulated function bool CanThrowWeapon ()


CanTrigger[edit]

function bool CanTrigger (Trigger T)


ChangedWeapon[edit]

function ChangedWeapon ()


CheckBob[edit]

function CheckBob (float DeltaTime, Object.Vector Y)


CheckWaterJump[edit]

function bool CheckWaterJump (out Object.Vector WallNormal)


ChunkUp[edit]

simulated function ChunkUp (Object.Rotator HitRotation, class<DamageTypeD)


ClientDying[edit]

function ClientDying (class<DamageTypeDamageType, Object.Vector HitLocation)


ClientReStart[edit]

function ClientReStart ()


ClientSetLocation[edit]

function ClientSetLocation (Object.Vector NewLocation, Object.Rotator NewRotation)


ClientSetRotation[edit]

function ClientSetRotation (Object.Rotator NewRotation)


ClimbLadder[edit]

function ClimbLadder (LadderVolume L)


CreateInventory[edit]

function CreateInventory (string InventoryClassName)


DeleteInventory[edit]

function DeleteInventory (Inventory Item)


Died[edit]

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


DisplayDebug[edit]

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Actor.DisplayDebug


Dodge[edit]

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)


DoDoubleJump[edit]

function DoDoubleJump (bool bUpdating)


DoJump[edit]

function bool DoJump (bool bUpdating)


DrawHUD[edit]

function DrawHUD (Canvas Canvas)


DropToGround[edit]

function DropToGround ()


EndClimbLadder[edit]

function EndClimbLadder (LadderVolume OldLadder)


EyePosition[edit]

simulated function Object.Vector EyePosition ()


FaceRotation[edit]

simulated function FaceRotation (Object.Rotator NewRotation, float DeltaTime)


FindInventoryType[edit]

function Inventory FindInventoryType (Class DesiredClass)


Fire[edit]

function Fire (optional float F)


Gasp[edit]

function Gasp ()


GetDemoRecordingWeapon[edit]

simulated function Weapon GetDemoRecordingWeapon ()


GetHumanReadableName[edit]

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetKillerController[edit]

function Controller GetKillerController ()


GetMoveTarget[edit]

function Actor GetMoveTarget ()


GetTeam[edit]

function TeamInfo GetTeam ()


GetViewRotation[edit]

simulated function Object.Rotator GetViewRotation ()


GetWeaponBoneFor[edit]

function name GetWeaponBoneFor (Inventory I)


Gibbed[edit]

function bool Gibbed (class<DamageTypedamageType)


gibbedBy[edit]

function gibbedBy (Actor Other)


GiveWeapon[edit]

function GiveWeapon (string aClassName)


HandlePickup[edit]

function HandlePickup (Pickup pick)


HoldCarriedObject[edit]

function HoldCarriedObject (CarriedObject O, name AttachmentBone)


InCurrentCombo[edit]

function bool InCurrentCombo ()


InGodMode[edit]

final function bool InGodMode ()


IsFirstPerson[edit]

simulated function bool IsFirstPerson ()


IsHumanControlled[edit]

simulated function bool IsHumanControlled ()


IsInPain[edit]

function bool IsInPain ()

Overrides: Actor.IsInPain


IsLocallyControlled[edit]

simulated function bool IsLocallyControlled ()


IsPlayerPawn[edit]

simulated function bool IsPlayerPawn ()


JumpOffPawn[edit]

function JumpOffPawn ()


JumpOutOfWater[edit]

function JumpOutOfWater (Object.Vector jumpDir)


LineOfSightTo[edit]

function bool LineOfSightTo (Actor Other)


ModifiedPlayerViewOffset[edit]

function Object.Vector ModifiedPlayerViewOffset (Inventory Inv)


NearMoveTarget[edit]

function bool NearMoveTarget ()


PlayDyingSound[edit]

function PlayDyingSound ()


PlayFiring[edit]

simulated function PlayFiring (float Rate, name FiringMode)


PlayHit[edit]

function PlayHit (float Damage, Pawn InstigatedBy, Object.Vector HitLocation, class<DamageTypedamageType, Object.Vector Momentum)


PlayLanded[edit]

function PlayLanded (float impactVel)


PlayMoverHitSound[edit]

function PlayMoverHitSound ()


PlayMoving[edit]

simulated function PlayMoving ()


PlayTakeHit[edit]

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


PlayTeleportEffect[edit]

function PlayTeleportEffect (bool bOut, bool bSound)

Overrides: Actor.PlayTeleportEffect


PlayVictoryAnimation[edit]

function PlayVictoryAnimation ()


PlayWaiting[edit]

simulated function PlayWaiting ()


PlayWeaponSwitch[edit]

function PlayWeaponSwitch (Weapon NewWeapon)


PointOfView[edit]

simulated function bool PointOfView ()


PossessedBy[edit]

function PossessedBy (Controller C)


PressingAltFire[edit]

simulated final function bool PressingAltFire ()


PressingFire[edit]

simulated final function bool PressingFire ()


ReceiveLocalizedMessage[edit]

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


Reset[edit]

function Reset ()

Overrides: Actor.Reset


RestartPlayer[edit]

function RestartPlayer ()


ServerChangedWeapon[edit]

function ServerChangedWeapon (Weapon OldWeapon, Weapon W)


SetDefaultDisplayProperties[edit]

function SetDefaultDisplayProperties ()

Overrides: Actor.SetDefaultDisplayProperties


SetDisplayProperties[edit]

function SetDisplayProperties (Actor.ERenderStyle NewStyle, Material NewTexture, bool bLighting)

Overrides: Actor.SetDisplayProperties


SetMesh[edit]

simulated function SetMesh ()


SetMovementPhysics[edit]

function SetMovementPhysics ()


SetMoveTarget[edit]

function SetMoveTarget (Actor NewTarget)


SetViewRotation[edit]

simulated function SetViewRotation (Object.Rotator NewRotation)


ShootSpecial[edit]

function Actor ShootSpecial (Actor A)


ShouldCrouch[edit]

function ShouldCrouch (bool Crouch)


SpecialCalcView[edit]

function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)


TakeDrowningDamage[edit]

function TakeDrowningDamage ()


TakeFallingDamage[edit]

function TakeFallingDamage ()


TossWeapon[edit]

function TossWeapon (Object.Vector TossVel)


TouchingWaterVolume[edit]

function bool TouchingWaterVolume ()


UnPossessed[edit]

function UnPossessed ()


UpdateRocketAcceleration[edit]

function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)


WasPlayerPawn[edit]

simulated function bool WasPlayerPawn ()


WeaponBob[edit]

function Object.Vector WeaponBob (float BobDamping)