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UE2:UnrealPawn (UT2003)

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UT2003 Object >> Actor >> Pawn >> UnrealPawn

Contents

Package: 
UnrealGame
Direct subclasses:
XIntroPawn, XPawn
This class in other games:
UT2004

null

[edit] Properties

[edit] Property group 'AI'

[edit] bIsSquadLeader

Type: bool

only used as startup property

[edit] SquadName

Type: name


Default value: 'Squad'

[edit] Property group 'UnrealPawn'

[edit] bNoDefaultInventory

Type: bool

don't spawn default inventory for this guy

[edit] RequiredEquipment

Type: string

Array size: 16

allow L.D. to modify for single player

[edit] Internal variables

[edit] AttackSuitability

Type: float

range 0 to 1, 0 = pure defender, 1 = pure attacker

Default value: 0.5

[edit] bAcceptAllInventory

Type: bool

can pick up anything

Default value: True

[edit] bBlobShadow

Type: bool

Modifiers: globalconfig


[edit] bKeepTaunting

Type: bool


[edit] bPlayerShadows

Type: bool

Modifiers: globalconfig


[edit] bPlayOwnFootsteps

Type: bool

Modifiers: config


Default value: True

[edit] bSoakDebug

Type: bool

use less verbose version of debug display

[edit] CurrentDir

Type: Actor.EDoubleClickDir


[edit] GameObjOffset

Type: Object.Vector


[edit] GameObjRot

Type: Object.Rotator


[edit] LastFootStepTime

Type: float


[edit] LoadOut

Type: byte


Default value: 255

[edit] OptionalEquipment

Type: string

Array size: 16

player can optionally incorporate into loadout

[edit] SelectedEquipment

Type: byte

Array size: 16

Modifiers: config

what player has selected (replicate using function)

[edit] spree

Type: int


[edit] VoiceType

Type: string


Default value: "UnrealGame.TempVoice"

[edit] Default values

Property Value
AirControl 0.35
AirSpeed 600.0
AmbientGlow 40
BaseEyeHeight 60.0
bCanClimbLadders True
bCanCrouch True
bCanPickupInventory True
bCanStrafe True
bCanSwim True
bMuffledHearing True
bStasis False
Buoyancy 99.0
ControllerClass Class'UnrealGame.Bot'
CrouchHeight 39.0
EyeHeight 60.0
ForceRadius 100.0
ForceScale 2.5
ForceType FT_DragAlong
GroundSpeed 600.0
LightBrightness 70.0
LightHue 40
LightRadius 6.0
LightSaturation 128
MeleeRange 20.0
RotationRate
Member Value
Pitch 0
Roll 2048
Yaw 20000
SightRadius 12000.0
UnderWaterTime 20.0
WalkingPct 0.3

[edit] Functions

[edit] Events

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


[edit] PostNetBeginPlay

event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


[edit] SetAnimAction

simulated event SetAnimAction (name NewAction)

Overrides: Pawn.SetAnimAction


[edit] Other instance functions

[edit] AddDefaultInventory

function AddDefaultInventory ()


[edit] BotDodge

function Object.Vector BotDodge (Object.Vector Dir)


[edit] CheckBob

function CheckBob (float DeltaTime, Object.Vector Y)

Overrides: Pawn.CheckBob


[edit] CheckTauntValid

simulated function bool CheckTauntValid (name Sequence)


[edit] ChunkUp

simulated function ChunkUp (Object.Rotator HitRotation, float ChunkPerterbation)

Overrides: Pawn.ChunkUp


[edit] CreateInventory

function CreateInventory (string InventoryClassName)

Overrides: Pawn.CreateInventory


[edit] DisplayDebug

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

Overrides: Pawn.DisplayDebug


[edit] Dodge

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)

Overrides: Pawn.Dodge


[edit] EndJump

function EndJump ()


[edit] FootStepping

function FootStepping (int side)


[edit] GetDebugName

function string GetDebugName ()

Overrides: Actor.GetDebugName


[edit] GetPlacedRoster

function RosterEntry GetPlacedRoster ()


[edit] GetWeaponBoneFor

function name GetWeaponBoneFor (Inventory I)

Overrides: Pawn.GetWeaponBoneFor


[edit] HoldGameObject

function HoldGameObject (GameObject gameObj, name GameObjBone)


[edit] IsInLoadout

function bool IsInLoadout (class<InventoryInventoryClass)


[edit] PlayFootStep

simulated function PlayFootStep (int Side)


[edit] SetMovementPhysics

function SetMovementPhysics ()

Overrides: Pawn.SetMovementPhysics


[edit] ShouldUnCrouch

simulated function ShouldUnCrouch ()


[edit] SpawnGibs

simulated function SpawnGibs (Object.Rotator HitRotation, float ChunkPerterbation)


[edit] TakeDrowningDamage

function TakeDrowningDamage ()

Overrides: Pawn.TakeDrowningDamage


[edit] States

[edit] Dying

Inherits from: Pawn.Dying

Ignores: Dying.AnimEnd, BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger

[edit] Dying.BaseChange

singular event BaseChange ()

Overrides: Pawn.Dying.BaseChange


[edit] Dying.BeginState

event BeginState ()

Overrides: Pawn.Dying.BeginState


[edit] Dying.Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Dying.Landed


[edit] TimingOut

Ignores: AnimEnd, BaseChange, BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, Landed, PhysicsVolumeChange, Trigger

[edit] TimingOut.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] TimingOut.TakeDamage

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

Overrides: Pawn.TakeDamage (global)