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

UE2:Vehicle instance functions (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UT2004 Object >> Actor >> Pawn >> Vehicle (instance functions)

Contents

Vehicle instance functions in other games:
U2, UDK, UT3
Other member categories for this class:
internal variables

[edit] Instance functions

[edit] ActivateOverlay

simulated function ActivateOverlay (bool bActive)


[edit] AdjustDriverDamage

function AdjustDriverDamage (out int Damage, Pawn InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType)


[edit] AdjustedStrength

function float AdjustedStrength ()

Overrides: Pawn.AdjustedStrength


[edit] AlternateTarget

simulated function Actor AlternateTarget ()


[edit] AltFire

function AltFire (optional float F)

Overrides: Pawn.AltFire


[edit] AttachDriver

simulated function AttachDriver (Pawn P)


[edit] AttachFlag

function AttachFlag (Actor FlagActor)


[edit] BotDesireability

function float BotDesireability (Actor S, int TeamIndex, Actor Objective)


[edit] ChangedReservation

function bool ChangedReservation (Pawn P)


[edit] ChargeBar

simulated function float ChargeBar ()


[edit] CheatFly

function bool CheatFly ()

Overrides: Pawn.CheatFly


[edit] CheatGhost

function bool CheatGhost ()

Overrides: Pawn.CheatGhost


[edit] CheatWalk

function bool CheatWalk ()

Overrides: Pawn.CheatWalk


[edit] CheckForHeadShot

function Pawn CheckForHeadShot (Object.Vector loc, Object.Vector ray, float AdditionalScale)


[edit] CheckSuperBerserk

function CheckSuperBerserk ()


[edit] CheckTauntValid

simulated function bool CheckTauntValid (name Sequence)

Overrides: Pawn.CheckTauntValid


[edit] ClientClearController

simulated function ClientClearController ()


[edit] ClientKDriverEnter

simulated function ClientKDriverEnter (PlayerController PC)


[edit] ClientKDriverLeave

simulated function ClientKDriverLeave (PlayerController PC)


[edit] ClientPlayForceFeedback

simulated function ClientPlayForceFeedback (string EffectName)


[edit] ClientVehicleCeaseFire

function ClientVehicleCeaseFire (bool bWasAltFire)


[edit] Destroyed_HandleDriver

simulated function Destroyed_HandleDriver ()


[edit] DetachDriver

simulated function DetachDriver (Pawn P)


[edit] Died

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

Overrides: Pawn.Died


[edit] DisplayDebug

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

Overrides: Pawn.DisplayDebug


[edit] DriverDied

function DriverDied ()


[edit] DriverLeft

function DriverLeft ()


[edit] DriverRadiusDamage

function DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageTypeDamageType, float Momentum, Object.Vector HitLocation)


[edit] EjectDriver

function EjectDriver ()


[edit] FaceRotation

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

Overrides: Pawn.FaceRotation


[edit] FindEntryVehicle

function Vehicle FindEntryVehicle (Pawn P)


[edit] FindValidTaunt

simulated function bool FindValidTaunt (out name Sequence)

Overrides: Pawn.FindValidTaunt


[edit] Fire

function Fire (optional float F)

Overrides: Pawn.Fire


[edit] FixPCRotation

simulated function FixPCRotation (PlayerController PC)


[edit] Flip

function Flip (Object.Vector HitNormal, float ForceScale)


[edit] GetBestEntry

function Actor GetBestEntry (Pawn P)


[edit] GetBotPassenger

function AIController GetBotPassenger ()


[edit] GetCameraLocationStart

simulated function Object.Vector GetCameraLocationStart ()


[edit] GetInstigator

function Pawn GetInstigator ()


[edit] GetMoveTargetFor

function Vehicle GetMoveTargetFor (Pawn P)


[edit] GetSpree

function int GetSpree ()

Overrides: Pawn.GetSpree


[edit] GetTeamNum

simulated function int GetTeamNum ()

Overrides: Pawn.GetTeamNum


[edit] GetTurrets

function array<VehicleGetTurrets ()


[edit] GetVehiclePositionString

simulated function string GetVehiclePositionString ()


[edit] HasOccupiedTurret

function bool HasOccupiedTurret ()


[edit] HealDamage

function bool HealDamage (int Amount, Controller Healer, class<DamageTypeDamageType)

Overrides: Actor.HealDamage


[edit] ImportantVehicle

function bool ImportantVehicle ()


[edit] IncomingMissile

function IncomingMissile (Projectile P)


[edit] IncrementSpree

function IncrementSpree ()

Overrides: Pawn.IncrementSpree


[edit] IndependentVehicle

simulated function bool IndependentVehicle ()


[edit] IsArtillery

function bool IsArtillery ()


[edit] KDriverEnter

function KDriverEnter (Pawn P)


[edit] NewReservationCostMultiplier

function float NewReservationCostMultiplier (Pawn P)


[edit] NextWeapon

simulated function NextWeapon ()

Overrides: Pawn.NextWeapon


[edit] NumPassengers

simulated function int NumPassengers ()


[edit] Occupied

function bool Occupied ()


[edit] OpenPositionFor

function Vehicle OpenPositionFor (Pawn P)


[edit] PlaceExitingDriver

function bool PlaceExitingDriver ()


[edit] PlayerChangedTeam

function PlayerChangedTeam ()

Overrides: Pawn.PlayerChangedTeam


[edit] PlayTakeHit

function PlayTakeHit (Object.Vector HitLocation, int Damage, class<DamageTypeDamageType)

Overrides: Pawn.PlayTakeHit


[edit] PlayTeleportEffect

function PlayTeleportEffect (bool bOut, bool bSound)

Overrides: Pawn.PlayTeleportEffect


[edit] PointOfView

simulated function bool PointOfView ()

Overrides: Pawn.PointOfView


[edit] PossessedBy

function PossessedBy (Controller C)

Overrides: Pawn.PossessedBy


[edit] POVChanged

simulated function POVChanged (PlayerController PC, bool bBehindViewChanged)

Overrides: Actor.POVChanged


[edit] PrevWeapon

simulated function PrevWeapon ()

Overrides: Pawn.PrevWeapon


[edit] ReservationCostMultiplier

function float ReservationCostMultiplier ()


[edit] ServerPlayHorn

function ServerPlayHorn (int HornIndex)


[edit] SetBaseEyeheight

simulated function SetBaseEyeheight ()

Overrides: Pawn.SetBaseEyeheight


[edit] SetReservation

function SetReservation (Controller C)


[edit] SetTeamNum

function SetTeamNum (byte T)


[edit] ShootMissile

function ShootMissile (Projectile P)


[edit] ShootSpecial

function Actor ShootSpecial (Actor A)

Overrides: Pawn.ShootSpecial


[edit] ShouldTargetMissile

function ShouldTargetMissile (Projectile P)


[edit] SpecialCalcBehindView

simulated function SpecialCalcBehindView (PlayerController PC, out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)


[edit] SpecialCalcFirstPersonView

simulated function SpecialCalcFirstPersonView (PlayerController PC, out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)


[edit] SpecialCalcView

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

Overrides: Pawn.SpecialCalcView


[edit] SpectatorSpecialCalcView

simulated function bool SpectatorSpecialCalcView (PlayerController Viewer, out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)

Overrides: Pawn.SpectatorSpecialCalcView


[edit] SpokenFor

function bool SpokenFor (Controller C)


[edit] StopForceFeedback

simulated function StopForceFeedback (string EffectName)


[edit] StopWeaponFiring

function bool StopWeaponFiring ()

Overrides: Pawn.StopWeaponFiring


[edit] StronglyRecommended

function bool StronglyRecommended (Actor S, int TeamIndex, Actor Objective)


[edit] Suicide

function Suicide ()

Overrides: Pawn.Suicide


[edit] TeamLink

function bool TeamLink (int TeamNum)

Overrides: Actor.TeamLink


[edit] TryToDrive

function bool TryToDrive (Pawn P)


[edit] UnPossessed

function UnPossessed ()

Overrides: Pawn.UnPossessed


[edit] VehicleCeaseFire

function VehicleCeaseFire (bool bWasAltFire)


[edit] VehicleFire

function VehicleFire (bool bWasAltFire)