Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Legacy:Pawn (DX)
From Unreal Wiki, The Unreal Engine Documentation Site
Pawn, the base class of all actors that can be controlled by players or AI.
This is a built-in Unreal class and it shouldn't be modified.
Xhiris: But it looks like that didn't stop Ion Storm! :)
Contents
Properties[edit]
- Rotator AIAddViewRotation
- Additional AI variables - DEUS_EX STM
- float animTimer[4]
- lip synching stuff for Deus Ex - DEUS_EX CNN
- bool bCanGlide
- DEUS_EX STM – added for flying/swimming states
- bool bIsSpeaking
- lip synching stuff for Deus Ex - DEUS_EX CNN
- bool bOnFire
- misc. stuff for Deus Ex - DEUS_EX CNN
- float burnTimer
- misc. stuff for Deus Ex - DEUS_EX CNN
- bool bWasSpeaking
- lip synching stuff for Deus Ex - DEUS_EX CNN
- Decoration carriedDecoration
- travel added for DX
- int HealthArmLeft
- hit extents for Deus Ex - DEUS_EX CNN
- int HealthArmRight
- hit extents for Deus Ex - DEUS_EX CNN
- int HealthHead
- hit extents for Deus Ex - DEUS_EX CNN
- int HealthLegLeft
- hit extents for Deus Ex - DEUS_EX CNN
- int HealthLegRight
- hit extents for Deus Ex - DEUS_EX CNN
- int HealthTorso
- hit extents for Deus Ex - DEUS_EX CNN
- string lastPhoneme
- lip synching stuff for Deus Ex - DEUS_EX CNN
- float MinAngularSize
- Additional AI variables - DEUS_EX STM
- string nextPhoneme
- lip synching stuff for Deus Ex - DEUS_EX CNN
AI[edit]
- float AIHorizontalFov
- Additional AI variables - DEUS_EX STM
- float AngularResolution
- Additional AI variables - DEUS_EX STM
- float AspectRatio
- Additional AI variables - DEUS_EX STM
- float SmellThreshold
- Additional AI variables - DEUS_EX STM
- float VisibilityThreshold
- Additional AI variables - DEUS_EX STM
Alliances[edit]
- Name Alliance
- Additional AI variables - DEUS_EX STM
Enums[edit]
ELookDirection[edit]
Look direction - DEUS_EX STM
- LOOK_Forward
- LOOK_Left
- LOOK_Right
- LOOK_Up
- LOOK_Dow
Functions[edit]
- bool AddInventory( inventory NewItem )
- modified by DEUS_EX AJY
- bool AdjustHitLocation( out vector HitLocation , vector TraceDir )
- Edited by DEUS_EX STM (some code commented out)
- float AICanHear( actor other , optional float Volume , optional float Radius )
- New AI functions - DEUS_EX STM
- float AICanSee( actor other , optional float visibility , optional bool bCheckVisibility , optional bool bCheckDir , optional bool bCheckCylinder , optional bool bCheckLOS )
- New AI functions - DEUS_EX STM
- float AICanSmell( actor other , optional float smell )
- New AI functions - DEUS_EX STM
- bool AIDirectionReachable( vector focus , int yaw , int pitch , float minDist , float maxDist , out vector bestDest )
- New AI functions - DEUS_EX STM
- bool AIPickRandomDestination( float minDist , float maxDist , int centralYaw , float yawDistribution , int centralPitch , float pitchDistribution , int tries , float multiplier , out vector dest )
- New AI functions - DEUS_EX STM
- ChangedWeapon( )
- Modified by DEUS_EX CNN
- ComputePathnodeDistances( optional actor startActor )
- New AI functions - DEUS_EX STM
- Died( pawn Killer , name damageType , vector HitLocation )
- UT has a mutator hook which this doesn't.
- DropDecoration( )
- Modified to turn off translucency by DEUS_EX CNN
- EncroachedByMover( Mover encroacher )
- DEUS_EX STM
- gibbedBy( actor Other )
- Doesn't check ROLE_AUTHORITY
- GrabDecoration( )
- Modified by DEUS_EX CNN
- string KillMessage( name damageType , pawn Other )
- Different in UT
- bool LineOfSightTo( actor Other , optional bool bIgnoreDistance )
- but only if they are within 1000 distance units does it do the other checks, unless you use bIgnoreDistance
- LipSynch( float deltaTime )
- lip synching support - DEUS_EX CNN
- LookAtActor( Actor targ , bool bRotate , bool bLookHorizontal , bool bLookVertical , optional float DelayTime , optional float rate , optional float LockAngle , optional float AngleOffset )
- New in DX
- LookAtVector( vector lookTo , bool bRotate , bool bLookHorizontal , bool bLookVertical , optional float DelayTime , optional float rate , optional float LockAngle , optional float AngleOffset )
- New in DX
- LoopBaseConvoAnim( )
- New in DX
- LoopHeadConvoAnim( )
- New in DX
- NextItem( )
- Implementation commmented out by DEUS_EX CNN
- bool PlayTurnHead( ELookDirection dir , float rate , float tweentime )
- New in DX
- ReachablePathnodes( class<NavigationPoint> BaseClass , out NavigationPoint NavPoint , Actor FromPoint , out float distance , optional bool bUsePrunedPaths )
- New AI functions - DEUS_EX STM
- bool SetSkinElement( Actor SkinActor , int SkinNo , string SkinName , string DefaultSkinName )
- Very different from UT
- StrafeFacing( vector NewDestination , actor NewTarget , optional float speed )
- Added new param (speed)
- StrafeTo( vector NewDestination , vector NewFocus , optional float speed )
- Added new param (speed)
Events[edit]
- Destroyed( )
- DeusEX always removes the pawn (UT jumps out depending on a replication check)
- FellOutOfWorld( )
- [Xhiris] Doesn't check ROLE_AUTHORITY like UT does
- PainTimer( )
- Changed by DEUS_EX CNN (drowning damage)
- PostNetBeginPlay( )
- Almost completely different in DX
- PreBeginPlay( )
- Added angular size computation - DEUS_EX STM
In UT, not in DX[edit]
simulated function SetMesh()