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Legacy:UnrealPawn

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UT2003 :: Actor >> Pawn >> UnrealPawn (Package: UnrealGame)

This Pawn is the parent class for unreal characters.

Properties[edit]

Main[edit]

RequiredEquipment[16] 
Allow L.D. to modify for single player
bool bNoDefaultInventory 
Don't spawn default inventory for this guy

AI[edit]

bool bIsSquadLeader 
Only used as startup property
name SquadName 
Only used as startup property

Hidden[edit]

SelectedEquipment[16] 
What player has selected (replicate using function)
OptionalEquipment[16] 
Player can optionally incorporate into loadout
bool bAcceptAllInventory 
Can pick up anything
bool bBlobShadow 
bool bKeepTaunting 
bool bPlayerShadows 
bool bPlayOwnFootsteps 
bool bSoakDebug 
Use less verbose version of debug display
eDoubleClickDir CurrentDir 
vector GameObjOffset 
rotator GameObjRot 
float LastFootStepTime 
byte LoadOut 
int spree 
string VoiceType 

Functions[edit]

bool CheckTauntValid( name Sequence ) (simulated) 
Returns true if pawn has this taunt sequence
DisplayDebug( Canvas Canvas, out float YL, out float YPos ) (simulated) 
List important actor variable on canvas. Also show the pawn's controller and weapon info
vector BotDodge( vector Dir ) 
Returns appropriate vector for dodge in direction Dir (which should be normalized)
HoldGameObject( GameObject gameObj, name GameObjBone ) 
EndJump() 
Called when stop jumping
ShouldUnCrouch() (simulated) 
string GetDebugName() 
FootStepping( int side ) 
name GetWeaponBoneFor( Inventory I ) 
Return bone name of Inventory base.
CheckBob( float DeltaTime, vector Y ) 
bool IsInLoadout( class<Inventory> InventoryClass ) 
return true if InventoryClass is part of required or optional equipment
AddDefaultInventory() 
CreateInventory( string InventoryClassName ) 
bool Dodge( eDoubleClickDir DoubleClickMove ) 
PostBeginPlay() (simulated) 
PostNetBeginPlay() 
RosterEntry GetPlacedRoster() 
SetMovementPhysics() 
TakeDrowningDamage()
PlayFootStep( int Side ) (simulated) 
ChunkUp( rotator HitRotation, float ChunkPerterbation ) (simulated) 
Pawn was killed - detach any controller, and die, determine if should spawn gibs
SpawnGibs( rotator HitRotation, float ChunkPerterbation ) (simulated) 

Events[edit]

SetAnimAction( name NewAction ) (simulated) 

States[edit]

TimingOut[edit]

Functions[edit]

TakeDamage( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType ) 
EMPTY
BeginState() 

Dying[edit]

Functions[edit]

Landed( vector HitNormal ) 
BaseChange() (singluar) 
Calls Super.BaseChange().
BeginState() 

Known Subclasses[edit]

UnrealPawn
  +- xIntroPawn >>
  +- xPawn
      +- Monster >> (UT2004 only)
      +- xMutantPawn (UT2004 only)

Discussion[edit]

Unknown: pretty bog standard. need to sort functions into AI related and other stuff...