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Difference between revisions of "Legacy:XIntroPawn"

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m (Known Subclasses: delinked non-existing classes)
 
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==Known Subclasses==
 
==Known Subclasses==
 
  xIntroPawn
 
  xIntroPawn
   +- [[Legacy:Intro_Brock|Intro_Brock]]
+
   +- Intro_Brock
   +- [[Legacy:Intro_Crowd|Intro_Crowd]]
+
   +- Intro_Crowd
   +- [[Legacy:Intro_Fan_Brock|Intro_Fan_Brock]]
+
   +- Intro_Fan_Brock
   +- [[Legacy:Intro_Fan_Gorge|Intro_Fan_Gorge]]
+
   +- Intro_Fan_Gorge
   +- [[Legacy:Intro_Gorge|Intro_Gorge]]
+
   +- Intro_Gorge
   +- [[Legacy:Intro_Lauren|Intro_Lauren]]
+
   +- Intro_Lauren
   +- [[Legacy:Intro_Malcom|Intro_Malcom]]
+
   +- Intro_Malcom
  
 
==Related Topics==
 
==Related Topics==

Latest revision as of 13:54, 14 November 2009

UT2003 :: Actor >> Pawn >> UnrealPawn >> xIntroPawn (Package: XGame)

This is the parent class for Unreal NPC pawns meant for intro, matinee, tutorial and cut scene acting.

Properties[edit]

Main[edit]

vector ShadowDirection 
byte ShadowDarkness 
string MeshNameString 
vector ShadowDirection 
byte ShadowDarkness 
string MeshNameString 

Hidden[edit]

ShadowProjector PawnShadow 

Functions[edit]

AddDefaultInventory() 
EMPTY
Destroyed() (simulated) 
If PawnShadow != None, call PawnShadow.Destroy(). Call Super.Destroyed().
PostBeginPlay() (simulated) 
Call Super.PostBeginPlay(). If Mesh == None and MeshNameString != "", call LinkMesh(mesh(DynamicLoadObject(MeshNameString,class'Mesh'))). If bShadowCast, set PawnShadow = Spawn(class'ShadowProjector',Self,,Location), PawnShadow.ShadowActor = self, PawnShadow.RootMotion = True, PawnShadow.LightDirection = Normal(ShadowDirection), PawnShadow.LightDistance = 192, PawnShadow.MaxTraceDistance = 350, call PawnShadow.InitShadow() and set PawnShadow.ShadowTexture.ShadowDarkness = ShadowDarkness.

Known Subclasses[edit]

xIntroPawn
  +- Intro_Brock
  +- Intro_Crowd
  +- Intro_Fan_Brock
  +- Intro_Fan_Gorge
  +- Intro_Gorge
  +- Intro_Lauren
  +- Intro_Malcom

Related Topics[edit]

Discussion[edit]