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UE2:Pawn (U2XMP)

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U2XMP Object >> Actor >> Pawn
Package: 
Engine
Direct subclasses:
LicenseePawn, PawnProxy, Scout, Vehicle
This class in other games:
RTNP, U1, UT, U2, UE2Runtime, UT2003, UT2004, UDK, UT3

Pawn, the base class of all actors that can be controlled by players or AI.

Pawns are the physical representations of players and creatures in a level. Pawns have a mesh, collision, and physics. Pawns can take damage, make sounds, and hold weapons and other inventory. In short, they are responsible for all physical interaction between the player or AI and the world.

This is a built-in Unreal class and it shouldn't be modified.

Constants[edit]

DyingState[edit]

Value: 'Dying'


ObservedDeathEvent[edit]

Value: 'ObservedDeath'


Team_Invalid[edit]

Value: -1

not set

Team_MinValid[edit]

Value: 0


Team_Player[edit]

Value: 0


Team_Marine[edit]

Value: 1


Team_MercJap[edit]

Value: 2


Team_MercMek[edit]

Value: 3


Team_MercFem[edit]

Value: 4


Team_Skaarj[edit]

Value: 20


Team_Izarian[edit]

Value: 21


Team_Shian[edit]

Value: 41


Team_Drakk[edit]

Value: 42


Team_Araknid[edit]

Value: 43


Team_Strider[edit]

Value: 44


Team_Kai[edit]

Value: 48


Team_Tosc[edit]

Value: 58


Team_Spore[edit]

Value: 67


Team_Ambient[edit]

Value: 85


Team_None[edit]

Value: 100

will attack/be attacked by all non-ambient NPCs (teams ignored)

Team_TeamOutcast[edit]

Value: 101

will be attack/be attacked by NPCs from original team

Team_ClassOutcast[edit]

Value: 102

will be attack/be attacked by NPCs of same class (e.g. injured fish).

Team_MaxValid[edit]

Value: 102


SwimForwardThreshold[edit]

Value: 0.001


Properties[edit]

See Pawn properties.

Structs[edit]

TSpecialNavigationEntry[edit]

Modifiers: native

class<NavigationPoint> NPClass 
class of navigation point to favor
int NPCost 
cost to boost non-matching navigation points by

Functions[edit]

Static functions[edit]

ValidPawn[edit]

static function bool ValidPawn (Pawn P)


Exec functions[edit]

NextItem[edit]

exec function NextItem ()


Native functions[edit]

AddPawn[edit]

native final function AddPawn ()


GetAimRotation[edit]

native final function Object.Rotator GetAimRotation ()


GetTeam[edit]

native final function int GetTeam ()


RemovePawn[edit]

native final function RemovePawn ()


SameTeam[edit]

native final function bool SameTeam (Pawn Other, optional bool bIgnoreAmbientClasses, optional bool bIgnoreFriendlyToPlayerTeam)


Events[edit]

BaseChange[edit]

singular event BaseChange ()

Overrides: Actor.BaseChange


BeginFalling[edit]

event BeginFalling ()


BreathTimer[edit]

event BreathTimer ()


CalcDrawOffset[edit]

simulated event Object.Vector CalcDrawOffset (Inventory Inv)


ClientMessage[edit]

event ClientMessage (coerce string S, optional name Type)


Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn


EndClimbLadder[edit]

event EndClimbLadder ()


FellOutOfWorld[edit]

event FellOutOfWorld ()

Overrides: Actor.FellOutOfWorld


HeadVolumeChange[edit]

event HeadVolumeChange (PhysicsVolume newHeadVolume)


HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall


LandedEx[edit]

event LandedEx (Actor.CheckResult Hit)

Overrides: Actor.LandedEx


NotifyStanceChange[edit]

event NotifyStanceChange (byte NewStance, float HeightAdjust)


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


ReceiveLocalizedMessage[edit]

event ReceiveLocalizedMessage (class<LocalMessageMessage, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


Replication[edit]

event Replication ()

Overrides: Actor.Replication


UpdateEyeHeight[edit]

event UpdateEyeHeight (float DeltaTime)


Other instance functions[edit]

See Pawn instance functions.

States[edit]

@DyingState[edit]

Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange

@DyingState.AnimEnd[edit]

event AnimEnd (int Channel)

Overrides: Actor.AnimEnd (global)


@DyingState.BaseChange[edit]

singular event BaseChange ()

Overrides: BaseChange (global)


@DyingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@DyingState.FellOutOfWorld[edit]

event FellOutOfWorld ()

Overrides: FellOutOfWorld (global)


@DyingState.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed (global)


@DyingState.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


@DyingState.Died[edit]

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

Overrides: Died (global)


@DyingState.LandThump[edit]

function LandThump ()


@DyingState.LieStill[edit]

function LieStill ()


@DyingState.PlayTakeHit[edit]

function PlayTakeHit (Object.Vector HitLoc, int Damage, class<DamageTypedamageType)

Overrides: PlayTakeHit (global)


@DyingState.PlayWeaponSwitch[edit]

function PlayWeaponSwitch (Weapon NewWeapon)


@DyingState.ReduceCylinder[edit]

function ReduceCylinder ()


@DyingState.TakeDamage[edit]

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

Overrides: TakeDamage (global)