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UE2:Pawn instance functions (U2XMP)

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U2XMP Object >> Actor >> Pawn (instance functions)

Contents

Pawn instance functions in other games:
RTNP, U1, UT, U2, UE2Runtime, UT2003, UT2004, UT3, UDK
Other member categories for this class:
internal variables, properties

Instance functions[edit]

AddDeathObserver[edit]

function AddDeathObserver (Actor Observer)


AddInventory[edit]

function bool AddInventory (Inventory NewItem)


AddVelocity[edit]

function AddVelocity (Object.Vector NewVelocity)


AdjustAim[edit]

simulated final function bool AdjustAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)


AdjustEyeHeight[edit]

function AdjustEyeHeight (float NewEyeHeight, optional float HeightChange)


BecomeViewTarget[edit]

function BecomeViewTarget ()

Overrides: Actor.BecomeViewTarget


CanCrouch[edit]

function bool CanCrouch ()


CanGrabLadder[edit]

function bool CanGrabLadder ()


CanJump[edit]

function bool CanJump ()


CanSplash[edit]

function bool CanSplash ()

Overrides: Actor.CanSplash


CanTrigger[edit]

function bool CanTrigger (Trigger T)


ChangedWeapon[edit]

function ChangedWeapon ()


CheckStanceStatus[edit]

function CheckStanceStatus ()


CheckWaterJump[edit]

function bool CheckWaterJump (out Object.Vector WallNormal)


ChunkUp[edit]

simulated function ChunkUp ()


ClearReferencesTo[edit]

function ClearReferencesTo ()


ClientDying[edit]

function ClientDying (class<DamageTypeDamageType, Object.Vector HitLocation, Pawn InstigatedBy, Object.Vector Momentum)


ClientReStart[edit]

function ClientReStart ()


ClientSetLocation[edit]

function ClientSetLocation (Object.Vector NewLocation, Object.Rotator NewRotation)


ClientSetRotation[edit]

function ClientSetRotation (Object.Rotator NewRotation)


ClimbLadder[edit]

function ClimbLadder (LadderVolume L)


DeleteInventory[edit]

function DeleteInventory (Inventory Item)


Died[edit]

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


DisplayDebug[edit]

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

Overrides: Actor.DisplayDebug


DoJump[edit]

function bool DoJump (bool bUpdating)


DropToGround[edit]

function DropToGround ()


EnableRotation[edit]

function EnableRotation (bool bVal)


EyePosition[edit]

function Object.Vector EyePosition ()


FaceRotation[edit]

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


FindInventoryType[edit]

function Inventory FindInventoryType (Class DesiredClass)


ForceStance[edit]

function ForceStance (byte NewStance)


Gasp[edit]

function Gasp ()


GetDesiredStance[edit]

final function byte GetDesiredStance ()


GetHumanReadableName[edit]

function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetInfiniteAmmo[edit]

function bool GetInfiniteAmmo ()


GetMoveTarget[edit]

function Actor GetMoveTarget ()


GetStance[edit]

final function byte GetStance ()


GetViewRotation[edit]

simulated function Object.Rotator GetViewRotation ()


GetWeaponBoneFor[edit]

function name GetWeaponBoneFor (Inventory I)


gibbedBy[edit]

function gibbedBy (Actor Other)


GiveWeapon[edit]

function GiveWeapon (string aClassName)


HandleFellOutOfWorld[edit]

function HandleFellOutOfWorld ()


HandleJumpSound[edit]

function HandleJumpSound ()


HandlePickup[edit]

function HandlePickup (Pickup pick)


HandleTakeHit[edit]

function HandleTakeHit (Pawn Instigator, Object.Vector HitLocation, float Damage, class<DamageTypeDamageType, Object.Vector Momentum)


HasDeathObserver[edit]

function bool HasDeathObserver (Actor Observer)


HasGibs[edit]

function bool HasGibs ()


InGodMode[edit]

final function bool InGodMode ()


InitShadow[edit]

simulated function InitShadow (ShadowProjector Shadow)


IsCrouching[edit]

final function bool IsCrouching ()


IsFrozen[edit]

function bool IsFrozen ()


IsHumanControlled[edit]

simulated function bool IsHumanControlled ()


IsInPain[edit]

function bool IsInPain ()

Overrides: Actor.IsInPain


IsLocallyControlled[edit]

simulated function bool IsLocallyControlled ()


IsMobile[edit]

function bool IsMobile ()


IsNPC[edit]

function bool IsNPC ()

Overrides: Actor.IsNPC


IsPlayer[edit]

function bool IsPlayer ()

Overrides: Actor.IsPlayer


IsPlayerPawn[edit]

simulated function bool IsPlayerPawn ()


IsProne[edit]

final function bool IsProne ()


IsRealPlayer[edit]

function bool IsRealPlayer ()

Overrides: Actor.IsRealPlayer


IsSentient[edit]

function bool IsSentient ()


IsStanding[edit]

final function bool IsStanding ()


IsStationary[edit]

function bool IsStationary ()


JumpInProgress[edit]

function bool JumpInProgress ()


JumpOutOfWater[edit]

function JumpOutOfWater (Object.Vector jumpDir)


KilledBy[edit]

function KilledBy (Pawn EventInstigator)

Overrides: Actor.KilledBy


KillSelf[edit]

function KillSelf ()


LaunchOffPawnDamage[edit]

function LaunchOffPawnDamage (Pawn Stompee)


LaunchPawn[edit]

function LaunchPawn (Actor Stompee)


LineOfSightTo[edit]

function bool LineOfSightTo (Actor Other)


MaybeScaleSettings[edit]

function MaybeScaleSettings ()


PlayDodge[edit]

function float PlayDodge (Actor.EDoubleClickDir DoubleClickMove)


PlayDying[edit]

function PlayDying (class<DamageTypeDamageType, Object.Vector HitLocation, Pawn InstigatedBy, Object.Vector Momentum)


PlayTakeHit[edit]

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


PlayTakeHitSound[edit]

function PlayTakeHitSound (int Damage, class<DamageTypeDamageType, int Mult)


PointOfView[edit]

simulated function bool PointOfView ()


PossessedBy[edit]

simulated function PossessedBy (Controller C)


PostRecvOwner[edit]

simulated function PostRecvOwner ()


PostRecvPlayerReplicationInfo[edit]

simulated function PostRecvPlayerReplicationInfo ()


PostRecvRole[edit]

simulated function PostRecvRole ()


PreSetMovement[edit]

function PreSetMovement ()


PressingAltFire[edit]

function bool PressingAltFire ()


PressingFire[edit]

function bool PressingFire ()


PreventDeath[edit]

function bool PreventDeath (int Damage, Pawn Instigator, class<DamageTypeDamageType, Object.Vector HitLocation)


RemoveDeathObserver[edit]

function RemoveDeathObserver (Actor Observer)


Reset[edit]

function Reset ()

Overrides: Actor.Reset


ResetShadows[edit]

simulated function ResetShadows ()


RestartPlayer[edit]

function RestartPlayer ()


RestoreEyeHeight[edit]

function RestoreEyeHeight (optional bool bSnap)


RestoreSightRadius[edit]

function RestoreSightRadius ()


ServerChangedWeapon[edit]

function ServerChangedWeapon (Weapon OldWeapon, Weapon W)


SetBaseEyeHeight[edit]

function SetBaseEyeHeight (float NewEyeHeight)


SetDefaultDisplayProperties[edit]

function SetDefaultDisplayProperties ()

Overrides: Actor.SetDefaultDisplayProperties


SetDisplayProperties[edit]

function SetDisplayProperties (Actor.ERenderStyle NewStyle, Material NewTexture, bool bLighting)

Overrides: Actor.SetDisplayProperties


SetEnemyRotationRates[edit]

function SetEnemyRotationRates ()


SetEyeHeight[edit]

function SetEyeHeight (float NewEyeHeight)


SetMesh[edit]

simulated function SetMesh ()


SetMovementPhysics[edit]

function SetMovementPhysics (optional bool bInitializing)


SetMoveTarget[edit]

function SetMoveTarget (Actor NewTarget)


SetSightRadius[edit]

function SetSightRadius (float NewSightRadius)


SetStance[edit]

function SetStance (byte NewStance)


SetTeam[edit]

function SetTeam (int _TeamNumber)


SetViewRotation[edit]

simulated function SetViewRotation (Object.Rotator NewRotation)


SetWalking[edit]

function SetWalking (bool bNewIsWalking)


ShootSpecial[edit]

function Actor ShootSpecial (Actor A)


ShouldGib[edit]

function bool ShouldGib (class<DamageTypeDamageType, optional float Damage)


TakeDamage[edit]

function TakeDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Actor.TakeDamage


TakeDamageHandlePhysics[edit]

function TakeDamageHandlePhysics (Pawn Instigator, out Object.Vector Momentum)


TakeDrowningDamage[edit]

function TakeDrowningDamage ()


TakeFallingDamage[edit]

function TakeFallingDamage ()


TossWeapon[edit]

function TossWeapon (Object.Vector TossVel)


TouchingWaterVolume[edit]

function bool TouchingWaterVolume ()


Trigger[edit]

function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger


TriggerDeathEvent[edit]

function TriggerDeathEvent (Actor Other, Pawn EventInstigator)


TryToGib[edit]

function bool TryToGib (class<DamageTypeDamageType, optional float Damage)


UnPossessed[edit]

function UnPossessed ()