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UE2:Pawn instance functions (UT2003)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Instance functions
- 1.1 AddInventory
- 1.2 AddShieldStrength
- 1.3 AddVelocity
- 1.4 AdjustAim
- 1.5 AdjustedStrength
- 1.6 BecomeViewTarget
- 1.7 CalcDrawOffset
- 1.8 CameraShake
- 1.9 CanDoubleJump
- 1.10 CanGrabLadder
- 1.11 CanMultiJump
- 1.12 CannotJumpNow
- 1.13 CanSplash
- 1.14 CanThrowWeapon
- 1.15 CanTrigger
- 1.16 ChangedWeapon
- 1.17 CheckBob
- 1.18 CheckWaterJump
- 1.19 ChunkUp
- 1.20 ClientDying
- 1.21 ClientReStart
- 1.22 ClientSetLocation
- 1.23 ClientSetRotation
- 1.24 ClimbLadder
- 1.25 CreateInventory
- 1.26 DeleteInventory
- 1.27 Died
- 1.28 DisableUDamage
- 1.29 DisplayDebug
- 1.30 DoComboName
- 1.31 Dodge
- 1.32 DoDoubleJump
- 1.33 DoJump
- 1.34 DrawHUD
- 1.35 DropToGround
- 1.36 EnableUDamage
- 1.37 EndClimbLadder
- 1.38 EyePosition
- 1.39 FaceRotation
- 1.40 FindInventoryType
- 1.41 Fire
- 1.42 Gasp
- 1.43 GetDemoRecordingWeapon
- 1.44 GetHumanReadableName
- 1.45 GetKillerController
- 1.46 GetMoveTarget
- 1.47 GetShieldStrength
- 1.48 GetShieldStrengthMax
- 1.49 GetTeam
- 1.50 GetViewRotation
- 1.51 GetWeaponBoneFor
- 1.52 gibbedBy
- 1.53 GiveHealth
- 1.54 GiveWeapon
- 1.55 HandlePickup
- 1.56 HasUDamage
- 1.57 InCurrentCombo
- 1.58 InGodMode
- 1.59 IsFirstPerson
- 1.60 IsHumanControlled
- 1.61 IsInPain
- 1.62 IsLocallyControlled
- 1.63 IsPlayerPawn
- 1.64 JumpOffPawn
- 1.65 JumpOutOfWater
- 1.66 LineOfSightTo
- 1.67 ModifiedPlayerViewOffset
- 1.68 NearMoveTarget
- 1.69 PlayDyingSound
- 1.70 PlayFiring
- 1.71 PlayHit
- 1.72 PlayLanded
- 1.73 PlayMoverHitSound
- 1.74 PlayMoving
- 1.75 PlayTakeHit
- 1.76 PlayTeleportEffect
- 1.77 PlayVictoryAnimation
- 1.78 PlayWaiting
- 1.79 PlayWeaponSwitch
- 1.80 PointOfView
- 1.81 PossessedBy
- 1.82 PressingAltFire
- 1.83 PressingFire
- 1.84 ReceiveLocalizedMessage
- 1.85 Reset
- 1.86 RestartPlayer
- 1.87 ServerChangedWeapon
- 1.88 SetDefaultDisplayProperties
- 1.89 SetDisplayProperties
- 1.90 SetMesh
- 1.91 SetMovementPhysics
- 1.92 SetMoveTarget
- 1.93 SetViewRotation
- 1.94 ShieldAbsorb
- 1.95 ShootSpecial
- 1.96 ShouldCrouch
- 1.97 SpecialCalcView
- 1.98 TakeDrowningDamage
- 1.99 TakeFallingDamage
- 1.100 TossWeapon
- 1.101 TouchingWaterVolume
- 1.102 UnPossessed
- 1.103 UpdateRocketAcceleration
- 1.104 WasPlayerPawn
- 1.105 WeaponBob
- Pawn instance functions in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2004, UT3, UDK
- Other member categories for this class:
- events, internal variables
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Instance functions[edit]
AddInventory[edit]
AddShieldStrength[edit]
AddVelocity[edit]
function AddVelocity (Object.Vector NewVelocity)
AdjustAim[edit]
simulated final function Object.Rotator AdjustAim (Ammunition FiredAmmunition, Object.Vector projStart, int aimerror)
AdjustedStrength[edit]
function float AdjustedStrength ()
BecomeViewTarget[edit]
function BecomeViewTarget ()
Overrides: Actor.BecomeViewTarget
CalcDrawOffset[edit]
simulated function Object.Vector CalcDrawOffset (Inventory Inv)
CameraShake[edit]
function Object.Vector CameraShake ()
CanDoubleJump[edit]
function bool CanDoubleJump ()
CanGrabLadder[edit]
function bool CanGrabLadder ()
CanMultiJump[edit]
function bool CanMultiJump ()
CannotJumpNow[edit]
function bool CannotJumpNow ()
CanSplash[edit]
function bool CanSplash ()
Overrides: Actor.CanSplash
CanThrowWeapon[edit]
simulated function bool CanThrowWeapon ()
CanTrigger[edit]
ChangedWeapon[edit]
function ChangedWeapon ()
CheckBob[edit]
function CheckBob (float DeltaTime, Object.Vector Y)
CheckWaterJump[edit]
function bool CheckWaterJump (out Object.Vector WallNormal)
ChunkUp[edit]
simulated function ChunkUp (Object.Rotator HitRotation, float ChunkPerterbation)
ClientDying[edit]
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)
CreateInventory[edit]
function CreateInventory (string InventoryClassName)
DeleteInventory[edit]
function DeleteInventory (Inventory Item)
Died[edit]
DisableUDamage[edit]
function DisableUDamage ()
DisplayDebug[edit]
Overrides: Actor.DisplayDebug
DoComboName[edit]
function DoComboName (string ComboClassName)
Dodge[edit]
function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)
DoDoubleJump[edit]
function DoDoubleJump (bool bUpdating)
DoJump[edit]
DrawHUD[edit]
function DrawHUD (Canvas Canvas)
DropToGround[edit]
function DropToGround ()
EnableUDamage[edit]
function EnableUDamage (float amount)
EndClimbLadder[edit]
function EndClimbLadder (LadderVolume OldLadder)
EyePosition[edit]
simulated function Object.Vector EyePosition ()
FaceRotation[edit]
simulated function FaceRotation (Object.Rotator NewRotation, float DeltaTime)
FindInventoryType[edit]
Fire[edit]
function Fire (optional float F)
Gasp[edit]
function Gasp ()
GetDemoRecordingWeapon[edit]
simulated function Weapon GetDemoRecordingWeapon ()
GetHumanReadableName[edit]
simulated function string GetHumanReadableName ()
Overrides: Actor.GetHumanReadableName
GetKillerController[edit]
function Controller GetKillerController ()
GetMoveTarget[edit]
function Actor GetMoveTarget ()
GetShieldStrength[edit]
function float GetShieldStrength ()
GetShieldStrengthMax[edit]
function float GetShieldStrengthMax ()
GetTeam[edit]
function TeamInfo GetTeam ()
GetViewRotation[edit]
simulated function Object.Rotator GetViewRotation ()
GetWeaponBoneFor[edit]
gibbedBy[edit]
function gibbedBy (Actor Other)
GiveHealth[edit]
GiveWeapon[edit]
function GiveWeapon (string aClassName)
HandlePickup[edit]
function HandlePickup (Pickup pick)
HasUDamage[edit]
function bool HasUDamage ()
InCurrentCombo[edit]
function bool InCurrentCombo ()
InGodMode[edit]
final function bool InGodMode ()
IsFirstPerson[edit]
simulated function bool IsFirstPerson ()
IsHumanControlled[edit]
simulated function bool IsHumanControlled ()
IsInPain[edit]
function bool IsInPain ()
Overrides: Actor.IsInPain
IsLocallyControlled[edit]
simulated function bool IsLocallyControlled ()
IsPlayerPawn[edit]
simulated function bool IsPlayerPawn ()
JumpOffPawn[edit]
function JumpOffPawn ()
JumpOutOfWater[edit]
function JumpOutOfWater (Object.Vector jumpDir)
LineOfSightTo[edit]
ModifiedPlayerViewOffset[edit]
function Object.Vector ModifiedPlayerViewOffset (Inventory Inv)
NearMoveTarget[edit]
function bool NearMoveTarget ()
PlayDyingSound[edit]
function PlayDyingSound ()
PlayFiring[edit]
PlayHit[edit]
function PlayHit (float Damage, Pawn InstigatedBy, Object.Vector HitLocation, class<DamageType> damageType, Object.Vector Momentum)
PlayLanded[edit]
function PlayLanded (float impactVel)
PlayMoverHitSound[edit]
function PlayMoverHitSound ()
PlayMoving[edit]
simulated function PlayMoving ()
PlayTakeHit[edit]
PlayTeleportEffect[edit]
Overrides: Actor.PlayTeleportEffect
PlayVictoryAnimation[edit]
function PlayVictoryAnimation ()
PlayWaiting[edit]
simulated function PlayWaiting ()
PlayWeaponSwitch[edit]
function PlayWeaponSwitch (Weapon NewWeapon)
PointOfView[edit]
simulated function bool PointOfView ()
PossessedBy[edit]
function PossessedBy (Controller C)
PressingAltFire[edit]
simulated final function bool PressingAltFire ()
PressingFire[edit]
simulated final function bool PressingFire ()
ReceiveLocalizedMessage[edit]
function ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
Reset[edit]
function Reset ()
Overrides: Actor.Reset
RestartPlayer[edit]
function RestartPlayer ()
ServerChangedWeapon[edit]
SetDefaultDisplayProperties[edit]
function SetDefaultDisplayProperties ()
Overrides: Actor.SetDefaultDisplayProperties
SetDisplayProperties[edit]
Overrides: Actor.SetDisplayProperties
SetMesh[edit]
simulated function SetMesh ()
SetMovementPhysics[edit]
function SetMovementPhysics ()
SetMoveTarget[edit]
function SetMoveTarget (Actor NewTarget)
SetViewRotation[edit]
simulated function SetViewRotation (Object.Rotator NewRotation)
ShieldAbsorb[edit]
ShootSpecial[edit]
ShouldCrouch[edit]
function ShouldCrouch (bool Crouch)
SpecialCalcView[edit]
function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)
TakeDrowningDamage[edit]
function TakeDrowningDamage ()
TakeFallingDamage[edit]
function TakeFallingDamage ()
TossWeapon[edit]
function TossWeapon (Object.Vector TossVel)
TouchingWaterVolume[edit]
function bool TouchingWaterVolume ()
UnPossessed[edit]
function UnPossessed ()
UpdateRocketAcceleration[edit]
WasPlayerPawn[edit]
simulated function bool WasPlayerPawn ()
WeaponBob[edit]
function Object.Vector WeaponBob (float BobDamping)