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UE2:Pawn instance functions (UT2004)

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UT2004 Object >> Actor >> Pawn (instance functions)

Contents

Pawn instance functions in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT3, UDK
Other member categories for this class:
events, internal variables

Instance functions[edit]

AddInventory[edit]

function bool AddInventory (Inventory NewItem)


AddShieldStrength[edit]

function bool AddShieldStrength (int Amount)


AddVelocity[edit]

function AddVelocity (Object.Vector NewVelocity)


AdjustAim[edit]

simulated final function Object.Rotator AdjustAim (Actor.FireProperties FiredAmmunition, Object.Vector projStart, int aimerror)


AdjustedStrength[edit]

function float AdjustedStrength ()


AltFire[edit]

simulated function AltFire (optional float F)


BecomeViewTarget[edit]

function BecomeViewTarget ()

Overrides: Actor.BecomeViewTarget


CalcDrawOffset[edit]

simulated function Object.Vector CalcDrawOffset (Inventory Inv)


CameraShake[edit]

simulated function Object.Vector CameraShake ()


CanAttack[edit]

function bool CanAttack (Actor Other)


CanDoubleJump[edit]

function bool CanDoubleJump ()


CanGrabLadder[edit]

function bool CanGrabLadder ()


CanMultiJump[edit]

function bool CanMultiJump ()


CannotJumpNow[edit]

function bool CannotJumpNow ()


CanSplash[edit]

simulated function bool CanSplash ()

Overrides: Actor.CanSplash


CanThrowWeapon[edit]

simulated function bool CanThrowWeapon ()


CanTrigger[edit]

function bool CanTrigger (Trigger T)


CanUseShield[edit]

function int CanUseShield (int Amount)


ChangedWeapon[edit]

simulated function ChangedWeapon ()


CheatFly[edit]

function bool CheatFly ()


CheatGhost[edit]

function bool CheatGhost ()


CheatWalk[edit]

function bool CheatWalk ()


CheckBob[edit]

function CheckBob (float DeltaTime, Object.Vector Y)


CheckTauntValid[edit]

simulated function bool CheckTauntValid (name Sequence)


CheckWaterJump[edit]

function bool CheckWaterJump (out Object.Vector WallNormal)


ChooseFireAt[edit]

function ChooseFireAt (Actor A)


ChunkUp[edit]

simulated function ChunkUp (Object.Rotator HitRotation, float ChunkPerterbation)


ClientDying[edit]

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


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)


DeactivateSpawnProtection[edit]

function DeactivateSpawnProtection ()


DeleteInventory[edit]

function DeleteInventory (Inventory Item)


Died[edit]

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


DisableUDamage[edit]

function DisableUDamage ()


DisplayDebug[edit]

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

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]

function bool DoJump (bool bUpdating)


DrawHUD[edit]

function DrawHUD (Canvas Canvas)


DropFlag[edit]

function DropFlag ()


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]

function Inventory FindInventoryType (Class DesiredClass)


FindValidTaunt[edit]

simulated function bool FindValidTaunt (out name Sequence)


Fire[edit]

simulated function Fire (optional float F)


FireOnRelease[edit]

function bool FireOnRelease ()


Gasp[edit]

function Gasp ()


GetAimTarget[edit]

function Pawn GetAimTarget ()


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 ()


GetOffhandBoneFor[edit]

function name GetOffhandBoneFor (Inventory I)


GetPathTo[edit]

function Actor GetPathTo (Actor Dest)


GetShieldStrength[edit]

function float GetShieldStrength ()


GetShieldStrengthMax[edit]

function float GetShieldStrengthMax ()


GetSpree[edit]

function int GetSpree ()


GetTargetLocation[edit]

simulated function Object.Vector GetTargetLocation ()


GetTeam[edit]

function TeamInfo GetTeam ()


GetTeamNum[edit]

simulated function int GetTeamNum ()


GetVehicleBase[edit]

function Vehicle GetVehicleBase ()


GetViewRotation[edit]

simulated function Object.Rotator GetViewRotation ()


GetWeaponBoneFor[edit]

function name GetWeaponBoneFor (Inventory I)


gibbedBy[edit]

function gibbedBy (Actor Other)


GiveHealth[edit]

function bool GiveHealth (int HealAmount, int HealMax)


GiveWeapon[edit]

function GiveWeapon (string aClassName)


HandlePickup[edit]

function HandlePickup (Pickup pick)


HasUDamage[edit]

function bool HasUDamage ()


HasWeapon[edit]

function bool HasWeapon ()


HoldFlag[edit]

function HoldFlag (Actor FlagActor)


IncrementSpree[edit]

function IncrementSpree ()


InCurrentCombo[edit]

function bool InCurrentCombo ()


InGodMode[edit]

final function bool InGodMode ()


IsFiring[edit]

function bool IsFiring ()


IsFirstPerson[edit]

simulated function bool IsFirstPerson ()


IsHeadShot[edit]

function bool IsHeadShot (Object.Vector loc, Object.Vector ray, float AdditionalScale)


IsHumanControlled[edit]

simulated function bool IsHumanControlled ()


IsInLoadout[edit]

function bool IsInLoadout (class<InventoryInventoryClass)


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)


LimitPitch[edit]

function int LimitPitch (int pitch)


LineOfSightTo[edit]

function bool LineOfSightTo (Actor Other)


ModifiedPlayerViewOffset[edit]

simulated function Object.Vector ModifiedPlayerViewOffset (Inventory Inv)


ModifyThreat[edit]

function float ModifyThreat (float current, Pawn Threat)


NearMoveTarget[edit]

function bool NearMoveTarget ()


NeedToTurn[edit]

function bool NeedToTurn (Object.Vector targ)


NextWeapon[edit]

simulated function NextWeapon ()


NotifyTeamChanged[edit]

function NotifyTeamChanged ()


PerformDodge[edit]

function bool PerformDodge (Actor.EDoubleClickDir DoubleClickMove, Object.Vector Dir, Object.Vector Cross)


PlayDyingSound[edit]

function PlayDyingSound ()


PlayerChangedTeam[edit]

function PlayerChangedTeam ()


PlayFiring[edit]

simulated function PlayFiring (optional float Rate, optional name FiringMode)


PlayHit[edit]

function PlayHit (float Damage, Pawn InstigatedBy, Object.Vector HitLocation, class<DamageTypedamageType, Object.Vector Momentum)


PlayLanded[edit]

function PlayLanded (float impactVel)


PlayMoverHitSound[edit]

function PlayMoverHitSound ()


PlayMoving[edit]

simulated function PlayMoving ()


PlayTakeHit[edit]

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


PlayTeleportEffect[edit]

function PlayTeleportEffect (bool bOut, bool bSound)

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 ()


PrevWeapon[edit]

simulated function PrevWeapon ()


ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)


RangedAttackTime[edit]

function float RangedAttackTime ()


RawInput[edit]

simulated function RawInput (float DeltaTime, float aBaseX, float aBaseY, float aBaseZ, float aMouseX, float aMouseY, float aForward, float aTurn, float aStrafe, float aUp, float aLookUp)


ReceiveLocalizedMessage[edit]

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


RecommendLongRangedAttack[edit]

function bool RecommendLongRangedAttack ()


RefireRate[edit]

function float RefireRate ()


RemovePowerups[edit]

function RemovePowerups ()


Reset[edit]

function Reset ()

Overrides: Actor.Reset


RestartPlayer[edit]

function RestartPlayer ()


ServerChangedWeapon[edit]

function ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon)


ServerNoTranslocator[edit]

function ServerNoTranslocator ()


SetBaseEyeheight[edit]

simulated function SetBaseEyeheight ()


SetDefaultDisplayProperties[edit]

function SetDefaultDisplayProperties ()

Overrides: Actor.SetDefaultDisplayProperties


SetDelayedDamageInstigatorController[edit]

function SetDelayedDamageInstigatorController (Controller C)

Overrides: Actor.SetDelayedDamageInstigatorController


SetDisplayProperties[edit]

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

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]

function int ShieldAbsorb (int damage)


ShootSpecial[edit]

function Actor ShootSpecial (Actor A)


ShouldCrouch[edit]

function ShouldCrouch (bool Crouch)


SpecialCalcView[edit]

function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)


SpecialDrawCrosshair[edit]

simulated function SpecialDrawCrosshair (Canvas C)


SpectatorSpecialCalcView[edit]

function bool SpectatorSpecialCalcView (PlayerController Viewer, out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)


StopWeaponFiring[edit]

function bool StopWeaponFiring ()


Suicide[edit]

function Suicide ()


SwitchWeapon[edit]

simulated function SwitchWeapon (byte F)


TakeDrowningDamage[edit]

function TakeDrowningDamage ()


TakeFallingDamage[edit]

function TakeFallingDamage ()


TooCloseToAttack[edit]

function bool TooCloseToAttack (Actor Other)


TossWeapon[edit]

function TossWeapon (Object.Vector TossVel)


TouchingWaterVolume[edit]

function bool TouchingWaterVolume ()


TurnOff[edit]

simulated function TurnOff ()


UnPossessed[edit]

function UnPossessed ()


UpdateRocketAcceleration[edit]

function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)


WasPlayerPawn[edit]

simulated function bool WasPlayerPawn ()


WeaponBob[edit]

simulated function Object.Vector WeaponBob (float BobDamping)