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UE2:Pawn instance functions (UT2004)
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 AltFire
- 1.7 BecomeViewTarget
- 1.8 CalcDrawOffset
- 1.9 CameraShake
- 1.10 CanAttack
- 1.11 CanDoubleJump
- 1.12 CanGrabLadder
- 1.13 CanMultiJump
- 1.14 CannotJumpNow
- 1.15 CanSplash
- 1.16 CanThrowWeapon
- 1.17 CanTrigger
- 1.18 CanUseShield
- 1.19 ChangedWeapon
- 1.20 CheatFly
- 1.21 CheatGhost
- 1.22 CheatWalk
- 1.23 CheckBob
- 1.24 CheckTauntValid
- 1.25 CheckWaterJump
- 1.26 ChooseFireAt
- 1.27 ChunkUp
- 1.28 ClientDying
- 1.29 ClientReStart
- 1.30 ClientSetLocation
- 1.31 ClientSetRotation
- 1.32 ClimbLadder
- 1.33 CreateInventory
- 1.34 DeactivateSpawnProtection
- 1.35 DeleteInventory
- 1.36 Died
- 1.37 DisableUDamage
- 1.38 DisplayDebug
- 1.39 DoComboName
- 1.40 Dodge
- 1.41 DoDoubleJump
- 1.42 DoJump
- 1.43 DrawHUD
- 1.44 DropFlag
- 1.45 DropToGround
- 1.46 EnableUDamage
- 1.47 EndClimbLadder
- 1.48 EyePosition
- 1.49 FaceRotation
- 1.50 FindInventoryType
- 1.51 FindValidTaunt
- 1.52 Fire
- 1.53 FireOnRelease
- 1.54 Gasp
- 1.55 GetAimTarget
- 1.56 GetDemoRecordingWeapon
- 1.57 GetHumanReadableName
- 1.58 GetKillerController
- 1.59 GetMoveTarget
- 1.60 GetOffhandBoneFor
- 1.61 GetPathTo
- 1.62 GetShieldStrength
- 1.63 GetShieldStrengthMax
- 1.64 GetSpree
- 1.65 GetTargetLocation
- 1.66 GetTeam
- 1.67 GetTeamNum
- 1.68 GetVehicleBase
- 1.69 GetViewRotation
- 1.70 GetWeaponBoneFor
- 1.71 gibbedBy
- 1.72 GiveHealth
- 1.73 GiveWeapon
- 1.74 HandlePickup
- 1.75 HasUDamage
- 1.76 HasWeapon
- 1.77 HoldFlag
- 1.78 IncrementSpree
- 1.79 InCurrentCombo
- 1.80 InGodMode
- 1.81 IsFiring
- 1.82 IsFirstPerson
- 1.83 IsHeadShot
- 1.84 IsHumanControlled
- 1.85 IsInLoadout
- 1.86 IsInPain
- 1.87 IsLocallyControlled
- 1.88 IsPlayerPawn
- 1.89 JumpOffPawn
- 1.90 JumpOutOfWater
- 1.91 LimitPitch
- 1.92 LineOfSightTo
- 1.93 ModifiedPlayerViewOffset
- 1.94 ModifyThreat
- 1.95 NearMoveTarget
- 1.96 NeedToTurn
- 1.97 NextWeapon
- 1.98 NotifyTeamChanged
- 1.99 PerformDodge
- 1.100 PlayDyingSound
- 1.101 PlayerChangedTeam
- 1.102 PlayFiring
- 1.103 PlayHit
- 1.104 PlayLanded
- 1.105 PlayMoverHitSound
- 1.106 PlayMoving
- 1.107 PlayTakeHit
- 1.108 PlayTeleportEffect
- 1.109 PlayVictoryAnimation
- 1.110 PlayWaiting
- 1.111 PlayWeaponSwitch
- 1.112 PointOfView
- 1.113 PossessedBy
- 1.114 PressingAltFire
- 1.115 PressingFire
- 1.116 PrevWeapon
- 1.117 ProcessMove
- 1.118 RangedAttackTime
- 1.119 RawInput
- 1.120 ReceiveLocalizedMessage
- 1.121 RecommendLongRangedAttack
- 1.122 RefireRate
- 1.123 RemovePowerups
- 1.124 Reset
- 1.125 RestartPlayer
- 1.126 ServerChangedWeapon
- 1.127 ServerNoTranslocator
- 1.128 SetBaseEyeheight
- 1.129 SetDefaultDisplayProperties
- 1.130 SetDelayedDamageInstigatorController
- 1.131 SetDisplayProperties
- 1.132 SetMesh
- 1.133 SetMovementPhysics
- 1.134 SetMoveTarget
- 1.135 SetViewRotation
- 1.136 ShieldAbsorb
- 1.137 ShootSpecial
- 1.138 ShouldCrouch
- 1.139 SpecialCalcView
- 1.140 SpecialDrawCrosshair
- 1.141 SpectatorSpecialCalcView
- 1.142 StopWeaponFiring
- 1.143 Suicide
- 1.144 SwitchWeapon
- 1.145 TakeDrowningDamage
- 1.146 TakeFallingDamage
- 1.147 TooCloseToAttack
- 1.148 TossWeapon
- 1.149 TouchingWaterVolume
- 1.150 TurnOff
- 1.151 UnPossessed
- 1.152 UpdateRocketAcceleration
- 1.153 WasPlayerPawn
- 1.154 WeaponBob
- Pawn instance functions in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, 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 (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]
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]
CanUseShield[edit]
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]
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]
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]
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)
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]
FindValidTaunt[edit]
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]
GetPathTo[edit]
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]
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 ()
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]
IsHumanControlled[edit]
simulated function bool IsHumanControlled ()
IsInLoadout[edit]
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]
LineOfSightTo[edit]
ModifiedPlayerViewOffset[edit]
simulated function Object.Vector ModifiedPlayerViewOffset (Inventory Inv)
ModifyThreat[edit]
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]
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 ()
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<LocalMessage> Message, 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]
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]
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)
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]
TossWeapon[edit]
function TossWeapon (Object.Vector TossVel)
TouchingWaterVolume[edit]
function bool TouchingWaterVolume ()
TurnOff[edit]
simulated function TurnOff ()
UnPossessed[edit]
function UnPossessed ()
UpdateRocketAcceleration[edit]
WasPlayerPawn[edit]
simulated function bool WasPlayerPawn ()
WeaponBob[edit]
simulated function Object.Vector WeaponBob (float BobDamping)