UE2:Pawn instance functions (UT2004)
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- Pawn instance functions in other games:
- Other member categories for this class:
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Instance functions
AddInventory
AddShieldStrength
AddVelocity
function AddVelocity (Object.Vector NewVelocity)
AdjustAim
simulated final function Object.Rotator AdjustAim (Actor.FireProperties FiredAmmunition, Object.Vector projStart, int aimerror)
AdjustedStrength
function float AdjustedStrength ()
AltFire
simulated function AltFire (optional float F)
BecomeViewTarget
function BecomeViewTarget ()
Overrides: Actor.BecomeViewTarget
CalcDrawOffset
simulated function Object.Vector CalcDrawOffset (Inventory Inv)
CameraShake
simulated function Object.Vector CameraShake ()
CanAttack
CanDoubleJump
function bool CanDoubleJump ()
CanGrabLadder
function bool CanGrabLadder ()
CanMultiJump
function bool CanMultiJump ()
CannotJumpNow
function bool CannotJumpNow ()
CanSplash
simulated function bool CanSplash ()
Overrides: Actor.CanSplash
CanThrowWeapon
simulated function bool CanThrowWeapon ()
CanTrigger
CanUseShield
ChangedWeapon
simulated function ChangedWeapon ()
CheatFly
function bool CheatFly ()
CheatGhost
function bool CheatGhost ()
CheatWalk
function bool CheatWalk ()
CheckBob
function CheckBob (float DeltaTime, Object.Vector Y)
CheckTauntValid
CheckWaterJump
function bool CheckWaterJump (out Object.Vector WallNormal)
ChooseFireAt
function ChooseFireAt (Actor A)
ChunkUp
simulated function ChunkUp (Object.Rotator HitRotation, float ChunkPerterbation)
ClientDying
ClientReStart
function ClientReStart ()
ClientSetLocation
function ClientSetLocation (Object.Vector NewLocation, Object.Rotator NewRotation)
ClientSetRotation
function ClientSetRotation (Object.Rotator NewRotation)
ClimbLadder
function ClimbLadder (LadderVolume L)
CreateInventory
function CreateInventory (string InventoryClassName)
DeactivateSpawnProtection
function DeactivateSpawnProtection ()
DeleteInventory
function DeleteInventory (Inventory Item)
Died
DisableUDamage
function DisableUDamage ()
DisplayDebug
Overrides: Actor.DisplayDebug
DoComboName
function DoComboName (string ComboClassName)
Dodge
function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)
DoDoubleJump
function DoDoubleJump (bool bUpdating)
DoJump
DrawHUD
function DrawHUD (Canvas Canvas)
DropFlag
function DropFlag ()
DropToGround
function DropToGround ()
EnableUDamage
function EnableUDamage (float Amount)
EndClimbLadder
function EndClimbLadder (LadderVolume OldLadder)
EyePosition
simulated function Object.Vector EyePosition ()
FaceRotation
simulated function FaceRotation (Object.Rotator NewRotation, float DeltaTime)
FindInventoryType
FindValidTaunt
Fire
simulated function Fire (optional float F)
FireOnRelease
function bool FireOnRelease ()
Gasp
function Gasp ()
GetAimTarget
function Pawn GetAimTarget ()
GetDemoRecordingWeapon
simulated function Weapon GetDemoRecordingWeapon ()
GetHumanReadableName
simulated function string GetHumanReadableName ()
Overrides: Actor.GetHumanReadableName
GetKillerController
function Controller GetKillerController ()
GetMoveTarget
function Actor GetMoveTarget ()
GetOffhandBoneFor
GetPathTo
GetShieldStrength
function float GetShieldStrength ()
GetShieldStrengthMax
function float GetShieldStrengthMax ()
GetSpree
function int GetSpree ()
GetTargetLocation
simulated function Object.Vector GetTargetLocation ()
GetTeam
function TeamInfo GetTeam ()
GetTeamNum
simulated function int GetTeamNum ()
GetVehicleBase
function Vehicle GetVehicleBase ()
GetViewRotation
simulated function Object.Rotator GetViewRotation ()
GetWeaponBoneFor
gibbedBy
function gibbedBy (Actor Other)
GiveHealth
GiveWeapon
function GiveWeapon (string aClassName)
HandlePickup
function HandlePickup (Pickup pick)
HasUDamage
function bool HasUDamage ()
HasWeapon
function bool HasWeapon ()
HoldFlag
function HoldFlag (Actor FlagActor)
IncrementSpree
function IncrementSpree ()
InCurrentCombo
function bool InCurrentCombo ()
InGodMode
final function bool InGodMode ()
IsFiring
function bool IsFiring ()
IsFirstPerson
simulated function bool IsFirstPerson ()
IsHeadShot
IsHumanControlled
simulated function bool IsHumanControlled ()
IsInLoadout
IsInPain
function bool IsInPain ()
Overrides: Actor.IsInPain
IsLocallyControlled
simulated function bool IsLocallyControlled ()
IsPlayerPawn
simulated function bool IsPlayerPawn ()
JumpOffPawn
function JumpOffPawn ()
JumpOutOfWater
function JumpOutOfWater (Object.Vector jumpDir)
LimitPitch
LineOfSightTo
ModifiedPlayerViewOffset
simulated function Object.Vector ModifiedPlayerViewOffset (Inventory Inv)
ModifyThreat
NearMoveTarget
function bool NearMoveTarget ()
NeedToTurn
function bool NeedToTurn (Object.Vector targ)
NextWeapon
simulated function NextWeapon ()
NotifyTeamChanged
function NotifyTeamChanged ()
PerformDodge
function bool PerformDodge (Actor.EDoubleClickDir DoubleClickMove, Object.Vector Dir, Object.Vector Cross)
PlayDyingSound
function PlayDyingSound ()
PlayerChangedTeam
function PlayerChangedTeam ()
PlayFiring
PlayHit
function PlayHit (float Damage, Pawn InstigatedBy, Object.Vector HitLocation, class<DamageType> damageType, Object.Vector Momentum)
PlayLanded
function PlayLanded (float impactVel)
PlayMoverHitSound
function PlayMoverHitSound ()
PlayMoving
simulated function PlayMoving ()
PlayTakeHit
PlayTeleportEffect
Overrides: Actor.PlayTeleportEffect
PlayVictoryAnimation
function PlayVictoryAnimation ()
PlayWaiting
simulated function PlayWaiting ()
PlayWeaponSwitch
function PlayWeaponSwitch (Weapon NewWeapon)
PointOfView
simulated function bool PointOfView ()
PossessedBy
function PossessedBy (Controller C)
PressingAltFire
simulated final function bool PressingAltFire ()
PressingFire
simulated final function bool PressingFire ()
PrevWeapon
simulated function PrevWeapon ()
ProcessMove
function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)
RangedAttackTime
function float RangedAttackTime ()
RawInput
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
function ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
RecommendLongRangedAttack
function bool RecommendLongRangedAttack ()
RefireRate
function float RefireRate ()
RemovePowerups
function RemovePowerups ()
Reset
function Reset ()
Overrides: Actor.Reset
RestartPlayer
function RestartPlayer ()
ServerChangedWeapon
ServerNoTranslocator
function ServerNoTranslocator ()
SetBaseEyeheight
simulated function SetBaseEyeheight ()
SetDefaultDisplayProperties
function SetDefaultDisplayProperties ()
Overrides: Actor.SetDefaultDisplayProperties
SetDelayedDamageInstigatorController
function SetDelayedDamageInstigatorController (Controller C)
Overrides: Actor.SetDelayedDamageInstigatorController
SetDisplayProperties
Overrides: Actor.SetDisplayProperties
SetMesh
simulated function SetMesh ()
SetMovementPhysics
function SetMovementPhysics ()
SetMoveTarget
function SetMoveTarget (Actor NewTarget)
SetViewRotation
simulated function SetViewRotation (Object.Rotator NewRotation)
ShieldAbsorb
ShootSpecial
ShouldCrouch
function ShouldCrouch (bool Crouch)
SpecialCalcView
function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)
SpecialDrawCrosshair
simulated function SpecialDrawCrosshair (Canvas C)
SpectatorSpecialCalcView
function bool SpectatorSpecialCalcView (PlayerController Viewer, out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)
StopWeaponFiring
function bool StopWeaponFiring ()
Suicide
function Suicide ()
SwitchWeapon
simulated function SwitchWeapon (byte F)
TakeDrowningDamage
function TakeDrowningDamage ()
TakeFallingDamage
function TakeFallingDamage ()
TooCloseToAttack
TossWeapon
function TossWeapon (Object.Vector TossVel)
TouchingWaterVolume
function bool TouchingWaterVolume ()
TurnOff
simulated function TurnOff ()
UnPossessed
function UnPossessed ()
UpdateRocketAcceleration
WasPlayerPawn
simulated function bool WasPlayerPawn ()
WeaponBob
simulated function Object.Vector WeaponBob (float BobDamping)