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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

AddInventory

function bool AddInventory (Inventory NewItem)


AddShieldStrength

function bool AddShieldStrength (int Amount)


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

function bool CanAttack (Actor Other)


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

function bool CanTrigger (Trigger T)


CanUseShield

function int CanUseShield (int Amount)


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

simulated function bool CheckTauntValid (name Sequence)


CheckWaterJump

function bool CheckWaterJump (out Object.Vector WallNormal)


ChooseFireAt

function ChooseFireAt (Actor A)


ChunkUp

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


ClientDying

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


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

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


DisableUDamage

function DisableUDamage ()


DisplayDebug

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

Overrides: Actor.DisplayDebug


DoComboName

function DoComboName (string ComboClassName)


Dodge

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)


DoDoubleJump

function DoDoubleJump (bool bUpdating)


DoJump

function bool DoJump (bool bUpdating)


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

function Inventory FindInventoryType (Class DesiredClass)


FindValidTaunt

simulated function bool FindValidTaunt (out name Sequence)


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

function name GetOffhandBoneFor (Inventory I)


GetPathTo

function Actor GetPathTo (Actor Dest)


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

function name GetWeaponBoneFor (Inventory I)


gibbedBy

function gibbedBy (Actor Other)


GiveHealth

function bool GiveHealth (int HealAmount, int HealMax)


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

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


IsHumanControlled

simulated function bool IsHumanControlled ()


IsInLoadout

function bool IsInLoadout (class<InventoryInventoryClass)


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

function int LimitPitch (int pitch)


LineOfSightTo

function bool LineOfSightTo (Actor Other)


ModifiedPlayerViewOffset

simulated function Object.Vector ModifiedPlayerViewOffset (Inventory Inv)


ModifyThreat

function float ModifyThreat (float current, Pawn Threat)


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

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


PlayHit

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


PlayLanded

function PlayLanded (float impactVel)


PlayMoverHitSound

function PlayMoverHitSound ()


PlayMoving

simulated function PlayMoving ()


PlayTakeHit

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


PlayTeleportEffect

function PlayTeleportEffect (bool bOut, bool bSound)

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<LocalMessageMessage, 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

function ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon)


ServerNoTranslocator

function ServerNoTranslocator ()


SetBaseEyeheight

simulated function SetBaseEyeheight ()


SetDefaultDisplayProperties

function SetDefaultDisplayProperties ()

Overrides: Actor.SetDefaultDisplayProperties


SetDelayedDamageInstigatorController

function SetDelayedDamageInstigatorController (Controller C)

Overrides: Actor.SetDelayedDamageInstigatorController


SetDisplayProperties

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

Overrides: Actor.SetDisplayProperties


SetMesh

simulated function SetMesh ()


SetMovementPhysics

function SetMovementPhysics ()


SetMoveTarget

function SetMoveTarget (Actor NewTarget)


SetViewRotation

simulated function SetViewRotation (Object.Rotator NewRotation)


ShieldAbsorb

function int ShieldAbsorb (int damage)


ShootSpecial

function Actor ShootSpecial (Actor A)


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

function bool TooCloseToAttack (Actor Other)


TossWeapon

function TossWeapon (Object.Vector TossVel)


TouchingWaterVolume

function bool TouchingWaterVolume ()


TurnOff

simulated function TurnOff ()


UnPossessed

function UnPossessed ()


UpdateRocketAcceleration

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


WasPlayerPawn

simulated function bool WasPlayerPawn ()


WeaponBob

simulated function Object.Vector WeaponBob (float BobDamping)