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UE2:Pawn (U2XMP)
Contents
- 1 Constants
- 1.1 DyingState
- 1.2 ObservedDeathEvent
- 1.3 Team_Invalid
- 1.4 Team_MinValid
- 1.5 Team_Player
- 1.6 Team_Marine
- 1.7 Team_MercJap
- 1.8 Team_MercMek
- 1.9 Team_MercFem
- 1.10 Team_Skaarj
- 1.11 Team_Izarian
- 1.12 Team_Shian
- 1.13 Team_Drakk
- 1.14 Team_Araknid
- 1.15 Team_Strider
- 1.16 Team_Kai
- 1.17 Team_Tosc
- 1.18 Team_Spore
- 1.19 Team_Ambient
- 1.20 Team_None
- 1.21 Team_TeamOutcast
- 1.22 Team_ClassOutcast
- 1.23 Team_MaxValid
- 1.24 SwimForwardThreshold
- 2 Properties
- 3 Structs
- 4 Functions
- 4.1 Static functions
- 4.2 Exec functions
- 4.3 Native functions
- 4.4 Events
- 4.4.1 BaseChange
- 4.4.2 BeginFalling
- 4.4.3 BreathTimer
- 4.4.4 CalcDrawOffset
- 4.4.5 ClientMessage
- 4.4.6 Destroyed
- 4.4.7 EncroachingOn
- 4.4.8 EndClimbLadder
- 4.4.9 FellOutOfWorld
- 4.4.10 HeadVolumeChange
- 4.4.11 HitWall
- 4.4.12 LandedEx
- 4.4.13 NotifyStanceChange
- 4.4.14 PostBeginPlay
- 4.4.15 PreBeginPlay
- 4.4.16 ReceiveLocalizedMessage
- 4.4.17 Replication
- 4.4.18 UpdateEyeHeight
- 4.5 Other instance functions
- 5 States
- 5.1 @DyingState
- 5.1.1 @DyingState.AnimEnd
- 5.1.2 @DyingState.BaseChange
- 5.1.3 @DyingState.BeginState
- 5.1.4 @DyingState.FellOutOfWorld
- 5.1.5 @DyingState.Landed
- 5.1.6 @DyingState.Timer
- 5.1.7 @DyingState.Died
- 5.1.8 @DyingState.LandThump
- 5.1.9 @DyingState.LieStill
- 5.1.10 @DyingState.PlayTakeHit
- 5.1.11 @DyingState.PlayWeaponSwitch
- 5.1.12 @DyingState.ReduceCylinder
- 5.1.13 @DyingState.TakeDamage
- 5.1 @DyingState
- Package:
- Engine
- Direct subclasses:
- LicenseePawn, PawnProxy, Scout, Vehicle
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, U2, UT2004, UDK, UT3
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Pawn, the base class of all actors that can be controlled by players or AI.
Pawns are the physical representations of players and creatures in a level. Pawns have a mesh, collision, and physics. Pawns can take damage, make sounds, and hold weapons and other inventory. In short, they are responsible for all physical interaction between the player or AI and the world.
This is a built-in Unreal class and it shouldn't be modified.
Constants[edit]
DyingState[edit]
Value: 'Dying'
ObservedDeathEvent[edit]
Value: 'ObservedDeath'
Team_Invalid[edit]
Value: -1
not set
Team_MinValid[edit]
Value: 0
Team_Player[edit]
Value: 0
Team_Marine[edit]
Value: 1
Team_MercJap[edit]
Value: 2
Team_MercMek[edit]
Value: 3
Team_MercFem[edit]
Value: 4
Team_Skaarj[edit]
Value: 20
Team_Izarian[edit]
Value: 21
Team_Shian[edit]
Value: 41
Team_Drakk[edit]
Value: 42
Team_Araknid[edit]
Value: 43
Team_Strider[edit]
Value: 44
Team_Kai[edit]
Value: 48
Team_Tosc[edit]
Value: 58
Team_Spore[edit]
Value: 67
Team_Ambient[edit]
Value: 85
Team_None[edit]
Value: 100
will attack/be attacked by all non-ambient NPCs (teams ignored)
Team_TeamOutcast[edit]
Value: 101
will be attack/be attacked by NPCs from original team
Team_ClassOutcast[edit]
Value: 102
will be attack/be attacked by NPCs of same class (e.g. injured fish).
Team_MaxValid[edit]
Value: 102
SwimForwardThreshold[edit]
Value: 0.001
Properties[edit]
See Pawn properties.
Structs[edit]
[edit]
Modifiers: native
- class<NavigationPoint> NPClass
- class of navigation point to favor
- int NPCost
- cost to boost non-matching navigation points by
Functions[edit]
Static functions[edit]
ValidPawn[edit]
Exec functions[edit]
NextItem[edit]
Native functions[edit]
AddPawn[edit]
GetAimRotation[edit]
GetTeam[edit]
RemovePawn[edit]
SameTeam[edit]
Events[edit]
BaseChange[edit]
Overrides: Actor.BaseChange
BeginFalling[edit]
BreathTimer[edit]
CalcDrawOffset[edit]
ClientMessage[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
EncroachingOn[edit]
Overrides: Actor.EncroachingOn
EndClimbLadder[edit]
FellOutOfWorld[edit]
Overrides: Actor.FellOutOfWorld
HeadVolumeChange[edit]
HitWall[edit]
Overrides: Actor.HitWall
LandedEx[edit]
Overrides: Actor.LandedEx
NotifyStanceChange[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
ReceiveLocalizedMessage[edit]
Replication[edit]
Overrides: Actor.Replication
UpdateEyeHeight[edit]
Other instance functions[edit]
States[edit]
@DyingState[edit]
Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange
@DyingState.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
@DyingState.BaseChange[edit]
Overrides: BaseChange (global)
@DyingState.BeginState[edit]
Overrides: Object.BeginState (global)
@DyingState.FellOutOfWorld[edit]
Overrides: FellOutOfWorld (global)
@DyingState.Landed[edit]
Overrides: Actor.Landed (global)
@DyingState.Timer[edit]
Overrides: Actor.Timer (global)
@DyingState.Died[edit]
Overrides: Died (global)
@DyingState.LandThump[edit]
@DyingState.LieStill[edit]
@DyingState.PlayTakeHit[edit]
Overrides: PlayTakeHit (global)
@DyingState.PlayWeaponSwitch[edit]
@DyingState.ReduceCylinder[edit]
@DyingState.TakeDamage[edit]
Overrides: TakeDamage (global)