My program doesn't have bugs. It just develops random features.

UE2:U2Pawn (U2)

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U2 Object >> Actor >> Pawn >> U2Pawn
Package: 
U2
Direct subclasses:
Gunner, Ranger, Tech
This class in other games:
U2XMP

U2Pawn.uc

Constants[edit]

MAXJUMPHEIGHT[edit]

Value: 94.0


Properties[edit]

See U2Pawn properties.

Enums[edit]

EFireAnimState[edit]

FAS_None 
FAS_PlayOnce 
FAS_Looping 
FAS_Ready 

ESurfaceType[edit]

SFT_None 
SFT_Default 
SFT_Terrain 
SFT_Water 

Functions[edit]

Events[edit]

AnimEnd[edit]

simulated event AnimEnd (int Channel)

Overrides: Pawn.AnimEnd


Destroyed[edit]

simulated event Destroyed ()

Overrides: Pawn.Destroyed


Falling[edit]

event Falling ()

Overrides: Pawn.Falling


FellOutOfWorld[edit]

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: Pawn.FellOutOfWorld


Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed


PlayDying[edit]

simulated event PlayDying (class<DamageTypeDamageType, Object.Vector HitLoc)

Overrides: Pawn.PlayDying


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PostNetBeginPlay[edit]

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


PostNetReceive[edit]

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Pawn.PreBeginPlay


SetAnimAction[edit]

simulated event SetAnimAction (name NewAction)

Overrides: Pawn.SetAnimAction


TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Pawn.TakeDamage


Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

See U2Pawn instance functions.

States[edit]

BeyondHelp[edit]

BeyondHelp.HandleDying[edit]

simulated function HandleDying ()

Overrides: HandleDying (global)


Dying[edit]

Inherits from: Pawn.Dying

Ignores: BreathTimer, Bump, ChangedWeapon, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger

Dying.BeginState[edit]

event BeginState ()

Overrides: Pawn.Dying.BeginState


DyingWaiting[edit]

Ignores: BreathTimer, Bump, ChangedWeapon, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger

DyingWaiting.AnimEnd[edit]

event AnimEnd (int Channel)

Overrides: AnimEnd (global)


DyingWaiting.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


DyingWaiting.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


DyingWaiting.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


DyingWaiting.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: TakeDamage (global)


DyingWaiting.ClientRevived[edit]

singular function ClientRevived ()

Overrides: Pawn.ClientRevived (global)


DyingWaiting.Died[edit]

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

Overrides: Pawn.Died (global)


DyingWaiting.DoMercyKill[edit]

function DoMercyKill (U2Pawn Killer)


DyingWaiting.DoRevive[edit]

function DoRevive (U2Pawn Other)


DyingWaiting.HandleDying[edit]

simulated function HandleDying ()

Overrides: HandleDying (global)


DyingWaiting.HandleRevived[edit]

simulated function HandleRevived ()

Overrides: Pawn.HandleRevived (global)


DyingWaiting.LandThump[edit]

function LandThump ()


DyingWaiting.LieStill[edit]

function LieStill ()


DyingWaiting.OnUse[edit]

function OnUse (Actor Other)

Overrides: OnUse (global)


DyingWaiting.ReduceCylinder[edit]

function ReduceCylinder ()


DyingWaiting.RestoreCylinder[edit]

function RestoreCylinder ()


FallingOutOfWorld[edit]

Extends: BeyondHelp

Ignores: FellOutOfWorld

FallingOutOfWorld.Tick[edit]

event Tick (float DeltaTime)

Overrides: Tick (global)


GutBlowed[edit]

Extends: BeyondHelp

Ignores: BreathTimer, Bump, ChangedWeapon, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, TakeDamage, Trigger