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UE3:UTHeroPawn instance functions (UT3)

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Revision as of 01:31, 16 August 2009 by Wormbo (Talk | contribs) (1 revision: UT3 Titan Pack classes)

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UT3 Object >> Actor >> Pawn >> GamePawn >> UTPawn >> UTHeroPawn (instance functions)

;Other member categories for this class::properties

Instance functions[edit]

ActivateHero[edit]

simulated function ActivateHero ()

Overrides: UTPawn.ActivateHero


ActivateSuperHero[edit]

simulated function ActivateSuperHero ()


AdjustedStrength[edit]

function float AdjustedStrength ()

Overrides: Pawn.AdjustedStrength


AdjustPPESaturation[edit]

reliable client function AdjustPPESaturation (UTHeroPawn UTP, bool bEnable)

On a hero player client, adjusts materials for a pawn

AttachHeroAuraEffect[edit]

simulated function AttachHeroAuraEffect ()


AttachMeleeEffects[edit]

simulated function AttachMeleeEffects ()


BecomeHero[edit]

function bool BecomeHero ()

Overrides: UTPawn.BecomeHero


CalcCamera[edit]

simulated function bool CalcCamera (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

Overrides: UTPawn.CalcCamera

Hero specific camera implementation

CauseMeleeDamage[edit]

function CauseMeleeDamage ()


ClientAdjustPPEffects[edit]

reliable client function ClientAdjustPPEffects (UTPlayerController PC, bool bRemove)

applies and removes any post processing effects while hero

ClientReStart[edit]

simulated function ClientReStart ()

Overrides: UTPawn.ClientReStart


ClientSetHeroWeapon[edit]

reliable client function ClientSetHeroWeapon (class<WeaponWeaponClass)


DelayedTriggerHero[edit]

function DelayedTriggerHero ()

Delay triggering bot hero so it doesn't happen during physics thread

DetachFromController[edit]

simulated function DetachFromController (optional bool bDestroyController)

Overrides: Pawn.DetachFromController

(Description copied from Pawn.DetachFromController)
Call this function to detach safely pawn from its controller

Parameters:

  • bDestroyController - if true, then destroy controller. (only AI Controllers, not players)

DetachHeroAuraEffect[edit]

simulated function DetachHeroAuraEffect ()


DetachMeleeEffects[edit]

simulated function DetachMeleeEffects ()


Died[edit]

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

Overrides: UTPawn.Died

(Description copied from Pawn.Died)
This pawn has died.

Parameters:

  • Killer - Who killed this pawn
  • DamageType - What killed it
  • HitLocation - Where did the hit occur

Returns:

true if allowed

Dodge[edit]

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)

Overrides: UTPawn.Dodge


ForceSpecialAttack[edit]

function bool ForceSpecialAttack (Pawn EnemyPawn)

Overrides: UTPawn.ForceSpecialAttack

returns true if this pawn wants to force a special attack (for AI)

GiveWeapon[edit]

function UTWeapon GiveWeapon (string WeaponClassStr)


InitHeroBomb[edit]

simulated function InitHeroBomb ()


IsFirstPerson[edit]

simulated function bool IsFirstPerson ()

Overrides: UTPawn.IsFirstPerson


NotifyTeamChanged[edit]

simulated function NotifyTeamChanged ()

Overrides: UTPawn.NotifyTeamChanged

NotifyTeamChanged() Called when PlayerReplicationInfo is replicated to this pawn, or PlayerReplicationInfo team property changes.

Network: client

OnGiveHeroPoints[edit]

function OnGiveHeroPoints (UTSeqAct_GiveHeroPoints Action)

OnGiveHeroPoints()

  Gives some amount of hero points to this pawn

Parameters:

  • Action - The sequence providing the heropoints for this action

PerformDodge[edit]

function bool PerformDodge (Actor.EDoubleClickDir DoubleClickMove, Object.Vector Dir, Object.Vector Cross)

Overrides: UTPawn.PerformDodge


PerformMeleeAttack[edit]

simulated function bool PerformMeleeAttack ()

Overrides: UTPawn.PerformMeleeAttack


PlayDying[edit]

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

Overrides: UTPawn.PlayDying

If hero, starts the explosion countdown

PlaySpawnEffects[edit]

simulated function PlaySpawnEffects ()

Called when the hero has been activated

ServerForceHeroWeapon[edit]

reliable server function ServerForceHeroWeapon (byte FireModeNum)


ServerStartMeleeAttack[edit]

unreliable server function ServerStartMeleeAttack ()


SetBaseEyeheight[edit]

simulated function SetBaseEyeheight ()

Overrides: Pawn.SetBaseEyeheight


SetHeroPending[edit]

function SetHeroPending (int TeamIndex)


SetInfoFromFamily[edit]

simulated function SetInfoFromFamily (class<UTFamilyInfoInfo, SkeletalMesh SkelMesh)

Overrides: UTPawn.SetInfoFromFamily

Set various properties for this UTPawn based on

SetMeshVisibility[edit]

simulated function SetMeshVisibility (bool bVisible)

Overrides: UTPawn.SetMeshVisibility

sets whether or not the owner of this pawn can see it

ShouldGib[edit]

simulated function bool ShouldGib (class<UTDamageTypeUTDamageType)

Overrides: UTPawn.ShouldGib

(Description copied from UTPawn.ShouldGib)


Returns:

whether or not we should gib due to damage from the passed in damagetype

SpawnHeroGibs[edit]

simulated function SpawnHeroGibs ()


StartFire[edit]

simulated function StartFire (byte FireModeNum)

Overrides: UTPawn.StartFire

(Description copied from Pawn.StartFire)
Pawn starts firing! Called from PlayerController::StartFiring Network: Local Player

Parameters:

  • FireModeNum - fire mode number

StopFire[edit]

simulated function StopFire (byte FireModeNum)

Overrides: Pawn.StopFire

(Description copied from Pawn.StopFire)
Pawn stops firing! i.e. player releases fire button, this may not stop weapon firing right away. (for example press button once for a burst fire) Network: Local Player

Parameters:

  • FireModeNum - fire mode number

StopFiring[edit]

function bool StopFiring ()

Overrides: UTPawn.StopFiring


StopMeleeAttack[edit]

simulated function StopMeleeAttack ()


StopSpawnEffects[edit]

simulated function StopSpawnEffects ()

Called when the hero has stopped spawning in

Suicide[edit]

simulated function Suicide ()

Overrides: Pawn.Suicide


SwitchWeapon[edit]

simulated function SwitchWeapon (byte NewGroup)

Overrides: UTPawn.SwitchWeapon


ToggleMelee[edit]

simulated function ToggleMelee ()

Overrides: UTPawn.ToggleMelee


ToggleMeleeEffects[edit]

simulated function ToggleMeleeEffects ()


TurnOff[edit]

simulated function TurnOff ()

Overrides: UTPawn.TurnOff

TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing

UnPossessed[edit]

simulated function UnPossessed ()

Overrides: Pawn.UnPossessed


UpdateHeroStatus[edit]

simulated function UpdateHeroStatus ()


ValidateMeleeAttack[edit]

function bool ValidateMeleeAttack ()