I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE3:UTHeroPawn instance functions (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 01:31, 16 August 2009 by Wormbo (Talk | contribs) (1 revision: UT3 Titan Pack classes)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT3 Object >> Actor >> Pawn >> GamePawn >> UTPawn >> UTHeroPawn (instance functions)

;Other member categories for this class::properties

Instance functions

ActivateHero

simulated function ActivateHero ()

Overrides: UTPawn.ActivateHero


ActivateSuperHero

simulated function ActivateSuperHero ()


AdjustedStrength

function float AdjustedStrength ()

Overrides: Pawn.AdjustedStrength


AdjustPPESaturation

reliable client function AdjustPPESaturation (UTHeroPawn UTP, bool bEnable)

On a hero player client, adjusts materials for a pawn

AttachHeroAuraEffect

simulated function AttachHeroAuraEffect ()


AttachMeleeEffects

simulated function AttachMeleeEffects ()


BecomeHero

function bool BecomeHero ()

Overrides: UTPawn.BecomeHero


CalcCamera

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

function CauseMeleeDamage ()


ClientAdjustPPEffects

reliable client function ClientAdjustPPEffects (UTPlayerController PC, bool bRemove)

applies and removes any post processing effects while hero

ClientReStart

simulated function ClientReStart ()

Overrides: UTPawn.ClientReStart


ClientSetHeroWeapon

reliable client function ClientSetHeroWeapon (class<WeaponWeaponClass)


DelayedTriggerHero

function DelayedTriggerHero ()

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

DetachFromController

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

simulated function DetachHeroAuraEffect ()


DetachMeleeEffects

simulated function DetachMeleeEffects ()


Died

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

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)

Overrides: UTPawn.Dodge


ForceSpecialAttack

function bool ForceSpecialAttack (Pawn EnemyPawn)

Overrides: UTPawn.ForceSpecialAttack

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

GiveWeapon

function UTWeapon GiveWeapon (string WeaponClassStr)


InitHeroBomb

simulated function InitHeroBomb ()


IsFirstPerson

simulated function bool IsFirstPerson ()

Overrides: UTPawn.IsFirstPerson


NotifyTeamChanged

simulated function NotifyTeamChanged ()

Overrides: UTPawn.NotifyTeamChanged

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

Network: client

OnGiveHeroPoints

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

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

Overrides: UTPawn.PerformDodge


PerformMeleeAttack

simulated function bool PerformMeleeAttack ()

Overrides: UTPawn.PerformMeleeAttack


PlayDying

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

Overrides: UTPawn.PlayDying

If hero, starts the explosion countdown

PlaySpawnEffects

simulated function PlaySpawnEffects ()

Called when the hero has been activated

ServerForceHeroWeapon

reliable server function ServerForceHeroWeapon (byte FireModeNum)


ServerStartMeleeAttack

unreliable server function ServerStartMeleeAttack ()


SetBaseEyeheight

simulated function SetBaseEyeheight ()

Overrides: Pawn.SetBaseEyeheight


SetHeroPending

function SetHeroPending (int TeamIndex)


SetInfoFromFamily

simulated function SetInfoFromFamily (class<UTFamilyInfoInfo, SkeletalMesh SkelMesh)

Overrides: UTPawn.SetInfoFromFamily

Set various properties for this UTPawn based on

SetMeshVisibility

simulated function SetMeshVisibility (bool bVisible)

Overrides: UTPawn.SetMeshVisibility

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

ShouldGib

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

simulated function SpawnHeroGibs ()


StartFire

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

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

function bool StopFiring ()

Overrides: UTPawn.StopFiring


StopMeleeAttack

simulated function StopMeleeAttack ()


StopSpawnEffects

simulated function StopSpawnEffects ()

Called when the hero has stopped spawning in

Suicide

simulated function Suicide ()

Overrides: Pawn.Suicide


SwitchWeapon

simulated function SwitchWeapon (byte NewGroup)

Overrides: UTPawn.SwitchWeapon


ToggleMelee

simulated function ToggleMelee ()

Overrides: UTPawn.ToggleMelee


ToggleMeleeEffects

simulated function ToggleMeleeEffects ()


TurnOff

simulated function TurnOff ()

Overrides: UTPawn.TurnOff

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

UnPossessed

simulated function UnPossessed ()

Overrides: Pawn.UnPossessed


UpdateHeroStatus

simulated function UpdateHeroStatus ()


ValidateMeleeAttack

function bool ValidateMeleeAttack ()