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UE3:UTStealthVehicle instance functions (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable >> UTStealthVehicle (instance functions)

;Other member categories for this class::internal variables

Instance functions

AddBeamEmitter

simulated function AddBeamEmitter ()


AdjacentSeat

simulated function AdjacentSeat (int Direction, Controller C)

Overrides: UTVehicleBase.AdjacentSeat

request change to adjacent vehicle seat

AdjustCameraScale

simulated function AdjustCameraScale (bool bMoveCameraIn)

Overrides: UTVehicle.AdjustCameraScale

if deployed, changes selected deployable

AttachDriver

simulated function AttachDriver (Pawn P)

Overrides: UTVehicle_Deployable.AttachDriver

Attach driver to vehicle. Sets up the Pawn to drive the vehicle (rendering, physics, collision..). Called only if bAttachDriver is true. Network : ALL

BlowupVehicle

simulated function BlowupVehicle ()

Overrides: UTVehicle.BlowupVehicle

Call this function to blow up the vehicle

BotDropDeployable

function bool BotDropDeployable (UTBot B)

used with bot's CustomAction interface to drop a deployable

BotUndeploy

function BotUndeploy ()


CancelDeploy

function CancelDeploy ()


CheckAICloak

function CheckAICloak ()

called on a timer while AI controlled so AI can evaluate cloaking

Cloak

simulated function Cloak (bool bIsEnabled, optional bool bForce)

Cloaks or decloaks the vehicle. Force is for replication to use since bIsVehicleCloaked has already been modified

DeployedStateChanged

simulated function DeployedStateChanged ()

Overrides: UTVehicle_Deployable.DeployedStateChanged


DisplayHud

simulated function DisplayHud (UTHUD Hud, Canvas Canvas, Object.Vector2D HudPOS, optional int SeatIndex)

Overrides: UTVehicle_Deployable.DisplayHud


DrawWeaponTile

function DrawWeaponTile (Canvas Canvas, Texture2D IconTexture, UTVWeap_NightshadeGun Gun, int WeaponIndex, float OffsetSizeX, float OffsetSizeY)

Draws a single weapon selection tile in the HUD

Created primarily so Stealthbender could override texture for new UT3G deployables

DriverEnter

function bool DriverEnter (Pawn P)

Overrides: UTVehicle.DriverEnter

(Description copied from UTVehicle.DriverEnter)
Called when a pawn enters the vehicle

Parameters:

  • P - The Pawn entering the vehicle

DrivingStatusChanged

simulated function DrivingStatusChanged ()

Overrides: UTVehicle.DrivingStatusChanged

This function is called when the driver's status has changed.

FindWeaponHitNormal

simulated function Actor FindWeaponHitNormal (out Object.Vector HitLocation, out Object.Vector HitNormal, Object.Vector End, Object.Vector Start, out Actor.TraceHitInfo HitInfo)

Overrides: UTVehicle.FindWeaponHitNormal

Detect the transition from vehicle to ground and vice versus and handle it

GetCameraFocus

simulated function Object.Vector GetCameraFocus (int SeatIndex)

Overrides: UTVehicle.GetCameraFocus

returns the camera focus position (without camera lag)

GoodDefensivePosition

function bool GoodDefensivePosition ()

Overrides: UTVehicle_Deployable.GoodDefensivePosition


ImmediatelyRedeploy

simulated function ImmediatelyRedeploy (bool ShouldImmediatelyRedeploy)


ImportantVehicle

function bool ImportantVehicle ()

Overrides: UTVehicle.ImportantVehicle


KillBeamEmitter

simulated function KillBeamEmitter ()


KillEndpointEffect

simulated function KillEndpointEffect ()

deactivates the beam endpoint effect, if present

OverrideBeginFire

simulated function bool OverrideBeginFire (byte FireModeNum)

Overrides: UTVehicle.OverrideBeginFire

(Description copied from UTVehicle.OverrideBeginFire)
Gives the vehicle an opportunity to override the functionality of the given fire mode, called on both the owning client and the server

Returns:

false to allow the vehicle weapon to use its behavior, true to override it

PartialTurn

simulated function int PartialTurn (int original, int desired, float PctTurn)


PlayHit

function PlayHit (float Damage, Controller InstigatedBy, Object.Vector HitLocation, class<DamageTypedamageType, Object.Vector Momentum, Actor.TraceHitInfo HitInfo)

Overrides: UTVehicle.PlayHit


PlayReleaseAnim

simulated function PlayReleaseAnim ()

Tells clients to play the release animation and sets up the timer for undeploy

ProcessViewRotation

simulated function ProcessViewRotation (float DeltaTime, out Object.Rotator out_ViewRotation, out Object.Rotator out_DeltaRot)

Overrides: UTVehicle.ProcessViewRotation

(Description copied from Pawn.ProcessViewRotation)
Called from PlayerController UpdateRotation() -> ProcessViewRotation() to (pre)process player ViewRotation adds delta rot (player input), applies any limits and post-processing returns the final ViewRotation set on PlayerController

Parameters:

  • DeltaTime - time since last frame
  • ViewRotation - actual PlayerController view rotation
  • out_DeltaRot - delta rotation to be applied on ViewRotation. Represents player's input.

Returns:

processed ViewRotation to be set on PlayerController.

ServerSetArmDeltaYaw

function reliable server ServerSetArmDeltaYaw (int InArmDeltaYaw)


ServerSetCloak

reliable server function ServerSetCloak (bool bIsEnabled)

Listen clients will call Cloak() replicating the value directly Clients will call Cloak() which also calls this function allowing the server to cloak thus replicating to everyone else

ServerSetDeployMesh

function singular reliable server ServerSetDeployMesh (Object InDeployMesh, int DeployableIndex)


ServerSetImmediateRedeploy

reliable server function ServerSetImmediateRedeploy (bool ShouldImmediatelyRedeploy)


ServerSwitchWeapon

reliable server function ServerSwitchWeapon (byte NewGroup)


SetBeamEmitterHidden

simulated function SetBeamEmitterHidden (bool bHide)


SetDeployMesh

function simulated SetDeployMesh (Object InDeployMesh, int DeployableIndex)


SetDeployMeshHidden

simulated function SetDeployMeshHidden (bool bIsHidden)


SetDeployVisual

simulated function SetDeployVisual ()


SetupCloakedBodyMaterialMIC

simulated function bool SetupCloakedBodyMaterialMIC ()

This function will verify that the CloakedBodyMIC variable is setup and ready to go. This is a key component for the BodyMat overlay system

SetVehicleDeployed

simulated function SetVehicleDeployed ()

Overrides: UTVehicle_Deployable.SetVehicleDeployed


SetVehicleUndeployed

simulated function SetVehicleUndeployed ()

Overrides: UTVehicle_Deployable.SetVehicleUndeployed


SetVehicleUndeploying

simulated function SetVehicleUndeploying ()

Overrides: UTVehicle_Deployable.SetVehicleUndeploying


ShouldDeployToAttack

function bool ShouldDeployToAttack ()

Overrides: UTVehicle_Deployable.ShouldDeployToAttack


ShouldDropDeployable

function bool ShouldDropDeployable ()

AI interface for dropping deployables

Returns:

whether bot was given an action and so should exit its decision logic

ShouldUndeploy

function bool ShouldUndeploy (UTBot B)

Overrides: UTVehicle_Deployable.ShouldUndeploy


SpawnImpactEmitter

simulated function SpawnImpactEmitter (Object.Vector HitLocation, Object.Vector HitNormal, const out UTPhysicalMaterialProperty.MaterialImpactEffect ImpactEffect, int SeatIndex)

Overrides: UTVehicle.SpawnImpactEmitter


SwitchWeapon

simulated function SwitchWeapon (byte NewGroup)

Overrides: UTVehicleBase.SwitchWeapon


TeamChanged

simulated function TeamChanged ()

Overrides: UTVehicle.TeamChanged

This function is called when the team has changed. Use it to setup team specific overlays/etc

NOTE: the UTVehicle_Scavenger is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check UTVehicle_Scavenger.TeamChanged() when making changes here.

ToggleCloak

simulated function ToggleCloak ()


VehicleWeaponImpactEffects

simulated function VehicleWeaponImpactEffects (Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponImpactEffects

Spawn any effects that occur at the impact point. It's called from the pawn.

VehicleWeaponStoppedFiring

simulated function VehicleWeaponStoppedFiring (bool bViaReplication, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponStoppedFiring