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# Gameplay.Character

Extends
  Ragdoll
Modifiers
  implements IVisionNotification native

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.Ragdoll
                |
                +-- Gameplay.Character

#### Direct Known Subclasses:

> BaseAICharacter, CutsceneCharacter, PlayerCharacter

Constants Summary
DAMAGE_LARGE | = | 50.0f
GM_Any_Int | = | 0
GM_Run_Int | = | 2
GM_Sprint_Int | = | 1
GM_Walk_Int | = | 3
NUM_WEAPON_SLOTS | = | 3
ROPE_MESH_LENGTH | = | 512

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
Weapon | altWeapon
array<AnimationChannel> | animationChannels
AnimationSpring | animationHeightSpring
AnimationManager | animationManager
array<AnimationState> | animationStates
AnimationSpring | animationVelocitySpring
Arms | arms
bool | bActivatingEffect
bool | bActivatingEffectStarted
bool | bActiveEffect
bool | bActiveEffectStarted
bool | bAttached
bool | bDeactivatingEffect
bool | bGodMode
bool | bHiddenVehicleOccupant
bool | bHitRegistered
bool | bIsLocalCharacter
bool | bLocalActivatingEffect
bool | bLocalActivatingEffectStarted
bool | bLocalActiveEffect
bool | bLocalActiveEffectStarted
bool | bLocalAttached
bool | bLocalDeactivatingEffect
bool | bLocalObjectHit
bool | bLocalTempInvincible
bool | bLocalUnactivatingEffect
bool | bLocalUnactivatingEffectStarted
bool | bLocalUnactiveEffect
bool | bLocalUnactiveEffectStarted
bool | bLocalUndeactivatingEffect
bool | blockMovementDamage
bool | bObjectHit
bool | bReelIn
bool | bSpawningAtVehicle
bool | bTempInvincible
bool | bUnactivatingEffect
bool | bUnactivatingEffectStarted
bool | bUnactiveEffect
bool | bUnactiveEffectStarted
bool | bUndeactivatingEffect
bool | bZoomed
bool | bZoomOutOnSpawn
MPCarryable | carryableReference
array<MPCarryable> | carryables
EClientPainType | clientPainType
Material | collisionMaterialObject
class<CombatRole> | combatRole
Deployable | deployable
byte | dummy[4]
float | energy
float | energyMaximum
float | energyMinimum
float | energyRechargeRate
float | energyRechargeScale
float | energyWeaponDepleted
int | eyeBoneIndex
Name | eyeBoneName
vector | eyeBoneOffset
Weapon | fallbackWeapon
Array<Character> | grapplerCharacters
class<Grappler> | grapplerClass
float | HeadHeight
float | healthInjectionAmount
float | healthInjectionRatePerSecond
class<Pack> | heldPackClass
Jetpack | jetpack
name | jetpackBone
int | lastCarryableNumber
Pawn | lastHitObject
float | lastMovementCollisionTime
float | lastMovementDamageTime
Controller | lastPossessor
StaticMeshAttachment | leftPack
Loadout | loadout
class<CombatRole> | localCombatRole
float | localHealth
class<Pack> | localPackClass
QuickChatInfo | LocalQCAnimData
QuickChatInfo | LocalQCTalkData
CharacterMotor | motor
bool | movementAirborne
float | movementAltitude
bool | movementClose
bool | movementCollided
int | movementCollisionMaterial
String | movementConfiguration
float | movementDirectionalSpeed
Vector | movementDisplacement
float | movementDisplacementRate
bool | movementDynamic
bool | movementElevator
bool | movementGrounded
int | movementGroundState
float | movementHorizontalSpeed
float | movementImpulseChaos
Vector | movementNormal
bool | movementOldThrusting
Vector | movementOldVelocity
bool | movementPushing
bool | movementResting
bool | movementSimProxyInputJump
bool | movementSimProxyInputSki
bool | movementSimProxyInputThrust
MovementDirectionalInput | movementSimProxyInputX
MovementDirectionalInput | movementSimProxyInputY
byte | movementSimProxyPitch
bool | movementSkiInput
float | movementSpeed
float | movementSphereRadius
float | movementSphyllHalfHeight
float | movementSphyllRadius
float | movementSplashChaos
Vector | movementStrafe
float | movementTangentialSpeed
bool | movementThrusting
bool | movementTouching
bool | movementUnderWater
float | movementVerticalSpeed
bool | movementWater
float | movementWaterPenetration
bool | movementZeroGravity
bool | m_bManualAnimation
bool | m_bOldManualAnimation
Equipment | m_equipmentHead
name | needToPlayArmAnim
int | numCarryables
int | numPermanentCarryables
Pack | pack
name | packLeftBone
name | packRightBone
String | playerNameMP
Equipment | potentialEquipment
EPhysics | previousPhysics
AnimationLayer | primaryAnimationLayer
GrapplerProjectile | proj
MPCarryableThrower | pseudoWeapon
QuickChatInfo | QCAnimData
QuickChatInfo | QCTalkData
bool | regenerationActive
int | regenerationRateHealthPerSecond
StaticMeshAttachment | rightPack
GrapplerRope | rope
float | ropeNaturalLength
AnimationLayer | secondaryAnimationLayer
bool | shieldActive
float | shieldFractionDamageBlocked
TribesReplicationInfo | tribesReplicationInfo
class<SkinInfo> | userSkinClass
CharacterVisualisation | visualisation
Weapon | weapon
Name | weaponBone
float | weaponNotHeldTime
bool | weaponPlayingArmAnimation
Weapon | weaponSlots[NUM_WEAPON_SLOTS]
AI
bool | bApplyHealthFilter
JetCompetencyLevels | jetCompetency
SkiCompetencyLevels | skiCompetency
Animation
Name | alertAimAnimationRootBone
Name | armAnimationRootBone
Name | combatAimAnimationRootBone
Name | neutralAimAnimationRootBone
float | runAnimationSpeed
float | sprintAnimationSpeed
Name | upperBodyAnimationRootBone
float | walkAnimationSpeed
Character
class<Armor> | armorClass
bool | bCanZoom
bool | bDisableJetting
bool | bDisableSkiing
bool | bDisallowEquipmentDropOnDeath
bool | bDontAllowCarryablePickups
bool | bDontAllowCommandScreen
bool | bDontInteractWithTerritories
Material | invicibilityMaterial
class<Loadout> | loadoutClass
float | packDrawScale
Damage
float | vehicleTeamCrushingDamageModifier
Movement
float | movementExtraMass
bool | movementFrozen
float | movementKnockbackScale
Speech
String | CharacterName
String | CharacterNameLocalisationTag
String | VoiceSetPackageName

Inherited Variables from Gameplay.Ragdoll
bPlayedDeath, bTearOffLocationValid, disableJetpackDeath, HavokParamsClass, jetpack, jetpackDuration, jetpackLinearForce, jetpackTime, jetpackTwirlyForce, movement, ragdollDeathLift, ragdollInheritedVelocity, ragdollLifeSpan, ragdollMaximumImpulse, ragdollScale, ragdollTickCount, ragdollTouchedGround, TearOffLocation

Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory

Enumerations Summary
AnimationStateEnum AnimationState_None, AnimationState_Stand, AnimationState_Walk, AnimationState_Run, AnimationState_Sprint, AnimationState_Ski, AnimationState_Slide, AnimationState_Stop, AnimationState_Airborne, AnimationState_AirControl, AnimationState_Thrust, AnimationState_Swim, AnimationState_Count,
EClientPainType CLIENTPAIN_Hurt, CLIENTPAIN_BigHurt, CLIENTPAIN_Death, CLIENTPAIN_Cratered, CLIENTPAIN_Burnt
GroundMovementLevels GM_Any, GM_Sprint, GM_Run, GM_Walk, GM_None
HitPosition HP_IGNORE, HP_HEAD, HP_FRONT, HP_BACK
JetCompetencyLevels JC_Default, JC_None, JC_LevelNovice, JC_LevelMedium, JC_LevelExpert
MovementDirectionalInput MovementInput_Zero, MovementInput_Positive, MovementInput_Negative,
SkiCompetencyLevels SC_Default, SC_None, SC_LevelNovice, SC_LevelMedium, SC_LevelExpert

Inherited Enumerations from Gameplay.Ragdoll
MovementState

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary
QuickChatInfo bSwitch, TagID

Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
|  | activatePack ()))
|  | addEquipment (Equipment item))
|  | addGrapplerCharacter (Character c))
|  | addGrenades (HandGrenade newGrenades))
|  | addImpulse (Vector impulse))
|  | addPack (Pack newPack))
|  | allocateAnimationChannels (AnimationChannelIndex size))
|  | allocateAnimationStates (AnimationStateEnum size))
|  | attachGrapple ()))
|  | BaseChange ()))
| bool | bIsInMount (Pawn vehicleOrTurret ))
|  | BreakGrapple ()))
|  | Bump (Actor other))
|  | calculateExtents ()))
| HitPosition | CalculateHitPosition (Vector HitLocation))
| bool | canBeSensed ()))
|  | changeEnergy (float delta))
|  | changeHealth (float delta))
|  | CheckBob (float DeltaTime, vector Y))
|  | checkManualAnimation ()
|  | clampHealthInjection ()))
|  | clearCarryables ()))
|  | clientWeaponUseEnergy (float quantity))
|  | composeCarryables (optional bool bDropAll))
|  | createRope ()))
|  | createThirdPersonMesh (class<Pack> packClass))
| string | DamageTag (float damage))
|  | debugMovement (bool flag)
|  | destroyAnimationSystem ()))
|  | Destroyed ()))
|  | destroyEquipment ()))
|  | destroyFallbackWeapon ()))
|  | destroyThirdPersonMesh ()))
|  | detachGrapple (optional bool bNoRemove))
|  | Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
|  | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
|  | dropCarryables ()))
|  | dropEquipment ()))
|  | dropWeapon ()))
| float | energyRequiredToJet (Vector a, Vector b, float velocity, bool jump)
|  | enterManualAnimationState ()))
|  | equipFallbackWeapon ()))
| Equipment | equipmentHead ()))
| Equipment | equipmentTail ()))
|  | exitManualAnimationState ()))
|  | exitMount (Pawn vehicleOrTurret ))
| IFiringMotor | firingMotor ()))
|  | forceMovement (String name)
|  | forceMovementState (MovementState state))
| float | getAirSpace ()
| Weapon | GetAltWeapon ()))
| string | getArmAnimation ()))
| Character | getControllingCharacter ()))
| Vehicle | getDrivenVehicle ()
| bool | GetGrappleData (out Actor attachedTo, out Vector attachedPoint, out float naturalLength))
| float | getHealthInjectionAmount ()))
| String | GetHumanReadableName ()))
| Controller | GetKillerController ()))
| int | getMaxAmmo (class<Weapon> wc))
| int | getModifiedAmmo (int baseAmmo))
| Rook | getMount ()
|  | GetOtherGrappleCount (out int count))
|  | GetOtherGrappleData (int index, out Character other, out float naturalLength))
| Material | GetOverlayMaterial (int Index))
| class | GetRadarInfoClass ()))
| float | getTeamDamagePercentage ()))
|  | giveDefaultWeapon ()))
| float | gravity ()
|  | healthInjection (float healthPerSecond, float healthAmount))
|  | hideJetpack ()))
| bool | InGodMode ()))
|  | initialiseEquipment ()))
|  | initializeAnimationSystem ()))
| bool | isFemale ()))
| bool | isInAir ()
| bool | isLoopingAnimation ()))
| bool | isLoopingArmAnimation ()))
| bool | isLoopingUpperBodyAnimation ()))
| bool | isPlayingAnimation ()))
| bool | isPlayingUpperBodyAnimation ()))
| bool | isTouchingEnergyBarrier ()
| bool | isZoomed ()))
|  | KilledBy (pawn EventInstigator ))
|  | loopAnimation (string animation))
|  | loopArmAnimation (string animation))
|  | loopUpperBodyAnimation (string animation))
| Equipment | newEquipment (class<Equipment> itemClass))
| HandGrenade | newGrenades (class<HandGrenade> grenadeClass))
| Pack | newPack (class<Pack> packClass))
| Equipment | nextEquipment (Equipment from, optional class<Equipment> type))
| int | numDroppableCarryables ()))
| int | numHealthKitsCarried ()))
| int | numWeaponsCarried ()))
|  | OnChangeAirborne (bool previous, bool current))
|  | OnChangeCollisionMaterial (int previous, int current))
|  | OnChangeEffects (MovementState previousMovementState, MovementState currentMovementState, bool previousAirborne, bool currentAirborne, bool previousWater, bool currentWater, bool previousUnderWater, bool currentUnderWater, int previousMaterial, int currentMaterial, bool previousSkiInput, bool currentSkiInput ))
|  | OnChangeMovement (MovementState previous, MovementState current))
|  | OnChangeSkiInput (bool previous, bool current))
|  | OnChangeUnderwater (bool previous, bool current))
|  | OnChangeWater (bool previous, bool current))
|  | OnHitObject (Pawn victim))
|  | OnMovementCollision (Vector point, Vector normal, Vector impulse, int material))
|  | OnMovementCollisionDamage (float damage))
|  | OnMovementCrushingDamage (float damage, Pawn source))
|  | OnMovementJump ()))
|  | OnViewerLostPawn (Pawn Viewer, Pawn Seen))
|  | OnViewerSawPawn (Pawn Viewer, Pawn Seen))
|  | pickupCarryable (MPCarryable c))
|  | playAnimation (string animation))
|  | playAttachedAnim ()))
|  | PlayDeathSound (bool bCratered, bool bFlame))
|  | PlayDying (class<DamageType> DamageType, vector HitLoc))
|  | playDynamicSpeech (Sound dynamicSpeech, Name dialogueLocTag))
|  | playFireAnimation (string weapon))
|  | playFlinchAnimation ()))
|  | PlayHurtSound (int actualDamage))
|  | PlayMovementSpeech (Name eventName))
|  | playPackEffect (Name effectEvent))
|  | playPlayerScriptedSpeech (Sound scriptedSpeech, Name dialogueLocTag))
|  | PlayQCAnimation (String AnimationName))
|  | PlayQCSpeech (String Tag))
|  | playQuickChatSpeech ()))
|  | playScriptedSpeech (Name lipsyncLocTag, Name dialogueLocTag, optional bool bPositional))
|  | playUpperBodyAnimation (string animation))
|  | PossessedBy (Controller C))
|  | PostBeginPlay ()))
|  | PostLoadGame ()))
|  | PostNetBeginPlay ()))
|  | PostNetReceive ()))
|  | PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor))
|  | PrecacheSpeech (SpeechManager Manager))
|  | prefixMovement (String name)
| Equipment | prevEquipment (Equipment from, optional class<Equipment> type))
|  | putInWeaponSlot (Weapon w))
|  | removeEquipment (Equipment item))
|  | removeFromWeaponSlot (Weapon w))
|  | removeGrapplerCharacter (Character c))
|  | removeTempInvincibility ()))
|  | resetMovementAnimations ()))
| bool | ropeObstructionTrace (float traceLength)
|  | serverDoInventoryRefill (float healthPerSecond))
|  | setAnimationState (AnimationStateEnum slot, AnimationState state))
|  | setArmsMesh (Mesh armsMesh))
|  | setJetpack (Jetpack newJetpack))
|  | SetNaturalRopeLength (float length))
|  | setTeam (TeamInfo info))
|  | setupAnimationChannels ()))
|  | setupAnimationLayers ()))
|  | setupAnimationManager ()))
|  | setupAnimationSprings ()))
|  | setupAnimationStates ()))
|  | setupVisionBone ()
|  | setVelocity (Vector newVelocity))
|  | setZoomed (bool b))
| bool | ShouldActorsBlockSplash ()))
| bool | shouldBreakRope ()))
| bool | ShouldProjectileHit (Actor projInstigator))
|  | showJetpack ()))
|  | spawnFallbackWeapon ()))
|  | StartGroundBasedLoopingEffect (String EffectName, optional String Tag))
|  | stopAnimation ()))
|  | stopArmAnimation ()))
|  | stopHealthInjection ()))
|  | StopMovementEffects ()))
|  | stopPackEffect (Name effectEvent))
|  | stopUpperBodyAnimation ()))
|  | switchEquipment ()))
| TeamInfo | team ()))
| class<TeamInfo> | teamClass ()))
|  | teleportTo (Vector newLoc, Rotator newRot))
|  | Tick (float Delta))
|  | tickGrappler (float Delta))
|  | Timer ()))
|  | Touch (Actor other))
|  | TravelPostAccept ()))
|  | TravelPreAccept ()))
|  | unifiedAddForce (Vector force))
|  | unifiedAddForceAtPosition (Vector force, Vector position))
|  | unifiedAddImpulse (Vector impulse))
|  | unifiedAddImpulseAtPosition (Vector impulse, Vector position))
|  | unifiedAddVelocity (Vector deltaVelocity))
| float | unifiedGetGravity ()))
|  | unifiedSetAcceleration (Vector newAcceleration))
|  | unifiedSetPosition (Vector newPosition))
|  | unifiedSetVelocity (Vector newVelocity))
|  | Unpossessed ()))
|  | UnTouch (Actor other))
|  | updateCasts ()))
|  | updateGrapplerRopeEquippedFirstPerson ()))
|  | updateGrapplerRopeThirdPerson ()))
|  | updatePackEffects ()))
|  | updateRopeDrawScale ()))
|  | updateUserSkin ()))
| bool | useEnergy (float quantity))
|  | useHealthKit ()))
| string | VelocityTag (Vector velocity))
|  | wake ()))
| bool | weaponUseEnergy (float quantity))

Inherited Functions from Gameplay.Ragdoll
BeginState, PlayDying, PostLoadGame, PostTakeDamage, StartHavokRagdoll, Tick, Timer, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition

Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData

Constants Detail

#### DAMAGE_LARGE Source code

const DAMAGE_LARGE = 50.0f;

#### GM_Any_Int Source code

const GM_Any_Int = 0;

#### GM_Run_Int Source code

const GM_Run_Int = 2;

#### GM_Sprint_Int Source code

const GM_Sprint_Int = 1;

#### GM_Walk_Int Source code

const GM_Walk_Int = 3;

#### NUM_WEAPON_SLOTS Source code

const NUM_WEAPON_SLOTS = 3;

#### ROPE_MESH_LENGTH Source code

const ROPE_MESH_LENGTH = 512;

Variables Detail

#### altWeapon Source code

var Weapon altWeapon;

#### animationChannels Source code

var transient array<AnimationChannel> animationChannels;

#### animationHeightSpring Source code

var transient AnimationSpring animationHeightSpring;

#### animationManager Source code

var transient AnimationManager animationManager;

#### animationStates Source code

var transient array<AnimationState> animationStates;

#### animationVelocitySpring Source code

var transient AnimationSpring animationVelocitySpring;

#### arms Source code

var Arms arms;

#### bActivatingEffect Source code

var bool bActivatingEffect;

#### bActivatingEffectStarted Source code

var bool bActivatingEffectStarted;

#### bActiveEffect Source code

var bool bActiveEffect;

#### bActiveEffectStarted Source code

var bool bActiveEffectStarted;

#### bAttached Source code

var bool bAttached;

#### bDeactivatingEffect Source code

var bool bDeactivatingEffect;

#### bGodMode Source code

var bool bGodMode;

#### bHiddenVehicleOccupant Source code

var bool bHiddenVehicleOccupant;

#### bHitRegistered Source code

var bool bHitRegistered;

#### bIsLocalCharacter Source code

var bool bIsLocalCharacter;

#### bLocalActivatingEffect Source code

var bool bLocalActivatingEffect;

#### bLocalActivatingEffectStarted Source code

var bool bLocalActivatingEffectStarted;

#### bLocalActiveEffect Source code

var bool bLocalActiveEffect;

#### bLocalActiveEffectStarted Source code

var bool bLocalActiveEffectStarted;

#### bLocalAttached Source code

var bool bLocalAttached;

#### bLocalDeactivatingEffect Source code

var bool bLocalDeactivatingEffect;

#### bLocalObjectHit Source code

var bool bLocalObjectHit;

#### bLocalTempInvincible Source code

var bool bLocalTempInvincible;

#### bLocalUnactivatingEffect Source code

var bool bLocalUnactivatingEffect;

#### bLocalUnactivatingEffectStarted Source code

var bool bLocalUnactivatingEffectStarted;

#### bLocalUnactiveEffect Source code

var bool bLocalUnactiveEffect;

#### bLocalUnactiveEffectStarted Source code

var bool bLocalUnactiveEffectStarted;

#### bLocalUndeactivatingEffect Source code

var bool bLocalUndeactivatingEffect;

#### blockMovementDamage Source code

var bool blockMovementDamage;

#### bObjectHit Source code

var bool bObjectHit;

#### bReelIn Source code

var bool bReelIn;

#### bSpawningAtVehicle Source code

var bool bSpawningAtVehicle;

#### bTempInvincible Source code

var bool bTempInvincible;

#### bUnactivatingEffect Source code

var bool bUnactivatingEffect;

#### bUnactivatingEffectStarted Source code

var bool bUnactivatingEffectStarted;

#### bUnactiveEffect Source code

var bool bUnactiveEffect;

#### bUnactiveEffectStarted Source code

var bool bUnactiveEffectStarted;

#### bUndeactivatingEffect Source code

var bool bUndeactivatingEffect;

#### bZoomed Source code

var private bool bZoomed;

#### bZoomOutOnSpawn Source code

var bool bZoomOutOnSpawn;

#### carryableReference Source code

var MPCarryable carryableReference;

#### carryables Source code

var array<MPCarryable> carryables;

#### clientPainType Source code

var EClientPainType clientPainType;

#### collisionMaterialObject Source code

var Material collisionMaterialObject;

#### combatRole Source code

var class<CombatRole> combatRole;

#### deployable Source code

var Deployable deployable;

#### dummy[4] Source code

var transient const noexport byte dummy[4];

#### energy Source code

var float energy;

#### energyMaximum Source code

var float energyMaximum;

#### energyMinimum Source code

var float energyMinimum;

#### energyRechargeRate Source code

var float energyRechargeRate;

#### energyRechargeScale Source code

var float energyRechargeScale;

#### energyWeaponDepleted Source code

var float energyWeaponDepleted;

#### eyeBoneIndex Source code

var const int eyeBoneIndex;

#### eyeBoneName Source code

var Name eyeBoneName;

#### eyeBoneOffset Source code

var const vector eyeBoneOffset;

#### fallbackWeapon Source code

var Weapon fallbackWeapon;

#### grapplerCharacters Source code

var Array<Character> grapplerCharacters;

#### grapplerClass Source code

var class<Grappler> grapplerClass;

#### HeadHeight Source code

var float HeadHeight;

> The height above the pivot at which the character head starts

#### healthInjectionAmount Source code

var private float healthInjectionAmount;

#### healthInjectionRatePerSecond Source code

var private float healthInjectionRatePerSecond;

#### heldPackClass Source code

var class<Pack> heldPackClass;

#### jetpack Source code

var private Jetpack jetpack;

#### jetpackBone Source code

var name jetpackBone;

#### lastCarryableNumber Source code

var int lastCarryableNumber;

#### lastHitObject Source code

var Pawn lastHitObject;

#### lastMovementCollisionTime Source code

var float lastMovementCollisionTime;

#### lastMovementDamageTime Source code

var float lastMovementDamageTime;

#### lastPossessor Source code

var Controller lastPossessor;

#### leftPack Source code

var StaticMeshAttachment leftPack;

#### loadout Source code

var Loadout loadout;

#### localCombatRole Source code

var class<CombatRole> localCombatRole;

#### localHealth Source code

var float localHealth;

#### localPackClass Source code

var class<Pack> localPackClass;

#### LocalQCAnimData Source code

var QuickChatInfo LocalQCAnimData;

#### LocalQCTalkData Source code

var QuickChatInfo LocalQCTalkData;

#### motor Source code

var CharacterMotor motor;

#### movementAirborne Source code

var const bool movementAirborne;

#### movementAltitude Source code

var const float movementAltitude;

#### movementClose Source code

var const bool movementClose;

#### movementCollided Source code

var const bool movementCollided;

#### movementCollisionMaterial Source code

var const int movementCollisionMaterial;

#### movementConfiguration Source code

var String movementConfiguration;

#### movementDirectionalSpeed Source code

var const float movementDirectionalSpeed;

#### movementDisplacement Source code

var const Vector movementDisplacement;

#### movementDisplacementRate Source code

var const float movementDisplacementRate;

#### movementDynamic Source code

var const bool movementDynamic;

#### movementElevator Source code

var const bool movementElevator;

#### movementGrounded Source code

var const bool movementGrounded;

#### movementGroundState Source code

var const int movementGroundState;

#### movementHorizontalSpeed Source code

var const float movementHorizontalSpeed;

#### movementImpulseChaos Source code

var const float movementImpulseChaos;

#### movementNormal Source code

var const Vector movementNormal;

#### movementOldThrusting Source code

var const bool movementOldThrusting;

#### movementOldVelocity Source code

var const Vector movementOldVelocity;

#### movementPushing Source code

var const bool movementPushing;

#### movementResting Source code

var const bool movementResting;

#### movementSimProxyInputJump Source code

var const bool movementSimProxyInputJump;

#### movementSimProxyInputSki Source code

var const bool movementSimProxyInputSki;

#### movementSimProxyInputThrust Source code

var const bool movementSimProxyInputThrust;

#### movementSimProxyInputX Source code

var const MovementDirectionalInput movementSimProxyInputX;

#### movementSimProxyInputY Source code

var const MovementDirectionalInput movementSimProxyInputY;

#### movementSimProxyPitch Source code

var const byte movementSimProxyPitch;

#### movementSkiInput Source code

var const bool movementSkiInput;

#### movementSpeed Source code

var const float movementSpeed;

#### movementSphereRadius Source code

var const float movementSphereRadius;

#### movementSphyllHalfHeight Source code

var const float movementSphyllHalfHeight;

#### movementSphyllRadius Source code

var const float movementSphyllRadius;

#### movementSplashChaos Source code

var const float movementSplashChaos;

#### movementStrafe Source code

var const Vector movementStrafe;

#### movementTangentialSpeed Source code

var const float movementTangentialSpeed;

#### movementThrusting Source code

var const bool movementThrusting;

#### movementTouching Source code

var const bool movementTouching;

#### movementUnderWater Source code

var const bool movementUnderWater;

#### movementVerticalSpeed Source code

var const float movementVerticalSpeed;

#### movementWater Source code

var const bool movementWater;

#### movementWaterPenetration Source code

var const float movementWaterPenetration;

#### movementZeroGravity Source code

var const bool movementZeroGravity;

#### m_bManualAnimation Source code

var private bool m_bManualAnimation;

#### m_bOldManualAnimation Source code

var private bool m_bOldManualAnimation;

#### m_equipmentHead Source code

var private Equipment m_equipmentHead;

#### needToPlayArmAnim Source code

var name needToPlayArmAnim;

#### numCarryables Source code

var int numCarryables;

#### numPermanentCarryables Source code

var int numPermanentCarryables;

#### pack Source code

var Pack pack;

#### packLeftBone Source code

var name packLeftBone;

#### packRightBone Source code

var name packRightBone;

#### playerNameMP Source code

var String playerNameMP;

#### potentialEquipment Source code

var Equipment potentialEquipment;

#### previousPhysics Source code

var EPhysics previousPhysics;

#### primaryAnimationLayer Source code

var transient AnimationLayer primaryAnimationLayer;

#### proj Source code

var GrapplerProjectile proj;

#### pseudoWeapon Source code

var MPCarryableThrower pseudoWeapon;

#### QCAnimData Source code

var QuickChatInfo QCAnimData;

#### QCTalkData Source code

var QuickChatInfo QCTalkData;

#### regenerationActive Source code

var bool regenerationActive;

#### regenerationRateHealthPerSecond Source code

var int regenerationRateHealthPerSecond;

#### rightPack Source code

var StaticMeshAttachment rightPack;

#### rope Source code

var GrapplerRope rope;

#### ropeNaturalLength Source code

var float ropeNaturalLength;

#### secondaryAnimationLayer Source code

var transient AnimationLayer secondaryAnimationLayer;

#### shieldActive Source code

var bool shieldActive;

#### shieldFractionDamageBlocked Source code

var float shieldFractionDamageBlocked;

#### tribesReplicationInfo Source code

var TribesReplicationInfo tribesReplicationInfo;

#### userSkinClass Source code

var class<SkinInfo> userSkinClass;

#### visualisation Source code

var CharacterVisualisation visualisation;

#### weapon Source code

var Weapon weapon;

#### weaponBone Source code

var Name weaponBone;

#### weaponNotHeldTime Source code

var float weaponNotHeldTime;

#### weaponPlayingArmAnimation Source code

var bool weaponPlayingArmAnimation;

#### weaponSlots[NUM_WEAPON_SLOTS] Source code

var Weapon weaponSlots[NUM_WEAPON_SLOTS];

### AI

#### bApplyHealthFilter Source code

var(AI) bool bApplyHealthFilter;

> If false, the health filter for the chosen difficulty level is not applied.

#### jetCompetency Source code

var(AI) JetCompetencyLevels jetCompetency;

> How well can this character jetpack

#### skiCompetency Source code

var(AI) SkiCompetencyLevels skiCompetency;

> How well can this character ski

### Animation

#### alertAimAnimationRootBone Source code

var(Animation) Name alertAimAnimationRootBone;

#### armAnimationRootBone Source code

var(Animation) Name armAnimationRootBone;

#### combatAimAnimationRootBone Source code

var(Animation) Name combatAimAnimationRootBone;

#### neutralAimAnimationRootBone Source code

var(Animation) Name neutralAimAnimationRootBone;

#### runAnimationSpeed Source code

var(Animation) float runAnimationSpeed;

#### sprintAnimationSpeed Source code

var(Animation) float sprintAnimationSpeed;

#### upperBodyAnimationRootBone Source code

var(Animation) Name upperBodyAnimationRootBone;

#### walkAnimationSpeed Source code

var(Animation) float walkAnimationSpeed;

### Character

#### armorClass Source code

var(Character) class<Armor> armorClass;

> What is this character's armor class?

#### bCanZoom Source code

var(Character) bool bCanZoom;

#### bDisableJetting Source code

var(Character) bool bDisableJetting;

#### bDisableSkiing Source code

var(Character) bool bDisableSkiing;

#### bDisallowEquipmentDropOnDeath Source code

var(Character) bool bDisallowEquipmentDropOnDeath;

#### bDontAllowCarryablePickups Source code

var(Character) bool bDontAllowCarryablePickups;

> If true, this character won't be able to pickup any carryables

#### bDontAllowCommandScreen Source code

var(Character) bool bDontAllowCommandScreen;

> If true, this character won't be able to use the command screen

#### bDontInteractWithTerritories Source code

var(Character) bool bDontInteractWithTerritories;

> If true, this character won't interact with territories at all

#### invicibilityMaterial Source code

var(Character) Material invicibilityMaterial;

#### loadoutClass Source code

var(Character) editinlineuse class<Loadout> loadoutClass;

> What is this character's equipment loadout? (Singleplayer use, use class browser to select a class without inheriting)

#### packDrawScale Source code

var(Character) float packDrawScale;

### Damage

#### vehicleTeamCrushingDamageModifier Source code

var(Damage) float vehicleTeamCrushingDamageModifier;

### Movement

#### movementExtraMass Source code

var(Movement) float movementExtraMass;

#### movementFrozen Source code

var(Movement) bool movementFrozen;

#### movementKnockbackScale Source code

var(Movement) float movementKnockbackScale;

### Speech

#### CharacterName Source code

var(Speech) String CharacterName;

> Actual Character name used in speech subtitles

#### CharacterNameLocalisationTag Source code

var(Speech) String CharacterNameLocalisationTag;

> Localise tag for the character name

#### VoiceSetPackageName Source code

var(Speech) String VoiceSetPackageName;

> Package name of the voice set for this character

Enumerations Detail

#### AnimationStateEnum Source code

enum AnimationStateEnum
{

> AnimationState_None, AnimationState_Stand, AnimationState_Walk, AnimationState_Run, AnimationState_Sprint, AnimationState_Ski, AnimationState_Slide, AnimationState_Stop, AnimationState_Airborne, AnimationState_AirControl, AnimationState_Thrust, AnimationState_Swim, AnimationState_Count,

};

#### EClientPainType Source code

enum EClientPainType
{

> CLIENTPAIN_Hurt, CLIENTPAIN_BigHurt, CLIENTPAIN_Death, CLIENTPAIN_Cratered, CLIENTPAIN_Burnt

};

#### GroundMovementLevels Source code

enum GroundMovementLevels
{

> GM_Any, GM_Sprint, GM_Run, GM_Walk, GM_None

};

#### HitPosition Source code

enum HitPosition
{

> HP_IGNORE, HP_HEAD, HP_FRONT, HP_BACK

};

#### JetCompetencyLevels Source code

enum JetCompetencyLevels
{

> JC_Default, JC_None, JC_LevelNovice, JC_LevelMedium, JC_LevelExpert

};

#### MovementDirectionalInput Source code

enum MovementDirectionalInput
{

> MovementInput_Zero, MovementInput_Positive, MovementInput_Negative,

};

#### SkiCompetencyLevels Source code

enum SkiCompetencyLevels
{

> SC_Default, SC_None, SC_LevelNovice, SC_LevelMedium, SC_LevelExpert

};

Structures Detail

#### QuickChatInfo Source code

struct QuickChatInfo
{

> var bool bSwitch;
> var String TagID;

};

Functions Detail

#### activatePack Source code

function activatePack ( ) )

#### addEquipment Source code

function addEquipment ( Equipment item) )

#### addGrapplerCharacter Source code

function addGrapplerCharacter ( Character c) )

#### addGrenades Source code

function addGrenades ( HandGrenade newGrenades) )

#### addImpulse Source code

simulated function addImpulse ( Vector impulse) )

#### addPack Source code

function addPack ( Pack newPack) )

#### allocateAnimationChannels Source code

simulated function allocateAnimationChannels ( AnimationChannelIndex size) )

#### allocateAnimationStates Source code

simulated function allocateAnimationStates ( AnimationStateEnum size) )

#### attachGrapple Source code

function attachGrapple ( ) )

#### BaseChange Source code

singular event BaseChange ( ) )

#### bIsInMount Source code

function bool bIsInMount ( Pawn vehicleOrTurret ) )

#### BreakGrapple Source code

simulated event BreakGrapple ( ) )

#### Bump Source code

simulated function Bump ( Actor other) )

#### calculateExtents Source code

simulated function calculateExtents ( ) )

#### CalculateHitPosition Source code

function HitPosition CalculateHitPosition ( Vector HitLocation) )

#### canBeSensed Source code

function bool canBeSensed ( ) )

#### changeEnergy Source code

function changeEnergy ( float delta) )

#### changeHealth Source code

function changeHealth ( float delta) )

#### CheckBob Source code

function CheckBob ( float DeltaTime, vector Y) )

#### checkManualAnimation Source code

native simulated function checkManualAnimation ( )

#### clampHealthInjection Source code

function clampHealthInjection ( ) )

#### clearCarryables Source code

function clearCarryables ( ) )

#### clientWeaponUseEnergy Source code

simulated function clientWeaponUseEnergy ( float quantity) )

#### composeCarryables Source code

function composeCarryables ( optional bool bDropAll) )

#### createRope Source code

simulated function createRope ( ) )

#### createThirdPersonMesh Source code

simulated function createThirdPersonMesh ( class<Pack> packClass) )

#### DamageTag Source code

simulated function string DamageTag ( float damage) )

#### debugMovement Source code

native function debugMovement ( bool flag )

#### destroyAnimationSystem Source code

simulated function destroyAnimationSystem ( ) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### destroyEquipment Source code

function destroyEquipment ( ) )

#### destroyFallbackWeapon Source code

function destroyFallbackWeapon ( ) )

#### destroyThirdPersonMesh Source code

simulated function destroyThirdPersonMesh ( ) )

#### detachGrapple Source code

simulated function detachGrapple ( optional bool bNoRemove) )

#### Died Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation) )

#### DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

#### dropCarryables Source code

function dropCarryables ( ) )

#### dropEquipment Source code

function dropEquipment ( ) )

#### dropWeapon Source code

simulated function dropWeapon ( ) )

#### energyRequiredToJet Source code

native function float energyRequiredToJet ( Vector a, Vector b, float velocity, bool jump )

#### enterManualAnimationState Source code

function enterManualAnimationState ( ) )

#### equipFallbackWeapon Source code

function equipFallbackWeapon ( ) )

#### equipmentHead Source code

function Equipment equipmentHead ( ) )

#### equipmentTail Source code

function Equipment equipmentTail ( ) )

#### exitManualAnimationState Source code

function exitManualAnimationState ( ) )

#### exitMount Source code

function exitMount ( Pawn vehicleOrTurret ) )

#### firingMotor Source code

simulated function IFiringMotor firingMotor ( ) )

#### forceMovement Source code

native function forceMovement ( String name )

#### forceMovementState Source code

simulated function forceMovementState ( MovementState state) )

#### getAirSpace Source code

native function float getAirSpace ( )

#### GetAltWeapon Source code

simulated event Weapon GetAltWeapon ( ) )

#### getArmAnimation Source code

simulated function string getArmAnimation ( ) )

#### getControllingCharacter Source code

simulated function Character getControllingCharacter ( ) )

#### getDrivenVehicle Source code

simulated native function Vehicle getDrivenVehicle ( )

#### GetGrappleData Source code

simulated event bool GetGrappleData ( out Actor attachedTo, out Vector attachedPoint, out float naturalLength) )

#### getHealthInjectionAmount Source code

function float getHealthInjectionAmount ( ) )

#### GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

#### GetKillerController Source code

function Controller GetKillerController ( ) )

#### getMaxAmmo Source code

simulated function int getMaxAmmo ( class<Weapon> wc) )

#### getModifiedAmmo Source code

simulated function int getModifiedAmmo ( int baseAmmo) )

#### getMount Source code

simulated native function Rook getMount ( )

#### GetOtherGrappleCount Source code

simulated event GetOtherGrappleCount ( out int count) )

#### GetOtherGrappleData Source code

simulated event GetOtherGrappleData ( int index, out Character other, out float naturalLength) )

#### GetOverlayMaterial Source code

simulated function Material GetOverlayMaterial ( int Index) )

#### GetRadarInfoClass Source code

simulated function class GetRadarInfoClass ( ) )

#### getTeamDamagePercentage Source code

function float getTeamDamagePercentage ( ) )

#### giveDefaultWeapon Source code

function giveDefaultWeapon ( ) )

#### gravity Source code

native function float gravity ( )

#### healthInjection Source code

function healthInjection ( float healthPerSecond, float healthAmount) )

#### hideJetpack Source code

simulated function hideJetpack ( ) )

#### InGodMode Source code

function bool InGodMode ( ) )

#### initialiseEquipment Source code

function initialiseEquipment ( ) )

#### initializeAnimationSystem Source code

simulated function initializeAnimationSystem ( ) )

#### isFemale Source code

simulated event bool isFemale ( ) )

#### isInAir Source code

native function bool isInAir ( )

#### isLoopingAnimation Source code

simulated function bool isLoopingAnimation ( ) )

#### isLoopingArmAnimation Source code

simulated function bool isLoopingArmAnimation ( ) )

#### isLoopingUpperBodyAnimation Source code

simulated function bool isLoopingUpperBodyAnimation ( ) )

#### isPlayingAnimation Source code

simulated function bool isPlayingAnimation ( ) )

#### isPlayingUpperBodyAnimation Source code

simulated function bool isPlayingUpperBodyAnimation ( ) )

#### isTouchingEnergyBarrier Source code

native function bool isTouchingEnergyBarrier ( )

#### isZoomed Source code

simulated function bool isZoomed ( ) )

#### KilledBy Source code

function KilledBy ( pawn EventInstigator ) )

#### loopAnimation Source code

simulated function loopAnimation ( string animation) )

#### loopArmAnimation Source code

simulated function loopArmAnimation ( string animation) )

#### loopUpperBodyAnimation Source code

simulated function loopUpperBodyAnimation ( string animation) )

#### newEquipment Source code

function Equipment newEquipment ( class<Equipment> itemClass) )

#### newGrenades Source code

function HandGrenade newGrenades ( class<HandGrenade> grenadeClass) )

#### newPack Source code

function Pack newPack ( class<Pack> packClass) )

#### nextEquipment Source code

function Equipment nextEquipment ( Equipment from, optional class<Equipment> type) )

#### numDroppableCarryables Source code

simulated function int numDroppableCarryables ( ) )

#### numHealthKitsCarried Source code

function int numHealthKitsCarried ( ) )

#### numWeaponsCarried Source code

function int numWeaponsCarried ( ) )

#### OnChangeAirborne Source code

simulated event OnChangeAirborne ( bool previous, bool current) )

#### OnChangeCollisionMaterial Source code

simulated event OnChangeCollisionMaterial ( int previous, int current) )

#### OnChangeEffects Source code

simulated event OnChangeEffects ( MovementState previousMovementState, MovementState currentMovementState, bool previousAirborne, bool currentAirborne, bool previousWater, bool currentWater, bool previousUnderWater, bool currentUnderWater, int previousMaterial, int currentMaterial, bool previousSkiInput, bool currentSkiInput ) )

#### OnChangeMovement Source code

simulated event OnChangeMovement ( MovementState previous, MovementState current) )

#### OnChangeSkiInput Source code

simulated event OnChangeSkiInput ( bool previous, bool current) )

#### OnChangeUnderwater Source code

simulated event OnChangeUnderwater ( bool previous, bool current) )

#### OnChangeWater Source code

simulated event OnChangeWater ( bool previous, bool current) )

#### OnHitObject Source code

function OnHitObject ( Pawn victim) )

#### OnMovementCollision Source code

simulated event OnMovementCollision ( Vector point, Vector normal, Vector impulse, int material) )

#### OnMovementCollisionDamage Source code

simulated event OnMovementCollisionDamage ( float damage) )

#### OnMovementCrushingDamage Source code

simulated event OnMovementCrushingDamage ( float damage, Pawn source) )

#### OnMovementJump Source code

simulated event OnMovementJump ( ) )

#### OnViewerLostPawn Source code

function OnViewerLostPawn ( Pawn Viewer, Pawn Seen) )

#### OnViewerSawPawn Source code

function OnViewerSawPawn ( Pawn Viewer, Pawn Seen) )

#### pickupCarryable Source code

function pickupCarryable ( MPCarryable c) )

#### playAnimation Source code

simulated function playAnimation ( string animation) )

#### playAttachedAnim Source code

simulated function playAttachedAnim ( ) )

#### PlayDeathSound Source code

simulated function PlayDeathSound ( bool bCratered, bool bFlame) )

#### PlayDying Source code

simulated function PlayDying ( class<DamageType> DamageType, vector HitLoc) )

#### playDynamicSpeech Source code

function playDynamicSpeech ( Sound dynamicSpeech, Name dialogueLocTag) )

#### playFireAnimation Source code

simulated function playFireAnimation ( string weapon) )

#### playFlinchAnimation Source code

simulated function playFlinchAnimation ( ) )

#### PlayHurtSound Source code

simulated function PlayHurtSound ( int actualDamage) )

#### PlayMovementSpeech Source code

simulated function PlayMovementSpeech ( Name eventName) )

#### playPackEffect Source code

simulated function playPackEffect ( Name effectEvent) )

#### playPlayerScriptedSpeech Source code

function playPlayerScriptedSpeech ( Sound scriptedSpeech, Name dialogueLocTag) )

#### PlayQCAnimation Source code

function PlayQCAnimation ( String AnimationName) )

#### PlayQCSpeech Source code

function PlayQCSpeech ( String Tag) )

#### playQuickChatSpeech Source code

function playQuickChatSpeech ( ) )

#### playScriptedSpeech Source code

function playScriptedSpeech ( Name lipsyncLocTag, Name dialogueLocTag, optional bool bPositional) )

#### playUpperBodyAnimation Source code

simulated function playUpperBodyAnimation ( string animation) )

#### PossessedBy Source code

function PossessedBy ( Controller C) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### PostLoadGame Source code

simulated function PostLoadGame ( ) )

#### PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### PostTakeDamage Source code

function PostTakeDamage ( float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor) )

#### PrecacheSpeech Source code

simulated function PrecacheSpeech ( SpeechManager Manager) )

#### prefixMovement Source code

native function prefixMovement ( String name )

#### prevEquipment Source code

function Equipment prevEquipment ( Equipment from, optional class<Equipment> type) )

#### putInWeaponSlot Source code

simulated function putInWeaponSlot ( Weapon w) )

#### removeEquipment Source code

function removeEquipment ( Equipment item) )

#### removeFromWeaponSlot Source code

simulated function removeFromWeaponSlot ( Weapon w) )

#### removeGrapplerCharacter Source code

function removeGrapplerCharacter ( Character c) )

#### removeTempInvincibility Source code

function removeTempInvincibility ( ) )

#### resetMovementAnimations Source code

simulated function resetMovementAnimations ( ) )

#### ropeObstructionTrace Source code

native function bool ropeObstructionTrace ( float traceLength )

#### serverDoInventoryRefill Source code

function serverDoInventoryRefill ( float healthPerSecond) )

#### setAnimationState Source code

simulated function setAnimationState ( AnimationStateEnum slot, AnimationState state) )

#### setArmsMesh Source code

function setArmsMesh ( Mesh armsMesh) )

#### setJetpack Source code

simulated function setJetpack ( Jetpack newJetpack) )

#### SetNaturalRopeLength Source code

simulated event SetNaturalRopeLength ( float length) )

#### setTeam Source code

function setTeam ( TeamInfo info) )

#### setupAnimationChannels Source code

simulated function setupAnimationChannels ( ) )

#### setupAnimationLayers Source code

simulated function setupAnimationLayers ( ) )

#### setupAnimationManager Source code

simulated function setupAnimationManager ( ) )

#### setupAnimationSprings Source code

simulated function setupAnimationSprings ( ) )

#### setupAnimationStates Source code

simulated function setupAnimationStates ( ) )

#### setupVisionBone Source code

native function setupVisionBone ( )

#### setVelocity Source code

simulated function setVelocity ( Vector newVelocity) )

#### setZoomed Source code

simulated function setZoomed ( bool b) )

#### ShouldActorsBlockSplash Source code

simulated event bool ShouldActorsBlockSplash ( ) )

#### shouldBreakRope Source code

function bool shouldBreakRope ( ) )

#### ShouldProjectileHit Source code

simulated event bool ShouldProjectileHit ( Actor projInstigator) )

#### showJetpack Source code

simulated function showJetpack ( ) )

#### spawnFallbackWeapon Source code

function spawnFallbackWeapon ( ) )

#### StartGroundBasedLoopingEffect Source code

simulated function StartGroundBasedLoopingEffect ( String EffectName, optional String Tag) )

#### stopAnimation Source code

simulated function stopAnimation ( ) )

#### stopArmAnimation Source code

simulated function stopArmAnimation ( ) )

#### stopHealthInjection Source code

function stopHealthInjection ( ) )

#### StopMovementEffects Source code

simulated function StopMovementEffects ( ) )

#### stopPackEffect Source code

simulated function stopPackEffect ( Name effectEvent) )

#### stopUpperBodyAnimation Source code

simulated function stopUpperBodyAnimation ( ) )

#### switchEquipment Source code

function switchEquipment ( ) )

#### team Source code

simulated function TeamInfo team ( ) )

#### teamClass Source code

function class<TeamInfo> teamClass ( ) )

#### teleportTo Source code

function teleportTo ( Vector newLoc, Rotator newRot) )

#### Tick Source code

simulated function Tick ( float Delta) )

#### tickGrappler Source code

simulated function tickGrappler ( float Delta) )

#### Timer Source code

function Timer ( ) )

#### Touch Source code

simulated function Touch ( Actor other) )

#### TravelPostAccept Source code

function TravelPostAccept ( ) )

#### TravelPreAccept Source code

function TravelPreAccept ( ) )

#### unifiedAddForce Source code

simulated function unifiedAddForce ( Vector force) )

#### unifiedAddForceAtPosition Source code

simulated function unifiedAddForceAtPosition ( Vector force, Vector position) )

#### unifiedAddImpulse Source code

simulated function unifiedAddImpulse ( Vector impulse) )

#### unifiedAddImpulseAtPosition Source code

simulated function unifiedAddImpulseAtPosition ( Vector impulse, Vector position) )

#### unifiedAddVelocity Source code

simulated function unifiedAddVelocity ( Vector deltaVelocity) )

#### unifiedGetGravity Source code

simulated function float unifiedGetGravity ( ) )

#### unifiedSetAcceleration Source code

simulated function unifiedSetAcceleration ( Vector newAcceleration) )

#### unifiedSetPosition Source code

simulated function unifiedSetPosition ( Vector newPosition) )

#### unifiedSetVelocity Source code

simulated function unifiedSetVelocity ( Vector newVelocity) )

#### Unpossessed Source code

function Unpossessed ( ) )

#### UnTouch Source code

simulated function UnTouch ( Actor other) )

#### updateCasts Source code

simulated function updateCasts ( ) )

#### updateGrapplerRopeEquippedFirstPerson Source code

simulated function updateGrapplerRopeEquippedFirstPerson ( ) )

#### updateGrapplerRopeThirdPerson Source code

simulated function updateGrapplerRopeThirdPerson ( ) )

#### updatePackEffects Source code

simulated function updatePackEffects ( ) )

#### updateRopeDrawScale Source code

simulated function updateRopeDrawScale ( ) )

#### updateUserSkin Source code

simulated function updateUserSkin ( ) )

#### useEnergy Source code

function bool useEnergy ( float quantity) )

#### useHealthKit Source code

simulated function useHealthKit ( ) )

#### VelocityTag Source code

simulated function string VelocityTag ( Vector velocity) )

#### wake Source code

simulated function wake ( ) )

#### weaponUseEnergy Source code

function bool weaponUseEnergy ( float quantity) )

Defaultproperties

    defaultproperties
    {
    	bNetNotify					    = true
    	bPhysicsAnimUpdate			    = true
    	bNoRepMesh					    = false

    	energy						    = 100
    	energyMinimum				    = 10
    	energyMaximum				    = 100
    	energyRechargeScale             = 1

    	weaponBone					    = "bip01 r hand"

    	Mesh						    = SkeletalMesh'LightArmour.PhoenixLight'

    	hudType						    = "TribesGUI.TribesCharacterHUD"

    	CharacterName					= ""

    	bActorShadows				    = 1
    	bWeaponBob					    = 1

    	Physics						    = PHYS_Movement

    	MovementObjectClass			    = "Gameplay.CharacterMovementObject"

        eyeBoneName                     = "BIP01 HEAD"

    	alertness					    = Alertness_Combat

    	jetpackBone					    = jetpack

    	regenerationActive			    = false

    	regenerationRateHealthPerSecond	= 5

    	packLeftBone				    = packLeft
    	packRightBone				    = packRight

    	shieldActive				    = false

        peripheralVision                = 0.5
    	SightRadius						= 6000.0
    	VisionUpdateRange			    = (Min=0.6,Max=0.8)

        effectLogging                   = false

    	playerControllerState			= "CharacterMovement"

    	grapplerClass					= class'Gameplay.Grappler'
    	grapplerRetentionScale			= 0.2

    	walkAnimationSpeed              = 100
    	runAnimationSpeed               = 300
    	sprintAnimationSpeed            = 500

    	neutralAimAnimationRootBone     = "BIP01 HEAD"
    	alertAimAnimationRootBone       = "BIP01 HEAD"
    	combatAimAnimationRootBone      = "BIP01 NECK"
    	upperBodyAnimationRootBone      = "BIP01 SPINE1"
    	armAnimationRootBone            = "BIP01 R CLAVICLE"

    	bApplyHealthFilter				= true

    	bTriggerEffectEventsBeforeGameStarts	= true

    	bBlockHavok = true
    	bCollideActors = true

    	bDisableHavokCollisionWhenAttached = false

    	bHavokCharacterCollisions=true
    	bHavokCharacterCollisionExtraRadius=75

    	movement = MovementState_Stand

    	invicibilityMaterial = Shader'FX.ScreenShader'

    	packDrawScale = 1

    	bNeedPostRenderCallback = true

    	movementKnockbackScale = 1.0

    	vehicleTeamCrushingDamageModifier = 0

    	weaponNotHeldTime = 1.0
    }

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Creation time: st 23.5.2018 00:10:28.823 - Created with UnCodeX