Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# Gameplay.Vehicle

Extends
  Rook
Modifiers
  implements IFiringMotor native abstract notplaceable

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.Vehicle

#### Direct Known Subclasses:

> Car, JointControlledAircraft

Constants Summary
CANNOT_STEAL_VEHICLE_PROMPT_INDEX | = | 8
DRIVER_PROMPT_INDEX | = | 0
ENEMY_INVENTORY_STATION_PROMPT_INDEX | = | 10
ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX | = | 9
FLIP_PROMPT_INDEX | = | 7
FULL_VEHICLE_PROMPT_INDEX | = | 5
GUNNER_PROMPT_INDEX | = | 1
HEAVY_ATTEMPT_TO_PILOT | = | 11
INVENTORY_STATION_PROMPT_INDEX | = | 4
LEFT_GUNNER_PROMPT_INDEX | = | 2
MAXIMUM_NUMBER_POSITIONS | = | 10
NUMBER_MINOR_ENTRY_SIGNALS | = | 4
RIGHT_GUNNER_PROMPT_INDEX | = | 3
VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX | = | 6

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
bool | abandonmentDestruction
float | abandonmentDestructionPeriod
array<Name> | animationFinishThenLoop
bool | bCanBeStolen
bool | bFlipping
bool | bGodMode
bool | bHasBeenOccupied
bool | bInvincible
bool | bSettledUpsideDown
bool | bShowPhysicsDebug
Vector | cachedCameraLocation
ClientPositionData | clientPositions[MAXIMUM_NUMBER_POSITIONS]
float | cornerSlowDownDistance
float | cornerSlowDownMinimumCosAngle
float | cornerSlowDownSpeedCoefficient
float | currentAbandonmentDuration
DesiredHavokState | currentDesiredHavokState
class<Vehicle> | currentSwitchClass
bool | dampingPlusEnabled
float | dampingPlusNegativeZ
float | dampingPlusPositiveZ
float | dampingPlusXY
float | distanceToMaximumDurationScale
bool | DiveInput
float | drivePitchCoefficient
int | driverIndex
Weapon | driverWeapon
float | driveYawCoefficient
array<VehicleEffect> | effects
int | engineIdlingEffectIndex
float | flipRotateTime
float | flipRotationTimeOut
TeamInfo | lastOccupantTeam
float | lastStateReceiveTime
ClientPositionData | localClientPositions[MAXIMUM_NUMBER_POSITIONS]
vector | localMoveDestination
TeamInfo | localTeam
float | loseInitialInvincibilityTime
float | maximumNextNetUpdateTime
float | minimumObstacleLookAhead
ClientOccupantEnterData | minorPositionEntrySignals[NUMBER_MINOR_ENTRY_SIGNALS]
VehicleMotor | motor
class<VehicleMotor> | motorClass
float | obstacleLookAheadVeloocityScale
int | padding[8]
bool | retriggerEffectEvents
rotator | RotationInput
bool | spawning
bool | stopForEnemies
float | StrafeInput
int | strafeLeftEffectIndex
int | strafeLeftOrThrustEffectIndex
int | strafeRightEffectIndex
int | strafeRightOrThrustEffectIndex
int | throttleBackEffectIndex
int | throttleForwardEffectIndex
int | throttleForwardOrThrustEffectIndex
float | ThrottleInput
int | thrustingEffectIndex
float | ThrustInput
array<VehicleEntry> | vehicleEntries
array<VehicleFlipTrigger> | vehicleFlipTriggers
ClientSidePhysics
float | clientInterpolationPeriod
float | clientInterpolationSnapDistance
Vehicle
bool | bCollisionDamageEnabled
bool | bDisablePositionSwitching
bool | bDrawDriverInTP
bool | bVehicleCameraTrace
float | cameraDistance
bool | clientInterpolationHard
float | collisionDamageMagnitudeScale
class<MovementCrushingDamageType> | CrushingDamageTypeClass
bool | customInertiaTensor
vector | customInertiaTensorDiagonal
class<Explosion> | destroyedExplosionClass
class<DynamicObject> | destructionObjectClass
array<VehiclePositionType> | doNotEjectOnFlip
int | driverMaximumPitch
int | driverMinimumPitch
class<Weapon> | driverWeaponClass
array<VehicleEntryData> | entries
array<ExitData> | exits
float | flipMaximumRotationDuration
float | flipPushUpDuration
float | flipPushUpImpulse
float | flipRotationDamping
float | flipRotationStrength
array<VehicleFlipTriggerData> | flipTriggers
float | healthModifier
float | initialInvincibilityDuration
float | inverseCosUprightAngle
Material | invicibilityMaterial
string | localizedName
Material | ManifestLayoutMaterial
float | maximumNetUpdateInterval
float | minimumCollisionDamageMagnitude
array<VehiclePosition> | positions
name | rootBone
float | settledUpsideDownCosAngle
float | settledUpsideDownSpeed
float | stayUprightDamping
bool | stayUprightEnabled
float | stayUprightStrength
float | TopSpeed
float | TPCameraDistance
vector | TPCameraLookAt
vector | vehicleCameraTraceExtents
float | velocityInheritOnExitScale
float | waterDamagePerSecond
VehiclePrompts
string | cannotStealPrompt
string | driverPrompt
string | enemyInventoryStationPrompt
string | enemyOccupiedPrompt
string | flipPrompt
string | fullVehiclePrompt
string | gunnerPrompt
string | heavyAttemptedToPilot
float | heavyAttemptedToPilotSwitchPromptDuration
string | inventoryStationPrompt
string | leftGunnerPrompt
string | rightGunnerPrompt
string | vehicleProhibitedObjectPrompt

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

Inherited Variables from Engine.Pawn
abilities, AccelRate, AirControl, AirSpeed, AIScriptTag, AI_LOD_Level, AI_LOD_LevelOrig, Alertness, Anchor, AnimAction, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, BaseEyeHeight, BaseMovementRate, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanStrafe, bCanSwim, bCanWalk, bCanWalkOffLedges, bClientCollision, bCouldSeeLastTick, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bGroundNavigationObstruction, bHavokCharacterCollisionExtraRadius, bHavokCharacterCollisions, bHavokInitCalled, bHideRegularHUD, bIgnoreForces, bInitializeAnimation, bInvulnerableBody, bIsCrouched, bIsFemale, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNoJumpAdjust, bNotifiedDeathListeners, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bRollToDesired, bSameZoneHearing, bSendsDamagedMessages, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialHUD, bSteadyFiring, bStopAtLedges, bThumped, bTryToUncrouch, bUpAndOut, bUpdateEyeHeight, bUpdatingDisplay, bUseCompressedPosition, bWantsToCrouch, bWarping, bWasCrouched, bWasOnGround, bWasWalking, bWeaponBob, CharacterAI, ConstantAcceleration, Controller, ControllerClassName, CrouchedPct, CrouchHeight, CrouchRadius, DamageScaling, DesiredSpeed, DestinationOffset, EyeHeight, Floor, ForwardStrafeBias, goals, GroundSpeed, HeadAI, HeadScale, HeadVolume, Health, HearingThreshold, HitDamageType, JumpZ, LadderSpeed, LandBob, LandMovementState, LastAnchor, LastPainSound, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, logDLM, logNavigationSystem, logTyrion, LowGoreBlood, MaxFallSpeed, MeleeRange, MenuName, MovementAI, MovementAnims[4], MovementBlendStartTime, movementSimProxyPending, movementSimProxyPosition, movementSimProxyRotation, movementSimProxyVelocity, NetRelevancyTime, nextPawn, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldPhysics, OldRotYaw, OldZ, OnLadder, OwnerName, PawnPosition, PeripheralVision, PlayerReplicationInfo, ReducedDamageType, SerpentineDist, SerpentineTime, Shadow, SightRadius, SoundDampening, SpawnTime, SplashTime, TakeHitLocation, TearOffMomentum, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, Visibility, VisionCounter, VisionUpdateRange, WalkBob, WalkingPct, WaterMovementState, WaterSpeed, WeaponAI

Enumerations Summary
VehiclePositionType VP_DRIVER, VP_GUNNER, VP_LEFT_GUNNER, VP_RIGHT_GUNNER, VP_INVENTORY_STATION_ONE, VP_INVENTORY_STATION_TWO, VP_INVENTORY_STATION_THREE, VP_INVENTORY_STATION_FOUR, VP_NULL

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary
ClientOccupantEnterData controller, occupant, positionIndex, newData, flipFlop
ClientPositionData occupant
DesiredHavokState velocity, angularVelocity, position, rotation, ignoreRotation, newState
ExitData offset, position
VehicleEffect effectName, flag, observer
VehicleEntryData radius, height, offset, primaryPosition, secondaryPositions, entryClass
VehicleFlipTriggerData radius, height, offset
VehiclePosition type, occupant, wantsToGetOut, hideOccupant, thirdPersonCamera, lookAtInheritPitch, toBePossessed, occupantControllerState, firstPersonCameraLocation, firstPersonWeaponLocation, enterAnimation, exitAnimation, occupiedAnimation, unoccupiedAnimation, oldOccupantWeapon, occupantRelativeLocation, occupantRelativeRotation, ManifestXPosition, ManifestYPosition, bNotLabelledInManifest, occupantConnection, occupantAnimation

Inherited Structures from Gameplay.Rook
DamageComponent

Inherited Structures from Engine.Pawn
HavokCharacterObjectInteractionEvent, HavokCharacterObjectInteractionResult

Functions Summary
|  | aboutToDie ()))
|  | aboutToSettleUpsideDown ()
|  | addEffect (name effectName, bool dynamicUpdate, out int effectIndex))
| bool | aimAdjustViewRotation ()))
|  | altFire (optional bool fireOnce))
|  | applyOutput ()
|  | attachToVehicle (int positionIndex))
|  | BaseChange ()))
|  | BeginState ())) Dying
| Actor | cameraTrace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent)
| bool | canArmorOccupy (VehiclePositionType position, Character character))
| bool | canArmourBeDriver (class<Armor> armour))
| bool | canArmourBePassenger (class<Armor> armour))
| bool | canBeRepairedBy (Rook otherGuy))
| bool | canCharacterRespawnAt ()))
| int | canOccupy (Character character, VehiclePositionType position, array<VehiclePositionType> secondaryPositions, out byte promptIndex))
| bool | canSwitchPosition (int currentPositionIndex, byte selectedPosition))
| bool | canTargetPoint (Vector targetLoc))
| bool | cleanupAI ()))
|  | clientDriverLeave (Controller c, Character oldDriver))
|  | clientOccupantEnter (ClientOccupantEnterData data))
|  | collisionDamage (float magnitude))
|  | copyVehicleAIValuesToTurret (Rook turret ))
| bool | customFiredEffectProcessing ()))
|  | Destroyed ()))
|  | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
|  | displayWorldSpaceDebug (HUD displayHUD))
|  | doCustomFiredEffectProcessing ()))
|  | drawActorCollision (Actor actor, HUD displayHUD, Color color))
| bool | driverLeave (bool bForceLeave, int positionIndex))
|  | enableAbandonmentDestruction (float periodSeconds))
|  | EncroachedBy (actor Other ))
| bool | EncroachingOn (Actor other))
| vector | EyePosition ()))
|  | FaceRotation (rotator NewRotation, float DeltaTime ))
|  | finishedSpawnFromVehicleSpawnPoint ()))
|  | fire (optional bool fireOnce))
| IFiringMotor | firingMotor ()))
| bool | flip ()))
|  | forceNetDirty ()
|  | generateAIDeathSpeechEvents (int deadIndex ))
| Vector | getAimLocation (Pawn target ))
|  | getAlternateAimAdjustStart (rotator cameraRotation, out vector newAimAdjustStart)
| int | getAngle (byte lowByte, byte highByte)
| int | getAvailablePositionIndex (int positionIndex, array<VehiclePositionType> secondaryPositions, Character character))
| vector | getCameraLookAt (rotator cameraRotation, int positionIndex))
| Character | getControllingCharacter ()))
| InventoryStationAccess | getCorrespondingInventoryStation ()))
| Character | getDriver ()))
| Actor | getEffectsBaseActor ()))
| float | getEnergy ()))
| vector | getFirstPersonEquippableLocation (Equippable subject))
| rotator | getFirstPersonEquippableRotation (Equippable subject))
| byte | getHighByte (int angle)
| String | GetHumanReadableName ()))
| byte | getLowByte (int angle)
| int | getMinorPositionEntryIndex (int positionIndex))
| int | getOccupantPositionIndex (Character occupant))
| TeamInfo | getOccupantTeam ()))
|  | getOut (VehiclePositionType type))
| Material | GetOverlayMaterial (int Index))
| Rook | getPhysicalAttachment ()))
| int | getPositionIndex (VehiclePositionType position))
| byte | getPositionPromptIndex (VehiclePositionType positionType))
| vector | getProjectileSpawnLocation ()))
| string | getPrompt (byte promptIndex))
| int | getTargetPositionIndex (byte selectedPosition))
| float | getTeamDamagePercentage ()))
| Material | getTeamSkin ()))
|  | getThirdPersonEquippableAttachment (Equippable subject, out Rook attachTo, out name boneName))
| InventoryStationAccess | getUnusedInventoryStation ()))
| vector | getVehicleUseablePoint (int pointI))
| Rotator | getViewRotationFromMotor ()))
| Weapon | getWeapon ()))
|  | GraphData (string DataName, float DataValue)
| bool | InGodMode ()))
|  | initDriverAI (int index ))
|  | initGunnerAI (int index ))
|  | initialiseEffects ()))
|  | initVehicleAI ()))
| rotator | interpolateRotation (rotator current, rotator target, float rate, float deltaSeconds))
| bool | isEffectCauserActive (int effectCauserIndex))
| bool | isHavokCompletelyInitialised ()
| bool | isInventoryPosition (VehiclePositionType positionType))
| bool | isMajorPosition (VehiclePositionType type))
| bool | isOccupant (Character character))
| bool | isOccupied ()))
| bool | isSettledUpsideDown ()))
| bool | isUpright ()))
| bool | needToPushStateToClient ()))
|  | occupantEnter (Character p, int positionIndex))
|  | occupantEnterAnimationProcessing (int positionIndex))
|  | occupantLeaveAnimationProcessing (int positionIndex))
|  | occupantSwitchPosition (Character occupant, int targetPositionIndex))
|  | onShotFiredNotification ()))
|  | otherClientOccupantEnter (int positionI))
|  | otherClientOccupantLeave (int positionI, Character oldOccupant))
| int | packPitchAndYaw (rotator pitchAndYaw))
|  | performFlip ()
|  | PlayDying (class<DamageType> DamageType, vector HitLoc))
|  | playerMoveProcessing (float deltaTime))
|  | PostBeginPlay ()))
|  | PostLoadGame ()))
|  | PostNetBeginPlay ()))
|  | postNetReceive ()))
|  | PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor))
|  | PrecacheVehicleMeshes (LevelInfo Level, class<Vehicle> VehicleClass))
|  | processInput ()
|  | pushStateToClient ()
|  | releaseAltFire ()))
|  | releaseFire ()))
|  | rematchGoals ()))
|  | setFirePressed (Equippable e, bool pressed))
|  | setSkin (Material skin))
|  | setTeam (TeamInfo newTeam))
|  | settledUpsideDownChanged ()
| bool | shouldFire (Equippable e))
| bool | ShouldProjectileHit (Actor projInstigator))
|  | showPhysicsDebug (bool show)
|  | spawnCharacter (Character character))
| bool | specialCalcView (out actor viewActor, out vector cameraLocation, out rotator cameraRotation))
| bool | specialCalcViewProcessing (out actor viewActor, out vector cameraLocation, out rotator cameraRotation, int positionIndex))
|  | startedSpawnFromVehicleSpawnPoint ()))
|  | switchClass (class<Vehicle> switchClass))
|  | switchPosition (int currentPositionIndex, byte selectedPosition))
|  | tick (float deltaSeconds))
|  | Timer ())) Dying
|  | toggleShowPhysicsDebug ()))
| bool | tryToDrive (Character character))
| int | tryToOccupy (Character character, VehiclePositionType position, array<VehiclePositionType> secondaryPositions))
| rotator | unpackPitchAndYaw (int pitchAndYaw))
|  | UnPossessed ()))
|  | updateDynamicEffectStates ()
|  | updateEffectsStates ()))
|  | UpdatePrecacheRenderData ()))
|  | updateTeamSkin ()))
|  | useEnergy (float amount))
|  | vehicleCeaseFire ()))
|  | vehicleFire ()))
|  | VehicleStateReceived ()))
| bool | vehicleTrace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional vector Extent)
| Actor | vehicleTransitionTrace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart)
|  | VehicleUpdateParams ()))

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

Inherited Functions from Engine.Pawn
AddPawn, AddVelocity, AdjustedStrength, AnimEnd, ApplyDamage, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CanDoubleJump, CanGrabLadder, CannotJumpNow, CanSee, CanSplash, CanThrowWeapon, CanTrigger, ChangeAnimation, ChangedWeapon, checkAlive, CheckBob, checkDead, CheckWaterJump, ChunkUp, classConstruct, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, Destroyed, Died, DisplayDebug, Dodge, DoDoubleJump, DoJump, DrawHUD, DropToGround, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, EyePosition, FaceRotation, Falling, FinishedInterpolation, ForceCrouch, Gasp, GetHumanReadableName, GetKillerController, GetViewDirection, GetViewPoint, GetViewRotation, Gibbed, gibbedBy, GiveWeapon, groundPredictedLocation, HavokCharacterCollision, HeadVolumeChange, HitWall, IgnoresSeenPawnsOfType, InCurrentCombo, InGodMode, isAlive, IsFirstPerson, IsHumanControlled, IsInPain, IsLocallyControlled, IsPlayerPawn, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LineOfSightTo, ModifyVelocity, NextItem, NotifyKilled, NotifyPawnDeathListeners, PlayDying, PlayDyingSound, PlayFalling, PlayFiring, PlayHit, PlayJump, PlayLanded, PlayLandingAnimation, PlayMoverHitSound, PlayMoving, PlayNextAnimation, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PossessedBy, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostTakeDamage, PreBeginPlay, predictedLocation, PressingAltFire, PressingFire, ReachedDestination, ReceiveLocalizedMessage, ReduceCylinder, rematchGoals, RemovePawn, Reset, SetAnimAction, SetDefaultDisplayProperties, SetDisplayProperties, SetHeadScale, setLimitedTimeLODActivation, SetMesh, SetMovementPhysics, SetViewRotation, SetWalking, ShootSpecial, ShouldCrouch, SpecialCalcView, StartCrouch, StopPlayFiring, SwitchToLastWeapon, TakeDrowningDamage, TakeFallingDamage, Timer, TossWeapon, TouchingWaterVolume, Trigger, UnPossessed, UpdateEyeHeight, UpdateRocketAcceleration, WasPlayerPawn, WeaponBob

States Summary

Dying Source code
state Dying

BeginState, Timer

Constants Detail

#### CANNOT_STEAL_VEHICLE_PROMPT_INDEX Source code

const CANNOT_STEAL_VEHICLE_PROMPT_INDEX = 8;

#### DRIVER_PROMPT_INDEX Source code

const DRIVER_PROMPT_INDEX = 0;

#### ENEMY_INVENTORY_STATION_PROMPT_INDEX Source code

const ENEMY_INVENTORY_STATION_PROMPT_INDEX = 10;

#### ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX Source code

const ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX = 9;

#### FLIP_PROMPT_INDEX Source code

const FLIP_PROMPT_INDEX = 7;

#### FULL_VEHICLE_PROMPT_INDEX Source code

const FULL_VEHICLE_PROMPT_INDEX = 5;

#### GUNNER_PROMPT_INDEX Source code

const GUNNER_PROMPT_INDEX = 1;

#### HEAVY_ATTEMPT_TO_PILOT Source code

const HEAVY_ATTEMPT_TO_PILOT = 11;

#### INVENTORY_STATION_PROMPT_INDEX Source code

const INVENTORY_STATION_PROMPT_INDEX = 4;

#### LEFT_GUNNER_PROMPT_INDEX Source code

const LEFT_GUNNER_PROMPT_INDEX = 2;

#### MAXIMUM_NUMBER_POSITIONS Source code

const MAXIMUM_NUMBER_POSITIONS = 10;

#### NUMBER_MINOR_ENTRY_SIGNALS Source code

const NUMBER_MINOR_ENTRY_SIGNALS = 4;

#### RIGHT_GUNNER_PROMPT_INDEX Source code

const RIGHT_GUNNER_PROMPT_INDEX = 3;

#### VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX Source code

const VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX = 6;

Variables Detail

#### abandonmentDestruction Source code

var bool abandonmentDestruction;

#### abandonmentDestructionPeriod Source code

var private float abandonmentDestructionPeriod;

#### animationFinishThenLoop Source code

var array<Name> animationFinishThenLoop;

#### bCanBeStolen Source code

var bool bCanBeStolen;

#### bFlipping Source code

var bool bFlipping;

#### bGodMode Source code

var bool bGodMode;

#### bHasBeenOccupied Source code

var bool bHasBeenOccupied;

#### bInvincible Source code

var bool bInvincible;

#### bSettledUpsideDown Source code

var bool bSettledUpsideDown;

#### bShowPhysicsDebug Source code

var bool bShowPhysicsDebug;

#### cachedCameraLocation Source code

var Vector cachedCameraLocation;

#### clientPositions[MAXIMUM_NUMBER_POSITIONS] Source code

var ClientPositionData clientPositions[MAXIMUM_NUMBER_POSITIONS];

#### cornerSlowDownDistance Source code

var float cornerSlowDownDistance;

#### cornerSlowDownMinimumCosAngle Source code

var float cornerSlowDownMinimumCosAngle;

#### cornerSlowDownSpeedCoefficient Source code

var float cornerSlowDownSpeedCoefficient;

#### currentAbandonmentDuration Source code

var private float currentAbandonmentDuration;

#### currentDesiredHavokState Source code

var DesiredHavokState currentDesiredHavokState;

#### currentSwitchClass Source code

var class<Vehicle> currentSwitchClass;

#### dampingPlusEnabled Source code

var bool dampingPlusEnabled;

#### dampingPlusNegativeZ Source code

var float dampingPlusNegativeZ;

#### dampingPlusPositiveZ Source code

var float dampingPlusPositiveZ;

#### dampingPlusXY Source code

var float dampingPlusXY;

#### distanceToMaximumDurationScale Source code

var float distanceToMaximumDurationScale;

#### DiveInput Source code

var bool DiveInput;

#### drivePitchCoefficient Source code

var float drivePitchCoefficient;

#### driverIndex Source code

var int driverIndex;

#### driverWeapon Source code

var Weapon driverWeapon;

#### driveYawCoefficient Source code

var float driveYawCoefficient;

#### effects Source code

var array<VehicleEffect> effects;

#### engineIdlingEffectIndex Source code

var int engineIdlingEffectIndex;

#### flipRotateTime Source code

var float flipRotateTime;

#### flipRotationTimeOut Source code

var float flipRotationTimeOut;

#### lastOccupantTeam Source code

var TeamInfo lastOccupantTeam;

#### lastStateReceiveTime Source code

var float lastStateReceiveTime;

#### localClientPositions[MAXIMUM_NUMBER_POSITIONS] Source code

var ClientPositionData localClientPositions[MAXIMUM_NUMBER_POSITIONS];

#### localMoveDestination Source code

var vector localMoveDestination;

#### localTeam Source code

var TeamInfo localTeam;

#### loseInitialInvincibilityTime Source code

var float loseInitialInvincibilityTime;

#### maximumNextNetUpdateTime Source code

var float maximumNextNetUpdateTime;

#### minimumObstacleLookAhead Source code

var float minimumObstacleLookAhead;

#### minorPositionEntrySignals[NUMBER_MINOR_ENTRY_SIGNALS] Source code

var ClientOccupantEnterData minorPositionEntrySignals[NUMBER_MINOR_ENTRY_SIGNALS];

#### motor Source code

var VehicleMotor motor;

#### motorClass Source code

var class<VehicleMotor> motorClass;

#### obstacleLookAheadVeloocityScale Source code

var float obstacleLookAheadVeloocityScale;

#### padding[8] Source code

var transient noexport private const int padding[8];

#### retriggerEffectEvents Source code

var bool retriggerEffectEvents;

#### RotationInput Source code

var rotator RotationInput;

#### spawning Source code

var bool spawning;

#### stopForEnemies Source code

var bool stopForEnemies;

#### StrafeInput Source code

var float StrafeInput;

#### strafeLeftEffectIndex Source code

var int strafeLeftEffectIndex;

#### strafeLeftOrThrustEffectIndex Source code

var int strafeLeftOrThrustEffectIndex;

#### strafeRightEffectIndex Source code

var int strafeRightEffectIndex;

#### strafeRightOrThrustEffectIndex Source code

var int strafeRightOrThrustEffectIndex;

#### throttleBackEffectIndex Source code

var int throttleBackEffectIndex;

#### throttleForwardEffectIndex Source code

var int throttleForwardEffectIndex;

#### throttleForwardOrThrustEffectIndex Source code

var int throttleForwardOrThrustEffectIndex;

#### ThrottleInput Source code

var float ThrottleInput;

#### thrustingEffectIndex Source code

var int thrustingEffectIndex;

#### ThrustInput Source code

var float ThrustInput;

#### vehicleEntries Source code

var array<VehicleEntry> vehicleEntries;

#### vehicleFlipTriggers Source code

var array<VehicleFlipTrigger> vehicleFlipTriggers;

### ClientSidePhysics

#### clientInterpolationPeriod Source code

var(ClientSidePhysics) float clientInterpolationPeriod;

#### clientInterpolationSnapDistance Source code

var(ClientSidePhysics) float clientInterpolationSnapDistance;

### Vehicle

#### bCollisionDamageEnabled Source code

var(Vehicle) bool bCollisionDamageEnabled;

#### bDisablePositionSwitching Source code

var(Vehicle) bool bDisablePositionSwitching;

#### bDrawDriverInTP Source code

var(Vehicle) bool bDrawDriverInTP;

#### bVehicleCameraTrace Source code

var(Vehicle) bool bVehicleCameraTrace;

#### cameraDistance Source code

var(Vehicle) float cameraDistance;

#### clientInterpolationHard Source code

var(Vehicle) bool clientInterpolationHard;

#### collisionDamageMagnitudeScale Source code

var(Vehicle) float collisionDamageMagnitudeScale;

#### CrushingDamageTypeClass Source code

var(Vehicle) class<MovementCrushingDamageType> CrushingDamageTypeClass;

#### customInertiaTensor Source code

var(Vehicle) bool customInertiaTensor;

#### customInertiaTensorDiagonal Source code

var(Vehicle) vector customInertiaTensorDiagonal;

#### destroyedExplosionClass Source code

var(Vehicle) class<Explosion> destroyedExplosionClass;

#### destructionObjectClass Source code

var(Vehicle) class<DynamicObject> destructionObjectClass;

#### doNotEjectOnFlip Source code

var(Vehicle) array<VehiclePositionType> doNotEjectOnFlip;

#### driverMaximumPitch Source code

var(Vehicle) int driverMaximumPitch;

#### driverMinimumPitch Source code

var(Vehicle) int driverMinimumPitch;

#### driverWeaponClass Source code

var(Vehicle) class<Weapon> driverWeaponClass;

#### entries Source code

var(Vehicle) array<VehicleEntryData> entries;

#### exits Source code

var(Vehicle) array<ExitData> exits;

#### flipMaximumRotationDuration Source code

var(Vehicle) float flipMaximumRotationDuration;

#### flipPushUpDuration Source code

var(Vehicle) float flipPushUpDuration;

#### flipPushUpImpulse Source code

var(Vehicle) float flipPushUpImpulse;

#### flipRotationDamping Source code

var(Vehicle) float flipRotationDamping;

#### flipRotationStrength Source code

var(Vehicle) float flipRotationStrength;

#### flipTriggers Source code

var(Vehicle) array<VehicleFlipTriggerData> flipTriggers;

#### healthModifier Source code

var(Vehicle) float healthModifier;

#### initialInvincibilityDuration Source code

var(Vehicle) float initialInvincibilityDuration;

#### inverseCosUprightAngle Source code

var(Vehicle) float inverseCosUprightAngle;

#### invicibilityMaterial Source code

var(Vehicle) Material invicibilityMaterial;

#### localizedName Source code

var(Vehicle) localized string localizedName;

#### ManifestLayoutMaterial Source code

var(Vehicle) Material ManifestLayoutMaterial;

#### maximumNetUpdateInterval Source code

var(Vehicle) float maximumNetUpdateInterval;

#### minimumCollisionDamageMagnitude Source code

var(Vehicle) float minimumCollisionDamageMagnitude;

#### positions Source code

var(Vehicle) array<VehiclePosition> positions;

#### rootBone Source code

var(Vehicle) name rootBone;

#### settledUpsideDownCosAngle Source code

var(Vehicle) float settledUpsideDownCosAngle;

#### settledUpsideDownSpeed Source code

var(Vehicle) float settledUpsideDownSpeed;

#### stayUprightDamping Source code

var(Vehicle) float stayUprightDamping;

#### stayUprightEnabled Source code

var(Vehicle) bool stayUprightEnabled;

#### stayUprightStrength Source code

var(Vehicle) float stayUprightStrength;

#### TopSpeed Source code

var(Vehicle) float TopSpeed;

#### TPCameraDistance Source code

var(Vehicle) float TPCameraDistance;

#### TPCameraLookAt Source code

var(Vehicle) vector TPCameraLookAt;

#### vehicleCameraTraceExtents Source code

var(Vehicle) vector vehicleCameraTraceExtents;

#### velocityInheritOnExitScale Source code

var(Vehicle) float velocityInheritOnExitScale;

> scales how much of the vehicle's velocity the player inherits when exiting

#### waterDamagePerSecond Source code

var(Vehicle) float waterDamagePerSecond;

### VehiclePrompts

#### cannotStealPrompt Source code

var(VehiclePrompts) localized string cannotStealPrompt;

#### driverPrompt Source code

var(VehiclePrompts) localized string driverPrompt;

#### enemyInventoryStationPrompt Source code

var(VehiclePrompts) localized string enemyInventoryStationPrompt;

#### enemyOccupiedPrompt Source code

var(VehiclePrompts) localized string enemyOccupiedPrompt;

#### flipPrompt Source code

var(VehiclePrompts) localized string flipPrompt;

#### fullVehiclePrompt Source code

var(VehiclePrompts) localized string fullVehiclePrompt;

#### gunnerPrompt Source code

var(VehiclePrompts) localized string gunnerPrompt;

#### heavyAttemptedToPilot Source code

var(VehiclePrompts) localized string heavyAttemptedToPilot;

#### heavyAttemptedToPilotSwitchPromptDuration Source code

var(VehiclePrompts) float heavyAttemptedToPilotSwitchPromptDuration;

#### inventoryStationPrompt Source code

var(VehiclePrompts) localized string inventoryStationPrompt;

#### leftGunnerPrompt Source code

var(VehiclePrompts) localized string leftGunnerPrompt;

#### rightGunnerPrompt Source code

var(VehiclePrompts) localized string rightGunnerPrompt;

#### vehicleProhibitedObjectPrompt Source code

var(VehiclePrompts) localized string vehicleProhibitedObjectPrompt;

Enumerations Detail

#### VehiclePositionType Source code

enum VehiclePositionType
{

> VP_DRIVER, VP_GUNNER, VP_LEFT_GUNNER, VP_RIGHT_GUNNER, VP_INVENTORY_STATION_ONE, VP_INVENTORY_STATION_TWO, VP_INVENTORY_STATION_THREE, VP_INVENTORY_STATION_FOUR, VP_NULL

};

Structures Detail

#### ClientOccupantEnterData Source code

struct ClientOccupantEnterData
{

> var Controller controller;
> var bool flipFlop;
> var bool newData;
> var Character occupant;
> var byte positionIndex;

};

#### ClientPositionData Source code

struct ClientPositionData
{

> var Character occupant;

};

#### DesiredHavokState Source code

struct DesiredHavokState
{

> var vector angularVelocity;
> var bool ignoreRotation;
> var bool newState;
> var vector position;
> var quat rotation;
> var vector velocity;

};

#### ExitData Source code

struct ExitData
{

> var(Vehicle) vector offset;
> var(Vehicle) VehiclePositionType position;

};

#### VehicleEffect Source code

struct VehicleEffect
{

> var name effectName;
> var bool flag;
> var VehicleEffectObserver observer;

};

#### VehicleEntryData Source code

struct VehicleEntryData
{

> var(Vehicle) class<VehicleEntry> entryClass;
> var(Vehicle) float height;
> var(Vehicle) vector offset;
> var(Vehicle) VehiclePositionType primaryPosition;
> var(Vehicle) float radius;
> var(Vehicle) array<VehiclePositionType> secondaryPositions;

};

#### VehicleFlipTriggerData Source code

struct VehicleFlipTriggerData
{

> var(Vehicle) float height;
> var(Vehicle) vector offset;
> var(Vehicle) float radius;

};

#### VehiclePosition Source code

struct VehiclePosition
{

> var(Vehicle) bool bNotLabelledInManifest;
> var name enterAnimation;
> var name exitAnimation;
> var vector firstPersonCameraLocation;
> var vector firstPersonWeaponLocation;
> var bool hideOccupant;
> var bool lookAtInheritPitch;
> var(Vehicle) int ManifestXPosition;
> var(Vehicle) int ManifestYPosition;
> var Character occupant;
> var(Vehicle) name occupantAnimation;
> var name occupantConnection;
> var name occupantControllerState;
> var vector occupantRelativeLocation;
> var rotator occupantRelativeRotation;
> var name occupiedAnimation;
> var weapon oldOccupantWeapon;
> var bool thirdPersonCamera;
> var Rook toBePossessed;
> var VehiclePositionType type;
> var name unoccupiedAnimation;
> var bool wantsToGetOut;

};

> bNotLabelledInManifest:

> > Whether this position should be labelled in the manifest

> ManifestXPosition:

> > X location of position on manifest diagram

> ManifestYPosition:

> > Y location of position on manifest diagram

Functions Detail

#### aboutToDie Source code

function aboutToDie ( ) )

#### aboutToSettleUpsideDown Source code

function aboutToSettleUpsideDown ( )

#### addEffect Source code

simulated function addEffect ( name effectName, bool dynamicUpdate, out int effectIndex) )

#### aimAdjustViewRotation Source code

function bool aimAdjustViewRotation ( ) )

#### altFire Source code

function altFire ( optional bool fireOnce) )

#### applyOutput Source code

simulated function applyOutput ( )

#### attachToVehicle Source code

simulated function attachToVehicle ( int positionIndex) )

#### BaseChange Source code

singular event BaseChange ( ) )

#### BeginState Dying Source code

simulated function BeginState ( ) )

#### cameraTrace Source code

native function Actor cameraTrace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent )

#### canArmorOccupy Source code

simulated function bool canArmorOccupy ( VehiclePositionType position, Character character) )

#### canArmourBeDriver Source code

simulated function bool canArmourBeDriver ( class<Armor> armour) )

#### canArmourBePassenger Source code

simulated function bool canArmourBePassenger ( class<Armor> armour) )

#### canBeRepairedBy Source code

simulated function bool canBeRepairedBy ( Rook otherGuy) )

#### canCharacterRespawnAt Source code

simulated function bool canCharacterRespawnAt ( ) )

#### canOccupy Source code

function int canOccupy ( Character character, VehiclePositionType position, array<VehiclePositionType> secondaryPositions, out byte promptIndex) )

#### canSwitchPosition Source code

function bool canSwitchPosition ( int currentPositionIndex, byte selectedPosition) )

#### canTargetPoint Source code

function bool canTargetPoint ( Vector targetLoc) )

#### cleanupAI Source code

event bool cleanupAI ( ) )

#### clientDriverLeave Source code

simulated function clientDriverLeave ( Controller c, Character oldDriver) )

#### clientOccupantEnter Source code

simulated function clientOccupantEnter ( ClientOccupantEnterData data) )

#### collisionDamage Source code

simulated event collisionDamage ( float magnitude) )

#### copyVehicleAIValuesToTurret Source code

function copyVehicleAIValuesToTurret ( Rook turret ) )

#### customFiredEffectProcessing Source code

simulated function bool customFiredEffectProcessing ( ) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### DisplayDebug Source code

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

#### displayWorldSpaceDebug Source code

function displayWorldSpaceDebug ( HUD displayHUD) )

#### doCustomFiredEffectProcessing Source code

simulated function doCustomFiredEffectProcessing ( ) )

#### drawActorCollision Source code

function drawActorCollision ( Actor actor, HUD displayHUD, Color color) )

#### driverLeave Source code

function bool driverLeave ( bool bForceLeave, int positionIndex) )

#### enableAbandonmentDestruction Source code

function enableAbandonmentDestruction ( float periodSeconds) )

#### EncroachedBy Source code

event EncroachedBy ( actor Other ) )

#### EncroachingOn Source code

event bool EncroachingOn ( Actor other) )

#### EyePosition Source code

simulated function vector EyePosition ( ) )

#### FaceRotation Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime ) )

#### finishedSpawnFromVehicleSpawnPoint Source code

simulated function finishedSpawnFromVehicleSpawnPoint ( ) )

#### fire Source code

simulated function fire ( optional bool fireOnce) )

#### firingMotor Source code

simulated function IFiringMotor firingMotor ( ) )

#### flip Source code

function bool flip ( ) )

#### forceNetDirty Source code

native function forceNetDirty ( )

#### generateAIDeathSpeechEvents Source code

function generateAIDeathSpeechEvents ( int deadIndex ) )

#### getAimLocation Source code

event Vector getAimLocation ( Pawn target ) )

#### getAlternateAimAdjustStart Source code

simulated function getAlternateAimAdjustStart ( rotator cameraRotation, out vector newAimAdjustStart )

#### getAngle Source code

simulated native function int getAngle ( byte lowByte, byte highByte )

#### getAvailablePositionIndex Source code

simulated function int getAvailablePositionIndex ( int positionIndex, array<VehiclePositionType> secondaryPositions, Character character) )

#### getCameraLookAt Source code

simulated function vector getCameraLookAt ( rotator cameraRotation, int positionIndex) )

#### getControllingCharacter Source code

simulated function Character getControllingCharacter ( ) )

#### getCorrespondingInventoryStation Source code

function InventoryStationAccess getCorrespondingInventoryStation ( ) )

#### getDriver Source code

simulated function Character getDriver ( ) )

#### getEffectsBaseActor Source code

simulated function Actor getEffectsBaseActor ( ) )

#### getEnergy Source code

function float getEnergy ( ) )

#### getFirstPersonEquippableLocation Source code

simulated function vector getFirstPersonEquippableLocation ( Equippable subject) )

#### getFirstPersonEquippableRotation Source code

simulated function rotator getFirstPersonEquippableRotation ( Equippable subject) )

#### getHighByte Source code

simulated native function byte getHighByte ( int angle )

#### GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

#### getLowByte Source code

simulated native function byte getLowByte ( int angle )

#### getMinorPositionEntryIndex Source code

function int getMinorPositionEntryIndex ( int positionIndex) )

#### getOccupantPositionIndex Source code

function int getOccupantPositionIndex ( Character occupant) )

#### getOccupantTeam Source code

simulated function TeamInfo getOccupantTeam ( ) )

#### getOut Source code

function getOut ( VehiclePositionType type) )

#### GetOverlayMaterial Source code

simulated function Material GetOverlayMaterial ( int Index) )

#### getPhysicalAttachment Source code

function Rook getPhysicalAttachment ( ) )

#### getPositionIndex Source code

simulated function int getPositionIndex ( VehiclePositionType position) )

#### getPositionPromptIndex Source code

simulated function byte getPositionPromptIndex ( VehiclePositionType positionType) )

#### getProjectileSpawnLocation Source code

function vector getProjectileSpawnLocation ( ) )

#### getPrompt Source code

static function string getPrompt ( byte promptIndex) )

#### getTargetPositionIndex Source code

simulated function int getTargetPositionIndex ( byte selectedPosition) )

#### getTeamDamagePercentage Source code

function float getTeamDamagePercentage ( ) )

#### getTeamSkin Source code

simulated function Material getTeamSkin ( ) )

#### getThirdPersonEquippableAttachment Source code

simulated function getThirdPersonEquippableAttachment ( Equippable subject, out Rook attachTo, out name boneName) )

#### getUnusedInventoryStation Source code

function InventoryStationAccess getUnusedInventoryStation ( ) )

#### getVehicleUseablePoint Source code

simulated function vector getVehicleUseablePoint ( int pointI) )

#### getViewRotationFromMotor Source code

simulated event Rotator getViewRotationFromMotor ( ) )

#### getWeapon Source code

function Weapon getWeapon ( ) )

#### GraphData Source code

native final function GraphData ( string DataName, float DataValue )

#### InGodMode Source code

function bool InGodMode ( ) )

#### initDriverAI Source code

function initDriverAI ( int index ) )

#### initGunnerAI Source code

function initGunnerAI ( int index ) )

#### initialiseEffects Source code

simulated function initialiseEffects ( ) )

#### initVehicleAI Source code

function initVehicleAI ( ) )

#### interpolateRotation Source code

static function rotator interpolateRotation ( rotator current, rotator target, float rate, float deltaSeconds) )

#### isEffectCauserActive Source code

simulated function bool isEffectCauserActive ( int effectCauserIndex) )

#### isHavokCompletelyInitialised Source code

native function bool isHavokCompletelyInitialised ( )

#### isInventoryPosition Source code

simulated function bool isInventoryPosition ( VehiclePositionType positionType) )

#### isMajorPosition Source code

simulated function bool isMajorPosition ( VehiclePositionType type) )

#### isOccupant Source code

simulated function bool isOccupant ( Character character) )

#### isOccupied Source code

simulated function bool isOccupied ( ) )

#### isSettledUpsideDown Source code

simulated function bool isSettledUpsideDown ( ) )

#### isUpright Source code

simulated event bool isUpright ( ) )

#### needToPushStateToClient Source code

function bool needToPushStateToClient ( ) )

#### occupantEnter Source code

function occupantEnter ( Character p, int positionIndex) )

#### occupantEnterAnimationProcessing Source code

function occupantEnterAnimationProcessing ( int positionIndex) )

#### occupantLeaveAnimationProcessing Source code

function occupantLeaveAnimationProcessing ( int positionIndex) )

#### occupantSwitchPosition Source code

function occupantSwitchPosition ( Character occupant, int targetPositionIndex) )

#### onShotFiredNotification Source code

function onShotFiredNotification ( ) )

#### otherClientOccupantEnter Source code

simulated function otherClientOccupantEnter ( int positionI) )

#### otherClientOccupantLeave Source code

simulated function otherClientOccupantLeave ( int positionI, Character oldOccupant) )

#### packPitchAndYaw Source code

static function int packPitchAndYaw ( rotator pitchAndYaw) )

#### performFlip Source code

native function performFlip ( )

#### PlayDying Source code

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

#### playerMoveProcessing Source code

simulated function playerMoveProcessing ( float deltaTime) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### PostLoadGame Source code

function PostLoadGame ( ) )

#### PostNetBeginPlay Source code

simulated event 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) )

#### PrecacheVehicleMeshes Source code

static simulated function PrecacheVehicleMeshes ( LevelInfo Level, class<Vehicle> VehicleClass) )

#### processInput Source code

function processInput ( )

#### pushStateToClient Source code

function pushStateToClient ( )

#### releaseAltFire Source code

function releaseAltFire ( ) )

#### releaseFire Source code

function releaseFire ( ) )

#### rematchGoals Source code

function rematchGoals ( ) )

#### setFirePressed Source code

function setFirePressed ( Equippable e, bool pressed) )

#### setSkin Source code

simulated function setSkin ( Material skin) )

#### setTeam Source code

simulated function setTeam ( TeamInfo newTeam) )

#### settledUpsideDownChanged Source code

function settledUpsideDownChanged ( )

#### shouldFire Source code

function bool shouldFire ( Equippable e) )

#### ShouldProjectileHit Source code

simulated event bool ShouldProjectileHit ( Actor projInstigator) )

#### showPhysicsDebug Source code

function showPhysicsDebug ( bool show )

#### spawnCharacter Source code

function spawnCharacter ( Character character) )

#### specialCalcView Source code

simulated function bool specialCalcView ( out actor viewActor, out vector cameraLocation, out rotator cameraRotation) )

#### specialCalcViewProcessing Source code

simulated function bool specialCalcViewProcessing ( out actor viewActor, out vector cameraLocation, out rotator cameraRotation, int positionIndex) )

#### startedSpawnFromVehicleSpawnPoint Source code

simulated function startedSpawnFromVehicleSpawnPoint ( ) )

#### switchClass Source code

simulated function switchClass ( class<Vehicle> switchClass) )

#### switchPosition Source code

function switchPosition ( int currentPositionIndex, byte selectedPosition) )

#### tick Source code

simulated event tick ( float deltaSeconds) )

#### Timer Dying Source code

simulated function Timer ( ) )

#### toggleShowPhysicsDebug Source code

function toggleShowPhysicsDebug ( ) )

#### tryToDrive Source code

function bool tryToDrive ( Character character) )

#### tryToOccupy Source code

function int tryToOccupy ( Character character, VehiclePositionType position, array<VehiclePositionType> secondaryPositions) )

#### unpackPitchAndYaw Source code

static function rotator unpackPitchAndYaw ( int pitchAndYaw) )

#### UnPossessed Source code

function UnPossessed ( ) )

#### updateDynamicEffectStates Source code

simulated function updateDynamicEffectStates ( )

#### updateEffectsStates Source code

simulated function updateEffectsStates ( ) )

#### UpdatePrecacheRenderData Source code

simulated function UpdatePrecacheRenderData ( ) )

#### updateTeamSkin Source code

simulated function updateTeamSkin ( ) )

#### useEnergy Source code

function useEnergy ( float amount) )

#### vehicleCeaseFire Source code

simulated function vehicleCeaseFire ( ) )

#### vehicleFire Source code

simulated function vehicleFire ( ) )

#### VehicleStateReceived Source code

simulated event VehicleStateReceived ( ) )

#### vehicleTrace Source code

native function bool vehicleTrace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional vector Extent )

#### vehicleTransitionTrace Source code

native function Actor vehicleTransitionTrace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart )

#### VehicleUpdateParams Source code

simulated event VehicleUpdateParams ( ) )

Defaultproperties

    defaultproperties
    {
    	bEdShouldSnap=True
    	bStatic=False
    	bShadowCast=False
    	bCollideActors=True
    	bCollideWorld=False
    	bProjTarget=True
    	bBlockActors=True
    	bBlockNonZeroExtentTraces=True
    	bBlockZeroExtentTraces=True
    	bBlockPlayers=True
    	bWorldGeometry=False
    	bBlockKarma=True
    	CollisionHeight=+000001.000000
    	CollisionRadius=+000001.000000
    	bAcceptsProjectors=False
    	bCanBeBaseForPawns=True
    	bAlwaysRelevant=false
    	RemoteRole=ROLE_SimulatedProxy
    	bNetInitialRotation=true
    	bUseCompressedPosition=false
    	bSpecialCalcView=true

    	playerControllerState = "TribesPlayerDriving"

    	cameraDistance=1000

    	TPCameraLookat=(X=100,Y=0,Z=100)
    	TPCameraDistance=600

    	exits(0)=(offset=(X=0,Y=300,Z=100))
    	exits(1)=(offset=(X=0,Y=-300,Z=100))

    	bShowPhysicsDebug=false

    	entries(0)=(radius=200,height=200,offset=(X=0,Y=250,Z=150))
    	entries(1)=(radius=200,height=200,offset=(X=0,Y=-250,Z=150))

    	bActorShadows=true
    	ShadowLightDistance = 2000
    	MaxShadowTraceDistance = 800

    	bNetNotify=true

    	maximumNetUpdateInterval=0.5

    	bRotateToDesired = false

    	bUpdateSimulatedPosition = false

    	bReplicateMovement = true

    	AI_LOD_Level = AILOD_MINIMAL

    	motorClass = class'VehicleMotor'

    	minimumObstacleLookAhead = 600
    	obstacleLookAheadVeloocityScale = 1
    	distanceToMaximumDurationScale = 0.005
    	cornerSlowDownDistance = 2000
    	cornerSlowDownMinimumCosAngle = -0.5
    	cornerSlowDownSpeedCoefficient = 10

    	abandonmentDestruction = false
    	currentAbandonmentDuration = 0

    	Physics = PHYS_Havok

    	TopSpeed = 2000

    	minimumCollisionDamageMagnitude = 100
    	collisionDamageMagnitudeScale = 0.0025

    	flipRotationStrength = 4
    	flipRotationDamping = 0.9
    	flipPushUpImpulse = 170000
    	flipPushUpDuration = 0.5

    	bCollisionDamageEnabled = true

    	healthModifier = 1

    	bCanBeStolen = true

    	driverPrompt = "**enter driver position"
    	gunnerPrompt = "**enter gunner position"
    	leftGunnerPrompt = "**enter left gunner position"
    	rightGunnerPrompt = "**enter right gunner position"
    	inventoryStationPrompt = "**enter inventory station position"
    	fullVehiclePrompt = "**vehicle is full"
    	vehicleProhibitedObjectPrompt = "you cannot enter a vehicle carrying fuel, flags or balls"
    	flipPrompt = "press <USE> to flip the vehicle"
    	cannotStealPrompt = "you cannot steal an enemy vehicle before it has been driven off the vehicle spawn"
    	enemyOccupiedPrompt = "you cannot enter a vehicle that is occupied by the enemy"
    	enemyInventoryStationPrompt = "you cannot use enemy base objects"
    	heavyAttemptedToPilot = "you can't pilot a vehicle when in heavy armour"

    	teamSpecificHavokCollisionFiltering = true

    	initialInvincibilityDuration = 6

    	invicibilityMaterial = Shader'FX.ScreenShader'

    	settledUpsideDownCosAngle = -0.1
    	settledUpsideDownSpeed = 50

    	velocityInheritOnExitScale = 1

    	waterDamagePerSecond = 10

    	stopForEnemies = true

    	bOwnerNoSee = false

    	bNeedPostRenderCallback = true

    	driveYawCoefficient = 0.05
    	drivePitchCoefficient = 0.05

    	clientInterpolationSnapDistance = 150
    	clientInterpolationPeriod = 0.2

    	flipMaximumRotationDuration = 3

    	heavyAttemptedToPilotSwitchPromptDuration = 3

    	driverMinimumPitch = -16202
    	driverMaximumPitch = 16202

    	bIsVehicle = true

    	vehicleCameraTraceExtents = (X=60,Y=60,Z=60)

    	inverseCosUprightAngle = 0.6
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Creation time: st 23.5.2018 00:10:38.896 - Created with UnCodeX