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# Gameplay.SingleplayerCharacter

Extends
  PlayerCharacter

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

#### Direct Known Subclasses:

> AnimationTestCharacter

Constants Summary

Inherited Contants from Gameplay.Character
DAMAGE_LARGE, GM_Any_Int, GM_Run_Int, GM_Sprint_Int, GM_Walk_Int, NUM_WEAPON_SLOTS, ROPE_MESH_LENGTH

Variables Summary
SingleplayerCharacter
Mesh | armsMesh
float | healthModifier
class<Jetpack> | jetpackClass
float | loadoutAmmoMultiplier

Inherited Variables from Gameplay.Character
alertAimAnimationRootBone, altWeapon, animationChannels, animationHeightSpring, animationManager, animationStates, animationVelocitySpring, armAnimationRootBone, armorClass, arms, bActivatingEffect, bActivatingEffectStarted, bActiveEffect, bActiveEffectStarted, bApplyHealthFilter, bAttached, bCanZoom, bDeactivatingEffect, bDisableJetting, bDisableSkiing, bDisallowEquipmentDropOnDeath, bDontAllowCarryablePickups, bDontAllowCommandScreen, bDontInteractWithTerritories, bGodMode, bHiddenVehicleOccupant, bHitRegistered, bIsLocalCharacter, bLocalActivatingEffect, bLocalActivatingEffectStarted, bLocalActiveEffect, bLocalActiveEffectStarted, bLocalAttached, bLocalDeactivatingEffect, bLocalObjectHit, bLocalTempInvincible, bLocalUnactivatingEffect, bLocalUnactivatingEffectStarted, bLocalUnactiveEffect, bLocalUnactiveEffectStarted, bLocalUndeactivatingEffect, blockMovementDamage, bObjectHit, bReelIn, bSpawningAtVehicle, bTempInvincible, bUnactivatingEffect, bUnactivatingEffectStarted, bUnactiveEffect, bUnactiveEffectStarted, bUndeactivatingEffect, bZoomed, bZoomOutOnSpawn, carryableReference, carryables, CharacterName, CharacterNameLocalisationTag, clientPainType, collisionMaterialObject, combatAimAnimationRootBone, combatRole, deployable, dummy[4], energy, energyMaximum, energyMinimum, energyRechargeRate, energyRechargeScale, energyWeaponDepleted, eyeBoneIndex, eyeBoneName, eyeBoneOffset, fallbackWeapon, grapplerCharacters, grapplerClass, HeadHeight, healthInjectionAmount, healthInjectionRatePerSecond, heldPackClass, invicibilityMaterial, jetCompetency, jetpack, jetpackBone, lastCarryableNumber, lastHitObject, lastMovementCollisionTime, lastMovementDamageTime, lastPossessor, leftPack, loadout, loadoutClass, localCombatRole, localHealth, localPackClass, LocalQCAnimData, LocalQCTalkData, motor, movementAirborne, movementAltitude, movementClose, movementCollided, movementCollisionMaterial, movementConfiguration, movementDirectionalSpeed, movementDisplacement, movementDisplacementRate, movementDynamic, movementElevator, movementExtraMass, movementFrozen, movementGrounded, movementGroundState, movementHorizontalSpeed, movementImpulseChaos, movementKnockbackScale, movementNormal, movementOldThrusting, movementOldVelocity, movementPushing, movementResting, movementSimProxyInputJump, movementSimProxyInputSki, movementSimProxyInputThrust, movementSimProxyInputX, movementSimProxyInputY, movementSimProxyPitch, movementSkiInput, movementSpeed, movementSphereRadius, movementSphyllHalfHeight, movementSphyllRadius, movementSplashChaos, movementStrafe, movementTangentialSpeed, movementThrusting, movementTouching, movementUnderWater, movementVerticalSpeed, movementWater, movementWaterPenetration, movementZeroGravity, m_bManualAnimation, m_bOldManualAnimation, m_equipmentHead, needToPlayArmAnim, neutralAimAnimationRootBone, numCarryables, numPermanentCarryables, pack, packDrawScale, packLeftBone, packRightBone, playerNameMP, potentialEquipment, previousPhysics, primaryAnimationLayer, proj, pseudoWeapon, QCAnimData, QCTalkData, regenerationActive, regenerationRateHealthPerSecond, rightPack, rope, ropeNaturalLength, runAnimationSpeed, secondaryAnimationLayer, shieldActive, shieldFractionDamageBlocked, skiCompetency, sprintAnimationSpeed, tribesReplicationInfo, upperBodyAnimationRootBone, userSkinClass, vehicleTeamCrushingDamageModifier, visualisation, VoiceSetPackageName, walkAnimationSpeed, weapon, weaponBone, weaponNotHeldTime, weaponPlayingArmAnimation, weaponSlots[NUM_WEAPON_SLOTS]

Enumerations Summary

Inherited Enumerations from Gameplay.Character
AnimationStateEnum, EClientPainType, GroundMovementLevels, HitPosition, JetCompetencyLevels, MovementDirectionalInput, SkiCompetencyLevels

Structures Summary

Inherited Structures from Gameplay.Character
QuickChatInfo

Functions Summary
| int | getModifiedAmmo (int baseAmmo))
|  | giveJetpack (class<Jetpack> jpClass))
|  | PostBeginPlay ()))
|  | PostNetBeginPlay ()))

Inherited Functions from Gameplay.PlayerCharacter
PostBeginPlay

Inherited Functions from Gameplay.Character
activatePack, addEquipment, addGrapplerCharacter, addGrenades, addImpulse, addPack, allocateAnimationChannels, allocateAnimationStates, attachGrapple, BaseChange, bIsInMount, BreakGrapple, Bump, calculateExtents, CalculateHitPosition, canBeSensed, changeEnergy, changeHealth, CheckBob, checkManualAnimation, clampHealthInjection, clearCarryables, clientWeaponUseEnergy, composeCarryables, createRope, createThirdPersonMesh, DamageTag, debugMovement, destroyAnimationSystem, Destroyed, destroyEquipment, destroyFallbackWeapon, destroyThirdPersonMesh, detachGrapple, Died, DisplayDebug, dropCarryables, dropEquipment, dropWeapon, energyRequiredToJet, enterManualAnimationState, equipFallbackWeapon, equipmentHead, equipmentTail, exitManualAnimationState, exitMount, firingMotor, forceMovement, forceMovementState, getAirSpace, GetAltWeapon, getArmAnimation, getControllingCharacter, getDrivenVehicle, GetGrappleData, getHealthInjectionAmount, GetHumanReadableName, GetKillerController, getMaxAmmo, getModifiedAmmo, getMount, GetOtherGrappleCount, GetOtherGrappleData, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, giveDefaultWeapon, gravity, healthInjection, hideJetpack, InGodMode, initialiseEquipment, initializeAnimationSystem, isFemale, isInAir, isLoopingAnimation, isLoopingArmAnimation, isLoopingUpperBodyAnimation, isPlayingAnimation, isPlayingUpperBodyAnimation, isTouchingEnergyBarrier, isZoomed, KilledBy, loopAnimation, loopArmAnimation, loopUpperBodyAnimation, newEquipment, newGrenades, newPack, nextEquipment, numDroppableCarryables, numHealthKitsCarried, numWeaponsCarried, OnChangeAirborne, OnChangeCollisionMaterial, OnChangeEffects, OnChangeMovement, OnChangeSkiInput, OnChangeUnderwater, OnChangeWater, OnHitObject, OnMovementCollision, OnMovementCollisionDamage, OnMovementCrushingDamage, OnMovementJump, OnViewerLostPawn, OnViewerSawPawn, pickupCarryable, playAnimation, playAttachedAnim, PlayDeathSound, PlayDying, playDynamicSpeech, playFireAnimation, playFlinchAnimation, PlayHurtSound, PlayMovementSpeech, playPackEffect, playPlayerScriptedSpeech, PlayQCAnimation, PlayQCSpeech, playQuickChatSpeech, playScriptedSpeech, playUpperBodyAnimation, PossessedBy, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PrecacheSpeech, prefixMovement, prevEquipment, putInWeaponSlot, removeEquipment, removeFromWeaponSlot, removeGrapplerCharacter, removeTempInvincibility, resetMovementAnimations, ropeObstructionTrace, serverDoInventoryRefill, setAnimationState, setArmsMesh, setJetpack, SetNaturalRopeLength, setTeam, setupAnimationChannels, setupAnimationLayers, setupAnimationManager, setupAnimationSprings, setupAnimationStates, setupVisionBone, setVelocity, setZoomed, ShouldActorsBlockSplash, shouldBreakRope, ShouldProjectileHit, showJetpack, spawnFallbackWeapon, StartGroundBasedLoopingEffect, stopAnimation, stopArmAnimation, stopHealthInjection, StopMovementEffects, stopPackEffect, stopUpperBodyAnimation, switchEquipment, team, teamClass, teleportTo, Tick, tickGrappler, Timer, Touch, TravelPostAccept, TravelPreAccept, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddVelocity, unifiedGetGravity, unifiedSetAcceleration, unifiedSetPosition, unifiedSetVelocity, Unpossessed, UnTouch, updateCasts, updateGrapplerRopeEquippedFirstPerson, updateGrapplerRopeThirdPerson, updatePackEffects, updateRopeDrawScale, updateUserSkin, useEnergy, useHealthKit, VelocityTag, wake, weaponUseEnergy

Variables Detail

### SingleplayerCharacter

#### armsMesh Source code

var(SingleplayerCharacter) Mesh armsMesh;

#### healthModifier Source code

var(SingleplayerCharacter) float healthModifier;

#### jetpackClass Source code

var(SingleplayerCharacter) class<Jetpack> jetpackClass;

#### loadoutAmmoMultiplier Source code

var(SingleplayerCharacter) float loadoutAmmoMultiplier;

> Weapons that the players are equipped with via loadouts have their ammo multiplied by this value

Functions Detail

#### getModifiedAmmo Source code

simulated function int getModifiedAmmo ( int baseAmmo) )

#### giveJetpack Source code

function giveJetpack ( class<Jetpack> jpClass) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

Defaultproperties

    defaultproperties
    {
    	armorClass = class'TestArmor'
    	loadoutClass = class'TestLoadout'
    	healthModifier = 1.0

    	jetpackClass = class'Jetpack'
    	armsMesh = SkeletalMesh'Weapons.PhoenixMediumFPH'

    	loadoutAmmoMultiplier = 1.0

    	bZoomOutOnSpawn = false
    	bCanZoom = true

    	bApplyHealthFilter = true
    }

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Creation time: st 23.5.2018 00:10:34.605 - Created with UnCodeX