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# Gameplay.MPActor

Extends
  Rook
Modifiers
  native dependsOn ( ObjectiveInfo )

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

#### Direct Known Subclasses:

> MPArea, MPCapturePoint, MPCarryable, MPConsumable, MPGoal, MPTarget

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
array<PlayerCharacterController> | spectatorList
LocalMessage
class<MPEventMessage> | secondaryMessageClass
MPActor
bool | bAllowSpectators
Name | idleAnim
string | localizedName
Objectives
String | primaryEnemyObjectiveDesc
String | primaryFriendlyObjectiveDesc
String | primaryNeutralObjectiveDesc
Stats
int | attackRadius
class<Stat> | attackStat
int | defendRadius
class<Stat> | defendStat

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

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary

Inherited Structures from Gameplay.Rook
DamageComponent

Inherited Structures from Engine.Pawn
HavokCharacterObjectInteractionEvent, HavokCharacterObjectInteractionResult

Functions Summary
|  | addDefaultObjectives ()))
|  | addEnemyObjective (string desc, optional Actor other))
|  | addFriendlyObjective (string desc, optional Actor other))
|  | addNeutralObjective (string desc, optional Actor other))
|  | addSpectator (PlayerCharacterController pcc))
|  | awardStat (Class<Stat> s, Character who, optional Controller target, optional int amount ))
|  | cleanup ()))
|  | contractLattice (TeamInfo t))
|  | evaluateObjectiveState ()))
|  | expandLattice (TeamInfo t))
| string | GetHumanReadableName ()))
| Rook | getNearest (class<Rook> type, Vector from, optional TeamInfo onlyTeam))
| name | getPersonalObjectiveName ()))
| name | getUniqueObjectiveName ()))
| Pawn | getViewTarget ()))
|  | incrementStatAttempt (Class<Stat> s, Character who ))
|  | onAvailableToLattice ()))
|  | onPlayerKilled (Controller Killer, Controller Target))
|  | onUnavailableToLattice ()))
|  | PostBeginPlay ()))
|  | PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor))
|  | registerStats (StatTracker tracker))
|  | removeDefaultObjectives ()))
|  | removePersonalObjective (PlayerCharacterController c))
|  | removeSpectator (PlayerCharacterController pcc))
|  | resetSpectatorViewTarget ()))
|  | scoreIndividual (Character who, int amount))
|  | scoreTeam (int amount, optional TeamInfo otherTeam))
|  | setObjectiveState (int i))
|  | setObjectiveTally (int num, int max))
|  | setPersonalObjective (PlayerCharacterController c, string desc, optional Actor other))
|  | setSpectatorViewTarget (Pawn target))

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

GameOver Source code
state GameOver

Variables Detail

#### spectatorList Source code

var array<PlayerCharacterController> spectatorList;

### LocalMessage

#### secondaryMessageClass Source code

var(LocalMessage) class<MPEventMessage> secondaryMessageClass;

> The class to use for secondary game event messages

### MPActor

#### bAllowSpectators Source code

var(MPActor) bool bAllowSpectators;

> If true, spectators can switch to view this object

#### idleAnim Source code

var(MPActor) Name idleAnim;

> An animation to play when this object is idle

#### localizedName Source code

var(MPActor) localized string localizedName;

### Objectives

#### primaryEnemyObjectiveDesc Source code

var(Objectives) localized String primaryEnemyObjectiveDesc;

> The localized description of the primary objective

#### primaryFriendlyObjectiveDesc Source code

var(Objectives) localized String primaryFriendlyObjectiveDesc;

> The localized description of the primary objective

#### primaryNeutralObjectiveDesc Source code

var(Objectives) localized String primaryNeutralObjectiveDesc;

> The localized description of the primary objective

### Stats

#### attackRadius Source code

var(Stats) int attackRadius;

> Radius within which you're considered to be attacking this object

#### attackStat Source code

var(Stats) class<Stat> attackStat;

> The stat awarded for killing enemies near this object if it's on the enemy team

#### defendRadius Source code

var(Stats) int defendRadius;

> Radius within which you're considered to be defending this object

#### defendStat Source code

var(Stats) class<Stat> defendStat;

> The stat awarded for killing enemies near this object if it's on the same team

Functions Detail

#### addDefaultObjectives Source code

function addDefaultObjectives ( ) )

#### addEnemyObjective Source code

function addEnemyObjective ( string desc, optional Actor other) )

#### addFriendlyObjective Source code

function addFriendlyObjective ( string desc, optional Actor other) )

#### addNeutralObjective Source code

function addNeutralObjective ( string desc, optional Actor other) )

#### addSpectator Source code

function addSpectator ( PlayerCharacterController pcc) )

#### awardStat Source code

function awardStat ( Class<Stat> s, Character who, optional Controller target, optional int amount ) )

#### cleanup Source code

function cleanup ( ) )

#### contractLattice Source code

simulated function contractLattice ( TeamInfo t) )

#### evaluateObjectiveState Source code

function evaluateObjectiveState ( ) )

#### expandLattice Source code

simulated function expandLattice ( TeamInfo t) )

#### GetHumanReadableName Source code

simulated function string GetHumanReadableName ( ) )

#### getNearest Source code

function Rook getNearest ( class<Rook> type, Vector from, optional TeamInfo onlyTeam) )

#### getPersonalObjectiveName Source code

function name getPersonalObjectiveName ( ) )

#### getUniqueObjectiveName Source code

function name getUniqueObjectiveName ( ) )

#### getViewTarget Source code

function Pawn getViewTarget ( ) )

#### incrementStatAttempt Source code

function incrementStatAttempt ( Class<Stat> s, Character who ) )

#### onAvailableToLattice Source code

simulated function onAvailableToLattice ( ) )

#### onPlayerKilled Source code

function onPlayerKilled ( Controller Killer, Controller Target) )

#### onUnavailableToLattice Source code

simulated function onUnavailableToLattice ( ) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### PostTakeDamage Source code

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

#### registerStats Source code

function registerStats ( StatTracker tracker) )

#### removeDefaultObjectives Source code

function removeDefaultObjectives ( ) )

#### removePersonalObjective Source code

function removePersonalObjective ( PlayerCharacterController c) )

#### removeSpectator Source code

function removeSpectator ( PlayerCharacterController pcc) )

#### resetSpectatorViewTarget Source code

function resetSpectatorViewTarget ( ) )

#### scoreIndividual Source code

function scoreIndividual ( Character who, int amount) )

#### scoreTeam Source code

function scoreTeam ( int amount, optional TeamInfo otherTeam) )

#### setObjectiveState Source code

function setObjectiveState ( int i) )

#### setObjectiveTally Source code

function setObjectiveTally ( int num, int max) )

#### setPersonalObjective Source code

function setPersonalObjective ( PlayerCharacterController c, string desc, optional Actor other) )

#### setSpectatorViewTarget Source code

function setSpectatorViewTarget ( Pawn target) )

Defaultproperties

    defaultproperties
    {
    	bAIThreat								= false
    	bBlockKarma								= true
    	bTriggerEffectEventsBeforeGameStarts	= true
    	bCanBeSensed							= false
    	bUseCompressedPosition					= false
    	bSimulateGravity						= false
    	bCanBeDamaged							= false
    	bAllowSpectators						= true

    	bNeedPostRenderCallback = true
    }

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Creation time: st 23.5.2018 00:10:32.772 - Created with UnCodeX