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

# Engine.Actor

00001 00002 00003 00004 00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
00655
00656
00657
00658
00659
00660
00661
00662
00663
00664
00665
00666
00667
00668
00669
00670
00671
00672
00673
00674
00675
00676
00677
00678
00679
00680
00681
00682
00683
00684
00685
00686
00687
00688
00689
00690
00691
00692
00693
00694
00695
00696
00697
00698
00699
00700
00701
00702
00703
00704
00705
00706
00707
00708
00709
00710
00711
00712
00713
00714
00715
00716
00717
00718
00719
00720
00721
00722
00723
00724
00725
00726
00727
00728
00729
00730
00731
00732
00733
00734
00735
00736
00737
00738
00739
00740
00741
00742
00743
00744
00745
00746
00747
00748
00749
00750
00751
00752
00753
00754
00755
00756
00757
00758
00759
00760
00761
00762
00763
00764
00765
00766
00767
00768
00769
00770
00771
00772
00773
00774
00775
00776
00777
00778
00779
00780
00781
00782
00783
00784
00785
00786
00787
00788
00789
00790
00791
00792
00793
00794
00795
00796
00797
00798
00799
00800
00801
00802
00803
00804
00805
00806
00807
00808
00809
00810
00811
00812
00813
00814
00815
00816
00817
00818
00819
00820
00821
00822
00823
00824
00825
00826
00827
00828
00829
00830
00831
00832
00833
00834
00835
00836
00837
00838
00839
00840
00841
00842
00843
00844
00845
00846
00847
00848
00849
00850
00851
00852
00853
00854
00855
00856
00857
00858
00859
00860
00861
00862
00863
00864
00865
00866
00867
00868
00869
00870
00871
00872
00873
00874
00875
00876
00877
00878
00879
00880
00881
00882
00883
00884
00885
00886
00887
00888
00889
00890
00891
00892
00893
00894
00895
00896
00897
00898
00899
00900
00901
00902
00903
00904
00905
00906
00907
00908
00909
00910
00911
00912
00913
00914
00915
00916
00917
00918
00919
00920
00921
00922
00923
00924
00925
00926
00927
00928
00929
00930
00931
00932
00933
00934
00935
00936
00937
00938
00939
00940
00941
00942
00943
00944
00945
00946
00947
00948
00949
00950
00951
00952
00953
00954
00955
00956
00957
00958
00959
00960
00961
00962
00963
00964
00965
00966
00967
00968
00969
00970
00971
00972
00973
00974
00975
00976
00977
00978
00979
00980
00981
00982
00983
00984
00985
00986
00987
00988
00989
00990
00991
00992
00993
00994
00995
00996
00997
00998
00999
01000
01001
01002
01003
01004
01005
01006
01007
01008
01009
01010
01011
01012
01013
01014
01015
01016
01017
01018
01019
01020
01021
01022
01023
01024
01025
01026
01027
01028
01029
01030
01031
01032
01033
01034
01035
01036
01037
01038
01039
01040
01041
01042
01043
01044
01045
01046
01047
01048
01049
01050
01051
01052
01053
01054
01055
01056
01057
01058
01059
01060
01061
01062
01063
01064
01065
01066
01067
01068
01069
01070
01071
01072
01073
01074
01075
01076
01077
01078
01079
01080
01081
01082
01083
01084
01085
01086
01087
01088
01089
01090
01091
01092
01093
01094
01095
01096
01097
01098
01099
01100
01101
01102
01103
01104
01105
01106
01107
01108
01109
01110
01111
01112
01113
01114
01115
01116
01117
01118
01119
01120
01121
01122
01123
01124
01125
01126
01127
01128
01129
01130
01131
01132
01133
01134
01135
01136
01137
01138
01139
01140
01141
01142
01143
01144
01145
01146
01147
01148
01149
01150
01151
01152
01153
01154
01155
01156
01157
01158
01159
01160
01161
01162
01163
01164
01165
01166
01167
01168
01169
01170
01171
01172
01173
01174
01175
01176
01177
01178
01179
01180
01181
01182
01183
01184
01185
01186
01187
01188
01189
01190
01191
01192
01193
01194
01195
01196
01197
01198
01199
01200
01201
01202
01203
01204
01205
01206
01207
01208
01209
01210
01211
01212
01213
01214
01215
01216
01217
01218
01219
01220
01221
01222
01223
01224
01225
01226
01227
01228
01229
01230
01231
01232
01233
01234
01235
01236
01237
01238
01239
01240
01241
01242
01243
01244
01245
01246
01247
01248
01249
01250
01251
01252
01253
01254
01255
01256
01257
01258
01259
01260
01261
01262
01263
01264
01265
01266
01267
01268
01269
01270
01271
01272
01273
01274
01275
01276
01277
01278
01279
01280
01281
01282
01283
01284
01285
01286
01287
01288
01289
01290
01291
01292
01293
01294
01295
01296
01297
01298
01299
01300
01301
01302
01303
01304
01305
01306
01307
01308
01309
01310
01311
01312
01313
01314
01315
01316
01317
01318
01319
01320
01321
01322
01323
01324
01325
01326
01327
01328
01329
01330
01331
01332
01333
01334
01335
01336
01337
01338
01339
01340
01341
01342
01343
01344
01345
01346
01347
01348
01349
01350
01351
01352
01353
01354
01355
01356
01357
01358
01359
01360
01361
01362
01363
01364
01365
01366
01367
01368
01369
01370
01371
01372
01373
01374
01375
01376
01377
01378
01379
01380
01381
01382
01383
01384
01385
01386
01387
01388
01389
01390
01391
01392
01393
01394
01395
01396
01397
01398
01399
01400
01401
01402
01403
01404
01405
01406
01407
01408
01409
01410
01411
01412
01413
01414
01415
01416
01417
01418
01419
01420
01421
01422
01423
01424
01425
01426
01427
01428
01429
01430
01431
01432
01433
01434
01435
01436
01437
01438
01439
01440
01441
01442
01443
01444
01445
01446
01447
01448
01449
01450
01451
01452
01453
01454
01455
01456
01457
01458
01459
01460
01461
01462
01463
01464
01465
01466
01467
01468
01469
01470
01471
01472
01473
01474
01475
01476
01477
01478
01479
01480
01481
01482
01483
01484
01485
01486
01487
01488
01489
01490
01491
01492
01493
01494
01495
01496
01497
01498
01499
01500
01501
01502
01503
01504
01505
01506
01507
01508
01509
01510
01511
01512
01513
01514
01515
01516
01517
01518
01519
01520
01521
01522
01523
01524
01525
01526
01527
01528
01529
01530
01531
01532
01533
01534
01535
01536
01537
01538
01539
01540
01541
01542
01543
01544
01545
01546
01547
01548
01549
01550
01551
01552
01553
01554
01555
01556
01557
01558
01559
01560
01561
01562
01563
01564
01565
01566
01567
01568
01569
01570
01571
01572
01573
01574
01575
01576
01577
01578
01579
01580
01581
01582
01583
01584
01585
01586
01587
01588
01589
01590
01591
01592
01593
01594
01595
01596
01597
01598
01599
01600
01601
01602
01603
01604
01605
01606
01607
01608
01609
01610
01611
01612
01613
01614
01615
01616
01617
01618
01619
01620
01621
01622
01623
01624
01625
01626
01627
01628
01629
01630
01631
01632
01633
01634
01635
01636
01637
01638
01639
01640
01641
01642
01643
01644
01645
01646
01647
01648
01649
01650
01651
01652
01653
01654
01655
01656
01657
01658
01659
01660
01661
01662
01663
01664
01665
01666
01667
01668
01669
01670
01671
01672
01673
01674
01675
01676
01677
01678
01679
01680
01681
01682
01683
01684
01685
01686
01687
01688
01689
01690
01691
01692
01693
01694
01695
01696
01697
01698
01699
01700
01701
01702
01703
01704
01705
01706
01707
01708
01709
01710
01711
01712
01713
01714
01715
01716
01717
01718
01719
01720
01721
01722
01723
01724
01725
01726
01727
01728
01729
01730
01731
01732
01733
01734
01735
01736
01737
01738
01739
01740
01741
01742
01743
01744
01745
01746
01747
01748
01749
01750
01751
01752
01753
01754
01755
01756
01757
01758
01759
01760
01761
01762
01763
01764
01765
01766
01767
01768
01769
01770
01771
01772
01773
01774
01775
01776
01777
01778
01779
01780
01781
01782
01783
01784
01785
01786
01787
01788
01789
01790
01791
01792
01793
01794
01795
01796
01797
01798
01799
01800
01801
01802
01803
01804
01805
01806
01807
01808
01809
01810
01811
01812
01813
01814
01815
01816
01817
01818
01819
01820
01821
01822
01823
01824
01825
01826
01827
01828
01829
01830
01831
01832
01833
01834
01835
01836
01837
01838
01839
01840
01841
01842
01843
01844
01845
01846
01847
01848
01849
01850
01851
01852
01853
01854
01855
01856
01857
01858
01859
01860
01861
01862
01863
01864
01865
01866
01867
01868
01869
01870
01871
01872
01873
01874
01875
01876
01877
01878
01879
01880
01881
01882
01883
01884
01885
01886
01887
01888
01889
01890
01891
01892
01893
01894
01895
01896
01897
01898
01899
01900
01901
01902
01903
01904
01905
01906
01907
01908
01909
01910
01911
01912
01913
01914
01915
01916
01917
01918
01919
01920
01921
01922
01923
01924
01925
01926
01927
01928
01929
01930
01931
01932
01933
01934
01935
01936
01937
01938
01939
01940
01941
01942
01943
01944
01945
01946
01947
01948
01949
01950
01951
01952
01953
01954
01955
01956
01957
01958
01959
01960
01961
01962
01963
01964
01965
01966
01967
01968
01969
01970
01971
01972
01973
01974
01975
01976
01977
01978
01979
01980
01981
01982
01983
01984
01985
01986
01987
01988
01989
01990
01991
01992
01993
01994
01995
01996
01997
01998
01999
02000
02001
02002
02003
02004
02005
02006
02007
02008
02009
02010
02011
02012
02013
02014
02015
02016
02017
02018
02019
02020
02021
02022
02023
02024
02025
02026
02027
02028
02029
02030
02031
02032
02033
02034
02035
02036
02037
02038
02039
02040
02041
02042
02043
02044
02045
02046
02047
02048
02049
02050
02051
02052
02053
02054
02055
02056
02057
02058
02059
02060
02061
02062
02063
02064
02065
02066
02067
02068
02069
02070
02071
02072
02073
02074
02075
02076
02077
02078
02079
02080
02081
02082
02083
02084
02085
02086
02087
02088
02089
02090
02091
02092
02093
02094
02095
02096
02097
02098
02099
02100
02101
02102
02103
02104
02105
02106
02107
02108
02109
02110
02111
02112
02113
02114
02115
02116
02117
02118
02119
02120
02121
02122
02123
02124
02125
02126
02127
02128
02129
02130
02131
02132
02133
02134
02135
02136
02137
02138
02139
02140
02141
02142
02143
02144
02145
02146
02147
02148
02149
02150
02151
02152
02153
02154
02155
02156
02157
02158
02159
02160
02161
02162
02163
02164
02165
02166
02167
02168
02169
02170
02171
02172
02173
02174
02175
02176
02177
02178
02179
02180
02181
02182
02183
02184
02185
02186
02187
02188
02189
02190
02191
02192
02193
02194
02195
02196
02197
02198
02199
02200
02201
02202
02203
02204
02205
02206
02207
02208
02209
02210
02211
02212
02213
02214
02215
02216
02217
02218
02219
02220
02221
02222
02223
02224
02225
02226
02227
02228
02229
02230
02231
02232
02233
02234
02235
02236
02237
02238
02239
02240
02241
02242
02243
02244
02245
02246
02247
02248
02249
02250
02251
02252
02253
02254
02255
02256
02257
02258
02259
02260
02261
02262
02263
02264
02265
02266
02267
02268
02269
02270
02271
02272
02273
02274
02275
02276
02277
02278
02279
02280
02281
02282
02283
02284
02285
02286
02287
02288
02289
02290
02291
02292
02293
02294
02295
02296
02297
02298
02299
02300
02301
02302
02303
02304
02305
02306
02307
02308
02309
02310
02311
02312
02313
02314
02315
02316
02317
02318
02319
02320
02321
02322
02323
02324
02325
02326
02327
02328
02329
02330
02331
02332
02333
02334
02335
02336
02337
02338
02339
02340
02341
02342
02343
02344
02345
02346
02347
02348
02349
02350
02351
02352
02353
02354
02355
02356
02357
02358
02359
02360
02361
02362
02363
02364
02365
02366
02367
02368
02369
02370
02371
02372
02373
02374
02375
02376
02377
02378
02379
02380
02381
02382
02383
02384
02385
02386
02387
02388
02389
02390
02391
02392
02393
02394
02395
02396
02397
02398
02399
02400
02401
02402
02403
02404
02405
02406
02407
02408
02409
02410
02411
02412
02413
02414
02415
02416
02417
02418
02419
02420
02421
02422
02423
02424
02425
02426
02427
02428
02429
02430
02431
02432
02433
02434
02435
02436
02437
02438
02439
02440
02441
02442
02443
02444
02445
02446
02447
02448
02449
02450
02451
02452
02453
02454
02455
02456
02457
02458
02459
02460
02461
02462
02463
02464
02465
02466
02467
02468
02469
02470
02471
02472
02473
02474
02475
02476
02477
02478
02479
02480
02481
02482
02483
02484
02485
02486
02487
02488
02489
02490
02491
02492
02493
02494
02495
02496
02497
02498
02499
02500
02501
02502
02503
02504
02505
02506
02507
02508
02509
02510
02511
02512
02513
02514
02515
02516
02517
02518
02519
02520
02521
02522
02523
02524
02525
02526
02527
02528
02529
02530
02531
02532
02533
02534
02535
02536
02537
02538
02539
02540
02541
02542
02543
02544
02545
02546
02547
02548
02549
02550
02551
02552
02553
02554
02555
02556
02557
02558
02559
02560
02561
02562
02563
02564
02565
02566
02567
02568
02569
02570
02571
02572
02573
02574
02575
02576
02577
02578
02579
02580
02581
02582
02583
02584
02585
02586
02587
02588
02589
02590
02591
02592
02593
02594
02595
02596
02597
02598
02599
02600
02601
02602
02603
02604
02605
02606
02607
02608
02609
02610
02611
02612
02613
02614
02615
02616
02617
02618
02619
02620
02621
02622
02623
02624
02625
02626
02627
02628
02629
02630
02631
02632
02633
02634
02635
02636
02637
02638
02639
02640
02641
02642
02643
02644
02645
02646
02647
02648
02649
02650
02651
02652
02653
02654
02655
02656
02657
02658
02659
02660
02661
02662
02663
02664
02665
02666
02667
02668
02669
02670
02671
02672
02673
02674
02675
02676
02677
02678
02679
02680
02681
02682
02683
02684
02685
02686
02687
02688
02689
02690
02691
02692
02693
02694
02695
02696
02697
02698
02699
02700
02701
02702
02703
02704
02705
02706
02707
02708
02709
02710
02711
02712
02713
02714
02715
02716
02717
02718
02719
02720
02721
02722
02723
02724
02725
02726
02727
02728
02729
02730
02731
02732
02733
02734
02735
02736
02737
02738
02739
02740
02741
02742
02743
02744
02745
02746
02747
02748
02749
02750
02751
02752
02753
02754
02755
02756
02757
02758
02759
02760
02761
02762
02763
02764
02765
02766
02767
02768
02769
02770
02771
02772
02773
02774
02775
02776
02777
02778
02779
02780
02781
02782
02783
02784
02785
02786
02787
02788
02789
02790
02791
02792
02793
02794
02795
02796
02797
02798
02799
02800
02801
02802
02803
02804
02805
02806
02807
02808
02809
02810
02811
02812
02813
02814
02815
02816
02817
02818
02819
02820
02821
02822
02823
02824
02825
02826
02827
02828
02829
02830
02831
02832
02833
02834
02835
02836
02837
02838
02839
02840
02841
02842
02843
02844
02845
02846
02847
02848
02849
02850
02851
02852
02853
02854
02855
02856
02857
02858
02859
02860
02861
02862
02863
02864
02865
02866
02867
02868
02869
02870
02871
02872
02873
02874
02875
02876
02877
02878
02879
02880
02881
02882
02883
02884
02885
02886
02887
02888
02889
02890
02891
02892
02893
02894
02895
02896
02897
02898
02899
02900
02901
02902
02903
02904
02905
02906
02907
02908
02909
02910
02911
02912
02913
02914
02915
02916
02917
02918
02919
02920
02921
02922
02923
02924
02925
02926
02927
02928
02929
02930
02931
02932
02933
02934
02935
02936
02937
02938
02939
02940
02941
02942
02943
02944
02945
02946
02947
02948
02949
02950
02951
02952
02953
02954
02955
02956
02957
02958
02959
02960
02961
02962
02963
02964
02965
02966
02967
02968
02969
02970
02971
02972
02973
02974
02975
02976
02977
02978
02979
02980
02981
02982
02983
02984
02985
02986
02987
02988
02989
02990
02991
02992
02993
02994
02995
02996
02997
02998
02999
03000
03001
03002
03003
03004
03005
03006
03007
03008
03009
03010
03011
03012
03013
03014
03015
03016
03017
03018
03019
03020
03021
03022
03023
03024
03025
03026
03027
03028
03029
03030
03031
03032
03033
03034
03035
03036
03037
03038
03039
03040
03041
03042
03043
03044
03045
03046
03047
03048
03049
03050
03051
03052
03053
03054
03055
03056
03057
03058
03059
03060
03061
03062
03063
03064
03065
03066
03067
03068
03069
03070
03071
03072
03073
03074
03075
03076
03077
03078
03079
03080
03081
03082
03083
03084
03085
03086
03087
03088
03089
03090
03091
03092
03093
03094
03095
03096
03097
03098

    //=============================================================================
    // Actor: The base class of all actors.
    // Actor is the base class of all gameplay objects.
    // A large number of properties, behaviors and interfaces are implemented in Actor, including:
    //
    // -	Display
    // -	Animation
    // -	Physics and world interaction
    // -	Making sounds
    // -	Networking properties
    // -	Actor creation and destruction
    // -	Triggering and timers
    // -	Actor iterator functions
    // -	Message broadcasting
    //
    // This is a built-in Unreal class and it shouldn't be modified.
    //=============================================================================
    class Actor extends Core.Object
    	abstract
    	threaded
    	native
    	nativereplication;

    // Light modulation.
    var(Lighting) enum ELightType
    {
    	LT_None,
    	LT_Steady,
    	LT_Pulse,
    	LT_Blink,
    	LT_Flicker,
    	LT_Strobe,
    	LT_BackdropLight,
    	LT_SubtlePulse,
    	LT_TexturePaletteOnce,
    	LT_TexturePaletteLoop,
    	LT_FadeOut
    } LightType;

    // Spatial light effect to use.
    var(Lighting) enum ELightEffect
    {
    #if IG_RENDERER // rowan: only support these light types
    	LE_Pointlight,
    	LE_Sunlight,
    	LE_Spotlight,
    #else
    	LE_None,
    	LE_TorchWaver,
    	LE_FireWaver,
    	LE_WateryShimmer,
    	LE_Searchlight,
    	LE_SlowWave,
    	LE_FastWave,
    	LE_CloudCast,
    	LE_StaticSpot,
    	LE_Shock,
    	LE_Disco,
    	LE_Warp,
    	LE_Spotlight,
    	LE_NonIncidence,
    	LE_Shell,
    	LE_OmniBumpMap,
    	LE_Interference,
    	LE_Cylinder,
    	LE_Rotor,
    	LE_Sunlight,
    	LE_QuadraticNonIncidence
    #endif // IG
    } LightEffect;

    // Lighting info.
    var(LightColor) float
    	LightBrightness;
    var(Lighting) float
    	LightRadius;
    var(LightColor) byte
    	LightHue,
    	LightSaturation;
    var(Lighting) byte
    	LightPeriod,
    	LightPhase,
    	LightCone;

    #if IG_TRIBES3 // Alex: disables copying of instances of this Actor in UnrealEd
    var bool bDisableEditorCopying;
    #endif

    #if IG_SHADOWS // rowan: SHADOW
    var(Lighting) bool bCastsVolumetricShadows;		// light casts volumetric shadows
    var(Lighting) bool bDisableShadowOptimisation;	// disable shadow clipping for this light source
    var(Lighting) bool bDisableBspVolumetrics;		// disable volumetric shadows and illumination for bsp surfaces affected by this light source
    var(Display)  bool bVolumetricShadowCast        "If true, lights with bCastsVolumetricShadows=true will cast volumetric shadows from this actor";
    #endif // IG

    #if IG_BUMPMAP // rowan: new bump params
    // force lights to require an extra pass on bump mapped objects (not go into approximation stream)
    var(Lighting) bool bDoNotApproximateBumpmap;
    var(Display) float BumpmapLODScale;
    #endif

    #if IG_SHARED // ckline: lights and projectors can be flagged to only affect the zone they're in
    var() bool bOnlyAffectCurrentZone "If this flag is set to TRUE on a light or projector, that light/projector will only affect actors and BSP that are in the same zone at the light/projector.";
    #endif

    #if IG_SHARED	// rowan: new light stuff
    var(Lighting) float MaxTraceDistance;		//max raytrace distance for sunlights in unrealed
    var(Advanced)	bool bImportantActor;				// lets the light scalability system know taht it should never cull this light
    var(Display) bool bGetOverlayMaterialFromBase;	// inherit your base's overlay
    var(Display) bool bGetSkinFromBase;				// inherit your base's skin
    #endif

    #if IG_SHARED	// rowan: post render callback for fun stuff
    var bool bNeedPostRenderCallback;
    #endif

    #if IG_EXTERNAL_CAMERAS
    // If this flag is set to TRUE then this object will be considered a
    // mirror, and be optimized as such in the renderer when rendering
    // external cameras
    var bool  bIsMirror;
    #endif

    #if IG_TRIBES3
    var const bool bIsVehicle;        // glenn: i suck and i need to check if an actor is a vehicle at a place where i dont have access to AVehicle in native code =(
    #endif

    #if IG_TRIBES3	// rowan: for cutscene characters, update their bound using char root motion
    var(Display) bool bUseRootMotionBound;
    #endif

    #if IG_TRIBES3 // Alex: when considering network relevancy always treat as visible regardless of bHidden
    var bool bNetworkRelevancyVisible;
    #endif

    #if IG_TRIBES3 // Paul: SpeechTag, used as a key to lookup speech files
    var(DynamicSpeech) String SpeechTag	"Used as a full or partial key to lookup speech files int the Dynamic Speech system";
    #endif // IG_TRIBES3

    #if IG_TRIBES3_PHYSICS // Paul: variables required for interacting with Karma through unified physics interface

    // accumulators for holding forces applied to karma objects
    // through the addForce & addTorque commands
    var private Vector forceAccumulator;
    var private Vector torqueAccumulator;

    // Need to maintain our own velocity & position, because they will get
    // clobbered if the karma object is awake when you explicitly set it.
    // WARNING: the unified velocity & position variables are NOT to be
    // relied upon for anything other than the unified physics API!!!
    var private bool bUnifiedPositionChanged;
    var private Vector unifiedPosition;
    var private bool bUnifiedVelocityChanged;
    var private Vector unifiedVelocity;

    #endif

    // Priority Parameters
    // Actor's current physics mode.
    var(Movement) const enum EPhysics
    {
    	PHYS_None,
    	PHYS_Walking,
    	PHYS_Falling,
    	PHYS_Swimming,
    	PHYS_Flying,
    	PHYS_Rotating,
    	PHYS_Projectile,
    	PHYS_Interpolating,
    	PHYS_MovingBrush,
    	PHYS_Spider,
    	PHYS_Trailer,
    	PHYS_Ladder,
    	PHYS_RootMotion,
        PHYS_Karma_Deprecated,
        PHYS_KarmaRagDoll_Deprecated,
    	PHYS_Havok,
    	PHYS_HavokSkeletal,
    #if IG_TRIBES3_MOVEMENT
    	PHYS_Movement,
    #endif
    } Physics;

    // Drawing effect.
    var(Display) const enum EDrawType
    {
    	DT_None,
    	DT_Sprite,
    	DT_Mesh,
    	DT_Brush,
    	DT_RopeSprite,
    	DT_VerticalSprite,
    	DT_Terraform,
    	DT_SpriteAnimOnce,
    	DT_StaticMesh,
    	DT_DrawType,
    	DT_Particle,
    	DT_AntiPortal,
    	DT_FluidSurface,
    #if IG_FLUID_VOLUME // rowan: draw type for fluid volume objects
    	DT_FluidVolume,
    #endif
    } DrawType;

    var(Display) const StaticMesh StaticMesh;		// StaticMesh if DrawType=DT_StaticMesh

    // Owner.
    var const Actor	Owner;			// Owner actor.
    var const Actor	Base;           // Actor we're standing on.

    struct ActorRenderDataPtr { var int Ptr; };
    struct LightRenderDataPtr { var int Ptr; };

    var const native ActorRenderDataPtr	ActorRenderData;
    var const native LightRenderDataPtr	LightRenderData;
    var const native int				RenderRevision;

    #if IG_SHARED	// rowan: sub visibility actors
    var const bool UsesSubVisibility;
    #endif

    enum EFilterState
    {
    	FS_Maybe,
    	FS_Yes,
    	FS_No
    };

    var const native EFilterState	StaticFilterState;

    struct BatchReference
    {
    	var int	BatchIndex,
    			ElementIndex;
    };

    var const native array<BatchReference>	StaticSectionBatches;

    #if IG_SHARED // ckline: ForcedVisibilityZoneTag can be used to limit projection to actors in specific zone
    var(Display) const name	ForcedVisibilityZoneTag "If set to something other than None, this actor will only render if the Tag of the ZoneInfo of its current zone is set to the same name.\n\nAdditionally, if the actor is a projector it will only project onto actors that are also in the correct zone.";
    #else
    var(Display) const name	ForcedVisibilityZoneTag; // Makes the visibility code treat the actor as if it was in the zone with the given tag.
    #endif

    // Lighting.
    var(Lighting) bool	     bSpecialLit;			// Only affects special-lit surfaces.
    var(Lighting) bool	     bActorShadows;			// Light casts actor shadows.
    var(Lighting) bool	     bCorona;			   // Light uses Skin as a corona.
    var(Lighting) bool		 bLightingVisibility;	// Calculate lighting visibility for this actor with line checks.
    var(Display) bool		 bUseDynamicLights;
    var bool				 bLightChanged;			// Recalculate this light's lighting now.

    //	Detail mode enum.

    enum EDetailMode
    {
    	DM_Low,
    	DM_High,
    	DM_SuperHigh
    };

    // Flags.
    var			  const bool	bStatic;			// Does not move or change over time. Don't let L.D.s change this - screws up net play
    var(Advanced)		bool	bHidden;			// Is hidden during gameplay.
    var(Advanced) const bool	bNoDelete;			// Cannot be deleted during play.
    var			  const	bool	bDeleteMe;			// About to be deleted.
    #if IG_SHARED	// rowan: Optimisation: ability to disable touch and tick
    var					bool	bDisableTick;
    var					bool	bDisableTouch;
    #endif
    // IGA <<< Bool bTicked changed to int called LastTick
    //var transient const bool		bTicked;				// Actor has been updated.
    // IGA
    var(Lighting)		bool	bDynamicLight;		// This light is dynamic.
    var					bool	bTimerLoop;			// Timer loops (else is one-shot).
    var					bool    bOnlyOwnerSee;		// Only owner can see this actor.
    var(Advanced)		bool    bHighDetail;		// Only show up in high or super high detail mode.
    var(Advanced)		bool	bSuperHighDetail;	// Only show up in super high detail mode.
    var					bool	bOnlyDrawIfAttached;	// don't draw this actor if not attached (useful for net clients where attached actors and their bases' replication may not be synched)
    var(Advanced)		bool	bStasis;			// In StandAlone games, turn off if not in a recently rendered zone turned off if  bStasis  and physics = PHYS_None or PHYS_Rotating.
    var					bool	bTrailerAllowRotation; // If PHYS_Trailer and want independent rotation control.
    var					bool	bTrailerSameRotation; // If PHYS_Trailer and true, have same rotation as owner.
    var					bool	bTrailerPrePivot;	// If PHYS_Trailer and true, offset from owner by PrePivot.
    #if IG_TRIBES3 // Alex:
    var(Advanced)		bool	bWorldGeometry;		// Collision and Physics treats this actor as world geometry
    #else
    var					bool	bWorldGeometry;		// Collision and Physics treats this actor as world geometry
    #endif
    var(Display)		bool    bAcceptsProjectors;	// Projectors can project onto this actor
    #if IG_SHARED // ckline: selectively prevent actors from receiving ShadowProjector shadows
    var(Display)		bool    bAcceptsShadowProjectors "If false, ShadowProjectors (e.g., player shadows) will not project onto this actor. This parameter is ignored unless bAcceptsProjectors=true.";
    #endif
    var					bool	bOrientOnSlope;		// when landing, orient base on slope of floor
    var			  const	bool	bOnlyAffectPawns;	// Optimisation - only test ovelap against pawns. Used for influences etc.
    var(Display)		bool	bDisableSorting;	// Manual override for translucent material sorting.
    var(Movement)		bool	bIgnoreEncroachers; // Ignore collisions between movers and

    var					bool    bShowOctreeNodes;
    var					bool    bWasSNFiltered;      // Mainly for debugging - the way this actor was inserted into Octree.

    // Networking flags
    var			  const	bool	bNetTemporary;				// Tear-off simulation in network play.
    var					bool	bOnlyRelevantToOwner;			// this actor is only relevant to its owner.
    var transient const	bool	bNetDirty;					// set when any attribute is assigned a value in unrealscript, reset when the actor is replicated
    var					bool	bAlwaysRelevant;			// Always relevant for network.
    var					bool	bReplicateInstigator;		// Replicate instigator to client (used by bNetTemporary projectiles).
    var					bool	bReplicateMovement;			// if true, replicate movement/location related properties
    var					bool	bSkipActorPropertyReplication; // if true, don't replicate actor class variables for this actor
    var					bool	bUpdateSimulatedPosition;	// if true, update velocity/location after initialization for simulated proxies
    var					bool	bTearOff;					// if true, this actor is no longer replicated to new clients, and
    														// is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated.
    var					bool	bOnlyDirtyReplication;		// if true, only replicate actor if bNetDirty is true - useful if no C++ changed attributes (such as physics)
    														// bOnlyDirtyReplication only used with bAlwaysRelevant actors
    var					bool	bReplicateAnimations;		// Should replicate SimAnim
    var const           bool    bNetInitialRotation;        // Should replicate initial rotation
    var					bool	bCompressedPosition;		// used by networking code to flag compressed position replication
    var					bool	bAlwaysZeroBoneOffset;		// if true, offset always zero when attached to skeletalmesh

    #if IG_TRIBES3 // Alex: ignored when determining whether or not a character can move between points
    var (Navigation) bool bNavigationRelevant;
    var (Navigation) bool bOverruleNavigationRelevant;
    #endif

    // Net variables.
    enum ENetRole
    {
    	ROLE_None,              // No role at all.
    	ROLE_DumbProxy,			// Dumb proxy of this actor.
    	ROLE_SimulatedProxy,	// Locally simulated proxy of this actor.
    	ROLE_AutonomousProxy,	// Locally autonomous proxy of this actor.
    	ROLE_Authority,			// Authoritative control over the actor.
    };
    var ENetRole RemoteRole, Role;
    var const transient int		NetTag;
    var const float NetUpdateTime;	// time of last update
    var float NetUpdateFrequency; // How many seconds between net updates.
    var float NetPriority; // Higher priorities means update it more frequently.
    var Pawn                  Instigator;    // Pawn responsible for damage caused by this actor.
    #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    var(Sound) sound          AmbientSound;  // Ambient sound effect.
    #endif
    var const name			AttachmentBone;		// name of bone to which actor is attached (if attached to center of base, =='')

    var       const LevelInfo Level;         // Level this actor is on.
    var transient const Level	XLevel;			// Level object.
    var(Advanced)	float		LifeSpan;		// How old the object lives before dying, 0=forever.

    #if IG_TRIBES3_MOVEMENT
    var name MovementObjectClass;
    var const MovementObject movementObject;
    #endif

    #if IG_TRIBES3_STATICMESH_SOCKETS	// glenn: support for staticmesh sockets
    enum SocketCoordinates
    {
    	SOCKET_World,       // socket in world coordinates (default)
    	SOCKET_Local,       // socket in local object coordinates
    };
    #endif

    #if IG_ACTOR_GROUPING // ryan: Actor grouping
    var const array<Object> OwnerGroups;
    #endif

    //-----------------------------------------------------------------------------
    // Structures.

    // Identifies a unique convex volume in the world.
    struct PointRegion
    {
    	var zoneinfo Zone;       // Zone.
    	var int      iLeaf;      // Bsp leaf.
    	var byte     ZoneNumber; // Zone number.
    };

    // Havok rigid body state
    struct HavokRigidBodyState
    {
    	var vector  Position;
    	var quat	Quaternion;
    	var vector	LinVel;
    	var vector	AngVel;
    };

    //-----------------------------------------------------------------------------
    // Major actor properties.

    // Scriptable.

    #if IG_TRIBES3 // karl: Bool bTicked changed to int called LastTick
    var transient const int		LastTick;			// Tick where Actor was updated.
    #endif

    #if IG_TRIBES3	// michaelj:  Added variables that allow filtering on level load
    var(Filter) class<GameInfo>						exclusiveToGameInfo		"This Actor will only appear in the specified game type.";
    var(Filter) array< class<GameInfo> >			gameInfoExclusions		"This Actor won't appear in any of the specified game types.";
    var(Filter) array< class<GameInfo> >			gameInfoInclusions		"This Actor will appear in the specified game types even if the game types exist in an exclusion filter.";
    var(Filter) int									maxDifficulty;
    var(Filter) int									minDifficulty;
    var(Filter) int									maxNumPlayers;
    var(Filter) int									minNumPlayers;
    #endif

    var const PointRegion     Region;        // Region this actor is in.
    var				float       TimerRate;		// Timer event, 0=no timer.
    var(Display) const mesh		Mesh;			// Mesh if DrawType=DT_Mesh.
    var transient float		LastRenderTime;	// last time this actor was rendered.
    var(Events) name			Tag;			// Actor's tag name.
    var transient array<int>  Leaves;		 // BSP leaves this actor is in.
    var(Events) name          Event;         // The event this actor causes.
    //var Inventory             Inventory;     // Inventory chain.
    var		const	float       TimerCounter;	// Counts up until it reaches TimerRate.
    var transient MeshInstance MeshInstance;	// Mesh instance.
    var(Display) float		  LODBias;
    var(Object) name InitialState;
    var(Object) name Group;

    // Internal.
    var const array<Actor>    Touching;		 // List of touching actors.
    var const transient array<int>  OctreeNodes;// Array of nodes of the octree Actor is currently in. Internal use only.
    var const transient Box	  OctreeBox;     // Actor bounding box cached when added to Octree. Internal use only.
    var const transient vector OctreeBoxCenter;
    var const transient vector OctreeBoxRadii;
    var const actor           Deleted;       // Next actor in just-deleted chain.
    var const float           LatentFloat;   // Internal latent function use.
    #if IG_SHARED   //tcohen: make FinishAnim() more reliable
    var const array<byte>	  LatentAnimChannelCount;	 //when FinishAnim() is called, this is set to the value of AnimationCount on the animation channel that we're blocked on.  Its used to detect if another animation starts playing before we execPollFinishAnim().
    #endif

    // Internal tags.
    var const native int CollisionTag;
    var const transient int JoinedTag;

    // The actor's position and rotation.
    var const	PhysicsVolume	PhysicsVolume;	// physics volume this actor is currently in
    var(Placement) const vector	Location;		// Actor's location; use Move to set.
    var(Placement) const rotator Rotation;		// Rotation.
    var(Movement) vector		Velocity;		// Velocity.
    var			  vector        Acceleration;	// Acceleration.

    var const vector CachedLocation;
    var const Rotator CachedRotation;
    var Matrix CachedLocalToWorld;

    // Attachment related variables
    var(Movement)	name	AttachTag;
    var const array<Actor>  Attached;			// array of actors attached to this actor.
    var const vector		RelativeLocation;	// location relative to base/bone (valid if base exists)
    var const rotator		RelativeRotation;	// rotation relative to base/bone (valid if base exists)

    var(Movement) bool bHardAttach;             // Uses 'hard' attachment code. bBlockActor and bBlockPlayer must also be false.
    											// This actor cannot then move relative to base (setlocation etc.).
    											// Dont set while currently based on something!
    											//
    var const     Matrix    HardRelMatrix;		// Transform of actor in base's ref frame. Doesn't change after SetBase.

    // Projectors
    struct ProjectorRenderInfoPtr { var int Ptr; };	// Hack to to fool C++ header generation...
    struct StaticMeshProjectorRenderInfoPtr { var int Ptr; };
    var const native array<ProjectorRenderInfoPtr> Projectors;// Projected textures on this actor
    var const native array<StaticMeshProjectorRenderInfoPtr>	StaticMeshProjectors;

    //-----------------------------------------------------------------------------
    // Display properties.

    var(Display) Material		Texture;			// Sprite texture.if DrawType=DT_Sprite
    var StaticMeshInstance		StaticMeshInstance; // Contains per-instance static mesh data, like static lighting data.
    var(Display) const editconst deepcopy model	Brush;				// Brush if DrawType=DT_Brush.
    var(Placement) const float	DrawScale;			// Scaling factor, 1.0=normal size.
    var(Placement) const vector	DrawScale3D;		// Scaling vector, (1.0,1.0,1.0)=normal size.
    var(Display) vector			PrePivot;			// Offset from box center for drawing.
    var(Display) array<Material> Skins;				// Multiple skin support - not replicated.
    var			Material		RepSkin;			// replicated skin (sets Skins[0] if not none)
    var(Display) byte			AmbientGlow;		// Ambient brightness, or 255=pulsing.
    var(Display) byte           MaxLights;          // Limit to hardware lights active on this primitive.
    var(Display) ConvexVolume	AntiPortal;			// Convex volume used for DT_AntiPortal
    var(Display) float          CullDistance;       // 0 == no distance cull, < 0 only drawn at distance > 0 cull at distance
    var(Display) float			ScaleGlow;

    // Style for rendering sprites, meshes.
    var(Display) enum ERenderStyle
    {
    	STY_None,
    	STY_Normal,
    	STY_Masked,
    	STY_Translucent,
    	STY_Modulated,
    	STY_Alpha,
    	STY_Additive,
    	STY_Subtractive,
    	STY_Particle,
    	STY_AlphaZ,
    } Style;

    // Display.
    var(Display)  bool      bUnlit;					// Lights don't affect actor.
    var(Display)  bool      bShadowCast;			// Casts static shadows.
    var(Display)  bool		bStaticLighting;		// Uses raytraced lighting.
    var(Display)  bool		bUseLightingFromBase;	// Use Unlit/AmbientGlow from Base

    // Advanced.
    var			  bool		bHurtEntry;				// keep HurtRadius from being reentrant
    var(Advanced) bool		bGameRelevant;			// Always relevant for game
    var(Advanced) bool		bCollideWhenPlacing;	// This actor collides with the world when placing.
    var			  bool		bTravel;				// Actor is capable of travelling among servers.
    var(Advanced) bool		bMovable;				// Actor can be moved.
    var			  bool		bDestroyInPainVolume;	// destroy this actor if it enters a pain volume
    var(Advanced) bool		bCanBeDamaged;			// can take damage
    var(Advanced) bool		bShouldBaseAtStartup;	// if true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating
    var			  bool		bPendingDelete;			// set when actor is about to be deleted (since endstate and other functions called
    												// during deletion process before bDeleteMe is set).
    var					bool	bAnimByOwner;		// Animation dictated by owner.
    var(Display) 		bool	bOwnerNoSee;		// Everything but the owner can see this actor.
    var(Advanced)		bool	bCanTeleport;		// This actor can be teleported.
    var					bool	bClientAnim;		// Don't replicate any animations - animation done client-side
    var					bool    bDisturbFluidSurface; // Cause ripples when in contact with FluidSurface.
    var			  const	bool	bAlwaysTick;		// Update even when players-only.

    //-----------------------------------------------------------------------------
    // Sound.

    #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    // Ambient sound.
    var(Sound) float        SoundRadius;			// Radius of ambient sound.
    var(Sound) byte         SoundVolume;			// Volume of ambient sound.
    var(Sound) byte         SoundPitch;				// Sound pitch shift, 64.0=none.
    #endif

    #if (IG_SHARED && !IG_EFFECTS) // david: Added this variable so we can turn off the default light brightness->sound volume behaviour
    var(Sound) bool         bScaleVolumeByLightBrightness;
    #endif

    // Sound occlusion
    enum ESoundOcclusion
    {
    	OCCLUSION_Default,
    	OCCLUSION_None,
    	OCCLUSION_BSP,
    	OCCLUSION_StaticMeshes,
    };

    var(Sound) ESoundOcclusion SoundOcclusion;		// Sound occlusion approach.

    #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    var(Sound) bool				bFullVolume;		// Whether to apply ambient attenuation.
    #endif

    // Carlos:  The effects system handles this in a completely different fashion.  This was used previously to have sounds
    // cut off other sounds playing in the same slot.  This has been superceded by the Monophonic system in the ig effects system.
    #if !IG_EFFECTS
    // Sound slots for actors.
    enum ESoundSlot
    {
    	SLOT_None,
    	SLOT_Misc,
    	SLOT_Pain,
    	SLOT_Interact,
    	SLOT_Ambient,
    	SLOT_Talk,
    	SLOT_Interface,
    };
    #endif // IG_EFFECTS

    // Music transitions.
    enum EMusicTransition
    {
    	MTRAN_None,
    	MTRAN_Instant,
    	MTRAN_Segue,
    	MTRAN_Fade,
    	MTRAN_FastFade,
    	MTRAN_SlowFade,
    };

    #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    // Regular sounds.
    var(Sound) float TransientSoundVolume;	// default sound volume for regular sounds (can be overridden in playsound)
    var(Sound) float TransientSoundRadius;	// default sound radius for regular sounds (can be overridden in playsound)
    #endif

    //-----------------------------------------------------------------------------
    // Collision.

    // Collision size.
    var(Collision) const float CollisionRadius;		// Radius of collision cyllinder.
    var(Collision) const float CollisionHeight;		// Half-height cyllinder.

    // Collision flags.
    var(Collision) const bool bCollideActors;		// Collides with other actors.
    var(Collision) bool       bCollideWorld;		// Collides with the world.
    var(Collision) bool       bBlockActors;			// Blocks other nonplayer actors.
    var(Collision) bool       bBlockPlayers;		// Blocks other player actors.
    var(Collision) bool       bProjTarget;			// Projectiles should potentially target this actor.
    #if IG_TRIBES3 // Ryan: PHYS_Projectile was not enough to identify all our projectiles
    var(Collision) bool       bProjectile;			// This actor is a projectile
    var(Collision) bool		  bSkipEncroachment;	// This actor does not encroach
    #endif // IG
    var(Collision) bool		  bBlockZeroExtentTraces; // block zero extent actors/traces
    var(Collision) bool		  bBlockNonZeroExtentTraces;	// block non-zero extent actors/traces
    var(Collision) bool       bAutoAlignToTerrain;  // Auto-align to terrain in the editor
    var(Collision) bool		  bUseCylinderCollision;// Force axis aligned cylinder collision (useful for static mesh pickups, etc.)
    var(Collision) const bool bBlockKarma;			// Block actors being simulated with Karma.
    var(Collision) const bool bBlockHavok;			// Block actors being simulated with Havok.

    #if IG_TRIBES3 // Alex: use Havok tunneling prevention code
    var(Havok) bool bEnableHavokBackstep;
    #endif

    #if IG_TRIBES3 // Alex: performing client side Havok physics - server side physics shall effectively ignore this actor
    var(Havok) bool bClientHavokPhysics;
    #endif

    #if IG_TRIBES3 // Alex:
    var(Collision) const bool bDisableHavokCollisionWhenAttached; // disable Havok collision when hard attached to an object
    #endif

    var       			bool    bNetNotify;         // actor wishes to be notified of replication events

    //-----------------------------------------------------------------------------
    // Physics.

    // Options.
    var			  bool		  bIgnoreOutOfWorld; // Don't destroy if enters zone zero
    var(Movement) bool        bBounce;           // Bounces when hits ground fast.
    var(Movement) bool		  bFixedRotationDir; // Fixed direction of rotation.
    var(Movement) bool		  bRotateToDesired;  // Rotate to DesiredRotation.
    var           bool        bInterpolating;    // Performing interpolating.
    var			  const bool  bJustTeleported;   // Used by engine physics - not valid for scripts.

    // Physics properties.
    var(Movement) float       Mass;				// Mass of this actor.
    var(Movement) float       Buoyancy;			// Water buoyancy.
    var(Movement) rotator	  RotationRate;		// Change in rotation per second.
    var(Movement) rotator     DesiredRotation;	// Physics will smoothly rotate actor to this rotation if bRotateToDesired.
    var			  Actor		  PendingTouch;		// Actor touched during move which wants to add an effect after the movement completes
    var       const vector    ColLocation;		// Actor's old location one move ago. Only for debugging
    var(Movement) float		  GravityScale;		// Multiplier for the effect of gravity on this actor

    const MAXSTEPHEIGHT = 35.0; // Maximum step height walkable by pawns
    const MINFLOORZ = 0.7; // minimum z value for floor normal (if less, not a walkable floor)
    					   // 0.7 ~= 45 degree angle for floor

    // ifdef WITH_KARMA

    // Used to avoid compression
    struct KRBVec
    {
    	var float	X, Y, Z;
    };

    struct KRigidBodyState
    {
    	var KRBVec	Position;
    	var Quat	Quaternion;
    	var KRBVec	LinVel;
    	var KRBVec	AngVel;
    };

    //var(Karma) deepcopy editinline KarmaParamsCollision KParams; // Parameters for Karma Collision/Dynamics.
    //var const native int KStepTag;

    #if IG_TRIBES3 // Alex: do not expose to UnrealEd
    var export editinline HavokObject HavokData; // Havok Dynamics info
    #else
    var(Havok) export editinline HavokObject HavokData; // Havok Dynamics info
    #endif

    #if IG_TRIBES3 // Alex: If not None an instance constructed and assigned to HavokData in HavokInitActor.
    var(Havok) class<HavokObject> havokDataClass;
    #endif

    #if IG_TRIBES3 // Alex: in Havok units
    var vector havokAngularVelocity;
    #endif

    #if IG_SHARED // Alex:
    var private vector havokGameTickForce;
    var private vector havokGameTickForcePosition;
    #endif

    #if IG_TRIBES3  // glenn: fastest rotating body speed in skeletal body (used for working out how fast a ragdoll is spinning)
    var const float havokSkeletalRotationSpeed;
    #endif

    // endif

    //-----------------------------------------------------------------------------
    // Animation replication (can be used to replicate channel 0 anims for dumb proxies)
    struct AnimRep
    {
    	var name AnimSequence;
    	var bool bAnimLoop;
    	var byte AnimRate;		// note that with compression, max replicated animrate is 4.0
    	var byte AnimFrame;
    	var byte TweenRate;		// note that with compression, max replicated tweentime is 4 seconds
    };
    var transient AnimRep		  SimAnim;		   // only replicated if bReplicateAnimations is true

    //-----------------------------------------------------------------------------
    // Forces.

    enum EForceType
    {
    	FT_None,
    	FT_DragAlong,
    };

    var (Force) EForceType	ForceType;
    var (Force)	float		ForceRadius;
    var (Force) float		ForceScale;

    //-----------------------------------------------------------------------------
    // Networking.

    // Symmetric network flags, valid during replication only.
    var const bool bNetInitial;       // Initial network update.
    var const bool bNetOwner;         // Player owns this actor.
    var const bool bNetRelevant;      // Actor is currently relevant. Only valid server side, only when replicating variables.
    var const bool bDemoRecording;	  // True we are currently demo recording
    var const bool bClientDemoRecording;// True we are currently recording a client-side demo
    var const bool bRepClientDemo;		// True if remote client is recording demo
    var const bool bClientDemoNetFunc;// True if we're client-side demo recording and this call originated from the remote.
    var const bool bDemoOwner;			// Demo recording driver owns this actor.
    var bool	   bNoRepMesh;			// don't replicate mesh

    //Editing flags
    #if IG_ACTOR_GROUPING // Ryan: Don't allow hiding and unhidding from the properties window
    var const bool        bHiddenEd;     // Is hidden during editing.
        #if IG_NOCOPY // ckline: Never export a non-default value of bHiddenEdGroup, else a pasted actora that was copied from an actor in a hidden group will be hidden and difficult to unhide.
            // use nocopy keyword to prevent copying of bHiddenEdGroup
            var const nocopy bool bHiddenEdGroup;// Is hidden by the group brower.
        #else
            // UObject::ExportProperties will prevent copying of bHiddenEdGroup via a slower property name check
    var const bool        bHiddenEdGroup;// Is hidden by the group brower.
        #endif
    #else
    var(Advanced) bool        bHiddenEd;     // Is hidden during editing.
    var(Advanced) bool        bHiddenEdGroup;// Is hidden by the group brower.
    #endif // IG
    var(Advanced) bool        bDirectional;  // Actor shows direction arrow during editing.
    var const bool            bSelected;     // Selected in UnrealEd.
    var(Advanced) bool        bEdShouldSnap; // Snap to grid in editor.
    var transient bool        bEdSnap;       // Should snap to grid in UnrealEd.
    var transient const bool  bTempEditor;   // Internal UnrealEd.
    var	bool				  bObsolete;	 // actor is obsolete - warn level designers to remove it
    var(Collision) bool		  bPathColliding;// this actor should collide (if bWorldGeometry && bBlockActors is true) during path building (ignored if bStatic is true, as actor will always collide during path building)
    var transient bool		  bPathTemp;	 // Internal/path building
    var	bool				  bScriptInitialized; // set to prevent re-initializing of actors spawned during level startup
    var(Advanced) bool        bLockLocation; // Prevent the actor from being moved in the editor.

    var Class<LocalMessage> MessageClass;

    #if IG_EFFECTS // tcohen: startup time optimization: most actors don't care about Alive or Spawned events. Saves TONS of time in debug builds by avoiding no-op triggers of Spawned and Alive events.
    // If false (the default), then TriggerEffectEvent() calls on this Actor that occur
    // before the game starts (i.e., before first Tick()) will be ignored.
    // If true, then effect events that happen before the game starts (such as
    // 'Alive' and 'Spawned' events) will be queued and triggered once the game starts
    var(Advanced) bool bTriggerEffectEventsBeforeGameStarts;
    var(Advanced) bool bNeedLifetimeEffectEvents;
    #endif

    //-----------------------------------------------------------------------------
    // Enums.

    // Travelling from server to server.
    enum ETravelType
    {
    	TRAVEL_Absolute,	// Absolute URL.
    	TRAVEL_Partial,		// Partial (carry name, reset server).
    	TRAVEL_Relative,	// Relative URL.
    };

    // double click move direction.
    enum EDoubleClickDir
    {
    	DCLICK_None,
    	DCLICK_Left,
    	DCLICK_Right,
    	DCLICK_Forward,
    	DCLICK_Back,
    	DCLICK_Active,
    	DCLICK_Done
    };

    #if IG_ACTOR_LABEL // david: Labels
    // Script variables
    var() Name Label				"This object's label for use within the GUI editing system, and scripting (not mandatory)";
    var bool bReplicateLabel; // label is not replicated unless this is true
    #endif

    #if IG_SCRIPTING // david: Script
    // Script variables
    var() const String TriggeredBy		"This actor only receives messages from actors that have a matching label";
    #endif

    #if IG_SHARED // ckline: notifications upon Pawn death and Actor destruction
    var(Advanced) bool bSendDestructionNotification "If true, all registered IInterestedActorDestroyed objects will be notified when this actor is destroyed. NOTE: this setting is ignored if bStatic=true.";
    #endif

    #if IG_UC_LATENT_STACK_CLEANUP // Ryan: Latent stack cleanup
    var transient noexport private const Array<INT> LatentStackLocations;
    #endif

    #if IG_SHARED // johna: support for AddDebugMessage()
    // Adds a line of text to be displayed in front of the actor (if the actor is visible)
    // Only valid for the current update, so it must be called each update
    native function AddDebugMessage(string NewMessage, optional color NewMessageColor);
    #endif // IG_SHARED

    //-----------------------------------------------------------------------------
    // natives.

    // Execute a console command in the context of the current level and game engine.
    native function string ConsoleCommand( string Command );

    //-----------------------------------------------------------------------------
    // Network replication.

    replication
    {
    	// Location
    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
    					&& (((RemoteRole == ROLE_AutonomousProxy) && bNetInitial)
    						|| ((RemoteRole == ROLE_SimulatedProxy) && (bNetInitial || bUpdateSimulatedPosition) && ((Base == None) || Base.bWorldGeometry))
    						|| ((RemoteRole == ROLE_DumbProxy) && ((Base == None) || Base.bWorldGeometry))) )
    		Location;

    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
    					&& ((DrawType == DT_Mesh) || (DrawType == DT_StaticMesh))
    					&& (((RemoteRole == ROLE_AutonomousProxy) && bNetInitial)
    						|| ((RemoteRole == ROLE_SimulatedProxy) && (bNetInitial || bUpdateSimulatedPosition) && ((Base == None) || Base.bWorldGeometry))
    						|| ((RemoteRole == ROLE_DumbProxy) && ((Base == None) || Base.bWorldGeometry))) )
    		Rotation;

    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
    					&& RemoteRole<=ROLE_SimulatedProxy )
    		Base,bOnlyDrawIfAttached;

    	unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
    					&& RemoteRole<=ROLE_SimulatedProxy && (Base != None) && !Base.bWorldGeometry)
    #if IG_TRIBES3 // Alex:
    		RelativeRotation, RelativeLocation;
    #else
    		RelativeRotation, RelativeLocation, AttachmentBone;
    #endif

    #if IG_TRIBES3 // Alex:
    	unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
    					&& RemoteRole<=ROLE_SimulatedProxy && (Base != None) && (!Base.bWorldGeometry || Base.DrawType == DT_Mesh))
    		AttachmentBone;
    #endif

    	// Physics
    	unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
    					&& (((RemoteRole == ROLE_SimulatedProxy) && (bNetInitial || bUpdateSimulatedPosition))
    						|| ((RemoteRole == ROLE_DumbProxy) && (Physics == PHYS_Falling || Physics==PHYS_Movement)))  )
    		Velocity;

    	unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
    					&& (((RemoteRole == ROLE_SimulatedProxy) && bNetInitial)
    						|| (RemoteRole == ROLE_DumbProxy)) )
    		Physics;

    	unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
    					&& (RemoteRole <= ROLE_SimulatedProxy) && (Physics == PHYS_Rotating) )
    		bFixedRotationDir, bRotateToDesired, RotationRate, DesiredRotation;

    #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    	// Ambient sound.
    	unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && (!bNetOwner || !bClientAnim) )
    		AmbientSound;
    #endif

    #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    	unreliable if( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && (!bNetOwner || !bClientAnim) && (AmbientSound!=None))
    		SoundRadius, SoundVolume, SoundPitch;
    #endif

    	// Animation.
    	unreliable if( (!bSkipActorPropertyReplication || bNetInitial)
    				&& (Role==ROLE_Authority) && (DrawType==DT_Mesh) && bReplicateAnimations )
    		SimAnim;

    #if IG_SHARED // Alex: required to fix SimAnim not playing animation in some instances
    	unreliable if( (!bSkipActorPropertyReplication || bNetInitial)
    				&& (Role==ROLE_Authority) && (DrawType==DT_Mesh) )
    		bReplicateAnimations;
    #endif

    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) )
    		bHidden, bHardAttach;

    	// Properties changed using accessor functions (Owner, rendering, and collision)
    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && bNetDirty )
    		Owner, DrawScale, DrawType, bCollideActors,bCollideWorld,bOnlyOwnerSee,Texture,Style, RepSkin;

    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && bNetDirty
    					&& (bCollideActors || bCollideWorld) )
    		bProjTarget, bBlockActors, bBlockPlayers, CollisionRadius, CollisionHeight;

    	// Properties changed only when spawning or in script (relationships, rendering, lighting)
    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) )
    		Role,RemoteRole,bNetOwner,LightType,bTearOff;

    /*
    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
    					&& bNetDirty && bNetOwner )
    		Inventory;
    */

    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
    					&& bNetDirty && bReplicateInstigator )
    		Instigator;

    	// Infrequently changed mesh properties
    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
    					&& bNetDirty && (DrawType == DT_Mesh) )
    		AmbientGlow,bUnlit,PrePivot;

    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
    					&& bNetDirty && !bNoRepMesh && (DrawType == DT_Mesh) )
    		Mesh;

    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
    				&& bNetDirty && (DrawType == DT_StaticMesh) )
    		StaticMesh;

    	// Infrequently changed lighting properties.
    	unreliable if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority)
    					&& bNetDirty && (LightType != LT_None) )
    		LightEffect, LightBrightness, LightHue, LightSaturation,
    		LightRadius, LightPeriod, LightPhase, bSpecialLit;

    	// replicated functions
    	unreliable if( bDemoRecording )
    		DemoPlaySound;

    #if IG_ACTOR_LABEL // david: added ability to replicate label (not normally needed)
    	reliable if ( Role == ROLE_Authority && bReplicateLabel && bNetDirty )
    		Label;
    #endif
    }

    //=============================================================================
    // Actor error handling.

    // Handle an error and kill this one actor.
    native(233) final function Error( coerce string S );

    //=============================================================================
    // General functions.

    #if IG_SHARED	// rowan: rendering stuff
    simulated event Material GetOverlayMaterial(int Index)
    {
    	if (Base != None && bGetOverlayMaterialFromBase)
    		return Base.GetOverlayMaterial(Index);

    	return None;
    }
    #endif

    #if IG_TRIBES3 // Ryan: allow IsOverlapping to be called from script
    native function bool IsOverlapping(Actor Other);
    #endif // IG

    #if IG_TRIBES3	// Marc: loop through all nearby pawns that have a controller
    native final iterator function nearbyControlledPawns( Vector CenterLocation, float Radius, out Pawn Pawn, optional name matchTag );
    #endif

    #if IG_SCRIPTING // david: functions to find objects by their script label
    // findByLabel
    // Finds the first actor with label
    function Actor findByLabel(class<Actor> actorClass, Name label, optional bool checkDead)
    {
    	local Actor a;
    	local Pawn p;
    	local class<Actor> findClass;

    	if (actorClass != None)
    	{
    		findClass = actorClass;
    	}
    	else
    	{
    		findClass = class'Actor';
    	}

    	ForEach DynamicActors(findClass, a)
    	{
    		if (a.label == label)
    		{
    			if (!checkDead)
    			{
    						return a;
    				}
    			else
    			{
    				p = Pawn(a);

    				if (p != None)
    				{
    					if (p.isAlive())
    						return a;
    				}
    				else return a;
    			}
    		}
    	}

    	return None;
    }

    // Iterator for all actors with label (same as findByLabel but for all matches, not just the first)
    native final iterator function actorLabel(class<Actor> actorClass, out Actor foundActor, Name label);

    // findStaticByLabel
    // Finds the first actor with label including static actors
    function Actor findStaticByLabel(class<Actor> actorClass, Name label, optional bool checkDead)
    {
    	local Actor a;
    	local Pawn p;
    	local class<Actor> findClass;

    	if (actorClass != None)
    	{
    		findClass = actorClass;
    	}
    	else
    	{
    		findClass = class'Actor';
    	}

    	ForEach AllActors(findClass, a)
    	{
    		if (a.label == label)
    		{
    			if (!checkDead)
    			{
    						return a;
    				}
    			else
    			{
    				p = Pawn(a);

    				if (p != None)
    				{
    					if (p.isAlive())
    						return a;
    				}
    				else return a;
    			}
    		}
    	}

    	return None;
    }

    #if IG_TRIBES3 // Alex:
    function classConstruct()
    {
    	bNavigationRelevant = true;
    }
    #endif

    // Iterator for all actors with label including static actors (same as findStaticByLabel but for all matches, not just the first)
    native final iterator function staticActorLabel(class<Actor> actorClass, out Actor foundActor, Name label);
    #endif

    #if IG_UC_ACTOR_ALLOCATOR // karl: Added Actor Allocator
    // Called by new operator (on the default object of a particular class).
    // Allocates and returns an object of that class.
    native static function Object Allocate( Object Context, Object Outer, optional string n, optional INT flags, optional Object Template );

    // Constructor
    overloaded native function Construct();
    overloaded native function Construct( actor Owner, optional name Tag,
    				  optional vector Location, optional rotator Rotation);
    #endif

    // Latent functions.
    #if IG_UC_THREADED // karl: Moved sleep to Object
    #else
    native(256) final latent function Sleep( float Seconds );
    #endif

    // Collision.
    native(262) final function SetCollision( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers );
    native(283) final function bool SetCollisionSize( float NewRadius, float NewHeight );
    native final function SetDrawScale(float NewScale);
    native final function SetDrawScale3D(vector NewScale3D);
    native final function SetStaticMesh(StaticMesh NewStaticMesh);
    native final function SetDrawType(EDrawType NewDrawType);

    #if IG_TRIBES3 // Ryan: Need to be able to access materials for controllable material types
    native final function Material GetMaterial(int Index);
    native final function Material ShallowCopyMaterial(Material src, Actor owner);
    #endif // IG

    // Movement.
    native(266) final function bool Move( vector Delta );
    native(267) final function bool SetLocation( vector NewLocation );
    native(299) final function bool SetRotation( rotator NewRotation );
    #if IG_TRIBES3 // david: TestMove returns true if a given move is valid for the actor (i.e. unobstructed) but doesn't move the actor
    native final function bool TestMove( vector Location, rotator Rotation );
    #endif

    // SetRelativeRotation() sets the rotation relative to the actor's base
    native final function bool SetRelativeRotation( rotator NewRotation );
    native final function bool SetRelativeLocation( vector NewLocation );

    native(3969) final function bool MoveSmooth( vector Delta );
    native(3971) final function AutonomousPhysics(float DeltaSeconds);

    // Relations.
    native(298) final function SetBase( actor NewBase, optional vector NewFloor );
    native(272) final function SetOwner( actor NewOwner );

    #if IG_TRIBES3	// marc: make an actor dormant for level designers
    // "onOff": true: make dormant; false: wake up
    function makeDormant( bool onOff )
    {
    	local Pawn pawn;

    	pawn = Pawn(self);

    	if ( onOff )
    	{
    		//log( "Making" @ name @ "dormant" );
    		if ( pawn != None )
    		{
    			level.AI_Setup.stopActions( pawn );
    			pawn.AI_LOD_LevelOrig = pawn.AI_LOD_Level;
    			level.AI_Setup.setAILOD( pawn, AILOD_NONE );
    		}
    		SetPhysics(PHYS_None);					// stop physics
    		bHidden = true;							// make invisible
    		setCollision( false, false, false );	// disable collisions
    	}
    	else
    	{
    		//log( "Waking" @ name @ "up" );
    		SetPhysics(default.Physics);			// restore physics
    		bHidden = default.bHidden;				// make visible
    		setCollision( default.bCollideActors, default.bBlockActors, default.bBlockPlayers );	// enable collisions
    		if ( pawn != None )
    		{
    			level.AI_Setup.setAILOD( pawn, pawn.AI_LOD_LevelOrig );
    			pawn.rematchGoals();
    		}
    	}
    }
    #endif

    //=============================================================================
    // Animation.

    native final function string GetMeshName();

    // Animation functions.
    native(259) final function PlayAnim( name Sequence, optional float Rate, optional float TweenTime, optional int Channel );

    #if IG_ANIM_ADDITIVE_BLENDING // darren: additive anim blending
    // Additively blends the animation specified by Sequence in the given
    // channel. PlayAnimAdditive uses the first frame of animation specified
    // by RefSequence as a reference, and blends the differences between
    // this reference and each frame of the Sequence animation. If
    // RefSequence is NULL, the first frame of the Sequence is used
    // as the reference. [darren]
    native final function PlayAnimAdditive( name Sequence, optional float Rate, optional float TweenTime, optional int Channel, optional name RefSequence );
    #endif

    native(260) final function LoopAnim( name Sequence, optional float Rate, optional float TweenTime, optional int Channel );
    native(294) final function TweenAnim( name Sequence, float Time, optional int Channel );
    native(282) final function bool IsAnimating(optional int Channel);
    native(261) final latent function FinishAnim(optional int Channel);
    native(263) final function bool HasAnim( name Sequence );
    native final function StopAnimating( optional bool ClearAllButBase );
    native final function FreezeAnimAt( float Time, optional int Channel);
    native final function SetAnimFrame( float Time, optional int Channel, optional int UnitFlag );
    native final function bool IsTweening(int Channel);

    #if IG_TRIBES3 // Ryan:
    simulated function PlayScriptedAnim(name AnimToPlay)
    {
    	PlayAnim(AnimToPlay);
    }
    #endif

    #if IG_SHARED
    // Get the length (in seconds) of an animation
    native final function float GetAnimLength( name Sequence, optional float Rate, optional float TweenTime, optional int Channel);
    #endif

    // ifdef WITH_LIPSINC
    native final function PlayLIPSincAnim(
    	name                LIPSincAnimName,
    	optional float		Volume,
    	optional float		Radius,
    	optional float		Pitch,
    	optional bool		bPositional
        );

    native final function StopLIPSincAnim();

    native final function bool HasLIPSincAnim( name LIPSincAnimName );
    native final function bool IsPlayingLIPSincAnim();
    native final function string CurrentLIPSincAnim();

    #if IG_TRIBES3 // dbeswick:
    native final function float GetLIPSincAnimDuration( name LIPSincAnimName );
    #endif

    // LIPSinc Animation notifications.
    event LIPSincAnimEnd();
    // endif

    // Animation notifications.
    event AnimEnd( int Channel );
    native final function EnableChannelNotify ( int Channel, int Switch );
    native final function int GetNotifyChannel();

    // Skeletal animation.
    simulated native final function LinkSkelAnim( MeshAnimation Anim, optional mesh NewMesh );
    simulated native final function LinkMesh( mesh NewMesh, optional bool bKeepAnim );
    native final function BoneRefresh();

    native final function AnimBlendParams( int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose);
    native final function AnimBlendToAlpha( int Stage, float TargetAlpha, float TimeInterval );

    native final function coords  GetBoneCoords(   name BoneName
    #if IG_SHARED // johna: optionally include offset to socket if BoneName is the name of a socket
    			  // -if BoneName is the name of a bone, bGetSocketCoords has no effect
    			  // -if BoneName is the name of a socket and bGetSocketCoords is false, the function returns the coords of the bone the socket is attached to
    			  // -if BoneName is the name of a socket and bGetSocketCoords is true, the function returns the coords of the socket (i.e., get the current world space location of the socket)
    											, optional bool bGetSocketCoords
    #endif
    											);
    native final function rotator GetBoneRotation( name BoneName, optional int Space );

    native final function vector  GetRootLocation();
    native final function rotator GetRootRotation();
    native final function vector  GetRootLocationDelta();
    native final function rotator GetRootRotationDelta();

    #if IG_TRIBES3 // Alex:
    native final function vector GetMeshOrigin();
    #endif

    native final function bool  AttachToBone( actor Attachment, name BoneName );
    native final function bool  DetachFromBone( actor Attachment );
    #if IG_SHARED // ckline: forcibly update the position of an Actor's attachments, even if the Actor is not visible
    // Causes all attachments to have their positions/rotations updated, regardless of
    // whether or not this actor is visible.
    native final function UpdateAttachmentLocations();
    #endif

    native final function LockRootMotion( int Lock );
    native final function SetBoneScale( int Slot, optional float BoneScale, optional name BoneName );

    native final function SetBoneDirection( name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha, optional int Space );
    native final function SetBoneLocation( name BoneName, optional vector BoneTrans, optional float Alpha );
    native final function SetBoneRotation( name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha );
    native final function GetAnimParams( int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate );
    native final function bool AnimIsInGroup( int Channel, name GroupName );

    //=========================================================================
    // Rendering.

    native final function plane GetRenderBoundingSphere();
    native final function DrawDebugLine( vector LineStart, vector LineEnd, byte R, byte G, byte B); // SLOW! Use for debugging only!

    //=========================================================================
    // Physics.

    native final function DebugClock();
    native final function DebugUnclock();

    // Physics control.
    native(301) final latent function FinishInterpolation();
    native(3970) final function SetPhysics( EPhysics newPhysics );

    native final function OnlyAffectPawns(bool B);

    // ifdef WITH_KARMA
    //native final function Quat KGetRBQuaternion();
    //
    //native final function KGetRigidBodyState(out KRigidBodyState RBstate);
    //native final function KDrawRigidBodyState(KRigidBodyState RBState, bool AltColour); // SLOW! Use for debugging only!
    //native final function vector KRBVecToVector(KRBVec RBvec);
    //native final function KRBVec KRBVecFromVector(vector v);
    //
    //native final function KSetMass( float mass );
    //native final function float KGetMass();
    //
    //// Set inertia tensor assuming a mass of 1. Scaled by mass internally to calculate actual inertia tensor.
    //native final function KSetInertiaTensor( vector it1, vector it2 );
    //native final function KGetInertiaTensor( out vector it1, out vector it2 );
    //
    //native final function KSetDampingProps( float lindamp, float angdamp );
    //native final function KGetDampingProps( out float lindamp, out float angdamp );
    //
    //native final function KSetFriction( float friction );
    //native final function float KGetFriction();
    //
    //native final function KSetRestitution( float rest );
    //native final function float KGetRestitution();
    //
    //native final function KSetCOMOffset( vector offset );
    //native final function KGetCOMOffset( out vector offset );
    //native final function KGetCOMPosition( out vector pos ); // get actual position of actors COM in world space
    //
    //native final function KSetImpactThreshold( float thresh );
    //native final function float KGetImpactThreshold();
    //
    //native final function KWake();
    //native final function bool KIsAwake();
    //native final function KAddImpulse( vector Impulse, vector Position, optional name BoneName );
    //
    //native final function KSetStayUpright( bool stayUpright, bool allowRotate );
    //native final function KSetStayUprightParams( float stiffness, float damping );
    //
    //native final function KSetBlockKarma( bool newBlock );
    //
    //native final function KSetActorGravScale( float ActorGravScale );
    //native final function float KGetActorGravScale();
    //
    //// Disable/Enable Karma contact generation between this actor, and another actor.
    //// Collision is on by default.
    //native final function KDisableCollision( actor Other );
    //native final function KEnableCollision( actor Other );
    //
    //// Ragdoll-specific functions
    //native final function KSetSkelVel( vector Velocity, optional vector AngVelocity, optional bool AddToCurrent );
    //native final function float KGetSkelMass();
    //native final function KFreezeRagdoll();
    //
    //// You MUST turn collision off (KSetBlockKarma) before using bone lifters!
    //native final function KAddBoneLifter( name BoneName, InterpCurve LiftVel, float LateralFriction, InterpCurve Softness );
    //native final function KRemoveLifterFromBone( name BoneName );
    //native final function KRemoveAllBoneLifters();
    //
    //// Used for only allowing a fixed maximum number of ragdolls in action.
    //native final function KMakeRagdollAvailable();
    //native final function bool KIsRagdollAvailable();
    //
    //// event called when Karmic actor hits with impact velocity over KImpactThreshold
    //event KImpact(actor other, vector pos, vector impactVel, vector impactNorm);
    //
    //// event called when karma actor's velocity drops below KVelDropBelowThreshold;
    //event KVelDropBelow();
    //
    //// event called when a ragdoll convulses (see KarmaParamsSkel)
    //event KSkelConvulse();

    // ---------------------
    // Paul: These event functions are now implemented with the unified physics
    // inteface near the bottom of the file.
    // ---------------------

    // event called just before sim to allow user to
    // NOTE: you should ONLY put numbers into Force and Torque during this event!!!!
    //event KApplyForce(out vector Force, out vector Torque);

    // This is called from inside C++ physKarma at the appropriate time to update state of Karma rigid body.
    // If you return true, newState will be set into the rigid body. Return false and it will do nothing.
    //event bool KUpdateState(out KRigidBodyState newState);*/

    // endif

    // Unreal Havok
    #if !IG_SHARED	// rowan: added new version of this that supports activation and deactivation
    native final function HavokActivate();
    #endif
    native final function bool HavokIsActive();

    native final function HavokImpartImpulse( vector Impulse, vector Position, optional name BoneName );
    native final function HavokImpartForce( vector Force, vector Position, optional name BoneName );

    // You can do this though HGetState / HavokUpdateState, but here is a quicker, specific to
    // just the velocities. If BoneName is None for a skeletal system, the last traced bone is used.
    // If you just set one bone in a skeletal system you will be introducing error into the system.
    #if IG_SHARED // ckline: if socket name specified, return velocity of bone socket is associated with
    //   Note: if HavokGet{Linear/Angular}Velocity is passed the name of a socket, the function will
    //   return the velocity of the bone to which the socket is attached.
    #endif
    native final function vector HavokGetLinearVelocity( optional name BoneName ); // in Unreal units
    native final function vector HavokGetAngularVelocity( optional name BoneName ); // in Unreal units
    native final function HavokSetLinearVelocity( vector Linear, optional name BoneName ); // in Unreal units
    native final function HavokSetAngularVelocity( vector Angular, optional name BoneName ); // in Unreal units
    native final function HavokSetLinearVelocityAll( vector Linear ); // Only really for Skeletal systems.
    #if IG_SHARED // ckline: can set havok damping from script
    // Set linear/angular damping on an actor. If this actor is a ragdoll, damping
    // will be applied to all bones unless a specific BoneName is specified.
    // Damping must be non-negative. As a reference, the default linear damping
    // on a rigid body is 0, and the default angular damping is 0.5.
    native final function HavokSetLinearDamping(float Damping, optional name BoneName);
    native final function HavokSetAngularDamping(float Damping, optional name BoneName);
    #endif
    native final function name HavokGetLastTracedBone();
    #if IG_SHARED	// rowan: IG extensions to havok integration
    native final function HavokImpartCOMImpulse( vector Impulse, optional name BoneName );	// apply impulse at exact havok COM
    native final function HavokActivate(optional bool Activate);
    #endif
    #if IG_SHARED // ckline: change bBlockHavok at runtime
    native final function HavokSetBlocking(bool blockHavok); // default param value is false
    #endif

    #if IG_TRIBES3	// michaelj:  Added positional and COM Havok functions
    native final function vector HavokGetPosition( optional name BoneName ); // in Unreal units
    native final function HavokSetPosition( vector Linear, optional name BoneName ); // in Unreal units
    native final function HavokSetCOM( vector Offset, optional name BoneName ); // in Unreal units
    native final function HavokImpartLinearForceAll( vector Force );	// apply linear force to each component of a ragdoll
    #endif

    #if IG_TRIBES3 // Alex:
    native final function HavokSetRotation(quat newRotation);
    #endif

    #if IG_TRIBES3  // glenn: added havok get center of mass
    native final function vector HavokGetCenterOfMass();
    #endif

    #if IG_SHARED // Alex: Imparts a force for the duration of a game tick. HavokImpartForce only applies force for the
    		// duration of a Havok tick. This function can only be called once per tick per actor, previous calls are
    		// ignored otherwise. Force is actually applied in the next game tick.
    native final function HavokSetGameTickForce(vector Force, vector Position);
    #endif

    // If you change the state and return true for this event, you will directly
    // effect the pos and rot of the given body. Note that this will cause the body to
    // effectlively teleport to that state, so make sure that that state is valid!
    native final function HavokGetState(out HavokRigidBodyState state, optional name BoneName);
    event bool HavokUpdateState(out HavokRigidBodyState newState);

    // Pairwise Collision Detection filter. THIS CAUSES SLOW DOWN AT RUNTIME (LIST CHECKS IN COLLISION CALLBACKS)
    // Try to use Collision Groups in the HavokRigidBidy instead (see after these funcs):
    native final function HavokSlowSetCollisionEnabled( actor Other, bool Enabled, optional name BoneNameA, optional name BoneNameB );

    // Change the Collision Groups info for this body.
    // 32768 system groups, 32 layers, 64 subpart ids. See the HavokRigidBody.uc  for more info.
    native final function HavokCollisionGroupChange( int layer, int systemGroup, int subpartID, int	subpartIgnoreID, optional name BoneName );

    // Call this after causing HavokQuit to be called (through SetPhysics( PHYS_None ) for instance if
    // you want to reset the animation flags so that the Havok pose is no longer the one used
    // and the animation is in full control. The first PHYSICAL bone in the hierarchy will be kept
    // the same orientation (by changing the Actor pos after refreshing the pose) and the actor pos
    // will remain unchanged. Thus you should be able to predict, given an animation set,
    // where the pose will be at the end of this call.
    native final function HavokReturnSkeletalActorToAnimationSystem();

    // end Unreal Havok

    // Timing
    native final function Clock(out float time);
    native final function UnClock(out float time);

    //=========================================================================
    // Music

    native final function int PlayMusic( string Song, float FadeInTime );
    native final function StopMusic( int SongHandle, float FadeOutTime );
    native final function StopAllMusic( float FadeOutTime );

    //=========================================================================
    // Engine notification functions.

    //
    // Major notifications.
    //
    #if IG_SWAT // SWAT untriggers 'alive' and triggers 'destroyed' in specific Handlers for ReactiveWorldObjects
    simulated event Destroyed();
    #else
    simulated event Destroyed()
    {
    #if IG_EFFECTS
    	if (bNeedLifetimeEffectEvents)
    	{
    		UntriggerEffectEvent('Alive');
    	}
    #endif
    }
    #endif
    event GainedChild( Actor Other );
    event LostChild( Actor Other );
    event Tick( float DeltaTime );
    event PostNetReceive();

    //
    // Triggers.
    //
    event Trigger( Actor Other, Pawn EventInstigator );
    event UnTrigger( Actor Other, Pawn EventInstigator );
    event BeginEvent();
    event EndEvent();

    //
    // Physics & world interaction.
    //
    event Timer();
    event HitWall( vector HitNormal, actor HitWall );
    event Falling();
    event Landed( vector HitNormal );
    event ZoneChange( ZoneInfo NewZone );
    event PhysicsVolumeChange( PhysicsVolume NewVolume );
    event Touch( Actor Other );
    event PostTouch( Actor Other ); // called for PendingTouch actor after physics completes
    event UnTouch( Actor Other );
    event Bump( Actor Other );
    event BaseChange();
    event Attach( Actor Other );
    event Detach( Actor Other );
    event Actor SpecialHandling(Pawn Other);
    event bool EncroachingOn( actor Other );
    event EncroachedBy( actor Other );
    event FinishedInterpolation()
    {
    	bInterpolating = false;
    }

    event EndedRotation();			// called when rotation completes
    event UsedBy( Pawn user ); // called if this Actor was touching a Pawn who pressed Use

    #if IG_TRIBES3	// rowan: extended touch for projectiles
    event ProjectileTouch( Actor Other, vector TouchLocation, vector TouchNormal );
    #endif

    //
    // Damage and kills.
    //
    event KilledBy( pawn EventInstigator );

    #if IG_EFFECTS  //tcohen: hooked for use by effects system
    final
    #endif
    #if IG_TRIBES3 // Ryan: damage is a float
    // glenn: projectileFactor to allow different knockback for projectiles against live characters vs. ragdolls and havok objects
    event TakeDamage( float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor)
    #else
    event TakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
    #endif // IG
    {
    //#if IG_EFFECTS
    //    TakeDamageEffectsHook();
    //#endif

        PostTakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, projectileFactor);
    }

    //final function TakeDamageEffectsHook()
    //{
    //#if IG_EFFECTS
    //    if (IsA('Pawn') && Pawn(self).Health <= 0)
    //        TriggerEffectEvent('DamagedDead');
    //    else
    //        TriggerEffectEvent('Damaged');
    //#endif
    //}

    #if IG_TRIBES3 // Ryan: damage is a float       glenn: add optional projectile factor [0,1]
    event PostTakeDamage( float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor);
    #else
    event PostTakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType);
    #endif // IG

    //
    // Trace a line and see what it collides with first.
    // Takes this actor's collision properties into account.
    // Returns first hit actor, Level if hit level, or None if hit nothing.
    //
    native(277) final function Actor Trace
    (
    	out vector      HitLocation,
    	out vector      HitNormal,
    	vector          TraceEnd,
    	optional vector TraceStart,
    	optional bool   bTraceActors,
    	optional vector Extent,
    	optional out material Material
    );

    #if IG_TRIBES3		// marc: optimized version of trace for AI
    native(553) final function Actor AITrace
    (
    	vector          TraceEnd,
    	optional vector TraceStart,
    	optional vector Extent
    );
    #endif

    // returns true if did not hit world geometry
    native(548) final function bool FastTrace
    (
    	vector          TraceEnd,
    	optional vector TraceStart
    );

    //
    // Spawn an actor. Returns an actor of the specified class, not
    // of class Actor (this is hardcoded in the compiler). Returns None
    // if the actor could not be spawned (either the actor wouldn't fit in
    // the specified location, or the actor list is full).
    // Defaults to spawning at the spawner's location.
    //
    native(278) final function actor Spawn
    (
    	class<actor>      SpawnClass,
    	optional actor	  SpawnOwner,
    	optional name     SpawnTag,
    	optional vector   SpawnLocation,
    	optional rotator  SpawnRotation
    );

    //
    // Destroy this actor. Returns true if destroyed, false if indestructable.
    // Destruction is latent. It occurs at the end of the tick.
    //
    native(279) final function bool Destroy();

    // Networking - called on client when actor is torn off (bTearOff==true)
    event TornOff();

    //=============================================================================
    // Timing.

    // Causes Timer() events every NewTimerRate seconds.
    native(280) final function SetTimer( float NewTimerRate, bool bLoop );

    //=============================================================================
    // Sound functions.

    /* Play a sound effect.
    */
    native(264) final function int PlaySound
    (
    	sound				Sound,
    #if !IG_EFFECTS
    	optional ESoundSlot Slot,
    #endif
    	optional float		Volume,
    	optional bool		bNoOverride,
    #if IG_EFFECTS
    	optional float		InnerRadius,
    	optional float		OuterRadius,
    #else
    	optional float		Radius,
    #endif
    	optional float		Pitch,
    #if IG_EFFECTS
    	optional int       	Flags,
        optional float      FadeInTime,
    #endif
    	optional bool		        Attenuate,
        optional float              AISoundRadius,
        optional Name               SoundCategory
    );

    /* play a sound effect, but don't propagate to a remote owner
     (he is playing the sound clientside)
     */
    native simulated final function PlayOwnedSound
    (
    	sound				Sound,
    #if !IG_EFFECTS
    	optional ESoundSlot Slot,
    #endif
    	optional float		Volume,
    	optional bool		bNoOverride,
    #if IG_EFFECTS
    	optional float		InnerRadius,
    	optional float		OuterRadius,
    #else
    	optional float		Radius,
    #endif
    	optional float		Pitch,
    #if IG_EFFECTS
        optional int        Flags,
        optional float      FadeInTime,
    #endif
    	optional bool		Attenuate
    );

    native simulated event DemoPlaySound
    (
    	sound				Sound,
    #if !IG_EFFECTS
    	optional ESoundSlot Slot,
    #endif
    	optional float		Volume,
    	optional bool		bNoOverride,
    #if IG_EFFECTS
    	optional float		InnerRadius,
    	optional float		OuterRadius,
    #else
    	optional float		Radius,
    #endif
    	optional float		Pitch,
    #if IG_EFFECTS
            optional int		Flags,
            optional float      FadeInTime,
    #endif
    	optional bool		Attenuate
    );

    /* Get a sound duration.
    */
    native final function float GetSoundDuration( sound Sound );

    #if IG_TRIBES3	// rowan: need this extra control over sounds for mojo
    native final function InterruptSound(sound Sound);
    native final function PauseSound(sound Sound);
    native final function ResumeSound(sound Sound);
    final function PlayLoopedSound
    (
    	sound				Sound,
    	optional float		Volume,
    	optional bool		bNoOverride,
    	optional float		InnerRadius,
    	optional float		OuterRadius,
    	optional float		Pitch,
    	optional int       	Flags,
    	optional bool		        Attenuate,
        optional float              AISoundRadius,
        optional Name               SoundCategory
    )
    {
    	PlaySound(Sound, Volume, bNoOverride, InnerRadius, OuterRadius, Pitch, 2 | Flags, 0, Attenuate, AISoundRadius, SoundCategory);
    }

    // Paul: added PlayStream forthe purposes of playing
    // streamed sounds from the GUI
    native simulated final function PlayStream
    (
    	String				StreamPath,
    	optional float		Volume,
    	optional float		InnerRadius,
    	optional float		OuterRadius,
    	optional float		Pitch,
    	optional int        Flags,
    	optional float      FadeInTime
     );

    #endif

    //=============================================================================
    // Force Feedback.
    // jdf ---
    native(566) final function PlayFeedbackEffect( String EffectName );
    native(567) final function StopFeedbackEffect( optional String EffectName ); // Pass no parameter or "" to stop all
    native(568) final function bool ForceFeedbackSupported( optional bool Enable );
    // --- jdf

    //=============================================================================
    // AI functions.

    /* Inform other creatures that you've made a noise
     they might hear (they are sent a HearNoise message)
     Senders of MakeNoise should have an instigator if they are not pawns.
    */
    native(512) final function MakeNoise( float Loudness );

    /* PlayerCanSeeMe returns true if any player (server) or the local player (standalone
    or client) has a line of sight to actor's location.
    */
    native(532) final function bool PlayerCanSeeMe();

    native final function vector SuggestFallVelocity(vector Destination, vector Start, float MaxZ, float MaxXYSpeed);

    //=============================================================================
    // Regular engine functions.

    // Teleportation.
    event bool PreTeleport( Teleporter InTeleporter );
    event PostTeleport( Teleporter OutTeleporter );

    // Level state.
    event BeginPlay();

    //========================================================================
    // Disk access.

    // Find files.
    static native(539) final function string GetMapName( string NameEnding, string MapName, int Dir );
    native(545) final function GetNextSkin( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc );
    native(547) final function string GetURLMap();
    native final function string GetNextInt( string ClassName, int Num );
    native final function GetNextIntDesc( string ClassName, int Num, out string Entry, out string Description );
    native final function bool GetCacheEntry( int Num, out string GUID, out string Filename );
    native final function bool MoveCacheEntry( string GUID, optional string NewFilename );

    //=============================================================================
    // Iterator functions.

    // Iterator functions for dealing with sets of actors.

    /* AllActors() - avoid using AllActors() too often as it iterates through the whole actor list and is therefore slow
    */
    native(304) final iterator function AllActors     ( class<actor> BaseClass, out actor Actor, optional name MatchTag );

    /* DynamicActors() only iterates through the non-static actors on the list (still relatively slow, bu
     much better than AllActors).  This should be used in most cases and replaces AllActors in most of
     Epic's game code.
    */
    native(313) final iterator function DynamicActors     ( class<actor> BaseClass, out actor Actor, optional name MatchTag );

    /* ChildActors() returns all actors owned by this actor.  Slow like AllActors()
    */
    native(305) final iterator function ChildActors   ( class<actor> BaseClass, out actor Actor );

    /* BasedActors() returns all actors based on the current actor (slow, like AllActors)
    */
    native(306) final iterator function BasedActors   ( class<actor> BaseClass, out actor Actor );

    /* TouchingActors() returns all actors touching the current actor (fast)
    */
    native(307) final iterator function TouchingActors( class<actor> BaseClass, out actor Actor );

    /* TraceActors() return all actors along a traced line.  Reasonably fast (like any trace)
    */
    native(309) final iterator function TraceActors   ( class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent );

    /* RadiusActors() returns all actors within a give radius.  Slow like AllActors().  Use CollidingActors() or VisibleCollidingActors() instead if desired actor types are visible
    (not bHidden) and in the collision hash (bCollideActors is true)
    */
    native(310) final iterator function RadiusActors  ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc );

    /* VisibleActors() returns all visible actors within a radius.  Slow like AllActors().  Use VisibleCollidingActors() instead if desired actor types are
    in the collision hash (bCollideActors is true)
    */
    native(311) final iterator function VisibleActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc );

    /* VisibleCollidingActors() returns visible (not bHidden) colliding (bCollideActors==true) actors within a certain radius.
    Much faster than AllActors() since it uses the collision hash
    */
    #if IG_SHARED // tcohen: Can iterate over VisibleCollidingActors that implement an Interface.
    native(312) final iterator function VisibleCollidingActors ( class<object> BaseClass, out object Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden
    #if IG_TRIBES3 // Ryan: added optional box text
    															, optional bool bUseBoxCheck, optional Actor checkActor, optional bool bIgnoreStatic
    #endif // IG
    															);
    #else
    native(312) final iterator function VisibleCollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden );
    #endif

    /* CollidingActors() returns colliding (bCollideActors==true) actors within a certain radius.
    Much faster than AllActors() for reasonably small radii since it uses the collision hash
    */
    native(321) final iterator function CollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc );

    //=============================================================================
    // Color functions
    native(549) static final operator(20) color -     ( color A, color B );
    native(550) static final operator(16) color *     ( float A, color B );
    native(551) static final operator(20) color +     ( color A, color B );
    native(552) static final operator(16) color *     ( color A, float B );

    //=============================================================================
    // Scripted Actor functions.

    /* RenderOverlays()
    called by player's hud to request drawing of actor specific overlays onto canvas
    */
    function RenderOverlays(Canvas Canvas);

    //=============================================================================
    // Scripted Texture Support

    // RenderTexture
    // Called when this actor is expected to render into the texture
    event RenderTexture(ScriptedTexture Tex);
    #if IG_EXTERNAL_CAMERAS
    // Called to notify this class that the scripted texture is being rendered, client has a chance to modify revision in this call to
    // receive a RenderTexture call when it's time.
    event PreScriptedTextureRendered(ScriptedTexture Tex);
    #endif

    //
    // Called immediately before gameplay begins.
    //
    event PreBeginPlay()
    {
    #if !IG_TRIBES3 // dbeswick: This method is too unreliable for our game. We need to move this to SpawnActor native code.
    	// Handle autodestruction if desired.
    	if( !bGameRelevant && (Level.NetMode != NM_Client) && !Level.Game.BaseMutator.CheckRelevance(Self) )
    		Destroy();
    #endif
    }

    //
    // Broadcast a localized message to all players.
    // Most message deal with 0 to 2 related PRIs.
    // The LocalMessage class defines how the PRI's and optional actor are used.
    //
    event BroadcastLocalizedMessage( class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Core.Object OptionalObject )
    {
    	Level.Game.BroadcastLocalized( self, MessageClass, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
    }

    // Called immediately after gameplay begins.
    //
    simulated event PostBeginPlay()
    {
    #if IG_EFFECTS
        //Please Note:
        //Actors that are spawned at zero, and whose real location are calculated later
        //  (eg. immediately attached to something else, like attached visual effects,)
        //  should TriggerEffectEvent('Spawned') after their location is set, or they
        //  are attached to their host.
        if (bNeedLifetimeEffectEvents && Location != vect(0,0,0))
        {
            TriggerEffectEvent('Spawned');
            TriggerEffectEvent('Alive');
        }
    #endif
    }

    // Called after PostBeginPlay.
    //
    simulated event SetInitialState()
    {
    	bScriptInitialized = true;
    	if( InitialState!='' )
    		GotoState( InitialState );
    	else
    		GotoState( 'Auto' );
    }

    // called after PostBeginPlay.  On a net client, PostNetBeginPlay() is spawned after replicated variables have been initialized to
    // their replicated values
    event PostNetBeginPlay();

    #if IG_SHARED // karl: called after savegame is loaded
    event PostLoadGame();
    #endif

    simulated event UpdatePrecacheRenderData()
    {
    	local int i;
    	for ( i=0; i<Skins.Length; i++ )
    		Level.AddPrecacheMaterial(Skins[i]);

    	if ( (DrawType == DT_StaticMesh) && !bStatic && !bNoDelete )
    		Level.AddPrecacheStaticMesh(StaticMesh);

    	if ( DrawType == DT_Mesh && Mesh != None)
    		Level.AddPrecacheMesh(Mesh);
    }

    /* HurtRadius()
     Hurt locally authoritative actors within the radius.
    */
    simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional Actor directHitActor, optional Vector directHitDirection )
    {
    	local actor victim;
    #if IG_TRIBES3 // Alex:
    	local array<Actor> hurtRadiusFamilyMembers;
    	local int index;
    	local bool found;
    #else
    	local float falloff;
    	local float Distance;
    	local vector position;
    	local vector direction;
    #endif

    	if( bHurtEntry )
    		return;

    	bHurtEntry = true;

    	foreach VisibleCollidingActors(class 'Actor', victim, DamageRadius, HitLocation, true, true, self, true)
    	{
    		if ((victim != self) && (Victim.Role==ROLE_Authority))
    		{
    #if IG_TRIBES3 // Alex:

    			// Do not apply damage to hurt radius family members. Instead cache the closest member of each family and apply damage after.
    			if (victim.getHurtRadiusParent() != None)
    			{
    				found = false;
    				for (index = 0; index < hurtRadiusFamilyMembers.length; ++index)
    				{
    					if (hurtRadiusFamilyMembers[index].getHurtRadiusParent() == victim.getHurtRadiusParent())
    					{
    						// replace existing one with this one if closer
    						if (VSizeSquared(HitLocation - victim.unifiedGetPosition()) <
    								VSizeSquared(HitLocation - hurtRadiusFamilyMembers[index].unifiedGetPosition()))
    						{
    							hurtRadiusFamilyMembers[index] = victim;
    						}
    						found = true;
    						break;
    					}
    				}

    				if (!found)
    				{
    					// new family so add it
    					hurtRadiusFamilyMembers.length = 1 + hurtRadiusFamilyMembers.length;
    					hurtRadiusFamilyMembers[hurtRadiusFamilyMembers.length - 1] = victim;
    				}
    				continue;
    			}

    			processHurtRadiusVictim(victim, DamageAmount, DamageRadius, DamageType, Momentum, HitLocation, directHitActor, directHitDirection);
    #else
    		    if (victim!=directHitActor)
    			{
    		        // indirect hit: radial splash damage and knockback

    		        //log("indirect hit");

                    position = victim.unifiedGetPosition();         // glenn: works for havok objects (somewhat)

    			    direction = position - HitLocation;
    			    Distance = FMax(1,VSize(direction));
    			    direction = direction / Distance;

                    // note: simple radial falloff to object center
                    // long thin objects may need some special attention here!

                    // what you really want is to find the nearest feature on the object
                    // and use that distance for the falloff - not the distance to the object center!

    			    falloff = 1.0 - FClamp((Distance - victim.CollisionRadius) / DamageRadius, 0.0, 1.0);

    			    Victim.TakeDamage
    				(
    				    falloff * DamageAmount,
    					Instigator,
    				    HitLocation,                            // glenn: note changed here because upright cylinder approximation makes *very* little sense for non-characters
    				    (falloff * Momentum * direction),
    					DamageType
    				);
    			}
    		    else
    		{
    		        // direct hit: full damage and knockback in specified direction

    		        //log("direct hit: "$directHitActor.name$" -> "$directHitDirection);

    			    Victim.TakeDamage
    			(
    				    DamageAmount,
    				Instigator,
    				    HitLocation,
    				    directHitDirection * Momentum,
    				DamageType
    			);
    		}
    #endif
    		}
    	}

    #if IG_TRIBES3 // Alex:
    	// apply damage to hurt radius families
    	for (index = 0; index < hurtRadiusFamilyMembers.length; ++index)
    	{
    		processHurtRadiusVictim(hurtRadiusFamilyMembers[index], DamageAmount, DamageRadius, DamageType, Momentum, HitLocation, directHitActor, directHitDirection);
    	}
    #endif

    	bHurtEntry = false;
    }

    #if IG_TRIBES3 // Alex:
    simulated final function processHurtRadiusVictim(Actor victim, float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional Actor directHitActor, optional Vector directHitDirection)
    {
    	local vector position;
    	local vector direction;
    	local float Distance;
    	local float falloff;

    	if (victim!=directHitActor)
    	{
    		// indirect hit: radial splash damage and knockback

    		//log("indirect hit");

    		// if in a hurt radius family use position of parent for damage calculations
    		if (victim.getHurtRadiusParent() == None)
    			position = victim.unifiedGetPosition();         // glenn: works for havok objects (somewhat)
    		else
    			position = victim.getHurtRadiusParent().unifiedGetPosition();

    		direction = position - HitLocation;
    		Distance = FMax(1,VSize(direction));
    		direction = direction / Distance;

    		// note: simple radial falloff to object center
    		// long thin objects may need some special attention here!

    		// what you really want is to find the nearest feature on the object
    		// and use that distance for the falloff - not the distance to the object center!

    		falloff = 1.0 - FClamp((Distance - victim.getReceiveDamageRadius()) / DamageRadius, 0.0, 1.0);

    		Victim.TakeDamage
    			(
    			falloff * DamageAmount,
    			Instigator,
    			HitLocation,                            // glenn: note changed here because upright cylinder approximation makes *very* little sense for non-characters
    			(falloff * Momentum * direction),
    			DamageType
    			);
    	}
    	else
    	{
    		// direct hit: full damage and knockback in specified direction

    		//log("direct hit: "$directHitActor.name$" -> "$directHitDirection);

    		Victim.TakeDamage
    			(
    			DamageAmount,
    			Instigator,
    			HitLocation,
    			directHitDirection * Momentum,
    			DamageType
    			);
    	}
    }

    // Return parent of hurt radius family. None implies this Actor is not a part of a hurt radius family.
    simulated function Actor getHurtRadiusParent()
    {
    	return None;
    }

    simulated function float getReceiveDamageRadius()
    {
    	return CollisionRadius;
    }

    #endif

    // Called when carried onto a new level, before AcceptInventory.
    //
    event TravelPreAccept();

    // Called when carried into a new level, after AcceptInventory.
    //
    event TravelPostAccept();

    // Called by PlayerController when this actor becomes its ViewTarget.
    //
    function BecomeViewTarget();

    // Returns the string representation of the name of an object without the package
    // prefixes.
    //
    #if IG_TRIBES3 // Alex:
    simulated function String GetItemName( string FullName )
    #else
    function String GetItemName( string FullName )
    #endif
    {
    	local int pos;

    	pos = InStr(FullName, ".");
    	While ( pos != -1 )
    	{
    		FullName = Right(FullName, Len(FullName) - pos - 1);
    		pos = InStr(FullName, ".");
    	}

    	return FullName;
    }

    // Returns the human readable string representation of an object.
    //
    simulated function String GetHumanReadableName()
    {
    	return GetItemName(string(class));
    }

    final function ReplaceText(out string Text, string Replace, string With)
    {
    	local int i;
    	local string Input;

    	Input = Text;
    	Text = "";
    	i = InStr(Input, Replace);
    	while(i != -1)
    	{
    		Text = Text $ Left(Input, i) $ With;
    		Input = Mid(Input, i + Len(Replace));
    		i = InStr(Input, Replace);
    	}
    	Text = Text $ Input;
    }

    #if IG_TRIBES3 // Paul: added accessor to get RadarInfo from a sensed actor
    simulated function class GetRadarInfoClass()
    {
    	return class(DynamicLoadObject("Gameplay.RadarInfo", class'Class'));
    }
    #endif

    // Set the display properties of an actor.  By setting them through this function, it allows
    // the actor to modify other components (such as a Pawn's weapon) or to adjust the result
    // based on other factors (such as a Pawn's other inventory wanting to affect the result)
    function SetDisplayProperties(ERenderStyle NewStyle, Material NewTexture, bool bLighting )
    {
    	Style = NewStyle;
    	texture = NewTexture;
    	bUnlit = bLighting;
    }

    function SetDefaultDisplayProperties()
    {
    	Style = Default.Style;
    	texture = Default.Texture;
    	bUnlit = Default.bUnlit;
    }

    // Get localized message string associated with this actor
    #if IG_TRIBES3 // david: more flexibility in LocalMessage system, uses Objects instead of PlayerReplicationInfos
    static function string GetLocalString(
    	optional int Switch,
    	optional Core.Object Related1,
    	optional Core.Object Related2
    	)
    #else
    static function string GetLocalString(
    	optional int Switch,
    	optional PlayerReplicationInfo RelatedPRI_1,
    	optional PlayerReplicationInfo RelatedPRI_2
    	)
    #endif
    {
    	return "";
    }

    function MatchStarting(); // called when gameplay actually starts
    function SetGRI(GameReplicationInfo GRI);

    #if IG_TRIBES3 // Alex:
    simulated function String GetDebugName()
    #else
    function String GetDebugName()
    #endif
    {
    	return GetItemName(string(self));
    }

    /* DisplayDebug()
    list important actor variable on canvas.  HUD will call DisplayDebug() on the current ViewTarget when
    the ShowDebug exec is used
    */
    simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
    {
    	local string T;
    	local float XL;
    	local int i;
    	local Actor A;
    	local name anim;
    	local float frame,rate;

    	Canvas.Style = ERenderStyle.STY_Normal;
    	Canvas.StrLen("TEST", XL, YL);
    	YPos = YPos + YL;
    	Canvas.SetPos(4,YPos);
    	Canvas.SetDrawColor(255,0,0);
    	T = GetDebugName();
    	if ( bDeleteMe )
    		T = T$" DELETED (bDeleteMe == true)";

    	Canvas.DrawText(T, false);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);
    	Canvas.SetDrawColor(255,255,255);

    	if ( Level.NetMode != NM_Standalone )
    	{
    		// networking attributes
    		T = "ROLE ";
    		Switch(Role)
    		{
    			case ROLE_None: T=T$"None"; break;
    			case ROLE_DumbProxy: T=T$"DumbProxy"; break;
    			case ROLE_SimulatedProxy: T=T$"SimulatedProxy"; break;
    			case ROLE_AutonomousProxy: T=T$"AutonomousProxy"; break;
    			case ROLE_Authority: T=T$"Authority"; break;
    		}
    		T = T$" REMOTE ROLE ";
    		Switch(RemoteRole)
    		{
    			case ROLE_None: T=T$"None"; break;
    			case ROLE_DumbProxy: T=T$"DumbProxy"; break;
    			case ROLE_SimulatedProxy: T=T$"SimulatedProxy"; break;
    			case ROLE_AutonomousProxy: T=T$"AutonomousProxy"; break;
    			case ROLE_Authority: T=T$"Authority"; break;
    		}
    		if ( bTearOff )
    			T = T$" Tear Off";
    		Canvas.DrawText(T, false);
    		YPos += YL;
    		Canvas.SetPos(4,YPos);
    	}
    	T = "Physics ";

    	Switch(Physics)
    	{
    		case PHYS_None: T=T$"None"; break;
    		case PHYS_Walking: T=T$"Walking"; break;
    		case PHYS_Falling: T=T$"Falling"; break;
    		case PHYS_Swimming: T=T$"Swimming"; break;
    		case PHYS_Flying: T=T$"Flying"; break;
    		case PHYS_Rotating: T=T$"Rotating"; break;
    		case PHYS_Projectile: T=T$"Projectile"; break;
    		case PHYS_Interpolating: T=T$"Interpolating"; break;
    		case PHYS_MovingBrush: T=T$"MovingBrush"; break;
    		case PHYS_Spider: T=T$"Spider"; break;
    		case PHYS_Trailer: T=T$"Trailer"; break;
    		case PHYS_Ladder: T=T$"Ladder"; break;
    #if IG_TRIBES3_MOVEMENT
    		case PHYS_Movement: T=T$"Movement"; break;
    #endif
    #if IG_SHARED // Alex:
    		case PHYS_Havok: T=T$"Havok"; break;
    #endif
    	}
    	T = T$" in physicsvolume "$GetItemName(string(PhysicsVolume))$" on base "$GetItemName(string(Base));
    #if IG_TRIBES3 // Alex:
    	if (bHardAttach)
    		T = T$" (Hard Attach) ";
    #endif
    	if ( bBounce )
    		T = T$" - will bounce";
    	Canvas.DrawText(T, false);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);

    #if IG_TRIBES3 // Alex:
    	if (bHardAttach)
    	{
    		Canvas.DrawText("Relative Location: "$RelativeLocation$" Relative Rotation: "$RelativeRotation, false);
    		YPos += YL;
    		Canvas.SetPos(4,YPos);
    	}
    #endif

    	Canvas.DrawText("Location: "$Location$" Rotation "$Rotation, false);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);
    	Canvas.DrawText("Velocity: "$Velocity$" Speed "$VSize(Velocity), false);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);
    	Canvas.DrawText("Acceleration: "$Acceleration, false);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);

    	Canvas.DrawColor.B = 0;
    	Canvas.DrawText("Collision Radius "$CollisionRadius$" Height "$CollisionHeight);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);

    	Canvas.DrawText("Collides with Actors "$bCollideActors$", world "$bCollideWorld$", proj. target "$bProjTarget);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);
    	Canvas.DrawText("Blocks Actors "$bBlockActors$", players "$bBlockPlayers);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);

    	T = "Touching ";
    	ForEach TouchingActors(class'Actor', A)
    		T = T$GetItemName(string(A))$" ";
    	if ( T == "Touching ")
    		T = "Touching nothing";
    	Canvas.DrawText(T, false);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);

    	Canvas.DrawColor.R = 0;
    	T = "Rendered: ";
    	Switch(Style)
    	{
    		case STY_None: T=T; break;
    		case STY_Normal: T=T$"Normal"; break;
    		case STY_Masked: T=T$"Masked"; break;
    		case STY_Translucent: T=T$"Translucent"; break;
    		case STY_Modulated: T=T$"Modulated"; break;
    		case STY_Alpha: T=T$"Alpha"; break;
    	}

    	Switch(DrawType)
    	{
    		case DT_None: T=T$" None"; break;
    		case DT_Sprite: T=T$" Sprite "; break;
    		case DT_Mesh: T=T$" Mesh "; break;
    		case DT_Brush: T=T$" Brush "; break;
    		case DT_RopeSprite: T=T$" RopeSprite "; break;
    		case DT_VerticalSprite: T=T$" VerticalSprite "; break;
    		case DT_Terraform: T=T$" Terraform "; break;
    		case DT_SpriteAnimOnce: T=T$" SpriteAnimOnce "; break;
    		case DT_StaticMesh: T=T$" StaticMesh "; break;
    	}

    	if ( DrawType == DT_Mesh )
    	{
    		T = T$GetItemName(string(Mesh));
    		if ( Skins.Length > 0 )
    		{
    			T = T$" skins: ";
    			for ( i=0; i<Skins.Length; i++ )
    			{
    				if ( Skins[i] == None )
    					break;
    				else
    					T =T$GetItemName(string(Skins[i]))$", ";
    			}
    		}

    		Canvas.DrawText(T, false);
    		YPos += YL;
    		Canvas.SetPos(4,YPos);

    		// mesh animation
    		GetAnimParams(0,anim,frame,rate);
    		T = "AnimSequence "$anim$" Frame "$frame$" Rate "$rate;
    		if ( bAnimByOwner )
    			T= T$" Anim by Owner";
    	}
    	else if ( (DrawType == DT_Sprite) || (DrawType == DT_SpriteAnimOnce) )
    		T = T$Texture;
    	else if ( DrawType == DT_Brush )
    		T = T$Brush;

    	Canvas.DrawText(T, false);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);

    	Canvas.DrawColor.B = 255;
    #if IG_TRIBES3 // david: removed old event system
    	Canvas.DrawText("Label: "$Label$" TriggeredBy: "$TriggeredBy$" STATE: "$GetStateName(), false);
    #else
    	Canvas.DrawText("Tag: "$Tag$" Event: "$Event$" STATE: "$GetStateName(), false);
    #endif
    	YPos += YL;
    	Canvas.SetPos(4,YPos);

    	Canvas.DrawText("Instigator "$GetItemName(string(Instigator))$" Owner "$GetItemName(string(Owner)));
    	YPos += YL;
    	Canvas.SetPos(4,YPos);

    #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    	Canvas.DrawText("Timer: "$TimerCounter$" LifeSpan "$LifeSpan$" AmbientSound "$AmbientSound);
    #else
    	Canvas.DrawText("Timer: "$TimerCounter$" LifeSpan "$LifeSpan);
    #endif
    	YPos += YL;
    	Canvas.SetPos(4,YPos);
    }

    // NearSpot() returns true is spot is within collision cylinder
    simulated final function bool NearSpot(vector Spot)
    {
    	local vector Dir;

    	Dir = Location - Spot;

    	if ( Abs(Dir.Z) > CollisionHeight )
    		return false;

    	Dir.Z = 0;
    	return ( VSize(Dir) <= CollisionRadius );
    }

    simulated final function bool TouchingActor(Actor A)
    {
    	local vector Dir;

    	Dir = Location - A.Location;

    	if ( Abs(Dir.Z) > CollisionHeight + A.CollisionHeight )
    		return false;

    	Dir.Z = 0;
    	return ( VSize(Dir) <= CollisionRadius + A.CollisionRadius );
    }

    /* StartInterpolation()
    when this function is called, the actor will start moving along an interpolation path
    beginning at Dest
    */
    simulated function StartInterpolation()
    {
    	GotoState('');
    	SetCollision(True,false,false);
    	bCollideWorld = False;
    	bInterpolating = true;
    	SetPhysics(PHYS_None);
    }

    /* Reset()
    reset actor to initial state - used when restarting level without reloading.
    */
    function Reset();

    /*
    Trigger an event
    */
    event TriggerEvent( Name EventName, Actor Other, Pawn EventInstigator )
    {
    	local Actor A;

    	if ( EventName == '' )
    		return;

    	ForEach DynamicActors( class 'Actor', A, EventName )
        {
    #if IG_EFFECTS
            A.PreTrigger(Other, EventInstigator);
    #endif
    		A.Trigger(Other, EventInstigator);
    	}
    }

    /*
    UnTrigger an event
    */
    function UnTriggerEvent( Name EventName, Actor Other, Pawn EventInstigator )
    {
    	local Actor A;

    	if ( EventName == '' )
    		return;

    	ForEach DynamicActors( class 'Actor', A, EventName )
    		A.UnTrigger(Other, EventInstigator);
    }

    function bool IsInVolume(Volume aVolume)
    {
    	local Volume V;

    	ForEach TouchingActors(class'Volume',V)
    		if ( V == aVolume )
    			return true;
    	return false;
    }

    function bool IsInPain()
    {
    	local PhysicsVolume V;

    	ForEach TouchingActors(class'PhysicsVolume',V)
    		if ( V.bPainCausing && (V.DamagePerSec > 0) )
    			return true;
    	return false;
    }

    function PlayTeleportEffect(bool bOut, bool bSound);

    function bool CanSplash()
    {
    	return false;
    }

    function vector GetCollisionExtent()
    {
    	local vector Extent;

    	Extent = CollisionRadius * vect(1,1,0);
    	Extent.Z = CollisionHeight;
    	return Extent;
    }

    simulated function bool EffectIsRelevant(vector SpawnLocation, bool bForceDedicated )
    {
    	local PlayerController P;
    	local bool bResult;

    	if ( Level.NetMode == NM_DedicatedServer )
    		bResult = bForceDedicated;
    	else if ( Level.NetMode == NM_Client )
    		bResult = true;
    	else if ( (Instigator != None) && Instigator.IsHumanControlled() )
    		bResult =  true;
    	else if ( SpawnLocation == Location )
    		bResult = ( Level.TimeSeconds - LastRenderTime < 3 );
    	else if ( (Instigator != None) && (Level.TimeSeconds - Instigator.LastRenderTime < 3) )
    		bResult = true;
    	else
    	{
    		P = Level.GetLocalPlayerController();
    		if ( P == None )
    			bResult = false;
    		else
    			bResult = ( (Vector(P.Rotation) Dot (SpawnLocation - P.ViewTarget.Location)) > 0.0 );
    	}
    	return bResult;
    }

    #if IG_EFFECTS
    // Register for notification that gameplay has started
    simulated final function RegisterNotifyGameStarted() { Level.InternalRegisterNotifyGameStarted(self); }
    // Callback when gameplay has started
    simulated function OnGameStarted();

    // Add a context to be considered for the _next_ TriggerEffectEvent().
    //
    // WARNING: Caller should _always_ TriggerEffectEvent() after adding
    //          contexts.  Failure to do so may adversely affect the next
    //          call to TriggerEffectEvent().
    simulated function AddContextForNextEffectEvent(name Context)
    {
        if( Level.NetMode == NM_DedicatedServer )
            return;

        Level.EffectsSystem.AddContextForNextEffectEvent(Context);
    }

    //returns True iff any effect event responses match the effect event that occurred.
    simulated event bool TriggerEffectEvent(
        name EffectEvent,                   // The name of the effect event to trigger.  Should be a verb in past tense, eg. 'Landed'.
        // -- Optional Parameters --        // -- Optional Parameters --
        optional Actor Other,               // The "other" Actor involved in the effect event, if any.
        optional Material TargetMaterial,   // The Material involved in the effect event, eg. the matterial that a 'BulletHit'.
        optional vector HitLocation,        // The location in world-space (if any) at which the effect event occurred.
        optional rotator HitNormal,         // The normal to the involved surface (if any) at the HitLocation.
        optional bool PlayOnOther,          // If true, then any effects played will be associated with Other rather than Self.
        optional bool QueryOnly,            // If true, then don't actually play any effects.
                                            //   _True_ is still returned iff any responses matched the effect event.
                                            //   This can be used to determine if there are any effects associated with a particular effect event,
                                            //   without actually responding to the effect event.
        optional IEffectObserver Observer,  // Optional Observer that gets callbacks when effects are started and stopped.
                                            // Useful when you want to edit an effect dynamically
        optional name ReferenceTag)         // If ReferenceTag is not passed (or is ''), then Other.Tag is used instead
    										//   when matching event triggers to responses.
    {
        if( Level.NetMode == NM_DedicatedServer )
            return false;

        if (Level.HasGameStarted() || bTriggerEffectEventsBeforeGameStarts)
        {
    		return Level.EffectsSystem.EffectEventTriggered(
                    self,
                    EffectEvent,
                    Other,
                    TargetMaterial,
                    HitLocation,
                    HitNormal,
                    false,
                    PlayOnOther,
                    QueryOnly,
                    Observer,
                    ReferenceTag);
        }
        else
        {
            return false;   //we don't want to trigger effect events before the game starts
        }
    }

    simulated event UnTriggerEffectEvent(name EffectEvent,optional name ReferenceTag)
    {
        if( Level.NetMode == NM_DedicatedServer )
            return;

        Level.EffectsSystem.EffectEventTriggered(
                self, EffectEvent,,,,,true,,,,ReferenceTag);  //untriggered
    }

    //gets called before Trigger()
    simulated final function PreTrigger( Actor Other, Pawn EventInstigator )
    {
        TriggerEffectEvent('Triggered');
    }
    #endif // IG_EFFECTS

    #if IG_SHARED  //tcohen (by ckline): get a material on a mesh
    // Retrieves a reference to the 'active' material at the specified index. First
    // the actor is checked for an instance-specific material at the given
    // index in the Skins array; if this is not null then it is returned. Next the
    // default materials are checked. If there is not valid
    // instance-specific or default material at the given Index, then
    // None is returned.
    // This method handles objects that are DrawType DT_Mesh and DT_StaticMesh,
    // but not other drawtypes.
    native final event Material GetCurrentMaterial(optional int Index); //defaults to 0
    #endif

    #if IG_SCRIPTING // david:
    // onMessage
    event function onMessage(Message msg);

    // registerMessage
    // Convenience function
    // triggeredByFilter is a comma-separated list of actor labels
    function registerMessage(class<Message> messageClass, coerce string triggeredByFilter)
    {
        // registerReceiver will not register the receiver if triggeredByFilter is equivalent of NAME_None
        AssertWithDescription(triggeredByFilter != "None" && triggeredByFilter != "", "triggeredByFilter with value of '"$triggeredByFilter$"' was passed by "$Name$" to RegisterMessage("$messageClass$")");
    	Level.messageDispatcher.registerReceiver(self, messageClass, triggeredByFilter);
    }

    // registerClientMessage
    // The message could potentially be receieved on both a server and a net client
    // (Most messages should have no need to be client-side)
    // triggeredByFilter is a comma-separated list of actor labels
    simulated function registerClientMessage(class<Message> messageClass, coerce string triggeredByFilter)
    {
        // registerReceiver will not register the receiver if triggeredByFilter is equivalent of NAME_None
        AssertWithDescription(triggeredByFilter != "None" && triggeredByFilter != "", "triggeredByFilter with value of '"$triggeredByFilter$"' was passed by "$Name$" to RegisterClientMessage("$messageClass$")");
    	Level.messageDispatcher.registerReceiver(self, messageClass, triggeredByFilter);
    }

    // dispatchMessage
    // Convenience function
    function dispatchMessage(Message msg)
    {
    	Level.messageDispatcher.dispatch(self, msg);
    }

    // clientDispatchMessage
    // The message could potentially be dispatched on both a server and a net client
    simulated function clientDispatchMessage(Message msg)
    {
    	Level.messageDispatcher.dispatch(self, msg);
    }
    #endif // IG_SCRIPTING

    #if IG_SHARED // ckline: Used by effects system, but could also be of general use

    // OptimizeOut: makes this actor as lightweight and optimal as possible by making sure it's not rendered, or ticked
    final function OptimizeOut()
    {
    	// Hide the actor
        bHidden = true;

        // Make the actor not get ticked
        SetPhysics(PHYS_None);
        bStasis = true;

        OnOptimizedOut();
    }

    // OptimizedIn: returns from an OptimizedOut state, which resets the values back to defaults (Note: maybe they should be backed up from the last optimized out call)
    final function OptimizeIn()
    {
    	// Show the actor.
        bHidden = Default.bHidden;

        // Make the actor receive ticks again
        SetPhysics(Default.Physics);
        bStasis = Default.bStasis;

    	// Allow subclasses to hook into this.
        OnOptimizedIn();
    }
    function OnOptimizedOut();      // Notification we've been optimized out
    function OnOptimizedIn();       // Notification we've been optimized in

    // Make an actor hidden, and stop it from ticking.
    // Note: it is not an error to hide something that is already hidden
    final function Hide()
    {
    	// Hide the actor
        bHidden = true;
    }
    // Allow subclasses to implement additional functionality when an actor gets a Hide() call
    function OnHidden();

    // Un-hide an actor that was previously hidden via Hide()
    // Note: it is not an error to show something that is not hidden.
    final function Show()
    {
    	// Show the actor.
        bHidden = false;
        OnShown();
    }

    // Allow subclasses to implement additional functionality when an actor gets a Show() call
    function OnShown();

    #endif // IG_SHARED

    #if IG_TRIBES3_PHYSICS  // physics: ragdoll support code
    native final function AnimStopLooping(optional int Channel);
    native final function Name GetClosestBone( Vector loc, Vector ray, out float boneDist, optional Name BiasBone, optional float BiasDistance );
    #endif

    #if IG_TRIBES3_STATICMESH_SOCKETS	// glenn: support for staticmesh sockets
    native final event bool getSocket(String name, out Vector position, out Rotator rotation, out Vector scale, optional SocketCoordinates coordinates);
    native final event bool checkSocket(String name);
    #endif

    #if IG_TRIBES3	// rowan: localisation helpers
    function string LocalizeMapText(string SectionName, string KeyName)
    {
    	return static.Localize(SectionName, KeyName, "Localisation\\Maps\\text files\\"$Level.LocalisationFile);
    }
    #endif

    #if IG_TRIBES3_PHYSICS  // Paul: Unified Physics Interface

    // Some Actors use an unnatural center of mass in order to achieve a particular physical behavior. This function returns the center of
    // mass that would normally be expected of the object and unifiedGetCOMPosition returns the actual center of mass.
    simulated event Vector unifiedGetNaturalCOMPosition()
    {
    	return unifiedGetCOMPosition();
    }

    // Get Center of Mass
    simulated event Vector unifiedGetCOMPosition()
    {
        return HavokGetCenterOfMass();      // note: this function correctly falls back to Location for non-havok
    }

    // Get/Set Position
    simulated function Vector unifiedGetPosition()
    {
    	return Location;
    }

    simulated function unifiedSetPosition(Vector newPosition)
    {
    	if(Physics == PHYS_Havok || Physics == PHYS_HavokSkeletal)
    	{
    		HavokSetPosition(newPosition);
    	}
    	else if (Physics == PHYS_Falling || Physics == PHYS_None)
    	{
    		setLocation(newPosition);
    	}
    }

    simulated function unifiedSetRotation(Rotator newRotation)
    {
    	if(Physics == PHYS_Havok || Physics == PHYS_HavokSkeletal)
    	{
    		HavokSetRotation(quatFromRotator(newRotation));
    	}
    	else if (Physics == PHYS_Falling || Physics == PHYS_None)
    	{
    		setRotation(newRotation);
    	}
    }

    // Be careful with this function. Only used for 0, 0, 0 when originally written.
    simulated function unifiedSetAngularVelocity(Rotator newAngularVelocity)
    {
    	local vector vectorAngularVelocity;

    	if(Physics == PHYS_Havok || Physics == PHYS_HavokSkeletal)
    	{
    		vectorAngularVelocity.X = newAngularVelocity.Roll;
    		vectorAngularVelocity.Y = newAngularVelocity.Pitch;
    		vectorAngularVelocity.Z = newAngularVelocity.Yaw;
    		HavokSetAngularVelocity(vectorAngularVelocity);
    	}
    	else
    	{
    		RotationRate = newAngularVelocity;
    	}
    }

    // Get/Set Velocity
    simulated function Vector unifiedGetVelocity()
    {
    	return Velocity;
    }

    simulated function unifiedSetVelocity(Vector newVelocity)
    {
    	if(Physics == PHYS_Havok)
    	{
    		HavokSetLinearVelocity(newVelocity);
    	}
    	else if(Physics == PHYS_HavokSkeletal)
    	{
    		HavokSetLinearVelocityAll(newVelocity);
    	}
    	else if (Physics == PHYS_Falling/* || Physics == PHYS_None*/)
    	{
    		SetPhysics(PHYS_Falling);
    		Velocity = newVelocity;
    	}
    }

    // Get/Set Acceleration
    simulated function Vector unifiedGetAcceleration()
    {
    	return Acceleration;
    }

    simulated function unifiedSetAcceleration(Vector newAcceleration)
    {
    	if (Physics == PHYS_Falling/* || Physics == PHYS_None*/)
    	{
    		SetPhysics(PHYS_Falling);
    		Acceleration = newAcceleration;
    	}
    }

    // Get/Set Mass
    simulated function float unifiedGetMass()
    {
    	return Mass;
    }

    simulated function unifiedSetMass(float newMass)
    {
    	Mass = newMass;
    }

    // Add velocity
    simulated function unifiedAddVelocity(Vector deltaVelocity)
    {
    	if(bMovable && !bStatic && (Physics == PHYS_Falling/* || Physics == PHYS_None*/))
    	{
    		SetPhysics(PHYS_Falling);
    		Velocity += deltaVelocity;
    	}
    }

    // Add Impulse
    simulated function unifiedAddImpulse(Vector impulse)
    {
    	// Apply the impulse at the center of mass
    	if(Physics == PHYS_Havok || Physics == PHYS_HavokSkeletal)
    	{
    		HavokImpartCOMImpulse(impulse);
    	}
    	else if(bMovable && !bStatic && (Physics == PHYS_Falling/* || Physics == PHYS_None*/))
    	{
    		SetPhysics(PHYS_Falling);
    		velocity += impulse / Mass;
    	}
    }

    simulated function unifiedAddImpulseAtPosition(Vector impulse, Vector position)
    {
    	// apply the impulse at the requested position.
    	if(Physics == PHYS_Havok || Physics == PHYS_HavokSkeletal)
    	{
    		HavokImpartImpulse(impulse, position);
    	}
    	else if(bMovable && !bStatic && (Physics == PHYS_Falling/* || Physics == PHYS_None*/))
    	{
    		// Position is ignored
    		SetPhysics(PHYS_Falling);
    		velocity += impulse / Mass;
    	}
    }

    // Add Force
    simulated function unifiedAddForce(Vector force)
    {
    	if(bMovable && !bStatic && (Physics == PHYS_Falling/* || Physics == PHYS_None*/))
    	{
    		SetPhysics(PHYS_Falling);
    		velocity += force / Mass;
    	}
    }

    simulated function unifiedAddForceAtPosition(Vector force, Vector position)
    {
    	if(bMovable && !bStatic && (Physics == PHYS_Falling/* || Physics == PHYS_None*/))
    	{
    		// Position is ignored
    		SetPhysics(PHYS_Falling);
    		velocity += force / Mass;
    	}
    }

    // Add Torque
    simulated function unifiedAddTorque(Vector torque)
    {

    }

    simulated function float unifiedGetGravity()
    {
        if (PhysicsVolume!=None)
            return -PhysicsVolume.Gravity.Z * GravityScale;
        else
            return 14.5*80 * GravityScale;
    }

    #endif // END Unified Physics Interface

    #if IG_TRIBES3_ADMIN   // glenn: admin support

    native final function UpdateURL(string NewOption, string NewValue, bool bSaveDefault);
    native final function string GetUrlOption(string Option);

    #endif

    #if IG_TRIBES3 // dbeswick: this function is called to determine whether a projectile can hit this actor
    simulated event bool ShouldProjectileHit(Actor projInstigator)
    {
    	return bProjTarget && !bSkipEncroachment;
    }
    #endif

    #if IG_TRIBES3 // dbeswick: needed for turret to block splash
    simulated event bool ShouldActorsBlockSplash()
    {
    	return false;
    }
    #endif

    #if IG_TRIBES3 // speech manager precache
    simulated event PrecacheSpeech(SpeechManager Manager);
    #endif

    defaultproperties
    {
         DrawType=DT_Sprite
         Texture=Texture'Engine_res.S_Actor'
         DrawScale=+00001.000000
    	 MaxLights=4
    	 DrawScale3D=(X=1,Y=1,Z=1)
    //#if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    //     SoundRadius=64
    //     SoundVolume=128
    //     SoundPitch=64
    //#endif
         ScaleGlow=1.0
    //#if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    //	 TransientSoundVolume=0.3
    //   TransientSoundRadius=300.0
    //#endif
         CollisionRadius=+00022.000000
         CollisionHeight=+00022.000000
         bJustTeleported=True
         Mass=+00100.000000
         Role=ROLE_Authority
         RemoteRole=ROLE_DumbProxy
         NetPriority=+00001.000000
    	 Style=STY_Normal
    	 bMovable=True
    	 bHighDetail=False
    	 bSuperHighDetail=False
    	 InitialState=None
    	 NetUpdateFrequency=100
    	 LODBias=1.0
    	 MessageClass=class'LocalMessage'
    	 bHiddenEdGroup=False
    	 bBlockZeroExtentTraces=true
    	 bBlockNonZeroExtentTraces=true
    	 bReplicateMovement=true
    //#if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    //	 bScaleVolumeByLightBrightness = false
    //#endif
    	 CullDistance=0.0
    	 bAcceptsProjectors=false
    //#if IG_SHARED // ckline: selectively prevent actors from receiving ShadowProjector shadows
        bAcceptsShadowProjectors=true
    //#endif
         bLightingVisibility=True
         StaticFilterState=FS_Maybe
         bUseDynamicLights=True
         GravityScale=1.0

    // #if IG_R // rowan:
    	bCastsVolumetricShadows = false
    	bVolumetricShadowCast = false
    	BumpmapLODScale = 1
    // #endif

    // #if IG_SHARED
    	MaxTraceDistance = 5000
    // #endif

    // #if IG_SHARED
        bOnlyAffectCurrentZone=false
    // #endif

    // #if IG_SHARED // ckline: notifications upon Pawn death and Actor destruction
    	bSendDestructionNotification=false
    // #endif

    // #if IG_TRIBES3	// michaelj:  Added variables that allow filtering on level load
    	minDifficulty = 0
    	maxDifficulty = 2
    // #endif

    // #if IG_TRIBES3 // Alex:
    	bDisableHavokCollisionWhenAttached=false
    // #endif

    // #if IG_EFFECTS // rowan: make this false for tribes... we will turn on in specific calsses as required
    	bNeedLifetimeEffectEvents=false
    // #endif
    }

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

Class file time: ne 5.9.2004 16:01:20.000 - Creation time: st 23.5.2018 00:10:40.813 - Created with UnCodeX