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# Gameplay.VehicleMountedTurret

Extends
  Rook
Modifiers
  implements IFiringMotor dependsOn ( PlayerCharacterController ) native

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

#### Direct Known Subclasses:

> AssaultShipMountedTurret, BuggyMountedTurret, TankMountedTurret

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
Vector | cachedCameraLocation
Vehicle.VehiclePositionType | localPositionType
float | maximumAITurnRate
float | maximumClientDisplayTurnRate
float | maximumPitch
float | minimumPitch
vehicle | ownerVehicle
name | pitchPivotBone
name | pivotBone
int | positionIndex
Vehicle.VehiclePositionType | positionType
int | thirdPersonRotationType
name | turretBone
rotator | turretOffsetRotation
rotator | vehicleSpaceClientDisplayRotation
rotator | vehicleSpaceRotation
rotator | vehicleSpaceRotationAI
Weapon | weapon
rotator | worldSpaceNoRollRotation
bool | yawConstrained
bool | yawPositiveDirection
float | yawRange
float | yawStart

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

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

Enumerations Summary

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary

Inherited Structures from Gameplay.Rook
DamageComponent

Inherited Structures from Engine.Pawn
HavokCharacterObjectInteractionEvent, HavokCharacterObjectInteractionResult

Functions Summary
| bool | aimAdjustViewRotation ()))
|  | altFire (optional bool fireOnce))
| bool | canTargetPoint (Vector targetLoc))
|  | clientOccupantEnter (PlayerController pc, Character newDriver, int positionIndex))
| bool | customFiredEffectProcessing ()))
|  | destroyed ()))
|  | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
|  | doCustomFiredEffectProcessing ()))
| vector | EyePosition ()))
|  | faceRotation (rotator newRotation, float deltaTime))
|  | fire (optional bool fireOnce))
| IFiringMotor | firingMotor ()))
|  | getAlternateAimAdjustStart (rotator cameraRotation, out vector newAimAdjustStart)
| Character | getControllingCharacter ()))
| Rotator | getDefaultOccupantRotation ()))
| Character | getDriver ()))
| Actor | getEffectsBaseActor ()))
| float | getEnergy ()))
| vector | getFirstPersonEquippableLocation (Equippable subject))
| rotator | getFirstPersonEquippableRotation (Equippable subject))
| Name | getKillerLabel ()))
|  | getOut ()))
| Rook | getPhysicalAttachment ()))
| vector | getProjectileSpawnLocation ()))
|  | getThirdPersonEquippableAttachment (Equippable subject, out Rook attachTo, out name boneName))
| Rotator | getViewRotation ()))
| Weapon | getWeapon ()))
|  | initialise (class<Weapon> turretWeaponClass, name inTurretBone, float inMaximumPitch, float inMinimumPitch, bool inYawConstrained, float inYawStart, float inYawRange, bool inYawPositiveDirection, float inMaximumClientDisplayTurnRate, float inMaximumAITurnRate))
|  | onShotFiredNotification ()))
|  | postNetBeginPlay ()))
|  | postNetReceive ()))
|  | processMove (rotator worldSpaceNoRollRotation_, rotator vehicleSpaceRotation_))
|  | releaseAltFire ()))
|  | releaseFire ()))
|  | setFirePressed (Equippable e, bool pressed))
|  | setPositionType (Vehicle.VehiclePositionType newPositionType))
|  | setViewRotation (Rotator r))
| bool | shouldFire (Equippable e))
| bool | specialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
|  | tick (float deltaSeconds))
|  | turretCeaseFire ()))
|  | turretFire ()))
|  | updateParams (float inMaximumPitch, float inMinimumPitch, float inYawStart, float inYawRange))
|  | useEnergy (float amount))

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

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

Variables Detail

#### cachedCameraLocation Source code

var Vector cachedCameraLocation;

#### localPositionType Source code

var private Vehicle.VehiclePositionType localPositionType;

#### maximumAITurnRate Source code

var float maximumAITurnRate;

#### maximumClientDisplayTurnRate Source code

var float maximumClientDisplayTurnRate;

#### maximumPitch Source code

var float maximumPitch;

#### minimumPitch Source code

var float minimumPitch;

#### ownerVehicle Source code

var vehicle ownerVehicle;

#### pitchPivotBone Source code

var name pitchPivotBone;

#### pivotBone Source code

var name pivotBone;

#### positionIndex Source code

var int positionIndex;

#### positionType Source code

var protected Vehicle.VehiclePositionType positionType;

#### thirdPersonRotationType Source code

var int thirdPersonRotationType;

#### turretBone Source code

var name turretBone;

#### turretOffsetRotation Source code

var rotator turretOffsetRotation;

#### vehicleSpaceClientDisplayRotation Source code

var rotator vehicleSpaceClientDisplayRotation;

#### vehicleSpaceRotation Source code

var rotator vehicleSpaceRotation;

#### vehicleSpaceRotationAI Source code

var rotator vehicleSpaceRotationAI;

#### weapon Source code

var Weapon weapon;

#### worldSpaceNoRollRotation Source code

var rotator worldSpaceNoRollRotation;

#### yawConstrained Source code

var bool yawConstrained;

#### yawPositiveDirection Source code

var bool yawPositiveDirection;

#### yawRange Source code

var float yawRange;

#### yawStart Source code

var float yawStart;

Functions Detail

#### aimAdjustViewRotation Source code

function bool aimAdjustViewRotation ( ) )

#### altFire Source code

function altFire ( optional bool fireOnce) )

#### canTargetPoint Source code

function bool canTargetPoint ( Vector targetLoc) )

#### clientOccupantEnter Source code

simulated function clientOccupantEnter ( PlayerController pc, Character newDriver, int positionIndex) )

#### customFiredEffectProcessing Source code

simulated function bool customFiredEffectProcessing ( ) )

#### destroyed Source code

function destroyed ( ) )

#### DisplayDebug Source code

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

#### doCustomFiredEffectProcessing Source code

simulated function doCustomFiredEffectProcessing ( ) )

#### EyePosition Source code

simulated function vector EyePosition ( ) )

#### faceRotation Source code

simulated function faceRotation ( rotator newRotation, float deltaTime) )

#### fire Source code

function fire ( optional bool fireOnce) )

#### firingMotor Source code

simulated function IFiringMotor firingMotor ( ) )

#### getAlternateAimAdjustStart Source code

simulated function getAlternateAimAdjustStart ( rotator cameraRotation, out vector newAimAdjustStart )

#### getControllingCharacter Source code

simulated function Character getControllingCharacter ( ) )

#### getDefaultOccupantRotation Source code

simulated function Rotator getDefaultOccupantRotation ( ) )

#### getDriver Source code

simulated function Character getDriver ( ) )

#### getEffectsBaseActor Source code

simulated function Actor getEffectsBaseActor ( ) )

#### getEnergy Source code

function float getEnergy ( ) )

#### getFirstPersonEquippableLocation Source code

simulated function vector getFirstPersonEquippableLocation ( Equippable subject) )

#### getFirstPersonEquippableRotation Source code

simulated function rotator getFirstPersonEquippableRotation ( Equippable subject) )

#### getKillerLabel Source code

simulated function Name getKillerLabel ( ) )

#### getOut Source code

function getOut ( ) )

#### getPhysicalAttachment Source code

function Rook getPhysicalAttachment ( ) )

#### getProjectileSpawnLocation Source code

function vector getProjectileSpawnLocation ( ) )

#### getThirdPersonEquippableAttachment Source code

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

#### getViewRotation Source code

function Rotator getViewRotation ( ) )

#### getWeapon Source code

function Weapon getWeapon ( ) )

#### initialise Source code

function initialise ( class<Weapon> turretWeaponClass, name inTurretBone, float inMaximumPitch, float inMinimumPitch, bool inYawConstrained, float inYawStart, float inYawRange, bool inYawPositiveDirection, float inMaximumClientDisplayTurnRate, float inMaximumAITurnRate) )

#### onShotFiredNotification Source code

function onShotFiredNotification ( ) )

#### postNetBeginPlay Source code

simulated function postNetBeginPlay ( ) )

#### postNetReceive Source code

simulated function postNetReceive ( ) )

#### processMove Source code

function processMove ( rotator worldSpaceNoRollRotation_, rotator vehicleSpaceRotation_) )

#### releaseAltFire Source code

function releaseAltFire ( ) )

#### releaseFire Source code

function releaseFire ( ) )

#### setFirePressed Source code

function setFirePressed ( Equippable e, bool pressed) )

#### setPositionType Source code

simulated function setPositionType ( Vehicle.VehiclePositionType newPositionType) )

#### setViewRotation Source code

function setViewRotation ( Rotator r) )

#### shouldFire Source code

function bool shouldFire ( Equippable e) )

#### specialCalcView Source code

simulated function bool specialCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

#### tick Source code

simulated function tick ( float deltaSeconds) )

#### turretCeaseFire Source code

function turretCeaseFire ( ) )

#### turretFire Source code

function turretFire ( ) )

#### updateParams Source code

function updateParams ( float inMaximumPitch, float inMinimumPitch, float inYawStart, float inYawRange) )

#### useEnergy Source code

function useEnergy ( float amount) )

Defaultproperties

    defaultproperties
    {
    	DrawType = DT_None
    	RemoteRole = ROLE_SimulatedProxy
    	bHardAttach = true
    	bHidden = false
    	bCollideActors = false
    	bStatic = false
    	CollisionRadius = +0080.000000
    	CollisionHeight = +0400.000000
    	bCollideWhenPlacing = false
    	bOnlyAffectPawns = true
    	Physics = PHYS_None
    	bShouldBaseAtStartup = false
    	bNetInitialRotation = true
    	bSpecialCalcView = true
    	bBlockPlayers = false
    	bBlockActors = false
    	bCollideWorld = false
    	bRotateToDesired = false
    	bNetNotify = true
    	positionIndex = -1
    	bStasis = false

    	bAlwaysRelevant = false

    	bReplicateMovement = true

    	playerControllerState = "PlayerVehicleTurreting"

    	AI_LOD_Level = AILOD_MINIMAL
    	peripheralVision = -1
    	peripheralVisionZAngle = 3.14159

    	maximumClientDisplayTurnRate = 8000

    	maximumAITurnRate = 12000

    	bBlockHavok = false

    	bCanBeSensed = false

    	positionType = VP_NULL
    	localPositionType = VP_NULL
    }

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Creation time: st 23.5.2018 00:10:38.965 - Created with UnCodeX