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# Engine.Pawn

Extends
  Actor
Modifiers
  abstract native placeable dependsOn ( Tyrion_ResourceBase ) nativereplication

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn

#### Direct Known Subclasses:

> ChrisPawn, HavokVehicle, KVehicle, Rook, Scout, SkeletalPawn, SVehicle

Constants Summary

Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

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

Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AmbientGlow, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bAcceptsShadowProjectors, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockHavok, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bCastsVolumetricShadows, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bClientHavokPhysics, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableBspVolumetrics, bDisableEditorCopying, bDisableHavokCollisionWhenAttached, bDisableShadowOptimisation, bDisableSorting, bDisableTick, bDisableTouch, bDisturbFluidSurface, bDoNotApproximateBumpmap, bDynamicLight, bEdShouldSnap, bEdSnap, bEnableHavokBackstep, bFixedRotationDir, bGameRelevant, bGetOverlayMaterialFromBase, bGetSkinFromBase, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bImportantActor, bInterpolating, bIsMirror, bIsVehicle, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNavigationRelevant, bNeedLifetimeEffectEvents, bNeedPostRenderCallback, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNetworkRelevancyVisible, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectCurrentZone, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOverruleNavigationRelevant, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjectile, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateLabel, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bSendDestructionNotification, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bSkipActorPropertyReplication, bSkipEncroachment, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTriggerEffectEventsBeforeGameStarts, BumpmapLODScale, bUnifiedPositionChanged, bUnifiedVelocityChanged, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bUseRootMotionBound, bVolumetricShadowCast, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, exclusiveToGameInfo, forceAccumulator, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, gameInfoExclusions, gameInfoInclusions, GravityScale, Group, HardRelMatrix, havokAngularVelocity, HavokData, havokDataClass, havokGameTickForce, havokGameTickForcePosition, havokSkeletalRotationSpeed, InitialState, Instigator, JoinedTag, Label, LastRenderTime, LastTick, LatentAnimChannelCount, LatentFloat, LatentStackLocations, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, maxDifficulty, MaxLights, maxNumPlayers, MaxTraceDistance, Mesh, MeshInstance, MessageClass, minDifficulty, minNumPlayers, movementObject, MovementObjectClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, OwnerGroups, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SpeechTag, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, torqueAccumulator, Touching, TriggeredBy, unifiedPosition, unifiedVelocity, UsesSubVisibility, Velocity, XLevel

Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary

Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates

Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary
HavokCharacterObjectInteractionEvent Position, Normal, ObjectImpulse, Timestep, ProjectedVelocity, ObjectMassInv, CharacterMassInv, Body
HavokCharacterObjectInteractionResult ObjectImpulse, ImpulsePosition, CharacterImpulse

Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary
|  | AddPawn ()
|  | AddVelocity (vector NewVelocity))
| float | AdjustedStrength ()))
|  | AnimEnd (int Channel))
|  | AnimEnd (int Channel)) Dying
|  | ApplyDamage (Pawn instigatedBy, float Damage, optional Name teamLabel))
|  | BaseChange ()))
|  | BaseChange ())) Dying
|  | BecomeViewTarget ()))
|  | BeginState ())) Dying
|  | BreathTimer ()))
| bool | CanDoubleJump ()
| bool | CanGrabLadder ()))
| bool | CannotJumpNow ()))
| bool | CanSee (Actor Other)
| bool | CanSplash ()))
| bool | CanThrowWeapon ()))
| bool | CanTrigger (Trigger T))
|  | ChangeAnimation ()))
|  | ChangeAnimation ())) Dying
|  | ChangedWeapon ()))
| bool | checkAlive (Pawn pawn ))
|  | CheckBob (float DeltaTime, vector Y))
| bool | checkDead (Pawn pawn ))
| bool | CheckWaterJump (out vector WallNormal))
|  | ChunkUp (Rotator HitRotation, class D ))
|  | classConstruct ()))
|  | ClientDying (class<DamageType> DamageType, vector HitLocation))
|  | ClientMessage (coerce string S, optional Name Type ))
|  | ClientReStart ()))
|  | ClientSetLocation (vector NewLocation, rotator NewRotation ))
|  | ClientSetRotation (rotator NewRotation ))
|  | ClimbLadder (LadderVolume L))
|  | CreateInventory (string InventoryClassName))
|  | Destroyed ()))
|  | Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
|  | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)) Dying
|  | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
| bool | Dodge (EDoubleClickDir DoubleClickMove))
|  | DoDoubleJump (bool bUpdating)
| bool | DoJump (bool bUpdating ))
|  | DrawHUD (Canvas Canvas)
|  | DropToGround ()))
|  | EncroachedBy (actor Other ))
| bool | EncroachingOn (actor Other ))
|  | EndClimbLadder (LadderVolume OldLadder))
|  | EndCrouch (float HeightAdjust))
| vector | EyePosition ()))
|  | FaceRotation (rotator NewRotation, float DeltaTime ))
|  | Falling ()))
|  | FinishedInterpolation ()))
|  | ForceCrouch ()
|  | Gasp ()
| String | GetHumanReadableName ()))
| Controller | GetKillerController ()))
| vector | GetViewDirection ()
| vector | GetViewPoint ()
| rotator | GetViewRotation ()))
| bool | Gibbed (class<DamageType> damageType))
|  | gibbedBy (actor Other))
|  | GiveWeapon (string aClassName ))
| Vector | groundPredictedLocation (float t)
| bool | HavokCharacterCollision (HavokCharacterObjectInteractionEvent data, out HavokCharacterObjectInteractionResult res))
|  | HeadVolumeChange (PhysicsVolume newHeadVolume))
|  | HitWall (vector HitNormal, actor Wall)
| bool | IgnoresSeenPawnsOfType (class<Pawn> SeenType))
| bool | InCurrentCombo ()))
| bool | InGodMode ()))
| bool | isAlive ()))
| bool | IsFirstPerson ()))
| bool | IsHumanControlled ()))
| bool | IsInPain ()))
| bool | IsLocallyControlled ()))
| bool | IsPlayerPawn ()))
|  | JumpOffPawn ()))
|  | JumpOutOfWater (vector jumpDir))
|  | KilledBy (pawn EventInstigator ))
|  | Landed (vector HitNormal))
|  | Landed (vector HitNormal)) Dying
|  | LandThump ())) Dying
|  | LieStill ())) Dying
| bool | LineOfSightTo (actor Other)
|  | ModifyVelocity (float DeltaTime, vector OldVelocity)
|  | NextItem ()))
|  | NotifyKilled (Controller Killer, Controller Killed, pawn Other))
|  | NotifyPawnDeathListeners ()
|  | PlayDying (class<DamageType> DamageType, vector HitLoc))
|  | PlayDyingSound ()
|  | PlayFalling ()
|  | PlayFiring (float Rate, name FiringMode)
|  | PlayFiring (float Rate, name FiringMode)) Dying
|  | PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum))
|  | PlayJump ()
|  | PlayLanded (float impactVel))
|  | PlayLandingAnimation (float ImpactVel)
|  | PlayMoverHitSound ()
|  | PlayMoving ()
|  | PlayNextAnimation ())) Dying
|  | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType))
|  | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)) Dying
|  | PlayTeleportEffect (bool bOut, bool bSound))
|  | PlayVictoryAnimation ()
|  | PlayWaiting ()
|  | PossessedBy (Controller C))
|  | PostBeginPlay ()))
|  | PostLoadGame ()))
|  | PostNetBeginPlay ()))
|  | PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor))
|  | PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor)) Dying
|  | PreBeginPlay ()))
| Vector | predictedLocation (float t)
| bool | PressingAltFire ()))
| bool | PressingFire ()))
| bool | ReachedDestination (Actor Goal)
|  | ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Core.Object OptionalObject, optional String OptionalString ))
|  | ReduceCylinder ())) Dying
|  | rematchGoals ()
|  | RemovePawn ()
|  | Reset ()))
|  | SetAnimAction (name NewAction)
|  | SetDefaultDisplayProperties ()))
|  | SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting ))
|  | SetHeadScale (float NewScale)
|  | setLimitedTimeLODActivation (int ticksToKeepActivated)
|  | SetMesh ()))
|  | SetMovementPhysics ()
|  | SetViewRotation (rotator NewRotation ))
|  | SetWalking (bool bNewIsWalking))
| Actor | ShootSpecial (Actor A))
|  | ShouldCrouch (bool Crouch))
| bool | SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
|  | StartCrouch (float HeightAdjust))
|  | StopPlayFiring ()))
|  | StopPlayFiring ())) Dying
|  | SwitchToLastWeapon ()))
|  | TakeDrowningDamage ()
|  | TakeFallingDamage ()))
|  | Timer ())) Dying
|  | TossWeapon (Vector TossVel))
| bool | TouchingWaterVolume ()))
|  | Trigger (actor Other, pawn EventInstigator ))
|  | UnPossessed ()))
|  | UpdateEyeHeight (float DeltaTime ))
|  | UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)
| bool | WasPlayerPawn ()))
| vector | WeaponBob (float BobDamping))

Inherited Functions from Engine.Actor
*, +, -, actorLabel, AddContextForNextEffectEvent, AddDebugMessage, AITrace, AllActors, Allocate, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, checkSocket, ChildActors, classConstruct, clientDispatchMessage, Clock, CollidingActors, ConsoleCommand, Construct, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, dispatchMessage, DisplayDebug, DrawDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, findByLabel, findStaticByLabel, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimLength, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetCurrentMaterial, GetDebugName, GetHumanReadableName, getHurtRadiusParent, GetItemName, GetLIPSincAnimDuration, GetLocalString, GetMapName, GetMaterial, GetMeshName, GetMeshOrigin, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOverlayMaterial, GetRadarInfoClass, getReceiveDamageRadius, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, getSocket, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HavokActivate, HavokCollisionGroupChange, HavokGetAngularVelocity, HavokGetCenterOfMass, HavokGetLastTracedBone, HavokGetLinearVelocity, HavokGetPosition, HavokGetState, HavokImpartCOMImpulse, HavokImpartForce, HavokImpartImpulse, HavokImpartLinearForceAll, HavokIsActive, HavokReturnSkeletalActorToAnimationSystem, HavokSetAngularDamping, HavokSetAngularVelocity, HavokSetBlocking, HavokSetCOM, HavokSetGameTickForce, HavokSetLinearDamping, HavokSetLinearVelocity, HavokSetLinearVelocityAll, HavokSetPosition, HavokSetRotation, HavokSlowSetCollisionEnabled, HavokUpdateState, Hide, HitWall, HurtRadius, InterruptSound, IsAnimating, IsInPain, IsInVolume, IsOverlapping, IsPlayingLIPSincAnim, IsTweening, KilledBy, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LocalizeMapText, LockRootMotion, LoopAnim, LostChild, makeDormant, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, nearbyControlledPawns, NearSpot, OnGameStarted, OnHidden, OnlyAffectPawns, onMessage, OnOptimizedIn, OnOptimizedOut, OnShown, OptimizeIn, OptimizeOut, PauseSound, PhysicsVolumeChange, PlayAnim, PlayAnimAdditive, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayLoopedSound, PlayMusic, PlayOwnedSound, PlayScriptedAnim, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PostTeleport, PostTouch, PreBeginPlay, PrecacheSpeech, PreScriptedTextureRendered, PreTeleport, PreTrigger, processHurtRadiusVictim, ProjectileTouch, RadiusActors, registerClientMessage, registerMessage, RegisterNotifyGameStarted, RenderOverlays, RenderTexture, ReplaceText, Reset, ResumeSound, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShallowCopyMaterial, ShouldActorsBlockSplash, ShouldProjectileHit, Show, Spawn, SpecialHandling, StartInterpolation, staticActorLabel, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, SuggestFallVelocity, TakeDamage, TestMove, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEffectEvent, TriggerEvent, TweenAnim, UnClock, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddTorque, unifiedAddVelocity, unifiedGetAcceleration, unifiedGetCOMPosition, unifiedGetGravity, unifiedGetMass, unifiedGetNaturalCOMPosition, unifiedGetPosition, unifiedGetVelocity, unifiedSetAcceleration, unifiedSetAngularVelocity, unifiedSetMass, unifiedSetPosition, unifiedSetRotation, unifiedSetVelocity, UnTouch, UnTrigger, UnTriggerEffectEvent, UnTriggerEvent, UpdateAttachmentLocations, UpdatePrecacheRenderData, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange

Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

States Summary

Dying Source code
state Dying

AnimEnd, BaseChange, BeginState, ChangeAnimation, Died, Landed, LandThump, LieStill, PlayFiring, PlayNextAnimation, PlayTakeHit, PostTakeDamage, ReduceCylinder, StopPlayFiring, Timer

Variables Detail

#### AccelRate Source code

var float AccelRate;

#### AirControl Source code

var float AirControl;

#### AirSpeed Source code

var float AirSpeed;

#### AIScriptTag Source code

var name AIScriptTag;

#### AI_LOD_LevelOrig Source code

var Tyrion_ResourceBase.AI_LOD_Levels AI_LOD_LevelOrig;

#### Alertness Source code

var float Alertness;

#### Anchor Source code

var NavigationPoint Anchor;

#### AnimAction Source code

var name AnimAction;

#### AppliedBob Source code

var float AppliedBob;

#### AvgPhysicsTime Source code

var const float AvgPhysicsTime;

#### BackwardStrafeBias Source code

var float BackwardStrafeBias;

#### bAdjacentZoneHearing Source code

var bool bAdjacentZoneHearing;

#### bAmbientCreature Source code

var bool bAmbientCreature;

#### BaseEyeHeight Source code

var float BaseEyeHeight;

#### BaseMovementRate Source code

var float BaseMovementRate;

#### bAvoidLedges Source code

var bool bAvoidLedges;

#### bCachedRelevant Source code

var bool bCachedRelevant;

#### bCanBeBaseForPawns Source code

var bool bCanBeBaseForPawns;

#### bCanClimbLadders Source code

var bool bCanClimbLadders;

#### bCanCrouch Source code

var bool bCanCrouch;

#### bCanDoubleJump Source code

var bool bCanDoubleJump;

#### bCanFly Source code

var bool bCanFly;

#### bCanJump Source code

var bool bCanJump;

#### bCanStrafe Source code

var bool bCanStrafe;

#### bCanSwim Source code

var bool bCanSwim;

#### bCanWalk Source code

var bool bCanWalk;

#### bCanWalkOffLedges Source code

var bool bCanWalkOffLedges;

#### bClientCollision Source code

var bool bClientCollision;

#### bCouldSeeLastTick Source code

var bool bCouldSeeLastTick;

#### bCountJumps Source code

var bool bCountJumps;

#### bCrawler Source code

var bool bCrawler;

#### bDirectHitWall Source code

var bool bDirectHitWall;

#### bDontPossess Source code

var bool bDontPossess;

#### bGroundNavigationObstruction Source code

var bool bGroundNavigationObstruction;

#### bHavokInitCalled Source code

var const transient bool bHavokInitCalled;

#### bHideRegularHUD Source code

var bool bHideRegularHUD;

#### bIgnoreForces Source code

var bool bIgnoreForces;

#### bInitializeAnimation Source code

var bool bInitializeAnimation;

#### bInvulnerableBody Source code

var bool bInvulnerableBody;

#### bIsCrouched Source code

var const bool bIsCrouched;

#### bIsTyping Source code

var bool bIsTyping;

#### bIsWalking Source code

var bool bIsWalking;

#### bJumpCapable Source code

var bool bJumpCapable;

#### bJustLanded Source code

var bool bJustLanded;

#### BloodEffect Source code

var class<Effects> BloodEffect;

#### bLOSHearing Source code

var bool bLOSHearing;

#### bMuffledHearing Source code

var bool bMuffledHearing;

#### bNoJumpAdjust Source code

var bool bNoJumpAdjust;

#### bNotifiedDeathListeners Source code

var private const bool bNotifiedDeathListeners;

#### bNoVelocityUpdate Source code

var const bool bNoVelocityUpdate;

#### bNoWeaponFiring Source code

var bool bNoWeaponFiring;

#### Bob Source code

var float Bob;

#### bobtime Source code

var float bobtime;

#### bPhysicsAnimUpdate Source code

var bool bPhysicsAnimUpdate;

#### bPlayedDeath Source code

var bool bPlayedDeath;

#### BreathTime Source code

var float BreathTime;

#### bReducedSpeed Source code

var const bool bReducedSpeed;

#### bRollToDesired Source code

var bool bRollToDesired;

#### bSameZoneHearing Source code

var bool bSameZoneHearing;

#### bSimGravityDisabled Source code

var const bool bSimGravityDisabled;

#### bSimulateGravity Source code

var const bool bSimulateGravity;

#### bSpecialCalcView Source code

var bool bSpecialCalcView;

#### bSpecialHUD Source code

var bool bSpecialHUD;

#### bSteadyFiring Source code

var bool bSteadyFiring;

#### bStopAtLedges Source code

var bool bStopAtLedges;

#### bThumped Source code

var bool bThumped;

#### bTryToUncrouch Source code

var const bool bTryToUncrouch;

#### bUpAndOut Source code

var bool bUpAndOut;

#### bUpdateEyeHeight Source code

var bool bUpdateEyeHeight;

#### bUpdatingDisplay Source code

var bool bUpdatingDisplay;

#### bUseCompressedPosition Source code

var bool bUseCompressedPosition;

#### bWantsToCrouch Source code

var bool bWantsToCrouch;

#### bWarping Source code

var bool bWarping;

#### bWasCrouched Source code

var bool bWasCrouched;

#### bWasOnGround Source code

var bool bWasOnGround;

#### bWasWalking Source code

var bool bWasWalking;

#### bWeaponBob Source code

var bool bWeaponBob;

#### CharacterAI Source code

var Tyrion_ResourceBase CharacterAI;

#### ConstantAcceleration Source code

var vector ConstantAcceleration;

#### Controller Source code

var Controller Controller;

#### CrouchedPct Source code

var float CrouchedPct;

#### CrouchHeight Source code

var float CrouchHeight;

#### CrouchRadius Source code

var float CrouchRadius;

#### DamageScaling Source code

var float DamageScaling;

#### DesiredSpeed Source code

var float DesiredSpeed;

#### DestinationOffset Source code

var float DestinationOffset;

#### EyeHeight Source code

var float EyeHeight;

#### Floor Source code

var const vector Floor;

#### ForwardStrafeBias Source code

var float ForwardStrafeBias;

#### GroundSpeed Source code

var float GroundSpeed;

#### HeadAI Source code

var Tyrion_ResourceBase HeadAI;

#### HeadScale Source code

var float HeadScale;

#### HeadVolume Source code

var PhysicsVolume HeadVolume;

#### HearingThreshold Source code

var float HearingThreshold;

#### HitDamageType Source code

var class<DamageType> HitDamageType;

#### JumpZ Source code

var float JumpZ;

#### LadderSpeed Source code

var float LadderSpeed;

#### LandBob Source code

var float LandBob;

#### LandMovementState Source code

var name LandMovementState;

#### LastAnchor Source code

var const NavigationPoint LastAnchor;

#### LastPainSound Source code

var float LastPainSound;

#### LastPainTime Source code

var float LastPainTime;

#### LastRealViewer Source code

var playerController LastRealViewer;

#### LastStartSpot Source code

var Actor LastStartSpot;

#### LastStartTime Source code

var float LastStartTime;

#### LastValidAnchorTime Source code

var float LastValidAnchorTime;

#### LastViewer Source code

var actor LastViewer;

#### logDLM Source code

var bool logDLM;

#### logNavigationSystem Source code

var bool logNavigationSystem;

#### logTyrion Source code

var bool logTyrion;

#### LowGoreBlood Source code

var class<Effects> LowGoreBlood;

#### MaxFallSpeed Source code

var float MaxFallSpeed;

#### MeleeRange Source code

var float MeleeRange;

#### MenuName Source code

var localized string MenuName;

#### MovementAI Source code

var Tyrion_ResourceBase MovementAI;

#### MovementAnims[4] Source code

var name MovementAnims[4];

#### MovementBlendStartTime Source code

var float MovementBlendStartTime;

#### movementSimProxyPending Source code

var bool movementSimProxyPending;

#### movementSimProxyPosition Source code

var Vector movementSimProxyPosition;

#### movementSimProxyRotation Source code

var Rotator movementSimProxyRotation;

#### movementSimProxyVelocity Source code

var Vector movementSimProxyVelocity;

#### NetRelevancyTime Source code

var float NetRelevancyTime;

#### nextPawn Source code

var transient Pawn nextPawn;

#### noise1loudness Source code

var const float noise1loudness;

#### noise1other Source code

var const pawn noise1other;

#### noise1spot Source code

var const vector noise1spot;

#### noise1time Source code

var const float noise1time;

#### noise2loudness Source code

var const float noise2loudness;

#### noise2other Source code

var const pawn noise2other;

#### noise2spot Source code

var const vector noise2spot;

#### noise2time Source code

var const float noise2time;

#### OldAcceleration Source code

var vector OldAcceleration;

#### OldPhysics Source code

var EPhysics OldPhysics;

#### OldRotYaw Source code

var float OldRotYaw;

#### OldZ Source code

var float OldZ;

#### OnLadder Source code

var LadderVolume OnLadder;

#### OwnerName Source code

var string OwnerName;

#### PawnPosition Source code

var transient CompressedPosition PawnPosition;

#### PlayerReplicationInfo Source code

var PlayerReplicationInfo PlayerReplicationInfo;

#### ReducedDamageType Source code

var class<DamageType> ReducedDamageType;

#### SerpentineDist Source code

var float SerpentineDist;

#### SerpentineTime Source code

var float SerpentineTime;

#### Shadow Source code

var ShadowProjector Shadow;

#### SoundDampening Source code

var float SoundDampening;

#### SpawnTime Source code

var float SpawnTime;

#### SplashTime Source code

var float SplashTime;

#### TakeHitLocation Source code

var vector TakeHitLocation;

#### TearOffMomentum Source code

var vector TearOffMomentum;

#### TurnLeftAnim Source code

var name TurnLeftAnim;

#### TurnRightAnim Source code

var name TurnRightAnim;

#### UncrouchTime Source code

var const float UncrouchTime;

#### UnderWaterTime Source code

var float UnderWaterTime;

#### Visibility Source code

var byte Visibility;

#### VisionCounter Source code

var const float VisionCounter;

#### VisionUpdateRange Source code

var Range VisionUpdateRange;

#### WalkBob Source code

var vector WalkBob;

#### WalkingPct Source code

var float WalkingPct;

#### WaterMovementState Source code

var name WaterMovementState;

#### WaterSpeed Source code

var float WaterSpeed;

#### WeaponAI Source code

var Tyrion_ResourceBase WeaponAI;

### AI

#### abilities Source code

var(AI) editinline array<class<Tyrion_ActionBase>> abilities;

> The actions this resource is capable of performing

#### AI_LOD_Level Source code

var(AI) Tyrion_ResourceBase.AI_LOD_Levels AI_LOD_Level;

#### ControllerClassName Source code

var(AI) string ControllerClassName;

#### goals Source code

var(AI) editinline array<class<Tyrion_GoalBase>> goals;

> Goals the resource is trying to achieve

#### PeripheralVision Source code

var(AI) float PeripheralVision;

#### SightRadius Source code

var(AI) float SightRadius;

### AnimTweaks

#### BlendChangeTime Source code

var(AnimTweaks) float BlendChangeTime;

### Havok

#### bHavokCharacterCollisionExtraRadius Source code

var(Havok) float bHavokCharacterCollisionExtraRadius;

> How much larger than the Unreal collision cylinder should the Havok collision cylinder be? Default is 1, which is enough to ensure that Havok can respond to collisions before Unreal does.\r\n\r\nWARNING: must be in Unreal units, not meters (1 Unreal unit == 1/50 meter)

#### bHavokCharacterCollisions Source code

var(Havok) bool bHavokCharacterCollisions;

> If true this pawn's bones will collide with Havok objects, push them out of the way, and generate collision events.

### Pawn

#### bSendsDamagedMessages Source code

var(Pawn) bool bSendsDamagedMessages;

#### Health Source code

var(Pawn) travel float Health;

### SinglePlayerCharacter

#### bIsFemale Source code

var(SinglePlayerCharacter) bool bIsFemale;

Structures Detail

#### HavokCharacterObjectInteractionEvent Source code

struct HavokCharacterObjectInteractionEvent
{

> var Actor Body;
> var float CharacterMassInv;
> var vector Normal;
> var float ObjectImpulse;
> var float ObjectMassInv;
> var vector Position;
> var float ProjectedVelocity;
> var float Timestep;

};

#### HavokCharacterObjectInteractionResult Source code

struct HavokCharacterObjectInteractionResult
{

> var vector CharacterImpulse;
> var vector ImpulsePosition;
> var vector ObjectImpulse;

};

Functions Detail

#### AddPawn Source code

native function AddPawn ( )

#### AddVelocity Source code

function AddVelocity ( vector NewVelocity) )

#### AdjustedStrength Source code

function float AdjustedStrength ( ) )

#### AnimEnd Source code

simulated event AnimEnd ( int Channel) )

#### AnimEnd Dying Source code

event AnimEnd ( int Channel) )

#### ApplyDamage Source code

function ApplyDamage ( Pawn instigatedBy, float Damage, optional Name teamLabel) )

#### BaseChange Source code

singular event BaseChange ( ) )

#### BaseChange Dying Source code

singular function BaseChange ( ) )

#### BecomeViewTarget Source code

function BecomeViewTarget ( ) )

#### BeginState Dying Source code

function BeginState ( ) )

#### BreathTimer Source code

event BreathTimer ( ) )

#### CanDoubleJump Source code

function bool CanDoubleJump ( )

#### CanGrabLadder Source code

function bool CanGrabLadder ( ) )

#### CannotJumpNow Source code

function bool CannotJumpNow ( ) )

#### CanSee Source code

native function bool CanSee ( Actor Other )

#### CanSplash Source code

function bool CanSplash ( ) )

#### CanThrowWeapon Source code

simulated function bool CanThrowWeapon ( ) )

#### CanTrigger Source code

function bool CanTrigger ( Trigger T) )

#### ChangeAnimation Source code

simulated event ChangeAnimation ( ) )

#### ChangeAnimation Dying Source code

event ChangeAnimation ( ) )

#### ChangedWeapon Source code

function ChangedWeapon ( ) )

#### checkAlive Source code

static final function bool checkAlive ( Pawn pawn ) )

#### CheckBob Source code

function CheckBob ( float DeltaTime, vector Y) )

#### checkDead Source code

static final function bool checkDead ( Pawn pawn ) )

#### CheckWaterJump Source code

function bool CheckWaterJump ( out vector WallNormal) )

#### ChunkUp Source code

simulated function ChunkUp ( Rotator HitRotation, class<DamageType> D ) )

#### classConstruct Source code

function classConstruct ( ) )

#### ClientDying Source code

function ClientDying ( class<DamageType> DamageType, vector HitLocation) )

#### ClientMessage Source code

event ClientMessage ( coerce string S, optional Name Type ) )

#### ClientReStart Source code

function ClientReStart ( ) )

#### ClientSetLocation Source code

function ClientSetLocation ( vector NewLocation, rotator NewRotation ) )

#### ClientSetRotation Source code

function ClientSetRotation ( rotator NewRotation ) )

#### ClimbLadder Source code

function ClimbLadder ( LadderVolume L) )

#### CreateInventory Source code

function CreateInventory ( string InventoryClassName) )

#### Destroyed Source code

simulated event Destroyed ( ) )

#### Died Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation) )

#### Died Dying Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation) )

#### DisplayDebug Source code

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

#### Dodge Source code

function bool Dodge ( EDoubleClickDir DoubleClickMove) )

#### DoDoubleJump Source code

function DoDoubleJump ( bool bUpdating )

#### DoJump Source code

function bool DoJump ( bool bUpdating ) )

#### DrawHUD Source code

function DrawHUD ( Canvas Canvas )

#### DropToGround Source code

function DropToGround ( ) )

#### EncroachedBy Source code

event EncroachedBy ( actor Other ) )

#### EncroachingOn Source code

event bool EncroachingOn ( actor Other ) )

#### EndClimbLadder Source code

function EndClimbLadder ( LadderVolume OldLadder) )

#### EndCrouch Source code

event EndCrouch ( float HeightAdjust) )

#### EyePosition Source code

simulated function vector EyePosition ( ) )

#### FaceRotation Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime ) )

#### Falling Source code

event Falling ( ) )

#### FinishedInterpolation Source code

function FinishedInterpolation ( ) )

#### ForceCrouch Source code

native function ForceCrouch ( )

#### Gasp Source code

function Gasp ( )

#### GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

#### GetKillerController Source code

function Controller GetKillerController ( ) )

#### GetViewDirection Source code

native function vector GetViewDirection ( )

#### GetViewPoint Source code

native function vector GetViewPoint ( )

#### GetViewRotation Source code

simulated function rotator GetViewRotation ( ) )

#### Gibbed Source code

function bool Gibbed ( class<DamageType> damageType) )

#### gibbedBy Source code

function gibbedBy ( actor Other) )

#### GiveWeapon Source code

function GiveWeapon ( string aClassName ) )

#### groundPredictedLocation Source code

function Vector groundPredictedLocation ( float t )

#### HavokCharacterCollision Source code

simulated event bool HavokCharacterCollision ( HavokCharacterObjectInteractionEvent data, out HavokCharacterObjectInteractionResult res) )

#### HeadVolumeChange Source code

event HeadVolumeChange ( PhysicsVolume newHeadVolume) )

#### HitWall Source code

event HitWall ( vector HitNormal, actor Wall )

#### IgnoresSeenPawnsOfType Source code

event bool IgnoresSeenPawnsOfType ( class<Pawn> SeenType) )

#### InCurrentCombo Source code

function bool InCurrentCombo ( ) )

#### InGodMode Source code

function bool InGodMode ( ) )

#### isAlive Source code

simulated event bool isAlive ( ) )

#### IsFirstPerson Source code

simulated function bool IsFirstPerson ( ) )

#### IsHumanControlled Source code

simulated function bool IsHumanControlled ( ) )

#### IsInPain Source code

function bool IsInPain ( ) )

#### IsLocallyControlled Source code

simulated function bool IsLocallyControlled ( ) )

#### IsPlayerPawn Source code

simulated function bool IsPlayerPawn ( ) )

#### JumpOffPawn Source code

function JumpOffPawn ( ) )

#### JumpOutOfWater Source code

function JumpOutOfWater ( vector jumpDir) )

#### KilledBy Source code

function KilledBy ( pawn EventInstigator ) )

#### Landed Source code

event Landed ( vector HitNormal) )

#### Landed Dying Source code

function Landed ( vector HitNormal) )

#### LandThump Dying Source code

function LandThump ( ) )

#### LieStill Dying Source code

function LieStill ( ) )

#### LineOfSightTo Source code

native function bool LineOfSightTo ( actor Other )

#### ModifyVelocity Source code

simulated event ModifyVelocity ( float DeltaTime, vector OldVelocity )

#### NextItem Source code

exec function NextItem ( ) )

#### NotifyKilled Source code

final function NotifyKilled ( Controller Killer, Controller Killed, pawn Other) )

#### NotifyPawnDeathListeners Source code

native function NotifyPawnDeathListeners ( )

#### PlayDying Source code

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

#### PlayDyingSound Source code

function PlayDyingSound ( )

#### PlayFalling Source code

simulated event PlayFalling ( )

#### PlayFiring Source code

simulated function PlayFiring ( float Rate, name FiringMode )

#### PlayFiring Dying Source code

function PlayFiring ( float Rate, name FiringMode) )

#### PlayHit Source code

function PlayHit ( float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum) )

#### PlayJump Source code

simulated event PlayJump ( )

#### PlayLanded Source code

function PlayLanded ( float impactVel) )

#### PlayLandingAnimation Source code

simulated event PlayLandingAnimation ( float ImpactVel )

#### PlayMoverHitSound Source code

function PlayMoverHitSound ( )

#### PlayMoving Source code

simulated function PlayMoving ( )

#### PlayNextAnimation Dying Source code

simulated function PlayNextAnimation ( ) )

#### PlayTakeHit Source code

function PlayTakeHit ( vector HitLoc, int Damage, class<DamageType> damageType) )

#### PlayTakeHit Dying Source code

function PlayTakeHit ( vector HitLoc, int Damage, class<DamageType> damageType) )

#### PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound) )

#### PlayVictoryAnimation Source code

function PlayVictoryAnimation ( )

#### PlayWaiting Source code

simulated function PlayWaiting ( )

#### PossessedBy Source code

function PossessedBy ( Controller C) )

#### PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

#### PostLoadGame Source code

event PostLoadGame ( ) )

#### PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

#### PostTakeDamage Source code

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

#### PostTakeDamage Dying Source code

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

#### PreBeginPlay Source code

event PreBeginPlay ( ) )

#### predictedLocation Source code

function Vector predictedLocation ( float t )

#### PressingAltFire Source code

simulated final function bool PressingAltFire ( ) )

#### PressingFire Source code

simulated final function bool PressingFire ( ) )

#### ReachedDestination Source code

native function bool ReachedDestination ( Actor Goal )

#### ReceiveLocalizedMessage Source code

function ReceiveLocalizedMessage ( class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Core.Object OptionalObject, optional String OptionalString ) )

#### ReduceCylinder Dying Source code

function ReduceCylinder ( ) )

#### rematchGoals Source code

function rematchGoals ( )

#### RemovePawn Source code

native function RemovePawn ( )

#### Reset Source code

function Reset ( ) )

#### SetAnimAction Source code

simulated event SetAnimAction ( name NewAction )

#### SetDefaultDisplayProperties Source code

function SetDefaultDisplayProperties ( ) )

#### SetDisplayProperties Source code

function SetDisplayProperties ( ERenderStyle NewStyle, Material NewTexture, bool bLighting ) )

#### SetHeadScale Source code

simulated event SetHeadScale ( float NewScale )

#### setLimitedTimeLODActivation Source code

event setLimitedTimeLODActivation ( int ticksToKeepActivated )

#### SetMesh Source code

simulated function SetMesh ( ) )

#### SetMovementPhysics Source code

function SetMovementPhysics ( )

#### SetViewRotation Source code

simulated function SetViewRotation ( rotator NewRotation ) )

#### SetWalking Source code

event SetWalking ( bool bNewIsWalking) )

#### ShootSpecial Source code

function Actor ShootSpecial ( Actor A) )

#### ShouldCrouch Source code

function ShouldCrouch ( bool Crouch) )

#### SpecialCalcView Source code

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

#### StartCrouch Source code

event StartCrouch ( float HeightAdjust) )

#### StopPlayFiring Source code

simulated event StopPlayFiring ( ) )

#### StopPlayFiring Dying Source code

event StopPlayFiring ( ) )

#### SwitchToLastWeapon Source code

exec function SwitchToLastWeapon ( ) )

#### TakeDrowningDamage Source code

function TakeDrowningDamage ( )

#### TakeFallingDamage Source code

function TakeFallingDamage ( ) )

#### Timer Dying Source code

function Timer ( ) )

#### TossWeapon Source code

function TossWeapon ( Vector TossVel) )

#### TouchingWaterVolume Source code

function bool TouchingWaterVolume ( ) )

#### Trigger Source code

function Trigger ( actor Other, pawn EventInstigator ) )

#### UnPossessed Source code

function UnPossessed ( ) )

#### UpdateEyeHeight Source code

event UpdateEyeHeight ( float DeltaTime ) )

#### UpdateRocketAcceleration Source code

function UpdateRocketAcceleration ( float DeltaTime, float YawChange, float PitchChange )

#### WasPlayerPawn Source code

simulated function bool WasPlayerPawn ( ) )

#### WeaponBob Source code

function vector WeaponBob ( float BobDamping) )

Defaultproperties

    defaultproperties
    {
    	bCanBeDamaged=true
    	 bNoRepMesh=true
    	 bJumpCapable=true
     	 bCanJump=true
    	 bCanWalk=true
    	 bCanSwim=false
    	 bCanFly=false
    	 bUpdateSimulatedPosition=true
    	 BaseEyeHeight=+00064.000000
         EyeHeight=+00054.000000
         CollisionRadius=+00034.000000
         CollisionHeight=+00078.000000
         GroundSpeed=+00600.000000
         AirSpeed=+00600.000000
         WaterSpeed=+00300.000000
         AccelRate=+02048.000000
         JumpZ=+00420.000000
    	 MaxFallSpeed=+1200.0
    	 DrawType=DT_Mesh
    	 bLOSHearing=true
    	 HearingThreshold=+2800.0
         Health=100
         Visibility=128
    	 LadderSpeed=+200.0
         noise1time=-00010.000000
         noise2time=-00010.000000
         AvgPhysicsTime=+00000.100000
         SoundDampening=+00001.000000
         DamageScaling=+00001.000000
         bDirectional=True
         bCanTeleport=True
    	 bStasis=True

         bCollideActors=True
         bCollideWorld=True
         bBlockActors=True
         bBlockPlayers=True
         bProjTarget=True
         bRotateToDesired=True
    	 bCanCrouch=False
         RotationRate=(Pitch=4096,Yaw=20000,Roll=3072)
    	 Texture=Texture'Engine_res.S_Pawn'
         RemoteRole=ROLE_SimulatedProxy
         NetPriority=+00002.000000
    	 AirControl=+0.05
    	 CrouchHeight=+40.0
    	 CrouchRadius=+34.0

         DesiredSpeed=+00001.000000
     	 LandMovementState=PlayerWalking
    	 WaterMovementState=PlayerSwimming
    	 SightRadius=+05000.000000
    	 bOwnerNoSee=true
    	 bAcceptsProjectors=True
    	 BlendChangeTime=0.25
    	 WalkingPct=+0.5
    	 CrouchedPct=+0.5
    	 bTravel=true
    	 BaseMovementRate=+525.0
    	 ForwardStrafeBias=+0.0
    	 BackwardStrafeBias=+0.0
    	 bShouldBaseAtStartup=true
         Bob=0.0080
    	 bDisturbFluidSurface=true
    	 bBlockKarma=False
    	 bBlockHavok=False
    	 bHavokCharacterCollisions=False
    	 bHavokCharacterCollisionExtraRadius=1
    	 bWeaponBob=true
    	 bUseCompressedPosition=true
    	 HeadScale=+1.0

    	bNotifiedDeathListeners=false
        bSendDestructionNotification=true

    	AI_LOD_Level = AILOD_ALWAYS_ON

    }

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Creation time: st 23.5.2018 00:10:33.587 - Created with UnCodeX