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# Engine.Pawn

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    //=============================================================================
    // Pawn, the base class of all actors that can be controlled by players or AI.
    //
    // Pawns are the physical representations of players and creatures in a level.
    // Pawns have a mesh, collision, and physics.  Pawns can take damage, make sounds,
    // and hold weapons and other inventory.  In short, they are responsible for all
    // physical interaction between the player or AI and the world.
    //
    // This is a built-in Unreal class and it shouldn't be modified.
    //=============================================================================
    class Pawn extends Actor
    	abstract
    	native
    	placeable
    #if IG_SHARED	// marc: AI LODding
    	dependsOn(Tyrion_ResourceBase)
    #endif
    	nativereplication;

    //-----------------------------------------------------------------------------
    // Pawn variables.

    var Controller Controller;

    #if IG_TRIBES3
    var bool movementSimProxyPending;        // true if a new replicated sim proxy position has arrived for processing
    var Vector movementSimProxyPosition;
    var Vector movementSimProxyVelocity;
    var Rotator movementSimProxyRotation;
    #endif

    #if IG_TRIBES3	// place for designers to put goals/abilities
    var(AI) editinline array< class<Tyrion_GoalBase> > goals		"Goals the resource is trying to achieve";
    var(AI)	editinline array< class<Tyrion_ActionBase> > abilities	"The actions this resource is capable of performing";
    var Tyrion_ResourceBase.AI_LOD_Levels AI_LOD_LevelOrig;	// AI Level of detail before AI is disabled
    #endif

    #if IG_SHARED // marc: Tyrion resources
    var Tyrion_ResourceBase CharacterAI;
    var Tyrion_ResourceBase MovementAI;
    var Tyrion_ResourceBase WeaponAI;
    var Tyrion_ResourceBase HeadAI;
    var(AI) Tyrion_ResourceBase.AI_LOD_Levels AI_LOD_Level;	// AI Level of detail (LOD)
    #endif

    #if IG_SHARED // marc: Tyrion debug
    var bool logTyrion;									// for debug: switch on Tyrion logs
    var bool logDLM;									// for debug: switch on doLocalMove logs
    #endif

    #if IG_TRIBES3 // marc: Navigation System debug
    var bool logNavigationSystem;						// for debug: switch on navigation system logs
    #endif

    #if IG_SHARED // crombie: for the PawnList in Level
    // for the PawnList in LevelInfo
    var transient Pawn       nextPawn;
    #endif

    // cache net relevancy test
    var float NetRelevancyTime;
    var playerController LastRealViewer;
    var actor LastViewer;

    // Physics related flags.
    var bool		bJustLanded;		// used by eyeheight adjustment
    var bool		bUpAndOut;			// used by swimming
    var bool		bIsWalking;			// currently walking (can't jump, affects animations)
    var bool		bWarping;			// Set when travelling through warpzone (so shouldn't telefrag)
    var bool		bWantsToCrouch;		// if true crouched (physics will automatically reduce collision height to CrouchHeight)
    var const bool	bIsCrouched;		// set by physics to specify that pawn is currently crouched
    var const bool	bTryToUncrouch;		// when auto-crouch during movement, continually try to uncrouch
    var bool		bCanCrouch;			// if true, this pawn is capable of crouching
    var bool		bCrawler;			// crawling - pitch and roll based on surface pawn is on
    var const bool	bReducedSpeed;		// used by movement natives
    var bool		bJumpCapable;
    var	bool		bCanJump;			// movement capabilities - used by AI
    var	bool 		bCanWalk;
    var	bool		bCanSwim;
    var	bool		bCanFly;
    var	bool		bCanClimbLadders;
    var	bool		bCanStrafe;
    var	bool		bCanDoubleJump;
    var	bool		bAvoidLedges;		// don't get too close to ledges
    var	bool		bStopAtLedges;		// if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all
    var	bool		bNoJumpAdjust;		// set to tell controller not to modify velocity of a jump/fall
    var	bool		bCountJumps;		// if true, inventory wants message whenever this pawn jumps
    var const bool	bSimulateGravity;	// simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling)
    var	bool		bUpdateEyeHeight;	// if true, UpdateEyeheight will get called every tick
    var	bool		bIgnoreForces;		// if true, not affected by external forces
    var const bool	bNoVelocityUpdate;	// used by C++ physics
    var	bool		bCanWalkOffLedges;	// Can still fall off ledges, even when walking (for Player Controlled pawns)
    var bool		bSteadyFiring;		// used for third person weapon anims/effects
    var bool		bCanBeBaseForPawns;	// all your 'base', are belong to us
    var bool		bClientCollision;	// used on clients when temporarily turning off collision
    var const bool	bSimGravityDisabled;	// used on network clients
    var bool		bDirectHitWall;		// always call pawn hitwall directly (no controller notifyhitwall)

    // Does this pawn Collision Cylinder collide with Havok and generate events? Will create a Havok Character Control proxy if so.
    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.";
    var const transient bool bHavokInitCalled; // internal check
    // radius of Havok proxy 0.02 (1/50) extra than that of Unreal to allow Havok first go ;)
    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)";

    // used by dead pawns (for bodies landing and changing collision box)
    var		bool	bThumped;
    var		bool	bInvulnerableBody;

    // AI related flags
    #if IG_TRIBES3 // Paul: Exposed to UnrealEd for single player characters
    var(SinglePlayerCharacter)		bool	bIsFemale;
    #else
    var		bool	bIsFemale;
    #endif

    //var		bool	bAutoActivate;			// if true, automatically activate Powerups which have their bAutoActivate==true
    //var		bool	bCanPickupInventory;	// if true, will pickup inventory when touching pickup actors
    var		bool	bUpdatingDisplay;		// to avoid infinite recursion through inventory setdisplay
    var		bool	bAmbientCreature;		// AIs will ignore me
    var		bool	bLOSHearing;			// can hear sounds from line-of-sight sources (which are close enough to hear)
    										// bLOSHearing=true is like UT/Unreal hearing
    var		bool	bSameZoneHearing;		// can hear any sound in same zone (if close enough to hear)
    var		bool	bAdjacentZoneHearing;	// can hear any sound in adjacent zone (if close enough to hear)
    var		bool	bMuffledHearing;		// can hear sounds through walls (but muffled - sound distance increased to double plus 4x the distance through walls
    //var(AI) bool	bAroundCornerHearing;	// Hear sounds around one corner (slightly more expensive, and bLOSHearing must also be true)
    var		bool	bDontPossess;			// if true, Pawn won't be possessed at game start
    //var		bool	bAutoFire;				// used for third person weapon anims/effects
    var		bool	bRollToDesired;			// Update roll when turning to desired rotation (normally false)
    //var		bool	bIgnorePlayFiring;		// if true, ignore the next PlayFiring() call (used by AnimNotify_FireWeapon)

    var		bool	bCachedRelevant;		// network relevancy caching flag
    var		bool	bUseCompressedPosition;	// use compressed position in networking - true unless want to replicate roll, or very high velocities
    var		bool	bWeaponBob;
    var     bool    bHideRegularHUD;
    var		bool	bSpecialHUD;
    var		bool    bSpecialCalcView;		// If true, the Controller controlling this pawn will call 'SpecialCalcView' to find camera pos.
    var		bool	bNoWeaponFiring;
    var		bool	bIsTyping;

    #if IG_TRIBES3 // Ryan: true if this pawn could see on the previous tick
    var		bool	bCouldSeeLastTick;
    #endif // IG

    #if IG_TRIBES3 // Alex: allows pathfinding system to differentiate between pawns that should be considered
    		// obstructions to ground navigation, base devices for example, and those that should not,
    		// characters for example
    var	bool bGroundNavigationObstruction;
    #endif

    //var		byte	FlashCount;				// used for third person weapon anims/effects
    // AI basics.
    var 	byte	Visibility;			//How visible is the pawn? 0=invisible, 128=normal, 255=highly visible
    var		float	DesiredSpeed;
    //var		float	MaxDesiredSpeed;
    var		name	AIScriptTag;		// tag of AIScript which should be associated with this pawn
    var		float	HearingThreshold;	// max distance at which a makenoise(1.0) loudness sound can be heard
    var		float	Alertness;			// -1 to 1 ->Used within specific states for varying reaction to stimuli
    var(AI)	float	SightRadius;		// Maximum seeing distance.
    var(AI)	float	PeripheralVision;	// Cosine of limits of peripheral vision.
    //var()	float	SkillModifier;			// skill modifier (same scale as game difficulty)
    var const float	AvgPhysicsTime;		// Physics updating time monitoring (for AI monitoring reaching destinations)
    var		float	MeleeRange;			// Max range for melee attack (not including collision radii)
    var NavigationPoint Anchor;			// current nearest path;
    var const NavigationPoint LastAnchor;		// recent nearest path
    //var		float	FindAnchorFailedTime;	// last time a FindPath() attempt failed to find an anchor.
    var		float	LastValidAnchorTime;	// last time a valid anchor was found
    var		float	DestinationOffset;	// used to vary destination over NavigationPoints
    //var		float	NextPathRadius;		// radius of next path in route
    //var		vector	SerpentineDir;		// serpentine direction
    var		float	SerpentineDist;
    var		float	SerpentineTime;		// how long to stay straight before strafing again
    var const float	UncrouchTime;		// when auto-crouch during movement, continually try to uncrouch once this decrements to zero
    var		float	SpawnTime;

    #if IG_SHARED
    var const float VisionCounter;      // when the VisionCounter < 0, we look for other pawns
    var     Range   VisionUpdateRange;  // min and max time that will be used to make a random VisionCounterTime
    #endif

    // Movement.
    var float   GroundSpeed;    // The maximum ground speed.
    var float   WaterSpeed;     // The maximum swimming speed.
    var float   AirSpeed;		// The maximum flying speed.
    var float	LadderSpeed;	// Ladder climbing speed
    var float	AccelRate;		// max acceleration rate
    var float	JumpZ;      	// vertical acceleration w/ jump
    var float   AirControl;		// amount of AirControl available to the pawn
    var float	WalkingPct;		// pct. of running speed that walking speed is
    var float	CrouchedPct;	// pct. of running speed that crouched walking speed is
    var float	MaxFallSpeed;	// max speed pawn can land without taking damage (also limits what paths AI can use)
    var vector	ConstantAcceleration;	// acceleration added to pawn when falling

    // Player info.
    var	string			OwnerName;		// Name of owning player (for save games, coop)
    //var travel Weapon	Weapon;			// The pawn's current weapon.
    //var Weapon			PendingWeapon;	// Will become weapon once current weapon is put down
    //var travel Powerups	SelectedItem;	// currently selected inventory item
    var float      		BaseEyeHeight; 	// Base eye height above collision center.
    var float        	EyeHeight;     	// Current eye height, adjusted for bobbing and stairs.
    var	const vector	Floor;			// Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)
    var float			SplashTime;		// time of last splash
    var float			CrouchHeight;	// CollisionHeight when crouching
    var float			CrouchRadius;	// CollisionRadius when crouching
    var float			OldZ;			// Old Z Location - used for eyeheight smoothing
    var PhysicsVolume	HeadVolume;		// physics volume of head
    #if IG_TRIBES3 // Alex:
    var () travel float	Health;
    #else
    var () travel int      Health;         // Health: 100 = normal maximum
    #endif
    var	float			BreathTime;		// used for getting BreathTimer() messages (for no air, etc.)
    var float			UnderWaterTime; // how much time pawn can go without air (in seconds)
    var	float			LastPainTime;	// last time pawn played a takehit animation (updated in PlayHit())
    var class<DamageType> ReducedDamageType; // which damagetype this creature is protected from (used by AI)
    var float			HeadScale;

    // Sound and noise management
    // remember location and position of last noises propagated
    var const 	vector 		noise1spot;
    var const 	float 		noise1time;
    var const	pawn		noise1other;
    var const	float		noise1loudness;
    var const 	vector 		noise2spot;
    var const 	float 		noise2time;
    var const	pawn		noise2other;
    var const	float		noise2loudness;
    var			float		LastPainSound;

    // view bob
    var				float	Bob;
    var				float	LandBob, AppliedBob;
    var				float	bobtime;
    var				vector	WalkBob;

    var float SoundDampening;
    var float DamageScaling;

    var localized  string MenuName; // Name used for this pawn type in menus (e.g. player selection)

    // shadow decal
    var ShadowProjector Shadow;

    // blood effect
    var class<Effects> BloodEffect;
    var class<Effects> LowGoreBlood;

    #if IG_TRIBES3 // marc: used to determine if Tyrion structures should be initialized for this pawn
    var(AI) string ControllerClassName;	// used to specify which controller class should be spawned for this pawn
    									// must be set to "Tyrion.AI_Controller" for pawns controlled by Tyrion
    									// set to None for player controlled pawns - login function sets the controller
    #else
    var class<AIController> ControllerClass;	// default class to use when pawn is controlled by AI (can be modified by an AIScript)
    #endif

    var PlayerReplicationInfo PlayerReplicationInfo;

    var LadderVolume OnLadder;		// ladder currently being climbed

    var name LandMovementState;		// PlayerControllerState to use when moving on land or air
    var name WaterMovementState;	// PlayerControllerState to use when moving in water

    var Actor LastStartSpot;	// used to avoid spawn camping
    var float LastStartTime;

    // Animation status
    var name AnimAction;			// use for replicating anims

    // Animation updating by physics FIXME - this should be handled as an animation object
    // Note that animation channels 2 through 11 are used for animation updating
    var vector TakeHitLocation;		// location of last hit (for playing hit/death anims)
    var class<DamageType> HitDamageType;	// damage type of last hit (for playing hit/death anims)
    var vector TearOffMomentum;		// momentum to apply when torn off (bTearOff == true)
    var bool bPhysicsAnimUpdate;
    var bool bWasCrouched;
    var bool bWasWalking;
    var bool bWasOnGround;
    var bool bInitializeAnimation;
    var bool bPlayedDeath;
    var EPhysics OldPhysics;
    var float OldRotYaw;			// used for determining if pawn is turning
    var vector OldAcceleration;
    var float BaseMovementRate;		// FIXME - temp - used for scaling movement
    var name MovementAnims[4];		// Forward, Back, Left, Right
    var name TurnLeftAnim;
    var name TurnRightAnim;			// turning anims when standing in place (scaled by turn speed)
    var(AnimTweaks) float BlendChangeTime;	// time to blend between movement animations
    var float MovementBlendStartTime;	// used for delaying the start of run blending
    var float ForwardStrafeBias;	// bias of strafe blending in forward direction
    var float BackwardStrafeBias;	// bias of strafe blending in backward direction

    var transient CompressedPosition PawnPosition;

    #if IG_SHARED // ckline: notifications upon Pawn death and Actor destruction
    var private const bool bNotifiedDeathListeners; // have listeners been notified that this pawn died?
    #endif

    #if IG_TRIBES3 // Ryan: Should send damage messages
    var() bool bSendsDamagedMessages;
    #endif

    replication
    {
    	// Variables the server should send to the client.
    	reliable if( bNetDirty && (Role==ROLE_Authority) )
            bSimulateGravity, bIsCrouched, bIsWalking, bIsTyping, PlayerReplicationInfo, AnimAction, HitDamageType, TakeHitLocation,HeadScale;
    	reliable if( bTearOff && bNetDirty && (Role==ROLE_Authority) )
    		TearOffMomentum;
    	reliable if ( bNetDirty && !bNetOwner && (Role==ROLE_Authority) )
    		bSteadyFiring;
    	reliable if( bNetDirty && bNetOwner && Role==ROLE_Authority )
             Controller, GroundSpeed, WaterSpeed, AirSpeed, AccelRate, JumpZ, AirControl;
    	reliable if( bNetDirty && Role==ROLE_Authority )
             Health;
        unreliable if ( !bNetOwner && Role==ROLE_Authority )
    		PawnPosition;

    	// replicated functions sent to server by owning client
    //	reliable if( Role<ROLE_Authority )
    //		ServerChangedWeapon;
    }

    // Havok character collision event
    struct HavokCharacterObjectInteractionEvent
    {
    	var vector  Position;
    	var vector  Normal;
    	var float   ObjectImpulse;
    	var float   Timestep;
    	var float	ProjectedVelocity;
    	var float	ObjectMassInv;
    	var float	CharacterMassInv;
    	var Actor	Body;
    };

    // Havok character collision output
    struct HavokCharacterObjectInteractionResult
    {
    	var vector  ObjectImpulse;
    	var vector  ImpulsePosition;
    	var vector  CharacterImpulse;
    };

    #if IG_SHARED
    // for the PawnList
    native function AddPawn();
    native function RemovePawn();

    final function NotifyKilled(Controller Killer, Controller Killed, pawn Other)
    {
    	// notify the controller (just in case -- SWAT is not using the controller)
    	if (Controller != None)
    	{
    		Controller.NotifyKilled(Killer, Killed, Other);
    	}
    }

    native function vector GetViewDirection();
    native function vector GetViewPoint();

    #if IG_TRIBES3 // Alex:
    function classConstruct()
    {
    	bGroundNavigationObstruction = false;
    }
    #endif

    event bool IgnoresSeenPawnsOfType(class<Pawn> SeenType)
    {
        // we don't ignore anyone;
        return false;
    }

    native function bool CanSee(Actor Other);
    #endif

    // return true if you want to change the deafult output as given in res, based on the input data
    // by default, just do whatever Havok thinks is best, so we can actually just return false.
    simulated event bool HavokCharacterCollision(HavokCharacterObjectInteractionEvent data, out HavokCharacterObjectInteractionResult res)
    {
    	return false;
    }

    simulated event SetHeadScale(float NewScale);

    native function bool ReachedDestination(Actor Goal);
    native function ForceCrouch();

    #if !IG_TRIBES3	// rowan: we don't use this
    simulated function Weapon GetDemoRecordingWeapon()
    {
    	local inventory Inv;

    	for ( Inv=Inventory; Inv!=None; Inv=Inv.Inventory )
    	{
    		if ( (Weapon(Inv) != None) && (Inv.ThirdPersonActor != None) )
    		{
    			Weapon = Weapon(Inv);
    			PendingWeapon = Weapon;
    			Weapon.bSpectated = true;
    			break;
    		}
    	}
    	return Weapon;
    }
    #endif

    /* Reset()
    reset actor to initial state - used when restarting level without reloading.
    */
    function Reset()
    {
    	if ( (Controller == None) || Controller.bIsPlayer )
    		Destroy();
    	else
    		Super.Reset();
    }

    #if !IG_TRIBES3 // Alex:
    function Fire( optional float F )
    {
      //  if( Weapon!=None )
    //        Weapon.Fire(F);
    }
    #endif

    function DrawHUD(Canvas Canvas);

    // If returns false, do normal calview anyway
    function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation );

    simulated function String GetHumanReadableName()
    {
    	if ( PlayerReplicationInfo != None )
    		return PlayerReplicationInfo.PlayerName;
    	return MenuName;
    }

    function PlayTeleportEffect(bool bOut, bool bSound)
    {
    	MakeNoise(1.0);
    }

    /* PossessedBy()
     Pawn is possessed by Controller
    */
    function PossessedBy(Controller C)
    {
    	Controller = C;
    	NetPriority = 3;

    	if ( C.PlayerReplicationInfo != None )
    	{
    		PlayerReplicationInfo = C.PlayerReplicationInfo;
    		OwnerName = PlayerReplicationInfo.PlayerName;
    	}
    	if ( C.IsA('PlayerController') )
    	{
    		if ( Level.NetMode != NM_Standalone )
    			RemoteRole = ROLE_AutonomousProxy;
    		BecomeViewTarget();
    	}
    	else
    		RemoteRole = Default.RemoteRole;

    	SetOwner(Controller);	// for network replication
    	Eyeheight = BaseEyeHeight;
    	ChangeAnimation();
    }

    function UnPossessed()
    {
    	PlayerReplicationInfo = None;
    	SetOwner(None);
    	Controller = None;
    }

    #if !IG_TRIBES3 // dbeswick: unneeded functionality
    /* PointOfView()
    called by controller when possessing this pawn
    false = 1st person, true = 3rd person
    */
    simulated function bool PointOfView()
    {
    	return false;
    }
    #endif

    function BecomeViewTarget()
    {
    	bUpdateEyeHeight = true;
    }

    function DropToGround()
    {
    	bCollideWorld = True;
    	bInterpolating = false;
    	if ( Health > 0 )
    	{
    		SetCollision(true,true,true);
    		SetPhysics(PHYS_Falling);
    #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    		AmbientSound = None;
    #endif
    		if ( IsHumanControlled() )
    			Controller.GotoState(LandMovementState);
    	}
    }

    #if !IG_SWAT // ckline: we don't support this
    function bool CanGrabLadder()
    {
    	return ( bCanClimbLadders
    			&& (Controller != None)
    			&& (Physics != PHYS_Ladder)
    			&& ((Physics != Phys_Falling) || (Abs(Velocity.Z) <= JumpZ)) );
    }
    #endif

    event SetWalking(bool bNewIsWalking)
    {
    	if ( bNewIsWalking != bIsWalking )
    	{
    		bIsWalking = bNewIsWalking;
    		ChangeAnimation();
    	}
    }

    function bool CanSplash()
    {
    	if ( (Level.TimeSeconds - SplashTime > 0.25)
    		&& ((Physics == PHYS_Falling) || (Physics == PHYS_Flying))
    		&& (Abs(Velocity.Z) > 100) )
    	{
    		SplashTime = Level.TimeSeconds;
    		return true;
    	}
    	return false;
    }

    function EndClimbLadder(LadderVolume OldLadder)
    {
    	// DLB Controller clean pass: removed AI logic
    	/*if ( Controller != None )
    		Controller.EndClimbLadder();*/
    	if ( Physics == PHYS_Ladder )
    		SetPhysics(PHYS_Falling);
    }

    function ClimbLadder(LadderVolume L)
    {
    	OnLadder = L;
    	SetRotation(OnLadder.WallDir);
    	SetPhysics(PHYS_Ladder);
    	if ( IsHumanControlled() )
    		Controller.GotoState('PlayerClimbing');
    }

    /* DisplayDebug()
    list important actor variable on canvas.  Also show the pawn's controller and weapon info
    */
    simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
    {
    	local string T;
    	Super.DisplayDebug(Canvas, YL, YPos);

    	Canvas.SetDrawColor(255,255,255);

    	Canvas.DrawText("Animation Action "$AnimAction$" Health "$Health);

    	YPos += YL;
    	Canvas.SetPos(4,YPos);
    	Canvas.DrawText("Anchor "$Anchor$" Serpentine Dist "$SerpentineDist$" Time "$SerpentineTime);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);

    	T = "Floor "$Floor$" DesiredSpeed "$DesiredSpeed$" Crouched "$bIsCrouched$" Try to uncrouch "$UncrouchTime;
    	if ( (OnLadder != None) || (Physics == PHYS_Ladder) )
    		T=T$" on ladder "$OnLadder;
    	Canvas.DrawText(T);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);
    	Canvas.DrawText("EyeHeight "$Eyeheight$" BaseEyeHeight "$BaseEyeHeight$" Physics Anim "$bPhysicsAnimUpdate);
    	YPos += YL;
    	Canvas.SetPos(4,YPos);

    	if ( Controller == None )
    	{
    		Canvas.SetDrawColor(255,0,0);
    		Canvas.DrawText("NO CONTROLLER");
    		YPos += YL;
    		Canvas.SetPos(4,YPos);
    	}
    	else
    		Controller.DisplayDebug(Canvas,YL,YPos);

    /*
    	if ( Weapon == None )
    	{
    		Canvas.SetDrawColor(0,255,0);
    		Canvas.DrawText("NO WEAPON");
    		YPos += YL;
    		Canvas.SetPos(4,YPos);
    	}
    	else
    		Weapon.DisplayDebug(Canvas,YL,YPos);
    */
    }

    //
    // Compute offset for drawing an inventory item.
    //
    /*
    simulated function vector CalcDrawOffset(inventory Inv)
    {
    	local vector DrawOffset;

    //	if ( Controller == None )
    //		return (Inv.PlayerViewOffset >> Rotation) + BaseEyeHeight * vect(0,0,1);

    //	DrawOffset = ((0.9/Weapon.DisplayFOV * 100 * ModifiedPlayerViewOffset(Inv)) >> GetViewRotation() );
    //	if ( !IsLocallyControlled() )
    //		DrawOffset.Z += BaseEyeHeight;
    //	else
    //	{
    //		DrawOffset.Z += EyeHeight;
      //      if( bWeaponBob )
    	//		DrawOffset += WeaponBob(Inv.BobDamping);
    //	}
    	return DrawOffset;
    }
    */

    /*
    function vector ModifiedPlayerViewOffset(inventory Inv)
    {
    //	return Inv.PlayerViewOffset;
    }
    */

    function vector WeaponBob(float BobDamping)
    {
    	Local Vector WBob;

    	WBob = BobDamping * WalkBob;
    	WBob.Z = (0.45 + 0.55 * BobDamping) * WalkBob.Z;
    	return WBob;
    }

    function CheckBob(float DeltaTime, vector Y)
    {
    	local float Speed2D;

        if( !bWeaponBob )
        {
    		BobTime = 0;
    		WalkBob = Vect(0,0,0);
            return;
        }
    	Bob = FClamp(Bob, -0.01, 0.01);
    	if (Physics == PHYS_Walking )
    	{
    		Speed2D = VSize(Velocity);
    		if ( Speed2D < 10 )
    			BobTime += 0.2 * DeltaTime;
    		else
    			BobTime += DeltaTime * (0.3 + 0.7 * Speed2D/GroundSpeed);
    		WalkBob = Y * Bob * Speed2D * sin(8 * BobTime);
    		AppliedBob = AppliedBob * (1 - FMin(1, 16 * deltatime));
    		WalkBob.Z = AppliedBob;
    		if ( Speed2D > 10 )
    			WalkBob.Z = WalkBob.Z + 0.75 * Bob * Speed2D * sin(16 * BobTime);
    		if ( LandBob > 0.01 )
    		{
    			AppliedBob += FMin(1, 16 * deltatime) * LandBob;
    			LandBob *= (1 - 8*Deltatime);
    		}
    	}
    	else if ( Physics == PHYS_Swimming )
    	{
    		Speed2D = Sqrt(Velocity.X * Velocity.X + Velocity.Y * Velocity.Y);
    		WalkBob = Y * Bob *  0.5 * Speed2D * sin(4.0 * Level.TimeSeconds);
    		WalkBob.Z = Bob * 1.5 * Speed2D * sin(8.0 * Level.TimeSeconds);
    	}
    	else
    	{
    		BobTime = 0;
    		WalkBob = WalkBob * (1 - FMin(1, 8 * deltatime));
    	}
    }

    //***************************************
    // Interface to Pawn's Controller

    // return true if controlled by a Player (AI or human)
    simulated function bool IsPlayerPawn()
    {
    	return ( (Controller != None) && Controller.bIsPlayer );
    }

    // return true if was controlled by a Player (AI or human)
    simulated function bool WasPlayerPawn()
    {
    	return false;
    }

    // return true if controlled by a real live human
    simulated function bool IsHumanControlled()
    {
    	return ( PlayerController(Controller) != None );
    }

    // return true if controlled by local (not network) player
    simulated function bool IsLocallyControlled()
    {
    	if ( Level.NetMode == NM_Standalone )
    		return true;
    	if ( Controller == None )
    		return false;
    	if ( PlayerController(Controller) == None )
    		return true;

    	return ( Viewport(PlayerController(Controller).Player) != None );
    }

    // return true if viewing this pawn in first person pov. useful for determining what and where to spawn effects
    simulated function bool IsFirstPerson()
    {
        local PlayerController PC;

        PC = PlayerController(Controller);
        return ( PC != None && !PC.bBehindView && Viewport(PC.Player) != None );
    }

    simulated function rotator GetViewRotation()
    {
    	if ( Controller == None )
    		return Rotation;
    	return Controller.GetViewRotation();
    }

    simulated function SetViewRotation(rotator NewRotation )
    {
    	if ( Controller != None )
    		Controller.SetRotation(NewRotation);
    }

    #if !IG_TRIBES3
    final function bool InGodMode()
    #else
    function bool InGodMode()
    #endif
    {
    	return ( (Controller != None) && Controller.bGodMode );
    }

    // DLB Controller clean pass: removed AI logic
    /*function bool NearMoveTarget()
    {
    	if ( (Controller == None) || (Controller.MoveTarget == None) )
    		return false;

    	return ReachedDestination(Controller.MoveTarget);
    }*/

    simulated final function bool PressingFire()
    {
    	return ( (Controller != None) && (Controller.bFire != 0) );
    }

    simulated final function bool PressingAltFire()
    {
    	return ( (Controller != None) && (Controller.bAltFire != 0) );
    }

    // DLB Controller clean pass: removed AI logic
    /*function Actor GetMoveTarget()
    {
    	if ( Controller == None )
    		return None;

    	return Controller.MoveTarget;
    }*/

    // DLB Controller clean pass: removed AI logic
    /*function SetMoveTarget(Actor NewTarget )
    {
    	if ( Controller != None )
    		Controller.MoveTarget = NewTarget;
    }*/

    native function bool LineOfSightTo(actor Other);

    /*
    simulated final function rotator AdjustAim(Ammunition FiredAmmunition, vector projStart, int aimerror)
    {
    //	if ( Controller == None )
    		return Rotation;

    //	return Controller.AdjustAim(FiredAmmunition, projStart, aimerror);
    }
    */

    function Actor ShootSpecial(Actor A)
    {
    		return None;
    //	if ( !Controller.bCanDoSpecial || (Weapon == None) )
    //		return None;

    	// DLB Controller clean pass: removed AI logicController.FireWeaponAt(A);
    	Controller.bFire = 0;
    	return A;
    }

    /* return a value (typically 0 to 1) adjusting pawn's perceived strength if under some special influence (like berserk)
    */
    function float AdjustedStrength()
    {
    	return 0;
    }

    /*
    function HandlePickup(Pickup pick)
    {
    	MakeNoise(0.2);
    	if ( Controller != None )
    		Controller.HandlePickup(pick);
    }
    */

    #if IG_TRIBES3 // david: more flexibility in LocalMessage system, uses Objects instead of PlayerReplicationInfos

    function ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Core.Object OptionalObject, optional String OptionalString )
    {
    	if ( PlayerController(Controller) != None )
    		PlayerController(Controller).ReceiveLocalizedMessage( Message, Switch, Related1, Related2, OptionalObject, OptionalString );
    }

    #else
    function ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Core.Object OptionalObject )
    {
    	if ( PlayerController(Controller) != None )
    		PlayerController(Controller).ReceiveLocalizedMessage( Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
    }
    #endif

    event ClientMessage( coerce string S, optional Name Type )
    {
    	if ( PlayerController(Controller) != None )
    		PlayerController(Controller).ClientMessage( S, Type );
    }

    function Trigger( actor Other, pawn EventInstigator )
    {
    	if ( Controller != None )
    		Controller.Trigger(Other, EventInstigator);
    }

    //***************************************

    function bool CanTrigger(Trigger T)
    {
    	return true;
    }

    function CreateInventory(string InventoryClassName)
    {
    }

    function GiveWeapon(string aClassName )
    {
    /*
    	local class<Weapon> WeaponClass;
    	local Weapon NewWeapon;

    	WeaponClass = class<Weapon>(DynamicLoadObject(aClassName, class'Class'));

    	if( FindInventoryType(WeaponClass) != None )
    		return;
    	newWeapon = Spawn(WeaponClass);
    	if( newWeapon != None )
    		newWeapon.GiveTo(self);
    */
    }

    function SetDisplayProperties(ERenderStyle NewStyle, Material NewTexture, bool bLighting )
    {
    	Style = NewStyle;
    	Texture = NewTexture;
    	bUnlit = bLighting;
    //	if ( Weapon != None )
    //		Weapon.SetDisplayProperties(Style, Texture, bUnlit);

    //	if ( !bUpdatingDisplay && (Inventory != None) )
    //	{
    //		bUpdatingDisplay = true;
    //		Inventory.SetOwnerDisplay();
    //	}
    	bUpdatingDisplay = false;
    }

    function SetDefaultDisplayProperties()
    {
    	Style = Default.Style;
    	texture = Default.Texture;
    	bUnlit = Default.bUnlit;
    //	if ( Weapon != None )
    //		Weapon.SetDefaultDisplayProperties();

    //	if ( !bUpdatingDisplay && (Inventory != None) )
    //	{
    //		bUpdatingDisplay = true;
    //		Inventory.SetOwnerDisplay();
    //	}
    	bUpdatingDisplay = false;
    }

    function FinishedInterpolation()
    {
    	DropToGround();
    }

    function JumpOutOfWater(vector jumpDir)
    {
    	Falling();
    	Velocity = jumpDir * WaterSpeed;
    	Acceleration = jumpDir * AccelRate;
    	velocity.Z = FMax(380,JumpZ); //set here so physics uses this for remainder of tick
    	bUpAndOut = true;
    }

    /*
    Modify velocity called by physics before applying new velocity
    for this tick.

    Velocity,Acceleration, etc. have been updated by the physics, but location hasn't
    */
    simulated event ModifyVelocity(float DeltaTime, vector OldVelocity);

    /* ShouldCrouch()
    Controller is requesting that pawn crouch
    */
    function ShouldCrouch(bool Crouch)
    {
    	bWantsToCrouch = Crouch;
    }

    // Stub events called when physics actually allows crouch to begin or end
    // use these for changing the animation (if script controlled)
    event EndCrouch(float HeightAdjust)
    {
    	EyeHeight -= HeightAdjust;
    	OldZ += HeightAdjust;
    	BaseEyeHeight = Default.BaseEyeHeight;
    }

    event StartCrouch(float HeightAdjust)
    {
    	EyeHeight += HeightAdjust;
    	OldZ -= HeightAdjust;
    	BaseEyeHeight = FMin(0.8 * CrouchHeight, CrouchHeight - 10);
    }

    function AddVelocity( vector NewVelocity)
    {
    	if ( bIgnoreForces || (NewVelocity == vect(0,0,0)) )
    		return;
    	if ( (Physics == PHYS_Walking)
    		|| (((Physics == PHYS_Ladder) || (Physics == PHYS_Spider)) && (NewVelocity.Z > Default.JumpZ)) )
    		SetPhysics(PHYS_Falling);
    	if ( (Velocity.Z > 380) && (NewVelocity.Z > 0) )
    		NewVelocity.Z *= 0.5;
    	Velocity += NewVelocity;
    }

    function KilledBy( pawn EventInstigator )
    {
    	local Controller Killer;

    	Health = 0;
    	if ( EventInstigator != None )
    		Killer = EventInstigator.Controller;
    	Died( Killer, class'Suicided', Location );
    }

    function TakeFallingDamage()
    {
    #if !IG_TRIBES3	// marc: not used
    	local float Shake, EffectiveSpeed;

    	if (Velocity.Z < -0.5 * MaxFallSpeed)
    	{
    		if ( Role == ROLE_Authority )
    		{
    		    MakeNoise(1.0);
    		    if (Velocity.Z < -1 * MaxFallSpeed)
    		    {
    			    EffectiveSpeed = Velocity.Z;
    			    if ( TouchingWaterVolume() )
    					EffectiveSpeed = FMin(0, EffectiveSpeed + 100);
    			    if ( EffectiveSpeed < -1 * MaxFallSpeed )
    				    TakeDamage(-100 * (EffectiveSpeed + MaxFallSpeed)/MaxFallSpeed, None, Location, vect(0,0,0), class'Fell');
    		    }
    		}
    		        if ( Controller != None )
    		        {
    			        Shake = FMin(1, -1 * Velocity.Z/MaxFallSpeed);
    			        Controller.ShakeView(0.175 + 0.1 * Shake, 850 * Shake, Shake * vect(0,0,1.5), 120000, vect(0,0,10), 1);
    		        }
    	        }
    	else if (Velocity.Z < -1.4 * JumpZ)
    		MakeNoise(0.5);
    #endif
    }

    function ClientReStart()
    {
    	Velocity = vect(0,0,0);
    	Acceleration = vect(0,0,0);
    	BaseEyeHeight = Default.BaseEyeHeight;
    	EyeHeight = BaseEyeHeight;
    	PlayWaiting();
    }

    function ClientSetLocation( vector NewLocation, rotator NewRotation )
    {
    	if ( Controller != None )
    		Controller.ClientSetLocation(NewLocation, NewRotation);
    }

    function ClientSetRotation( rotator NewRotation )
    {
    	if ( Controller != None )
    		Controller.ClientSetRotation(NewRotation);
    }

    simulated function FaceRotation( rotator NewRotation, float DeltaTime )
    {
    	if ( Physics == PHYS_Ladder )
    		SetRotation(OnLadder.Walldir);
    	else
    	{
    		if ( (Physics == PHYS_Walking) || (Physics == PHYS_Falling) )
    			NewRotation.Pitch = 0;
    		SetRotation(NewRotation);
    	}
    }

    function ClientDying(class<DamageType> DamageType, vector HitLocation)
    {
    	if ( Controller != None )
    		Controller.ClientDying(DamageType, HitLocation);
    }

    function bool InCurrentCombo()
    {
    	return false;
    }
    //=============================================================================
    // Inventory related functions.

    // check before throwing
    simulated function bool CanThrowWeapon()
    {
    #if IG_TRIBES3
    	return false;
    #else
    	return ( (Weapon != None) && ((Level.Game == None) || !Level.Game.bWeaponStay) );
    #endif
    }

    // toss out a weapon
    function TossWeapon(Vector TossVel)
    {
    #if !IG_TRIBES3	//mrfish
    	local Vector X,Y,Z;

    	Weapon.Velocity = TossVel;
    	GetAxes(Rotation,X,Y,Z);
    	Weapon.DropFrom(Location + 0.8 * CollisionRadius * X - 0.5 * CollisionRadius * Y);
    #endif
    }

    exec function SwitchToLastWeapon()
    {
    #if !IG_TRIBES3	//mrfish
    	if ( (Weapon != None) && (Weapon.OldWeapon != None) && Weapon.OldWeapon.HasAmmo() )
    	{
    		PendingWeapon = Weapon.OldWeapon;
    		Weapon.PutDown();
    	}
    #endif
    }

    // The player/bot wants to select next item
    exec function NextItem()
    {
    #if !IG_TRIBES3	//mrfish
    	if (SelectedItem==None) {
    		SelectedItem = Inventory.SelectNext();
    		Return;
    	}
    	if (SelectedItem.Inventory!=None)
    		SelectedItem = SelectedItem.Inventory.SelectNext();
    	else
    		SelectedItem = Inventory.SelectNext();

    	if ( SelectedItem == None )
    		SelectedItem = Inventory.SelectNext();
    #endif
    }

    // FindInventoryType()
    // returns the inventory item of the requested class
    // if it exists in this pawn's inventory

    #if !IG_TRIBES3	//mrfish
    function Inventory FindInventoryType( class DesiredClass )
    {
    	local Inventory Inv;
    	local int Count;

    	for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory )
    	{
    		if ( Inv.class == DesiredClass )
    			return Inv;
    		Count++;
    		if ( Count > 1000 )
    			return None;
    	}
    	return None;
    }
    #endif	// !IG_TRIBES3

    // Add Item to this pawn's inventory.
    // Returns true if successfully added, false if not.
    #if !IG_TRIBES3	//mrfish
    function bool AddInventory( inventory NewItem )
    {
    	// Skip if already in the inventory.
    	local inventory Inv;
    	local actor Last;

    	Last = self;

    	// The item should not have been destroyed if we get here.
    	if (NewItem ==None )
    		log("tried to add none inventory to "$self);

    	for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory )
    	{
    		if( Inv == NewItem )
    			return false;
    		Last = Inv;
    	}

    	// Add to back of inventory chain (so minimizes net replication effect).
    	NewItem.SetOwner(Self);
    	NewItem.Inventory = None;
    	Last.Inventory = NewItem;

    	if ( Controller != None )
    		Controller.NotifyAddInventory(NewItem);
    	return true;
    }
    #endif	// !IG_TRIBES3

    // Remove Item from this pawn's inventory, if it exists.
    #if !IG_TRIBES3	//mrfish
    function DeleteInventory( inventory Item )
    {
    	// If this item is in our inventory chain, unlink it.
    	local actor Link;
    	local int Count;

    	if ( Item == Weapon )
    		Weapon = None;
    	if ( Item == SelectedItem )
    		SelectedItem = None;
    	for( Link = Self; Link!=None; Link=Link.Inventory )
    	{
    		if( Link.Inventory == Item )
    		{
    			Link.Inventory = Item.Inventory;
    			Item.Inventory = None;
    			break;
    		}
    		if ( Level.NetMode == NM_Client )
    		{
    		Count++;
    		if ( Count > 1000 )
    			break;
    	}
    	}
    	Item.SetOwner(None);
    }
    #endif	// !IG_TRIBES3

    // Just changed to pendingWeapon
    function ChangedWeapon()
    {
    #if !IG_TRIBES3	//mrfish
    	local Weapon OldWeapon;

    	OldWeapon = Weapon;

    	if (Weapon == PendingWeapon)
    	{
    		if ( Weapon == None )
    		{
    			Controller.SwitchToBestWeapon();
    			return;
    		}
    		else if ( Weapon.IsInState('DownWeapon') )
    			Weapon.GotoState('Idle');
    		PendingWeapon = None;
    		ServerChangedWeapon(OldWeapon, Weapon);
    		return;
    	}
    	if ( PendingWeapon == None )
    		PendingWeapon = Weapon;

    	Weapon = PendingWeapon;
    	if ( (Weapon != None) && (Level.NetMode == NM_Client) )
    		Weapon.BringUp(OldWeapon);
    	PendingWeapon = None;
    	Weapon.Instigator = self;
    	ServerChangedWeapon(OldWeapon, Weapon);
    	if ( Controller != None )
    		Controller.ChangedWeapon();
    #endif	// !IG_TRIBES3
    }

    #if !IG_TRIBES3	//mrfish
    function name GetWeaponBoneFor(Inventory I)
    {
    	return 'righthand';
    }
    #endif	// !IG_TRIBES3

    #if !IG_TRIBES3	//mrfish
    function ServerChangedWeapon(Weapon OldWeapon, Weapon W)
    {
    	if ( OldWeapon != None )
    	{
    		OldWeapon.SetDefaultDisplayProperties();
    		OldWeapon.DetachFromPawn(self);
    	}
    	Weapon = W;
    	if ( Weapon == None )
    		return;

    	if ( Weapon != None )
    	{
    		//log("ServerChangedWeapon: Attaching Weapon to actor bone.");
    		Weapon.AttachToPawn(self);
    	}

    	Weapon.SetRelativeLocation(Weapon.Default.RelativeLocation);
    	Weapon.SetRelativeRotation(Weapon.Default.RelativeRotation);
    	if ( OldWeapon == Weapon )
    	{
    		if ( Weapon.IsInState('DownWeapon') )
    			Weapon.BringUp();
    		Inventory.OwnerEvent('ChangedWeapon'); // tell inventory that weapon changed (in case any effect was being applied)
    		return;
    	}
    	else if ( Level.Game != None )
    		MakeNoise(0.1 * Level.Game.GameDifficulty);
    	Inventory.OwnerEvent('ChangedWeapon'); // tell inventory that weapon changed (in case any effect was being applied)

    	PlayWeaponSwitch(W);
    	Weapon.BringUp(OldWeapon);
    }
    #endif	// !IG_TRIBES3

    //==============
    // Encroachment
    event bool EncroachingOn( actor Other )
    {
    	if ( Other.bWorldGeometry )
    		return true;

    	if ( ((Controller == None) || !Controller.bIsPlayer || bWarping) && (Pawn(Other) != None) )
    		return true;

    	return false;
    }

    event EncroachedBy( actor Other )
    {
    #if !IG_TRIBES3	// rowan: not using this
    	// Allow encroachment by Vehicles so they can push the pawn out of the way
    	if ( Pawn(Other) != None && Vehicle(Other) == None )
    		gibbedBy(Other);
    #endif
    }

    function gibbedBy(actor Other)
    {
    #if !IG_TRIBES3	// marc: not using this, either
    	if ( Role < ROLE_Authority )
    		return;
    	if ( Pawn(Other) != None )
    		Died(Pawn(Other).Controller, class'DamTypeTelefragged', Location);
    	else
    		Died(None, class'Gibbed', Location);
    #endif
    }

    //Base change - if new base is pawn or decoration, damage based on relative mass and old velocity
    // Also, non-players will jump off pawns immediately
    function JumpOffPawn()
    {
    	Velocity += (100 + CollisionRadius) * VRand();
    	Velocity.Z = 200 + CollisionHeight;
    	SetPhysics(PHYS_Falling);
    	bNoJumpAdjust = true;
    	Controller.SetFall();
    }

    singular event BaseChange()
    {
    	local float decorMass;

    	if ( bInterpolating )
    		return;
    	if ( (base == None) && (Physics == PHYS_None) )
    		SetPhysics(PHYS_Falling);
    	// Pawns can only set base to non-pawns, or pawns which specifically allow it.
    	// Otherwise we do some damage and jump off.
    	else if ( Pawn(Base) != None )
    	{
    		if ( !Pawn(Base).bCanBeBaseForPawns )
    		{
    			Base.TakeDamage( (1-Velocity.Z/400)* Mass/Base.Mass, Self,Location,0.5 * Velocity , class'Crushed');
    			JumpOffPawn();
    		}
    	}
    	else if ( (Decoration(Base) != None) && (Velocity.Z < -400) )
    	{
    		decorMass = FMax(Decoration(Base).Mass, 1);
    		Base.TakeDamage((-2* Mass/decorMass * Velocity.Z/400), Self, Location, 0.5 * Velocity, class'Crushed');
    	}
    }

    event UpdateEyeHeight( float DeltaTime )
    {
    	local float smooth, MaxEyeHeight;
    	local float OldEyeHeight;
    	local Actor HitActor;
    	local vector HitLocation,HitNormal;

    	if (Controller == None )
    	{
    		EyeHeight = 0;
    		return;
    	}
    	if ( bTearOff )
    	{
    		EyeHeight = 0;
    		bUpdateEyeHeight = false;
    		return;
    	}
    	HitActor = trace(HitLocation,HitNormal,Location + (CollisionHeight + MAXSTEPHEIGHT + 14) * vect(0,0,1),
    					Location + CollisionHeight * vect(0,0,1),true);
    	if ( HitActor == None )
    		MaxEyeHeight = CollisionHeight + MAXSTEPHEIGHT;
    	else
    		MaxEyeHeight = HitLocation.Z - Location.Z - 14;

    	// smooth up/down stairs
    	smooth = FMin(1.0, 10.0 * DeltaTime/Level.TimeDilation);
    	If( Controller.WantsSmoothedView() )
    	{
    		OldEyeHeight = EyeHeight;
    		EyeHeight = FClamp((EyeHeight - Location.Z + OldZ) * (1 - smooth) + BaseEyeHeight * smooth,
    							-0.5 * CollisionHeight, MaxEyeheight);
    	}
    	else
    	{
    		bJustLanded = false;
    		EyeHeight = FMin(EyeHeight * ( 1 - smooth) + BaseEyeHeight * smooth, MaxEyeHeight);
    	}
    	Controller.AdjustView(DeltaTime);
    }

    /* EyePosition()
    Called by PlayerController to determine camera position in first person view.  Returns
    the offset from the Pawn's location at which to place the camera
    */
    simulated function vector EyePosition()
    {
    	return EyeHeight * vect(0,0,1) + WalkBob;
    }

    //=============================================================================

    simulated event Destroyed()
    {
    #if IG_SHARED // ckline: notifications upon Pawn death and Actor destruction
    	// it's possible the pawn was destroyed and never got Died() called on it,
    	// (e.g., with the 'Killall' console command) so we'll notify here just in case.
    	NotifyPawnDeathListeners();
    #endif

    	// remove the Pawn from the Level's Pawn list
        RemovePawn();

    	if ( Shadow != None )
    		Shadow.Destroy();
    	if ( Controller != None )
    		Controller.PawnDied(self);
    #if !IG_TRIBES3	// michaelj:  No apparent need to return here
    	if ( Level.NetMode == NM_Client )
    		return;

    	while ( Inventory != None )
    		Inventory.Destroy();
    #endif

    //	Weapon = None;
    	Super.Destroyed();
    }

    //=============================================================================
    //
    // Called immediately before gameplay begins.
    //
    event PreBeginPlay()
    {
    	Super.PreBeginPlay();
    	Instigator = self;
    	DesiredRotation = Rotation;
    	if ( bDeleteMe )
    		return;

    	if ( BaseEyeHeight == 0 )
    		BaseEyeHeight = 0.8 * CollisionHeight;
    	EyeHeight = BaseEyeHeight;

    	if ( menuname == "" )
    		menuname = GetItemName(string(class));

    #if IG_SHARED
    	AddPawn();
    #endif  // IG_SHARED
    }

    #if IG_TRIBES3	// michaelj:  Made simulated so that effects trigger
    simulated event PostBeginPlay()
    #else
    event PostBeginPlay()
    #endif
    {
    //	local AIScript A;

    	Super.PostBeginPlay();
    	SplashTime = 0;
    	SpawnTime = Level.TimeSeconds;
    	EyeHeight = BaseEyeHeight;
    	OldRotYaw = Rotation.Yaw;

    	// automatically add controller to pawns which were placed in level
    	// NOTE: pawns spawned during gameplay are not automatically possessed by a controller
    //	if ( Level.bStartup && (Health > 0) && !bDontPossess )
    //	{
    		// check if I have an AI Script
    /*
    		if ( AIScriptTag != '' )
    		{
    			ForEach AllActors(class'AIScript',A,AIScriptTag)
    				break;
    			// let the AIScript spawn and init my controller
    			if ( A != None )
    			{
    				A.SpawnControllerFor(self);
    				if ( Controller != None )
    					return;
    			}
    		}
    */

    //		if ( (ControllerClass != None) && (Controller == None) )
    //			Controller = spawn(ControllerClass);

    //		if ( Controller != None )
    //		{
    //			Controller.Possess(self);
    //			AIController(Controller).Skill += SkillModifier;
    //		}
    //	}
    }

    // called after PostBeginPlay on net client
    simulated event PostNetBeginPlay()
    {
    	// >>> IGA - solve the problem of animations freezing in multiplay
    	ChangeAnimation();

    	if ( Level.bDropDetail || (Level.DetailMode == DM_Low) )
    		MaxLights = Min(4,MaxLights);
    	if ( Role == ROLE_Authority )
    		return;
    	if ( Controller != None )
    	{
    		Controller.Pawn = self;
    		if ( (PlayerController(Controller) != None)
    			&& (PlayerController(Controller).ViewTarget == Controller) )
    			PlayerController(Controller).SetViewTarget(self);
    	}

    	if ( Role == ROLE_AutonomousProxy )
    		bUpdateEyeHeight = true;

    	if ( (PlayerReplicationInfo != None)
    		&& (PlayerReplicationInfo.Owner == None) )
    		PlayerReplicationInfo.SetOwner(Controller);
    	PlayWaiting();
    }

    #if IG_SHARED // karl: Fix for savegames
    event PostLoadGame()
    {
    #if IG_TRIBES3
    	AddPawn();
    #endif // IG

    	bInitializeAnimation = false;
    	PlayWaiting();
    }
    #endif

    simulated function SetMesh()
    {
        if (Mesh != None)
            return;

    	LinkMesh( default.mesh );
    }

    function Gasp();
    function SetMovementPhysics();

    #if IG_TRIBES3 // Ryan: send message when damaged
    function ApplyDamage(Pawn instigatedBy, float Damage, optional Name teamLabel)
    {
    	Health -= Damage;

    	if (bSendsDamagedMessages)
    	{
    		if (instigatedBy != None )
    			dispatchMessage(new class'MessageDamaged'(instigatedBy.Label, teamLabel, Label, damage));
    		else
    			dispatchMessage(new class'MessageDamaged'('', teamLabel, Label, damage));
    	}
    }
    #endif // IG

    #if IG_SHARED  //tcohen: hooked TakeDamage(), used by effects system and reactive world objects
    function PostTakeDamage( float Damage, Pawn instigatedBy, Vector hitlocation,
    						Vector momentum, class<DamageType> damageType, optional float projectileFactor)
    #else
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
    						Vector momentum, class<DamageType> damageType)
    #endif
    {
    #if IG_TRIBES3 // Ryan: use float for health
    	local float actualDamage;
    #else
    	local int actualDamage;
    #endif // IG
    	local bool bAlreadyDead;
    	local Controller Killer;

    #if !IG_TRIBES3	//mrfish
    	if ( damagetype == None )
    	{
    		if ( InstigatedBy != None )
    		warn("No damagetype for damage by "$instigatedby$" with weapon "$InstigatedBy.Weapon);
    		DamageType = class'DamageType';
    	}
    #endif
    	if ( Role < ROLE_Authority )
    	{
    		log(self$" client damage type "$damageType$" by "$instigatedBy);
    		return;
    	}

    #if IG_TRIBES3
    	if (!bCanBeDamaged)
    		return;
    #endif

    	bAlreadyDead = (Health <= 0);

    	if (Physics == PHYS_None)
    		SetMovementPhysics();

    #if !IG_TRIBES3
    	if (Physics == PHYS_Walking)
    		momentum.Z = FMax(momentum.Z, 0.4 * VSize(momentum));
    	if ( (instigatedBy == self)
    		|| ((Controller != None) && (InstigatedBy != None) && (InstigatedBy.Controller != None) && InstigatedBy.Controller.SameTeamAs(Controller)) )
    		momentum *= 0.6;
    #endif

    	momentum = momentum/Mass;

    //	actualDamage = Level.Game.ReduceDamage(Damage, self, instigatedBy, HitLocation, Momentum, DamageType);
    	actualDamage = Damage;

    #if IG_TRIBES3
    	ApplyDamage(instigatedBy, actualDamage);
    #else
    	Health -= actualDamage;
    #endif // IG

    	if ( HitLocation == vect(0,0,0) )       // glenn: this is dodgy!
    		HitLocation = Location;
    	if ( bAlreadyDead )
    	{
    		Warn(self$" took regular damage "$damagetype$" from "$instigatedby$" while already dead at "$Level.TimeSeconds);
    		ChunkUp(Rotation, DamageType);
    		return;
    	}

    	PlayHit(actualDamage,InstigatedBy, hitLocation, damageType, Momentum);
    	if ( Health <= 0 )
    	{
    		// pawn died
    		if ( instigatedBy != None )
    			Killer = instigatedBy.GetKillerController();
    		if ( bPhysicsAnimUpdate )
    			TearOffMomentum = momentum;
    		Died(Killer, damageType, HitLocation);
    	}
    	else
    	{
    	    #if !IG_TRIBES3
    		if ( (InstigatedBy != None) && (InstigatedBy != self) && (Controller != None)
    			&& (InstigatedBy.Controller != None) && InstigatedBy.Controller.SameTeamAs(Controller) )
    			Momentum *= 0.5;
    		#endif

    		AddVelocity( momentum );
    		if ( Controller != None )
    			Controller.NotifyTakeHit(instigatedBy, HitLocation, actualDamage, DamageType, Momentum);
    	}
    	MakeNoise(1.0);
    }

    //function TeamInfo GetTeam()
    //{
    //#if !IG_TRIBES3 // david: not using Unreal team object
    //	if ( PlayerReplicationInfo != None )
    //		return PlayerReplicationInfo.Team;
    //#endif
    //	return None;
    //}

    function Controller GetKillerController()
    {
    	return Controller;
    }

    #if IG_SHARED // ckline: notifications upon Pawn death and Actor destruction
    // Notify anyone who registered with the LevelInfo for pawn death notification.
    // It is safe to call this multiple times on the same Pawn; the function
    // automatically handles this so that listeners are only notified once.
    native function NotifyPawnDeathListeners();
    #endif

    function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
    {
    //    local Vector TossVel;

    	if ( bDeleteMe || Level.bLevelChange )
    		return; // already destroyed, or level is being cleaned up

    	// mutator hook to prevent deaths
    	// WARNING - don't prevent bot suicides - they suicide when really needed
    	if ( Level.Game.PreventDeath(self, Killer, damageType, HitLocation) )
    	{
    		Health = max(Health, 1); //mutator should set this higher
    		return;
    	}
    	Health = Min(0, Health);

    #if IG_SHARED // ckline: notifications upon Pawn death and Actor destruction
    	NotifyPawnDeathListeners();
    #endif

    /*  if (Weapon != None)
        {
    		if ( Controller != None )
    			Controller.LastPawnWeapon = Weapon.Class;
            Weapon.HolderDied();
            TossVel = Vector(GetViewRotation());
            TossVel = TossVel * ((Velocity Dot TossVel) + 500) + Vect(0,0,200);
            TossWeapon(TossVel);
        }
    */

    	if ( Controller != None )
    	{
    		Controller.WasKilledBy(Killer);
    	Level.Game.Killed(Killer, Controller, self, damageType);
    	}
    	else
    		Level.Game.Killed(Killer, Controller(Owner), self, damageType);

    	if ( Killer != None )
    		TriggerEvent(Event, self, Killer.Pawn);
    	else
    		TriggerEvent(Event, self, None);

    	Velocity.Z *= 1.3;
    	if ( IsHumanControlled() )
    		PlayerController(Controller).ForceDeathUpdate();
        if ( (DamageType != None) && DamageType.default.bAlwaysGibs )
    		ChunkUp( Rotation, DamageType );
    	else
    	{
    		PlayDying(DamageType, HitLocation);
    		if ( Level.Game.bGameEnded )
    			return;
    		if ( !bPhysicsAnimUpdate && !IsLocallyControlled() )
    			ClientDying(DamageType, HitLocation);
    	}
    }

    function bool Gibbed(class<DamageType> damageType)
    {
    	if ( damageType.default.GibModifier == 0 )
    		return false;
    	if ( damageType.default.GibModifier >= 100 )
    		return true;
    	if ( (Health < -80) || ((Health < -40) && (FRand() < 0.6)) )
    		return true;
    	return false;
    }

    #if IG_SHARED	// marc: used for Tyrion object termination/cleanup
    static final function bool checkAlive( Pawn pawn )
    {
    	return pawn != None && !pawn.bDeleteMe && pawn.Health > 0;
    }
    #endif

    #if IG_SHARED	// marc: used for Tyrion object termination/cleanup
    static final function bool checkDead( Pawn pawn )
    {
    	return pawn == None || pawn.bDeleteMe || pawn.Health <= 0;
    }
    #endif

    #if IG_SHARED	// marc: call !isAlive() to check for death (because a script-side "isDead" may return 0 when bDeleteMe is set)
    simulated event bool isAlive()
    {
    	return !bDeleteMe && Health > 0;
    }
    #endif

    #if IG_TRIBES3	// marc: for jetpacking, shot leading, and following
    function Vector predictedLocation( float t );
    function Vector groundPredictedLocation( float t );
    #endif

    #if IG_TRIBES3	// marc: activate AI's for a limited time
    event setLimitedTimeLODActivation( int ticksToKeepActivated );
    #endif

    #if IG_SHARED	// marc: cause all resources attached to this pawn to re-check their goals
    function rematchGoals();
    #endif

    event Falling()
    {
    	//SetPhysics(PHYS_Falling); //Note - physics changes type to PHYS_Falling by default
    	if ( Controller != None )
    		Controller.SetFall();
    }

    event HitWall(vector HitNormal, actor Wall);

    event Landed(vector HitNormal)
    {
    	LandBob = FMin(50, 0.055 * Velocity.Z);
    	TakeFallingDamage();
    	if ( Health > 0 )
    		PlayLanded(Velocity.Z);
    	bJustLanded = true;
    //#if IG_EFFECTS
    //    TriggerEffectEvent('Landed');
    //#endif
    }

    event HeadVolumeChange(PhysicsVolume newHeadVolume)
    {
    	if ( (Level.NetMode == NM_Client) || (Controller == None) )
    		return;
    	if ( HeadVolume.bWaterVolume )
    	{
    		if (!newHeadVolume.bWaterVolume)
    		{
    			if ( Controller.bIsPlayer && (BreathTime > 0) && (BreathTime < 8) )
    				Gasp();
    			BreathTime = -1.0;
    		}
    	}
    	else if ( newHeadVolume.bWaterVolume )
    		BreathTime = UnderWaterTime;
    }

    function bool TouchingWaterVolume()
    {
    	local PhysicsVolume V;

    	ForEach TouchingActors(class'PhysicsVolume',V)
    		if ( V.bWaterVolume )
    			return true;

    	return false;
    }

    //Pain timer just expired.
    //Check what zone I'm in (and which parts are)
    //based on that cause damage, and reset BreathTime

    function bool IsInPain()
    {
    	local PhysicsVolume V;

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

    event BreathTimer()
    {
    	if ( (Health < 0) || (Level.NetMode == NM_Client) )
    		return;
    	TakeDrowningDamage();
    	if ( Health > 0 )
    		BreathTime = 2.0;
    }

    function TakeDrowningDamage();

    function bool CheckWaterJump(out vector WallNormal)
    {
    	local actor HitActor;
    	local vector HitLocation, HitNormal, checkpoint, start, checkNorm, Extent;

    	checkpoint = vector(Rotation);
    	checkpoint.Z = 0.0;
    	checkNorm = Normal(checkpoint);
    	checkPoint = Location + CollisionRadius * checkNorm;
    	Extent = CollisionRadius * vect(1,1,0);
    	Extent.Z = CollisionHeight;
    	HitActor = Trace(HitLocation, HitNormal, checkpoint, Location, true, Extent);
    	if ( (HitActor != None) && (Pawn(HitActor) == None) )
    	{
    		WallNormal = -1 * HitNormal;
    		start = Location;
    		start.Z += 1.1 * MAXSTEPHEIGHT;
    		checkPoint = start + 2 * CollisionRadius * checkNorm;
    		HitActor = Trace(HitLocation, HitNormal, checkpoint, start, true);
    		if (HitActor == None)
    			return true;
    	}

    	return false;
    }

    function DoDoubleJump( bool bUpdating );
    function bool CanDoubleJump();

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

    function bool Dodge(EDoubleClickDir DoubleClickMove)
    {
    	return false;
    }

    //Player Jumped
    function bool DoJump( bool bUpdating )
    {
    	if ( !bIsCrouched && !bWantsToCrouch && ((Physics == PHYS_Walking) || (Physics == PHYS_Ladder) || (Physics == PHYS_Spider)) )
    	{
    		if ( Role == ROLE_Authority )
    		{
    // DLB Gameinfo pass: Game difficulty concept will change
    /*			if ( (Level.Game != None) && (Level.Game.GameDifficulty > 2) )
    				MakeNoise(0.1 * Level.Game.GameDifficulty);*/
    //			if ( bCountJumps && (Inventory != None) )
    //				Inventory.OwnerEvent('Jumped');
    		}
    		if ( Physics == PHYS_Spider )
    			Velocity = JumpZ * Floor;
    		else if ( Physics == PHYS_Ladder )
    			Velocity.Z = 0;
    		else if ( bIsWalking )
    			Velocity.Z = Default.JumpZ;
    		else
    			Velocity.Z = JumpZ;
    		if ( (Base != None) && !Base.bWorldGeometry )
    			Velocity.Z += Base.Velocity.Z;
    		SetPhysics(PHYS_Falling);
            return true;
    	}
        return false;
    }

    /* PlayMoverHitSound()
    Mover Hit me, play appropriate sound if any
    */
    function PlayMoverHitSound();

    function PlayDyingSound();

    function PlayHit(float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum)
    {
    	local vector BloodOffset, Mo, HitNormal;
    	local class<Effects> DesiredEffect;
    	local class<Emitter> DesiredEmitter;
    	local PlayerController PC;

    	if ( (Damage <= 0) && ((Controller == None) || !Controller.bGodMode) )
    		return;

    	if (Damage > DamageType.Default.DamageThreshold) //spawn some blood
    	{

    		HitNormal = Normal(HitLocation - Location);

    		// Play any set effect
    		if ( EffectIsRelevant(Location,true) )
    		{
    		DesiredEffect = DamageType.static.GetPawnDamageEffect(HitLocation, Damage, Momentum, self, (Level.bDropDetail || Level.DetailMode == DM_Low));

    		if ( DesiredEffect != None )
    		{
    			BloodOffset = 0.2 * CollisionRadius * HitNormal;
    			BloodOffset.Z = BloodOffset.Z * 0.5;

    			Mo = Momentum;
    			if ( Mo.Z > 0 )
    				Mo.Z *= 0.5;
    			spawn(DesiredEffect,self,,HitLocation + BloodOffset, rotator(Mo));
    		}

    		// Spawn any preset emitter

    		DesiredEmitter = DamageType.Static.GetPawnDamageEmitter(HitLocation, Damage, Momentum, self, (Level.bDropDetail || Level.DetailMode == DM_Low));
    		if (DesiredEmitter != None)
    			spawn(DesiredEmitter,,,HitLocation+HitNormal, Rotator(HitNormal));
    		}
    	}
    	if ( Health <= 0 )
    	{
    		if ( PhysicsVolume.bDestructive && (PhysicsVolume.ExitActor != None) )
    			Spawn(PhysicsVolume.ExitActor);
    		return;
    	}

    	// jdf ---
    	if ( (Level.NetMode != NM_DedicatedServer) && (Level.NetMode != NM_ListenServer) )
    	{
    		PC = PlayerController(Controller);
    		if ( PC != None && PC.bEnableDamageForceFeedback )
    			PC.ClientPlayForceFeedback("Damage");
    	}
    	// --- jdf

    	if ( Level.TimeSeconds - LastPainTime > 0.1 )
    	{
    		PlayTakeHit(HitLocation,Damage,damageType);
    		LastPainTime = Level.TimeSeconds;
    	}
    }

    /*
    Pawn was killed - detach any controller, and die
    */

    // blow up into little pieces (implemented in subclass)

    simulated function ChunkUp( Rotator HitRotation, class<DamageType> D )
    {
    	if ( (Level.NetMode != NM_Client) && (Controller != None) )
    	{
    		if ( Controller.bIsPlayer )
    			Controller.PawnDied(self);
    		else
    #if IG_TRIBES3
    			Controller.PawnDied(self);
    #else
    			Controller.Destroy();
    #endif
    	}
    	destroy();
    }

    State Dying
    {
    ignores Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling, BreathTimer;

    	event ChangeAnimation() {}
    	event StopPlayFiring() {}
    	function PlayFiring(float Rate, name FiringMode) {}
    //	function PlayWeaponSwitch(Weapon NewWeapon) {}
    	function PlayTakeHit(vector HitLoc, int Damage, class<DamageType> damageType) {}
    	simulated function PlayNextAnimation() {}

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

    	function Timer()
    	{
    		if ( !PlayerCanSeeMe() )
    			Destroy();
    		else
    			SetTimer(2.0, false);
    	}

    	function Landed(vector HitNormal)
    	{
    /*		local rotator finalRot;

    		LandBob = FMin(50, 0.055 * Velocity.Z);
    		if( Velocity.Z < -500 )
    			TakeDamage( (1-Velocity.Z/30),Instigator,Location,vect(0,0,0) , class'Crushed');

    		finalRot = Rotation;
    		finalRot.Roll = 0;
    		finalRot.Pitch = 0;
    		setRotation(finalRot);
    		SetPhysics(PHYS_None);
    		SetCollision(true, false, false);

    		if ( !IsAnimating(0) )
    			LieStill();*/
    	}

    	/* ReduceCylinder() made obsolete by ragdoll deaths */
    	function ReduceCylinder()
    	{
    		SetCollision(false, false, false);
    	}

    	function LandThump()
    	{
    		// animation notify - play sound if actually landed, and animation also shows it
    		if ( Physics == PHYS_None)
    			bThumped = true;
    	}

    	event AnimEnd(int Channel)
    	{
    		if ( Channel != 0 )
    			return;
    		if ( Physics == PHYS_None )
    			LieStill();
    		else if ( PhysicsVolume.bWaterVolume )
    		{
    			bThumped = true;
    			LieStill();
    		}
    	}

    	function LieStill()
    	{
    		if ( !bThumped )
    			LandThump();
    		SetCollision(false, false, false);
    	}

    	singular function BaseChange()
    	{
    //		if( base == None )
    //			SetPhysics(PHYS_Falling);
    //		else if ( Pawn(base) != None ) // don't let corpse ride around on someone's head
    //      	ChunkUp( Rotation, class'Fell' );
    	}

    #if IG_SHARED  //tcohen: hooked TakeDamage(), used by effects system and reactive world objects
    	function PostTakeDamage( float Damage, Pawn instigatedBy, Vector hitlocation,
    							Vector momentum, class<DamageType> damageType, optional float projectileFactor)
    #else
    	function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
    							Vector momentum, class<DamageType> damageType)
    #endif
    	{
    /*		SetPhysics(PHYS_Falling);
    		if ( (Physics == PHYS_None) && (momentum.Z < 0) )
    			momentum.Z *= -1;
    		Velocity += 3 * momentum/(Mass + 200);
    		if ( bInvulnerableBody )
    			return;
    		Damage *= damageType.Default.GibModifier;*/

    #if IG_TRIBES3
    		ApplyDamage(instigatedBy, Damage);
    #else
    		Health -= Damage;
    #endif // IG

    /*		if ( ((Damage > 30) || !IsAnimating()) && (Health < -80) )
            	ChunkUp( Rotation, DamageType ); */
    	}

    	function BeginState()
    	{
    //		if ( (LastStartSpot != None) && (LastStartTime - Level.TimeSeconds < 6) )
    //			LastStartSpot.LastSpawnCampTime = Level.TimeSeconds;
    		if ( bTearOff && (Level.NetMode == NM_DedicatedServer) )
    			LifeSpan = 1.0;
    		else
    			SetTimer(12.0, false);
    //		SetPhysics(PHYS_Falling);
    		bInvulnerableBody = true;
    		if ( Controller != None )
    		{
    			if ( Controller.bIsPlayer )
    				Controller.PawnDied(self);
    			else
    #if IG_TRIBES3
    				Controller.PawnDied(self);
    #else
    				Controller.Destroy();
    #endif
    		}
    	}

    Begin:
    	Sleep(0.15);
    	bInvulnerableBody = false;
    	PlayDyingSound();
    }

    //=============================================================================
    // Animation interface for controllers

    simulated event SetAnimAction(name NewAction);

    /* PlayXXX() function called by controller to play transient animation actions
    */
    simulated event PlayDying(class<DamageType> DamageType, vector HitLoc)
    {
    #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    	AmbientSound = None;
    #endif
    	GotoState('Dying');
    	if ( bPhysicsAnimUpdate )
    	{
    		bReplicateMovement = false;
    		bTearOff = true;
    		Velocity += TearOffMomentum;
    		SetPhysics(PHYS_Falling);
    	}
    	bPlayedDeath = true;
    }

    simulated function PlayFiring(float Rate, name FiringMode);
    //function PlayWeaponSwitch(Weapon NewWeapon);
    simulated event StopPlayFiring()
    {
    	bSteadyFiring = false;
    }

    function PlayTakeHit(vector HitLoc, int Damage, class<DamageType> damageType)
    {
    	local Sound DesiredSound;

    	if (Damage==0)
    		return;
    	//
    	// Play a hit sound according to the DamageType

     	DesiredSound = damageType.Static.GetPawnDamageSound();
    	if (DesiredSound != None)
    		PlayOwnedSound(DesiredSound
    #if !IG_EFFECTS
                            ,SLOT_Misc
    #endif
                            );
    }

    //=============================================================================
    // Pawn internal animation functions

    simulated event ChangeAnimation()
    {
    	// DLB Controller clean pass: removed AI logic
    	/*if ( (Controller != None) && Controller.bControlAnimations )
    		return;*/
    	// player animation - set up new idle and moving animations
    	bInitializeAnimation = false;
    	PlayWaiting();
    	PlayMoving();
    }

    simulated event AnimEnd(int Channel)
    {
    	if ( Channel == 0 )
    		PlayWaiting();
    }

    // Animation group checks (usually implemented in subclass)

    function bool CannotJumpNow()
    {
    	return false;
    }

    simulated event PlayJump();
    simulated event PlayFalling();
    simulated function PlayMoving();
    simulated function PlayWaiting();

    function PlayLanded(float impactVel)
    {
    	if ( !bPhysicsAnimUpdate )
    		PlayLandingAnimation(impactVel);
    }

    simulated event PlayLandingAnimation(float ImpactVel);

    function PlayVictoryAnimation();

    //function HoldCarriedObject(CarriedObject O, name AttachmentBone);

    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
    //#if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
    //     SoundRadius=60
    //	 SoundVolume=255
    //#endif
         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
    //     MaxDesiredSpeed=+00001.000000
         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
    //#if IG_SHARED // ckline: notifications upon Pawn death and Actor destruction
    	bNotifiedDeathListeners=false
        bSendDestructionNotification=true
    //#endif

    //#if IG_SHARED
    	AI_LOD_Level = AILOD_ALWAYS_ON
    //#endif
    }

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:46.341 - Created with UnCodeX