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# Gameplay.Ragdoll

Extends
  Rook
Modifiers
  native

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

#### Direct Known Subclasses:

> Character

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
bool | bPlayedDeath
bool | bTearOffLocationValid
bool | jetpack
float | jetpackTime
MovementState | movement
vector | ragdollInheritedVelocity
int | ragdollTickCount
bool | ragdollTouchedGround
vector | TearOffLocation
Ragdoll
bool | disableJetpackDeath
class<HavokSkeletalSystem> | HavokParamsClass
float | jetpackDuration
float | jetpackLinearForce
float | jetpackTwirlyForce
float | ragdollDeathLift
float | ragdollLifeSpan
float | ragdollMaximumImpulse
float | ragdollScale

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

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

Enumerations Summary
MovementState MovementState_Stand, MovementState_Walk, MovementState_Run, MovementState_Sprint, MovementState_Ski, MovementState_Slide, MovementState_Stop, MovementState_Airborne, MovementState_AirControl, MovementState_Thrust, MovementState_Swim, MovementState_Float, MovementState_Skim, MovementState_ZeroGravity, MovementState_Elevator,

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary

Inherited Structures from Gameplay.Rook
DamageComponent

Inherited Structures from Engine.Pawn
HavokCharacterObjectInteractionEvent, HavokCharacterObjectInteractionResult

Functions Summary
|  | BeginState ())) Dying
|  | PlayDying (class<DamageType> DamageType, vector HitLoc))
|  | PostLoadGame ())) Dying
|  | PostTakeDamage (float Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional float projectileFactor)) Dying
| bool | StartHavokRagdoll ()))
|  | Tick (float DeltaTime))
|  | Timer ())) Dying
|  | unifiedAddForce (Vector force))
|  | unifiedAddForceAtPosition (Vector force, Vector position))
|  | unifiedAddImpulse (Vector impulse))
|  | unifiedAddImpulseAtPosition (Vector impulse, Vector position))

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

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

States Summary

Dying Source code
state Dying

BeginState, PostLoadGame, PostTakeDamage, Timer

Variables Detail

#### bPlayedDeath Source code

var bool bPlayedDeath;

#### bTearOffLocationValid Source code

var bool bTearOffLocationValid;

#### jetpack Source code

var bool jetpack;

#### jetpackTime Source code

var float jetpackTime;

#### movement Source code

var MovementState movement;

#### ragdollInheritedVelocity Source code

var vector ragdollInheritedVelocity;

#### ragdollTickCount Source code

var int ragdollTickCount;

#### ragdollTouchedGround Source code

var bool ragdollTouchedGround;

#### TearOffLocation Source code

var vector TearOffLocation;

### Ragdoll

#### disableJetpackDeath Source code

var(Ragdoll) bool disableJetpackDeath;

#### HavokParamsClass Source code

var(Ragdoll) class<HavokSkeletalSystem> HavokParamsClass;

#### jetpackDuration Source code

var(Ragdoll) float jetpackDuration;

#### jetpackLinearForce Source code

var(Ragdoll) float jetpackLinearForce;

#### jetpackTwirlyForce Source code

var(Ragdoll) float jetpackTwirlyForce;

#### ragdollDeathLift Source code

var(Ragdoll) float ragdollDeathLift;

#### ragdollLifeSpan Source code

var(Ragdoll) float ragdollLifeSpan;

#### ragdollMaximumImpulse Source code

var(Ragdoll) float ragdollMaximumImpulse;

#### ragdollScale Source code

var(Ragdoll) float ragdollScale;

Enumerations Detail

#### MovementState Source code

enum MovementState
{

> MovementState_Stand, MovementState_Walk, MovementState_Run, MovementState_Sprint, MovementState_Ski, MovementState_Slide, MovementState_Stop, MovementState_Airborne, MovementState_AirControl, MovementState_Thrust, MovementState_Swim, MovementState_Float, MovementState_Skim, MovementState_ZeroGravity, MovementState_Elevator,

};

Functions Detail

#### BeginState Dying Source code

simulated function BeginState ( ) )

#### PlayDying Source code

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

#### PostLoadGame Dying Source code

function PostLoadGame ( ) )

#### PostTakeDamage Dying Source code

simulated function PostTakeDamage ( float Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional float projectileFactor) )

#### StartHavokRagdoll Source code

simulated function bool StartHavokRagdoll ( ) )

#### Tick Source code

simulated function Tick ( float DeltaTime) )

#### Timer Dying Source code

simulated function Timer ( ) )

#### unifiedAddForce Source code

simulated function unifiedAddForce ( Vector force) )

#### unifiedAddForceAtPosition Source code

simulated function unifiedAddForceAtPosition ( Vector force, Vector position) )

#### unifiedAddImpulse Source code

simulated function unifiedAddImpulse ( Vector impulse) )

#### unifiedAddImpulseAtPosition Source code

simulated function unifiedAddImpulseAtPosition ( Vector impulse, Vector position) )

Defaultproperties

    defaultproperties
    {
        ragdollLifeSpan=10

        jetpackDuration = 4
        jetpackLinearForce = 20000
        jetpackTwirlyForce = 250000

        ragdollScale = 20

        ragdollMaximumImpulse = 200000

        ragdollDeathLift = 50000
    }

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Creation time: st 23.5.2018 00:10:34.066 - Created with UnCodeX