Pawn
Properties
Main
- byte DamageDirIntensity[4]
- HitFXData HitFx[8]
- float SkillModifier
- skill modifier (same scale as game difficulty, 0 - 7)
AI
- name AIScriptTag
- tag of AIScript which should be associated with this pawn
- float Alertness
- -1 to 1 →Used within specific states for varying reaction to stimuli
- bool bAdjacentZoneHearing
- can hear any sound in adjacent zone (if close enough to hear)
- bool bLOSHearing
- can hear sounds from line-of-sight sources (which are close enough to hear)
- bool bMuffledHearing
- can hear sounds through walls (but muffled - sound distance increased to double plus 4x the distance through walls
- float HearingThreshold
- max distance at which a makenoise(1.0) loudness sound can be heard
- float PeripheralVision
- Cosine of limits of peripheral vision.
- float SightRadius
- Maximum seeing distance.
AnimTweaks
- float BlendChangeTime
- time to blend between movement animations
Shield
- transient float ShieldStrength
- current shielding (having been activated)
Hidden
- name LandAnims[4]
- name TakeoffAnims[4]
- name AirAnims[4]
- name WalkAnims[4]
- name CrouchAnims[4]
- name DodgeAnims[4]
- name DoubleJumpAnims[4]
- float AccelRate
- max acceleration rate
- float AirControl
- amount of AirControl available to the pawn
- float AirSpeed
- The maximum flying speed.
- name AirStillAnim
- NavigationPoint Anchor
- current nearest path;
- name AnimAction
- use for replicating anims
- float AppliedBob
- const float AvgPhysicsTime
- Physics updating time monitoring (for AI monitoring reaching destinations)
- float BackwardStrafeBias
- bias of strafe blending in backward direction
- bool bAmbientCreature
- AIs will ignore me
- float BaseEyeHeight
- Base eye height above collision center.
- float BaseMovementRate
- FIXME - temp - used for scaling movement
- bool bAutoFire
- used for third person weapon anims/effects
- bool bAvoidLedges
- don't get too close to ledges
- bool bCachedRelevant
- network relevancy caching flag
- bool bCanClimbLadders
- bool bCanDoubleJump
- bool bCanFly
- bool bCanJump
- movement capabilities - used by AI
- bool bCanStrafe
- bool bCanSwim
- bool bCanWalk
- bool bClientCollision
- used on clients when temporarily turning off collision
- bool bCrawler
- crawling - pitch and roll based on surface pawn is on
- bool bDirectHitWall
- always call pawn hitwall directly (no controller notifyhitwall)
- bool bDoTorsoTwist
- bool bHideRegularHUD
- bool bInitializeAnimation
- bool bInvulnerableBody
- const bool bIsCrouched
- set by physics to specify that pawn is currently crouched
- bool bIsFemale
- bool bJumpCapable
- bool bJustLanded
- used by eyeheight adjustment
- class<Effects> BloodEffect
- bool bNoJumpAdjust
- set to tell controller not to modify velocity of a jump/fall
- bool bNoTeamBeacon
- never display team beacon for this pawn
- const bool bNoVelocityUpdate
- used by C++ physics
- bool bNoWeaponFiring
- globalconfig float Bob
- float bobtime
- bool bPhysicsAnimUpdate
- bool bPlayedDeath
- const bool bReducedSpeed
- used by movement natives
- const bool bReverseRun
- bool bRollToDesired
- Update roll when turning to desired rotation (normally false)
- const bool bSimGravityDisabled
- used on network clients
- const bool bSimulateGravity
- simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling)
- bool bSpecialHUD
- bool bSteadyFiring
- used for third person weapon anims/effects
- bool bThumped
- const bool bTryToUnCrouch
- when auto-crouch during movement, continually try to uncrouch
- bool bUpAndOut
- used by swimming
- bool bUpdatingDisplay
- to avoid infinite recursion through inventory setdisplay
- bool bWaitForAnim
- true if the pawn is playing an important non-looping animation (eg. landing/dodge) and doesn't feel like being interrupted
- bool bWantsToCrouch
- if true crouched (physics will automatically reduce collision height to CrouchHeight)
- bool bWarping
- Set when travelling through warpzone (so shouldn't telefrag)
- bool bWasCrouched
- bool bWasOnGround
- bool bWasWalking
- bool bWeaponBob
- vector ConstantAcceleration
- acceleration added to pawn when falling
- Controller Controller
- class<AIController> ControllerClass
- default class to use when pawn is controlled by AI (can be modified by an AIScript)
- float CrouchedPct
- pct. of running speed that crouched walking speed is
- float CrouchHeight
- CollisionHeight when crouching
- float CrouchRadius
- CollisionRadius when crouching
- name CrouchTurnLeftAnim
- name CrouchTurnRightAnim
- float DamageScaling
- float DesiredSpeed
- float DestinationOffset
- used to vary destination over NavigationPoints
- float DodgeSpeedFactor
- dodge speed moved here so animation knows the diff between a jump and a dodge
- float DodgeSpeedZ
- float FindAnchorFailedTime
- last time a FindPath() attempt failed to find an anchor.
- byte FlashCount
- used for third person weapon anims/effects
- const vector Floor
- Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)
- const int FootRot
- torso twisting/looking stuff
- const bool FootStill
- const bool FootTurning
- float ForwardStrafeBias
- bias of strafe blending in forward direction
- float GroundSpeed
- The maximum ground speed.
- name HeadBone
- float HeadScale
- PhysicsVolume HeadVolume
- physics volume of head
- travel int Health
- Health: 100 = normal maximum
- float HealthMax
- class<DamageType> HitDamageType
- damage type of last hit (for playing hit/death anims)
- transient int HitFxTicker
- name IdleCrouchAnim
- name IdleRestAnim
- name IdleSwimAnim
- float IdleTime
- name IdleWeaponAnim
- WeaponAttachment code will set this one
- float JumpZ
- vertical acceleration w/ jump
- float LadderSpeed
- Ladder climbing speed
- float LandBob
- name LandMovementState
- A state of the PlayerController or a derived class which is applied when the player is not within a water block. This will in effect set the default movement state for the pawn.
- const NavigationPoint LastAnchor
- recent nearest path
- float LastPainSound
- float LastPainTime
- last time pawn played a takehit animation (updated in PlayHit())
- PlayerController LastRealViewer
- PlayerStart LastStartSpot
- used to avoid spawn camping
- float LastStartTime
- float LastValidAnchorTime
- last time a valid anchor was found
- Actor LastViewer
- class<Effects> LowGoreBlood
- float MaxDesiredSpeed
- float MaxFallSpeed
- max speed pawn can land without taking damage (also limits what paths AI can use)
- float MeleeRange
- Max range for melee attack (not including collision radii)
- localized string MenuName
- Name used for this pawn type in menus (e.g. player selection)
- float MovementBlendStartTime
- used for delaying the start of run blending
- float NetRelevancyTime
- float NextPathRadius
- radius of next path in route
- const float noise1loudness
- All the noise* variables are for remembering the location and position of the last noises propagated.
- const Pawn noise1other
- const vector noise1spot
- const float noise1time
- const float noise2loudness
- const Pawn noise2other
- const vector noise2spot
- const float noise2time
- vector OldAcceleration
- const int OldAnimDir
- EPhysics OldPhysics
- float OldRotYaw
- used for determining if pawn is turning
- const Vector OldVelocity
- float OldZ
- Old Z Location - used for eyeheight smoothing
- LadderVolume OnLadder
- ladder currently being climbed
- transient CompressedPosition? PawnPosition
- Weapon PendingWeapon
- Will become weapon once current weapon is put down
- PlayerReplicationInfo PlayerReplicationInfo
- class<DamageType> ReducedDamageType
- which damagetype this creature is protected from (used by AI)
- name RootBone
- travel Powerups? SelectedItem
- currently selected inventory item
- vector SerpentineDir
- serpentine direction
- float SerpentineDist
- float SerpentineTime
- how long to stay straight before strafing again
- Projector Shadow
- float SoundDampening
- float SpawnTime
- name SpineBone1
- name SpineBone2
- float SplashTime
- time of last splash
- vector TakeHitLocation
- location of last hit (for playing hit/death anims)
- name TakeoffStillAnim
- array<name> TauntAnims
- Array of names of taunt anim that can be played by this character. First 4 assumed to be orders.
- localized string TauntAnimNames[8]
- Text description of taunt anims
- vector TearOffMomentum
- momentum to apply when torn off (bTearOff == true)
- const int TurnDir
- name TurnLeftAnim
- name TurnRightAnim
- turning anims when standing in place (scaled by turn speed)
- const float UnCrouchTime
- when auto-crouch during movement, continually try to uncrouch once this decrements to zero
- float UnderWaterTime
- how much time pawn can go without air (in seconds)
- byte ViewPitch
- something to replicate so we can see which way remote clients are looking
- vector WalkBob
- float WalkingPct
- pct. of running speed that walking speed is
- name WaterMovementState
- A state of the PlayerController or a derived class which is applied when the player is within a water block.
- float WaterSpeed
- The maximum swimming speed.
- travel Weapon Weapon
- The pawn's current weapon.
Structs
struct HitFXData
{
var() Name Bone : var() class<DamageType> damtype : var() bool bSever : var() Rotator rotDir :
}
Functions
- simulated native function SetTwistLook(int twist, int look)
- simulated native function int Get4WayDirection( )
- simulated event SetHeadScale(float NewScale)
- Sets the scaling of the head of the pawn (used in the BigHead mutator)
- native function bool ReachedDestination(Actor Goal)
- returns true if the pawn has reached Goal.
- native function ForceCrouch()
- Forces the pawn to crouch.
- simulated function Weapon GetDemoRecordingWeapon()
- function Fire(optional float F)
- Fires the pawn's current weapon
- function DrawHUD(Canvas Canvas)
- function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
- simulated function String GetHumanReadableName()
- function PlayTeleportEffect(bool bOut, bool bSound)
- function PossessedBy(Controller C)
- Called when the pawn is possessed by a Controller
- function UnPossessed()
- Called when a Controller gives up control of the pawn.
- simulated function bool PointOfView()
- False means first person view, True means third person view.
- function BecomeViewTarget()
- function DropToGround()
- function bool CanGrabLadder()
- Returns true if this pawn can currently grab a ladder.
- event SetWalking(bool bNewIsWalking)
- function bool CanSplash()
- function ClimbLadder(LadderVolume L)
- Called when the pawn starts climbing a ladder.
- function EndClimbLadder(LadderVolume OldLadder)
- Called when the pawn is done climbing a ladder.
- simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
- This displays the debug information seen with the console command "showdebug"
- simulated function vector CalcDrawOffset(inventory Inv)
- Compute offset for drawing an inventory item.
- function vector CameraShake()
- function vector ModifiedPlayerViewOffset(inventory Inv)
- function vector WeaponBob(float BobDamping)
- function CheckBob(float DeltaTime, vector Y)
- simulated function bool IsPlayerPawn()
- Returns true if this pawn is controlled by a player/bot.
- simulated function bool WasPlayerPawn()
- Returns true if this pawn was previously controlled by a player/bot.
- simulated function bool IsHumanControlled()
- Returns true if this pawn is being controlled by a human player.
- simulated function bool IsLocallyControlled()
- Returns true if this pawn is being controlled locally (by the computer calling the function).
- simulated function bool IsFirstPerson()
- Returns true if viewing this pawn in first person view.
- simulated function rotator GetViewRotation()
- simulated function SetViewRotation(rotator NewRotation)
- final function bool InGodMode()
- Returns true if this pawn is in God mode (invulnerable)
- function bool NearMoveTarget()
- Returns true if pawn is near it's Controller's MoveTarget.
- simulated final function bool PressingFire()
- simulated final function bool PressingAltFire()
- function Actor GetMoveTarget()
- Returns the pawn's Controller's MoveTarget.
- function SetMoveTarget(Actor NewTarget)
- Sets the pawn's Controller's MoveTarget.
- function bool LineOfSightTo(actor Other)
- simulated final function rotator AdjustAim(Ammunition FiredAmmunition, vector projStart, int aimerror)
- function Actor ShootSpecial(Actor A)
- function float AdjustedStrength()
- return a value (typically 0 to 1) adjusting pawn's perceived strength if under some special influence (like berserk)
- function HandlePickup(Pickup pick)
- function ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
- event ClientMessage( coerce string S, optional Name Type)
- function Trigger( actor Other, pawn EventInstigator)
- function bool CanTrigger(Trigger T)
- Returns true if the pawn can be triggered.
- function CreateInventory(string InventoryClassName)
- Spawns an Inventory of class InventoryClassName and gives it to this pawn.
- function GiveWeapon(string aClassName)
- function SetDisplayProperties(ERenderStyle NewStyle, Material NewTexture, bool bLighting)
- function SetDefaultDisplayProperties()
- function FinishedInterpolation()
- function JumpOutOfWater(vector jumpDir)
- Called to set the pawn's velocity and acceleration as he jumps out of water.
- simulated event ModifyVelocity(float DeltaTime, vector OldVelocity)
- called by physics before applying new velocity for this tick. Velocity,Acceleration, etc. have been updated by the physics, but location hasn't.
- function ShouldCrouch(bool Crouch)
- Called by the pawn's Controller when it wants to crouch.
- event EndCrouch(float HeightAdjust)
- Called by physics when the pawn begins crouching.
- event StartCrouch(float HeightAdjust)
- Called by physics when the pawn ends crouching.
- function RestartPlayer()
- function AddVelocity(vector NewVelocity)
- function KilledBy(pawn EventInstigator)
Discussion
Mysterial: Whew! Even though the Class Wikifier did half the work, that still took a while! I'll get to the functions and other stuff later.