Properties
Main
- RequiredEquipment[16]
- allow L.D. to modify for single player
- bool bNoDefaultInventory
- don't spawn default inventory for this guy
Ai
- bool bIsSquadLeader
- only used as startup property
- name SquadName
- only used as startup property
Hidden
- SelectedEquipment[16]
- what player has selected (replicate using function)
- OptionalEquipment[16]
- player can optionally incorporate into loadout
- bool bAcceptAllInventory
- can pick up anything
- bool bBlobShadow
- bool bKeepTaunting
- bool bPlayerShadows
- bool bPlayOwnFootsteps
- bool bSoakDebug
- use less verbose version of debug display
- eDoubleClickDir CurrentDir
- vector GameObjOffset
- rotator GameObjRot
- float LastFootStepTime
- byte LoadOut
- int spree
- string VoiceType
Functions
- simulated function bool CheckTauntValid( name Sequence )
- Returns true if pawn has this taunt sequence
- simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
- list important actor variable on canvas. Also show the pawn's controller and weapon info
- function vector BotDodge(Vector Dir)
- returns appropriate vector for dodge in direction Dir (which should be normalized)
- function HoldGameObject(GameObject gameObj, name GameObjBone)
- function EndJump()
- Called when stop jumping
- simulated function ShouldUnCrouch()
- simulated event SetAnimAction(name NewAction)
- function String GetDebugName()
- function FootStepping(int side)
- function name GetWeaponBoneFor(Inventory I)
- function CheckBob(float DeltaTime, vector Y)
- function bool IsInLoadout(class<Inventory> InventoryClass)
- return true if InventoryClass is part of required or optional equipment
- function AddDefaultInventory()
- function CreateInventory(string InventoryClassName)
- function bool Dodge(eDoubleClickDir DoubleClickMove)
- simulated function PostBeginPlay()
- function PostNetBeginPlay()
- function RosterEntry GetPlacedRoster()
- function SetMovementPhysics()
- function TakeDrowningDamage()
- simulated function PlayFootStep(int Side)
- simulated function ChunkUp( Rotator HitRotation, float ChunkPerterbation )
- Pawn was killed - detach any controller, and die
- simulated function SpawnGibs(Rotator HitRotation, float ChunkPerterbation)
States
State TimingOut
- function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
- function BeginState()
State Dying
- function Landed(vector HitNormal)
- singular function BaseChange()
- function BeginState()
Notes
[3] : pretty bog standard. need to sort functions into AI related and other stuff...