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UnrealPawn

UT2003 :: Actor >> Pawn >> UnrealPawn (Package: UnrealGame)

This Pawn is the parent class for unreal characters.

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

bool CheckTauntValid( name Sequence ) (simulated)
Returns true if pawn has this taunt sequence
DisplayDebug( Canvas Canvas, out float YL, out float YPos ) (simulated)
List important actor variable on canvas. Also show the pawn's controller and weapon info
vector BotDodge( vector Dir )
Returns appropriate vector for dodge in direction Dir (which should be normalized)
HoldGameObject( GameObject gameObj, name GameObjBone )
EndJump()
Called when stop jumping
ShouldUnCrouch() (simulated)
string GetDebugName()
FootStepping( int side )
name GetWeaponBoneFor( Inventory I )
Return bone name of Inventory base.
CheckBob( float DeltaTime, vector Y )
bool IsInLoadout( class<Inventory> InventoryClass )
return true if InventoryClass is part of required or optional equipment
AddDefaultInventory()
CreateInventory( string InventoryClassName )
bool Dodge( eDoubleClickDir DoubleClickMove )
PostBeginPlay() (simulated)
PostNetBeginPlay()
RosterEntry GetPlacedRoster()
SetMovementPhysics()
TakeDrowningDamage()
PlayFootStep( int Side ) (simulated)
ChunkUp( rotator HitRotation, float ChunkPerterbation ) (simulated)
Pawn was killed - detach any controller, and die, determine if should spawn gibs
SpawnGibs( rotator HitRotation, float ChunkPerterbation ) (simulated)

Events

SetAnimAction( name NewAction ) (simulated)

States

TimingOut

Functions

TakeDamage( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType )
EMPTY
BeginState()

Dying

Functions

Landed( vector HitNormal )
BaseChange() (singluar)
Calls Super.BaseChange().
BeginState()

Known Subclasses

 UnrealPawn
   +- xIntroPawn >>
   +- xPawn
       +- Monster >> (UT2004 only)
       +- xMutantPawn (UT2004 only)

Discussion

Unknown: pretty bog standard. need to sort functions into AI related and other stuff...


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