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XPawn

UT2003 :: Actor >> Pawn >> UnrealPawn >> xPawn (Package: XGame)

This is the actual pawn class used in UT2003 and UT2004. The "x" does not stand for anything, just indicates this is Digital Extreme's implementation, rather than from Epic's basic engine classes.

Properties

AI

string PlacedCharacterName

Deres

float DeResGravScale
Reduce gravity on corpse during de-res
float DeResLateralFriction
Sideways friction while lifting
InterpCurve DeResLiftSoftness
Vertical 'sprinyness' (over time) of bone lifters
InterpCurve DeResLiftVel
Speed (over time) at which body rises

Gib

int GibCountCalf
int GibCountForearm
int GibCountHead
int GibCountTorso
int GibCountUpperArm
class<xPawnGibGroup> GibGroupClass

Karma

Material RagConvulseMaterial
float RagDeathUpKick
Amount of upwards kick ragdolls get when they die
float RagDeathVel
How fast ragdoll moves upon death
float RagdollLifeSpan
MAXIMUM time the ragdoll will be around. De-res's early if it comes to rest.
float RagImpactSoundInterval
array<sound> RagImpactSounds
float RagImpactVolume
float RagInvInertia
Use to work out how much 'spin' ragdoll gets on death.
float RagShootStrength
How much effect shooting ragdolls has. Be careful!
float RagSpinScale
Increase propensity to spin around Z (up).

Marker

vector LeftOffset
vector RightOffset

Shield

float ShieldCharge
Current charge
float ShieldChargeMax
Max strength
float ShieldChargeRate
Amount to recharge per sec.
float ShieldConvertRate
Speed at which charge is expended into strength
Material ShieldHitMat
float ShieldHitMatTime
float ShieldStrengthDecay
Max strength
float ShieldStrengthMax
Max strength

Sounds

SoundFootsteps[11]
Indexed by ESurfaceTypes (sorry about the literal).
float FootstepVolume
float GruntVolume
class<xPawnSoundGroup?> SoundGroupClass

Udamage

Sound UDamageSound
Material UDamageWeaponMaterial
Weapon overlay material

Hidden

WallDodgeAnims[4]
TransOutEffect[2]
RealSkins[2]
TransEffects[2]
bool bBerserk
bool bDeRes
bool bGibbed
bool bInvis
bool bOldInvis
bool bSkeletized
True if player is a Skeleton
Combo CurrentCombo
Currently active Adrenaline combo (handled by Controller)
Emitter DeResFX
Material DeResMat0
Material DeResMat1
float DeResTime
name FireHeavyBurstAnim
name FireHeavyRapidAnim
name FireRifleBurstAnim
name FireRifleRapidAnim
name FireRootBone
EFireAnimState FireState
string HeadShotMessage
name IdleHeavyAnim
name IdleRifleAnim
Material InvisMaterial
float LastUDamageSoundTime
PlayerLight LeftMarker
int MaxMultiJump
How many times the player can jump after first jump
float MinTimeBetweenPainSounds
int MultiJumpBoost
Depends on the tolerance (100)
int MultiJumpRemaining
Remaining jumps
Controller OldController
ShadowProjector PlayerShadow
string RagdollOverride
float RagLastSoundTime
int RepeaterDeathCount
PlayerLight RightMarker
int SimHitFxTicker
int SimTransEffectTicker
Mesh SkeletonMesh
The player mesh when u are burned by lava
class<SpeciesType> Species
class<Actor> TeleportFXClass
vector TransEffectOrigin
int TransEffectTicker
float UDamageTime
UDamageTimer UDamageTimer
class<TeamVoicePack?> VoiceClass
xWeaponAttachment? WeaponAttachment

Enums

EFireAnimState

FS_None
FS_PlayOnce
FS_Looping
FS_Ready

Known Subclasses

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

Related Topics

Discussion

Defx: Whats the difference between Pawn and xPawn?

Nick89: XPawn is the final refined class designed specifically for UT200x. XPawn handles damage, shields and properly interacts with everything in the game.

OlympusMons: Doesnt the "x" signify that a class is linked into the caching system through xUtil? Well thats kinda the impression I got, at first I thought it was digital extremes but it seems the classes that were marked with an "x" for Unreal Championship Im guessing were done so because of the upl files and probably extended later on with the ucl and CacheManager?, which covers mutators and some other stuff. Maybe they were talking about the xBox because this is probably when all the SpeciesType started, maybe Im wrong.

Wormbo: The X in many class and package names only stands for "extended" and points out a severe lack of ideas for names.

OlympusMons: Yeah I guess your right, just looking through the code and there is a fair few classes that dont relate to the xUtil? that carry the prefix "x" like xWeaponBase, xEmitter and xWeaponAttachment?. I do know the Classes are designated with a lowcase "x" and the Packages and uppercase "X". They do share something in common with xPawn though, theres only acouple Ive found that seem to be completely unrealted which are xWeatherEffect and xMaterialController?.Theres a few more I dont really think this is worth discussing further as it seems the statement on top of this page is right.

Pendragon: It says at the top of the page,

  "The "x" does not stand for anything, just indicates this is Digital Extreme's implementation, rather than from Epic's basic engine classes."

Category Class (UT2003)

Category Class (UT2004)

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