Source

UnrealMagicOfDoomOhYeah / UTCarriedObject.txt

UTGame/Classes/UTCarriedObject.uc
class UTCarriedObject extends Actor

    	event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
    	function BeginState(Name PreviousStateName)
    	function BeginState(Name PreviousStateName)
    	function BeginState(Name PreviousStateName)
    	function CheckFit()
    	function CheckPain()
    	function EndState(Name NextStateName)
    	function EndState(Name NextStateName)
    	function EndState(Name NextStateName)
    	function KismetSendHome()
    	function LogTaken(Controller EventInstigator)
    	function LogTaken(Controller EventInstigator)
    	function SendHome(Controller Returner)
    	function Timer()
    	function Timer()
    	function Timer()
    	singular event BaseChange()
    	singular function PhysicsVolumeChange( PhysicsVolume NewVolume )
    event Landed(vector HitNormal, actor FloorActor)
    event NotReachableBy(Pawn P)
    function Actor Position()
    function AutoSendHome()
    function BroadcastDroppedMessage(Controller EventInstigator)
    function BroadcastReturnedMessage()
    function BroadcastTakenDroppedMessage(Controller EventInstigator)
    function BroadcastTakenFromBaseMessage(Controller EventInstigator)
    function CheckFit();
    function CheckPain();
    function CheckTouching()
    function ClearHolder()
    function Drop(optional Controller Killer)
    function KismetSendHome()
    function LogDropped(Controller EventInstigator)
    function LogReturned(Controller EventInstigator)
    function LogTaken(Controller EventInstigator)
    function PostBeginPlay()
    function Score()
    function SendFlagMessage(Controller C)
    function SendHome(Controller Returner)
    function SetHolder(Controller C)
    function UTGameObjective GetKismetEventObjective()
    function bool FlagUse(Controller C)
    function bool ValidHolder(Actor other)
    protected function CalcSetHome()
    simulated event FellOutOfWorld(class<DamageType> dmgType)
    simulated event OnBaseChainChanged();
    simulated event ReplicatedEvent(name VarName)
    simulated function ClientReturnedHome()
    simulated function DrawIcon(Canvas Canvas, vector IconLocation, float IconWidth, float IconAlpha)
    simulated function HighlightOnMinimap(int Switch)
    simulated function RenderEnemyMapIcon(UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, UTGameObjective NearbyObjective)
    simulated function RenderMapIcon(UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner)
    simulated function Texture2D GetIconTexture()
    simulated function bool ShouldMinimapRenderFor(PlayerController PC)
    simulated native function SetHUDLocation(vector NewHUDLocation);
    simulated native function byte GetTeamNum();
    singular event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )