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UnrealMagicOfDoomOhYeah / UTPawn.txt

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UTGame/Classes/UTPawn.uc
class UTPawn extends GamePawn

    	event Timer()
    	event bool EncroachingOn(Actor Other)
    	event bool EncroachingOn(Actor Other)
    	exec simulated function FeignDeath()
    	exec simulated function FeignDeath();
    	reliable server function ServerFeignDeath()
    	reliable server function ServerFeignDeath();
    	simulated event BeginState(name PreviousStateName)
    	simulated event Landed(vector HitNormal, Actor FloorActor)
    	simulated event OnAnimEnd(AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)
    	simulated event TakeDamage(int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
    	simulated function BeginState(Name PreviousStateName)
    	simulated function EndState(name NextStateName)
    	simulated function Tick(float DeltaTime)
    	simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
    	simulated function bool CalcThirdPersonCam( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
    	simulated function bool CanThrowWeapon()
    event EncroachedBy(Actor Other)
    event Falling()
    event HeadVolumeChange(PhysicsVolume newHeadVolume)
    event Landed(vector HitNormal, actor FloorActor)
    event OnRanOver(SVehicle Vehicle, PrimitiveComponent RunOverComponent, int WheelIndex)
    event PlayJumpingSound()
    event PlayLandingSound()
    event SetWalking( bool bNewIsWalking )
    event StoppedFalling()
    event StuckFalling()
    event StuckOnPawn(Pawn OtherPawn)
    event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
    event UpdateEyeHeight( float DeltaTime )
    event bool EncroachingOn( actor Other )
    exec function AngDriveDAmp(float Damp)
    exec function AngDriveSpring(float Spring)
    exec function BackDamp(float LinDamp)
    exec function BackSpring(float LinSpring)
    exec function FixedView(string VisibleMeshes)
    exec function HandDamp(float LinDamp)
    exec function HandSpring(float LinSpring)
    exec function LinDriveDAmp(float Spring, float Damp)
    exec function LinDriveSpring(float Spring, float Damp)
    exec function ShowCompDebug()
    exec simulated function FeignDeath()
    exec simulated function PlayEmote(name InEmoteTag, int InPlayerID)
    final native function SetMaxStepHeight(float NewMaxStepHeight);
    function AddDefaultInventory()
    function AddVelocity( vector NewVelocity, vector HitLocation, class<DamageType> DamageType, optional TraceHitInfo HitInfo )
    function AdjustDamage( out int inDamage, out Vector momentum, Controller instigatedBy, Vector hitlocation, class<DamageType> damageType, optional TraceHitInfo HitInfo )
    function ClearWeaponOverlayFlag(byte FlagToClear)
    function DeactivateSpawnProtection()
    function DoDoubleJump( bool bUpdating )
    function DropFlag()
    function EnableInventoryPickup()
    function FeignDeathDelayTimer()
    function ForceRagdoll()
    function Gasp()
    function JumpOffPawn()
    function JumpOutOfWater(vector jumpDir)
    function OnExitVehicle(UTSeqAct_ExitVehicle Action)
    function OnHealDamage(SeqAct_HealDamage Action)
    function OnInfiniteAmmo(UTSeqAct_InfiniteAmmo Action)
    function OnPlayAnim( UTSeqAct_PlayAnim InAction )
    function OnUseHoverboard(UTSeqAct_UseHoverboard Action)
    function PerformEmoteCommand(EmoteInfo EInfo, int PlayerID)
    function PlayDyingSound()
    function PlayHit(float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo)
    function PlayTeleportEffect(bool bOut, bool bSound)
    function PlayVictoryAnimation()
    function PossessedBy(Controller C, bool bVehicleTransition)
    function SetBigHead()
    function SetWeaponOverlayFlag(byte FlagToSet)
    function SpawnDefaultController()
    function SpawnTransEffect(int TeamNum)
    function String GetDebugName()
    function TakeDrowningDamage()
    function ThrowActiveWeapon()
    function bool BotFire(bool bFinished)
    function bool CanDoubleJump()
    function bool CanMultiJump()
    function bool Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
    function bool DoJump( bool bUpdating )
    function bool Dodge(eDoubleClickDir DoubleClickMove)
    function bool GiveHealth(int HealAmount, int HealMax)
    function bool InCombat()
    function bool IsLocationOnHead(const out ImpactInfo Impact, float AdditionalScale)
    function bool NeedToTurn(vector targ)
    function bool PerformDodge(eDoubleClickDir DoubleClickMove, vector Dir, vector Cross)
    function bool PoweredUp()
    function bool RecommendLongRangedAttack()
    function bool StopFiring()
    function bool StopWeaponFiring()
    function bool TakeHeadShot(const out ImpactInfo Impact, class<UTDamageType> HeadShotDamageType, int HeadDamage, float AdditionalScale, controller InstigatingController)
    function byte ChooseFireMode()
    function float RangedAttackTime()
    function gibbedBy(actor Other)
    function int AbsorbDamage(out int Damage, int CurrentShieldStrength, float AbsorptionRate)
    function int GetShieldStrength()
    function int ShieldAbsorb( int Damage )
    function vector BotDodge(Vector Dir)
    native function EnsureOverlayComponentLast();
    native function GetBoundingCylinder(out float CollisionRadius, out float CollisionHeight) const;
    native function RestorePreRagdollCollisionComponent();
    native function bool IsInvisible();
    native function bool SuggestJumpVelocity(out vector JumpVelocity, vector Destination, vector Start);
    native simulated function vector GetTargetLocation(optional actor RequestedBy, optional bool bRequestAlternateLoc) const;
    reliable server function ServerFeignDeath()
    reliable server function ServerHoverboard()
    reliable server function ServerPlayEmote(name InEmoteTag, int InPlayerID)
    simulated event BecomeViewTarget( PlayerController PC )
    simulated event Destroyed()
    simulated event EndCrouch(float HeightAdjust)
    simulated event EndViewTarget( PlayerController PC )
    simulated event FellOutOfWorld(class<DamageType> dmgType)
    simulated event HoldGameObject(UTCarriedObject UTGameObj)
    simulated event PlayFootStepSound(int FootDown)
    simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
    simulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
    simulated event ReplicatedEvent(name VarName)
    simulated event RigidBodyCollision( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex )
    simulated event SetHeadScale(float NewScale)
    simulated event StartCrouch(float HeightAdjust)
    simulated event StartDriving(Vehicle V)
    simulated event StartFeignDeathRecoveryAnim()
    simulated event StopDriving(Vehicle V)
    simulated event TakeHitBlendedOut()
    simulated event TornOff()
    simulated event rotator GetViewRotation()
    simulated function ActuallyPlayFootstepSound(int FootDown)
    simulated function AdjustCameraScale(bool bMoveCameraIn)
    simulated function AdjustPPEffects(UTPlayerController PC, bool bRemove);
    simulated function ApplyWeaponOverlayFlags(byte NewFlags)
    simulated function ClearBodyMatColor()
    simulated function ClientReStart()
    simulated function CreateOverlayArmsMesh()
    simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
    simulated function DoPlayEmote(name InEmoteTag, int InPlayerID)
    simulated function DoingDeathAnim()
    simulated function FaceRotation(rotator NewRotation, float DeltaTime)
    simulated function FindGoodEndView(PlayerController InPC, out Rotator GoodRotation)
    simulated function FireRateChanged()
    simulated function FiringModeUpdated(Weapon InWeapon, byte InFiringMode, bool bViaReplication)
    simulated function GetQuickPickCells(UTHud Hud, out array<QuickPickCell> Cells, out int CurrentWeaponIndex)
    simulated function LeaveABloodSplatterDecal( vector HitLoc, vector HitNorm )
    simulated function MaterialInterface GetOverlayMaterial()
    simulated function MaterialInterface GetShieldMaterialInstance(bool bTeamGame)
    simulated function ModifyRotForDebugFreeCam(out rotator out_CamRot)
    simulated function NotifyTeamChanged()
    simulated function OnModifyHealth(SeqAct_ModifyHealth Action)
    simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
    simulated function PlayFeignDeath()
    simulated function PlayTakeHitEffects()
    simulated function PostBeginPlay()
    simulated function PostBigTeleport()
    simulated function PostTeleport(Teleporter OutTeleporter)
    simulated function QuickPick(int Quad)
    simulated function ReattachMesh()
    simulated function RenderMapIcon(UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor)
    simulated function ResetCharPhysState()
    simulated function SetAnimRateScale(float RateScale)
    simulated function SetBodyMatColor(LinearColor NewBodyMatColor, float NewOverlayDuration)
    simulated function SetCharacterClassFromInfo(class<UTFamilyInfo> Info)
    simulated function SetCharacterMeshInfo(SkeletalMesh SkelMesh, MaterialInterface HeadMaterial, MaterialInterface BodyMaterial)
    simulated function SetFirstPersonArmsInfo(SkeletalMesh FirstPersonArmMesh, MaterialInterface ArmMaterial)
    simulated function SetHandIKEnabled(bool bEnabled)
    simulated function SetHeroCam(out rotator out_CamRot)
    simulated function SetInvisible(bool bNowInvisible)
    simulated function SetMeshVisibility(bool bVisible)
    simulated function SetOverlayMaterial(MaterialInterface NewOverlay)
    simulated function SetOverlayVisibility(bool bVisible)
    simulated function SetPawnAmbientSound(SoundCue NewAmbientSound)
    simulated function SetPawnRBChannels(bool bRagdollMode)
    simulated function SetPuttingDownWeapon(bool bNowPuttingDownWeapon)
    simulated function SetSkin(Material NewMaterial)
    simulated function SetTeamColor()
    simulated function SetThirdPersonCamera(bool bNewBehindView)
    simulated function SetWeapAnimType(UTWeaponAttachment.EWeapAnimType AnimType)
    simulated function SetWeaponAmbientSound(SoundCue NewAmbientSound)
    simulated function SetWeaponAttachmentVisibility(bool bAttachmentVisible)
    simulated function SetWeaponVisibility(bool bWeaponVisible)
    simulated function SoundCue GetPawnAmbientSound()
    simulated function SoundCue GetWeaponAmbientSound()
    simulated function SpawnGibs(class<UTDamageType> UTDamageType, vector HitLocation)
    simulated function SpawnHeadGib(class<UTDamageType> UTDamageType, vector HitLocation)
    simulated function StartFire(byte FireModeNum)
    simulated function StartFlying();
    simulated function StopFlying();
    simulated function SwitchWeapon(byte NewGroup)
    simulated function TakeFallingDamage()
    simulated function TurnOff()
    simulated function TurnOffPawn()
    simulated function UTGib SpawnGib(class<UTGib> GibClass, name BoneName, class<UTDamageType> UTDamageType, vector HitLocation, bool bSpinGib)
    simulated function UTPlayerReplicationInfo GetUTPlayerReplicationInfo()
    simulated function UpdateShadowSettings(bool bWantShadow)
    simulated function Vector GetPawnViewLocation()
    simulated function Vector GetWeaponStartTraceLocation(optional Weapon CurrentWeapon)
    simulated function WeaponAttachmentChanged()
    simulated function WeaponChanged(UTWeapon NewWeapon)
    simulated function WeaponFired(Weapon InWeapon, bool bViaReplication, optional vector HitLocation)
    simulated function WeaponStoppedFiring(Weapon InWeapon, bool bViaReplication)
    simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
    simulated function bool CalcThirdPersonCam( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
    simulated function bool CheckValidLocation(vector FeignLocation)
    simulated function bool GetPuttingDownWeapon()
    simulated function bool IsFirstPerson()
    simulated function bool SetFeignEndLocation(vector HitLocation, vector FeignLocation)
    simulated function bool ShouldGib(class<UTDamageType> UTDamageType)
    simulated function bool TryNewCamRot(UTPlayerController PC, rotator ViewRotation, out float CamDist)
    simulated function bool VerifyBodyMaterialInstance()
    simulated function class<UTFamilyInfo> GetFamilyInfo()
    simulated function float GetEyeHeight()
    simulated function name GetMaterialBelowFeet()
    simulated function string GetScreenName()
    simulated function vector WeaponBob(float BobDamping, float JumpDamping)
    simulated native function NativePostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir);
    simulated native function SetHUDLocation(vector NewHUDLocation);
    simulated protected function SetArmsSkin(MaterialInterface NewMaterial)