Source

UnrealMagicOfDoomOhYeah / UTVehicle_Hoverboard.txt

UTGame/Classes/UTVehicle_Hoverboard.uc
class UTVehicle_Hoverboard extends UTHoverVehicle

    event BelowSpeedThreshold()
    event RBPenetrationDestroy();
    event RanInto(Actor Other)
    event RequestDodge()
    event bool ContinueOnFoot()
    event bool DriverLeave(bool bForceLeave)
    event bool EncroachingOn(Actor Other)
    exec function BackDamp(float LinDamp)
    exec function BackSpring(float LinSpring)
    exec function HandDamp(float LinDamp)
    exec function HandSpring(float LinSpring)
    function DetachTowCable()
    function DriverDied(class<DamageType> DamageType)
    function DriverLeft()
    function DriverRadiusDamage(float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation, Actor DamageCauser, optional float DamageFalloffExp);
    function ForceSpinJump()
    function IncomingMissile(Projectile P)
    function LinkUp(UTVehicle NewTowTruck)
    function NotifyDriverTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum)
    function OnAttachTowCable(UTSeqAct_AttachTowCable InAction)
    function OnHoverboardSpinJump(UTSeqAct_HoverboardSpinJump Action)
    function PlayHorn() {}
    function PossessedBy(Controller C, bool bVehicleTransition)
    function RagdollDriver()
    function UTVehicle GetTowingVehicle()
    function bool AIAttachTowCable(UTBot B)
    function bool AnySeatAvailable()
    function bool CanAttachTo(UTVehicle TowingVehicle, UTVWeap_TowCable TowCable)
    function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation)
    function bool Dodge(eDoubleClickDir InDoubleClickMove)
    function bool DriverEnter(Pawn P)
    function bool FastVehicle()
    function bool KickOutBot()
    function bool OnTouchForcedDirVolume(ForcedDirVolume Vol)
    function bool ShouldLeaveForCombat(UTBot B)
    function bool TooCloseToAttack(Actor Other)
    function bool TryAttachingTowCable(UTBot B, UTVehicle TowingVehicle)
    function byte ChooseFireMode()
    native final function AttachTowCable();
    reliable client function ClientForceSpinWarmup()
    reliable client function SetOnlyControllableByTilt( bool bActive )
    reliable server function ServerChangeSeat(int RequestedSeat)
    reliable server function ServerSpin(float Direction)
    simulated event BoardJumpEffect()
    simulated event BreakTowLink()
    simulated event HideBoard()
    simulated event HoverboardLanded()
    simulated event RigidBodyCollision( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex )
    simulated event SpawnRoosterEffect()
    simulated event SpawnTowCableEffects()
    simulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
    simulated event ToggleAnimBoard(bool bAnimBoard, float Delay)
    simulated exec function TestResetPhys()
    simulated function AttachDriver( Pawn P )
    simulated function AttachHoverboardEffects()
    simulated function CauseMuzzleFlashLight(int SeatIndex)
    simulated function DetachDriver( Pawn P )
    simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
    simulated function DisplayHud(UTHud Hud, Canvas Canvas, vector2D HudPOS, optional int SeatIndex)
    simulated function DrivingStatusChanged()
    simulated function FindGoodEndView(PlayerController InPC, out Rotator GoodRotation)
    simulated function InitPhysicsAnimPawn()
    simulated function InitializeEffects()
    simulated function OnDriverPhysicsAssetChanged(UTPawn UTP)
    simulated function ReplicatedEvent(name VarName)
    simulated function SetHoverboardRiderPhysics(UTPawn UTP)
    simulated function SetInputs(float InForward, float InStrafe, float InUp)
    simulated function SitDriver(UTPawn UTP, int SeatIndex)
    simulated function StopVehicleSounds()
    simulated function Tick(float deltatime)
    simulated function VehicleCalcCamera(float DeltaTime, int SeatIndex, out vector out_CamLoc, out rotator out_CamRot, out vector CamStart, optional bool bPivotOnly)
    simulated function WeaponRotationChanged(int SeatIndex)
    simulated function bool CoversScreenSpace(vector ScreenLoc, Canvas Canvas)
    simulated function bool DisableVehicle()
    simulated function bool ShouldShowUseable(PlayerController PC, float Dist)
    simulated function float GetChargePower()
    simulated function float GetDisplayedHealth()
    simulated function vector GetCameraFocus(int SeatIndex)
    simulated function vector GetCameraStart(int SeatIndex)
    simulated static function SetFlagAttachToBody(UTPawn UTP, bool bAttached)
    static function bool IsHumanDriver(UTVehicle_Hoverboard HB, Pawn P)
    unreliable server function ServerRequestDodge(bool bDodgeLeft)