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UnrealMagicOfDoomOhYeah / UTWeaponPawn.txt

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UTGame/Classes/UTWeaponPawn.uc
class UTWeaponPawn extends UTVehicleBase

    exec function FixedView(string VisibleMeshes)
    function AddVelocity( vector NewVelocity, vector HitLocation, class<DamageType> damageType, optional TraceHitInfo HitInfo ) {}
    function DisplayHud(UTHud Hud, Canvas Canvas, vector2D HudPOS, optional int SIndex)
    function DriverLeft()
    function DropToGround() {}
    function JumpOffPawn() {}
    function PossessedBy(Controller C, bool bVehicleTransition)
    function SetMovementPhysics() {}
    function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation)
    function bool DoJump( bool bUpdating )
    function bool DriverLeave(bool bForceLeave)
    function bool PlaceExitingDriver(optional Pawn ExitingDriver)
    function bool TooCloseToAttack(Actor Other)
    function name GetVehicleDrivingStatName()
    reliable server function ServerAdjacentSeat(int Direction, Controller C)
    reliable server function ServerChangeSeat(int RequestedSeat)
    simulated event HoldGameObject(UTCarriedObject GameObj)
    simulated event ReplicatedEvent(name VarName)
    simulated function AdjustCameraScale(bool bIn)
    simulated function ApplyWeaponEffects(int OverlayFlags, optional int SeatIndex)
    simulated function AttachDriver( Pawn P )
    simulated function ClearFlashCount(Weapon Who)
    simulated function ClearFlashLocation(Weapon Who)
    simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
    simulated function FaceRotation(rotator NewRotation, float DeltaTime)
    simulated function GetQuickPickCells(UTHud Hud, out array<QuickPickCell> Cells, out int CurrentWeaponIndex)
    simulated function IncrementFlashCount( Weapon Who, byte FireModeNum )
    simulated function ProcessViewRotation(float DeltaTime, out rotator out_ViewRotation, out rotator out_DeltaRot)
    simulated function QuickPick(int Quad)
    simulated function SetBaseEyeheight()
    simulated function SetFiringMode(Weapon Weap, byte FiringModeNum)
    simulated function SetFlashLocation( Weapon Who, byte FireModeNum, vector NewLoc )
    simulated function bool CalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV)
    simulated function float GetCollisionRadius()
    simulated native function vector GetTargetLocation(optional Actor RequestedBy, optional bool bRequestAlternateLoc) const;
    singular event BaseChange() {}