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Engine.Actor


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//=============================================================================
// Actor: The base class of all actors.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class Actor extends Object
    abstract
    native
    nativereplication;

// Imported data (during full rebuild).
#exec Texture Import File=Textures\S_Actor.pcx Name=S_Actor Mips=Off Flags=2

// Flags.
var(Advanced) const bool  bStatic;       // Does not move or change over time.
var(Advanced) bool        bHidden;       // Is hidden during gameplay.
var(Advanced) const bool  bNoDelete;     // Cannot be deleted during play.
var bool                  bAnimFinished; // Unlooped animation sequence has finished.
var bool                  bAnimLoop;     // Whether animation is looping.
var bool                  bAnimNotify;   // Whether a notify is applied to the current sequence.
var bool                  bAnimByOwner;  // Animation dictated by owner.
var const bool            bDeleteMe;     // About to be deleted.
var transient const bool  bAssimilated;  // Actor dynamics are assimilated in world geometry.
var transient const bool  bTicked;       // Actor has been updated.
var transient bool        bLightChanged; // Recalculate this light's lighting now.
var bool                  bDynamicLight; // Temporarily treat this as a dynamic light.
var bool                  bTimerLoop;    // Timer loops (else is one-shot).

// Other flags.
var(Advanced) bool        bCanTeleport;  // This actor can be teleported.
var(Advanced) bool      bOwnerNoSee;     // Everything but the owner can see this actor.
var(Advanced) bool      bOnlyOwnerSee;   // Only owner can see this actor.
var Const     bool      bIsMover;        // Is a mover.
var(Advanced) bool      bAlwaysRelevant; // Always relevant for network.
var Const     bool      bAlwaysTick;     // Update even when players-only.
var(Advanced) bool        bHighDetail;   // Only show up on high-detail.
var(Advanced) bool        bStasis;       // In StandAlone games, turn off if not in a recently rendered zone turned off if  bCanStasis  and physics = PHYS_None or PHYS_Rotating.
var(Advanced) bool        bForceStasis;  // Force stasis when not recently rendered, even if physics not none or rotating.
var const     bool        bIsPawn;       // True only for pawns.
var(Advanced) const bool  bNetTemporary; // Tear-off simulation in network play.
var(Advanced) const bool  bNetOptional;  // Actor should only be replicated if bandwidth available.
var           bool        bReplicateInstigator; // Replicate instigator to client (used by bNetTemporary projectiles).
var           bool        bTrailerSameRotation; // If PHYS_Trailer and true, have same rotation as owner.
var           bool        bTrailerPrePivot; // If PHYS_Trailer and true, offset from owner by PrePivot.
var           bool        bClientAnim;
var           bool        bSimFall;         // dumb proxy should simulate fall

// Priority Parameters
// Actor's current physics mode.
var(Movement) const enum EPhysics
{
    PHYS_None,
    PHYS_Walking,
    PHYS_Falling,
    PHYS_Swimming,
    PHYS_Flying,
    PHYS_Rotating,
    PHYS_Projectile,
    PHYS_Rolling,
    PHYS_Interpolating,
    PHYS_MovingBrush,
    PHYS_Spider,
    PHYS_Trailer
} Physics;

// Net variables.
enum ENetRole
{
    ROLE_None,              // No role at all.
    ROLE_DumbProxy,         // Dumb proxy of this actor.
    ROLE_SimulatedProxy,    // Locally simulated proxy of this actor.
    ROLE_AutonomousProxy,   // Locally autonomous proxy of this actor.
    ROLE_Authority,         // Authoritative control over the actor.
};
var ENetRole Role;
var(Networking) ENetRole RemoteRole;
var const transient int NetTag;

// Owner.
var         const Actor   Owner;         // Owner actor.
var(Object) name InitialState;
var(Object) name Group;

// Execution and timer variables.
var float                 TimerRate;     // Timer event, 0=no timer.
var const float           TimerCounter;  // Counts up until it reaches TimerRate.
var(Advanced) float       LifeSpan;      // How old the object lives before dying, 0=forever.

// Animation variables.
var(Display) name         AnimSequence;  // Animation sequence we're playing.
var(Display) float        AnimFrame;     // Current animation frame, 0.0 to 1.0.
var(Display) float        AnimRate;      // Animation rate in frames per second, 0=none, negative=velocity scaled.
var          float        TweenRate;     // Tween-into rate.
var          Animation    SkelAnim;

var(Display) float        LODBias;



//-----------------------------------------------------------------------------
// Structures.

// Identifies a unique convex volume in the world.
struct PointRegion
{
    var zoneinfo Zone;       // Zone.
    var int      iLeaf;      // Bsp leaf.
    var byte     ZoneNumber; // Zone number.
};

//-----------------------------------------------------------------------------
// Major actor properties.

// Scriptable.
var       const LevelInfo Level;         // Level this actor is on.
var transient const Level XLevel;        // Level object.
var(Events) name          Tag;           // Actor's tag name.
var(Events) name          Event;         // The event this actor causes.
var Actor                 Target;        // Actor we're aiming at (other uses as well).
var Pawn                  Instigator;    // Pawn responsible for damage.
var(Sound) sound        AmbientSound;    // Ambient sound effect.
var Inventory             Inventory;     // Inventory chain.
var const Actor           Base;          // Moving brush actor we're standing on.
var const PointRegion     Region;        // Region this actor is in.
var(Movement)   name      AttachTag;

// Internal.
var const byte            StandingCount; // Count of actors standing on this actor.
var const byte            MiscNumber;    // Internal use.
var const byte            LatentByte;    // Internal latent function use.
var const int             LatentInt;     // Internal latent function use.
var const float           LatentFloat;   // Internal latent function use.
var const actor           LatentActor;   // Internal latent function use.
var const actor           Touching[4];   // List of touching actors.
var const actor           Deleted;       // Next actor in just-deleted chain.

// Internal tags.
var const transient int CollisionTag, LightingTag, OtherTag, ExtraTag, SpecialTag;

// The actor's position and rotation.
var(Movement) const vector Location;     // Actor's location; use Move to set.
var(Movement) const rotator Rotation;    // Rotation.
var       const vector    OldLocation;   // Actor's old location one tick ago.
var       const vector    ColLocation;   // Actor's old location one move ago.
var(Movement) vector      Velocity;      // Velocity.
var       vector          Acceleration;  // Acceleration.
var(Filter) float         OddsOfAppearing; // 0-1 - chance actor will appear in relevant game modes.

//Editing flags
var(Advanced) bool        bHiddenEd;     // Is hidden during editing.
var(Advanced) bool        bDirectional;  // Actor shows direction arrow during editing.
var const bool            bSelected;     // Selected in UnrealEd.
var const bool            bMemorized;    // Remembered in UnrealEd.
var const bool            bHighlighted;  // Highlighted in UnrealEd.
var bool                  bEdLocked;     // Locked in editor (no movement or rotation).
var(Advanced) bool        bEdShouldSnap; // Snap to grid in editor.
var transient bool        bEdSnap;       // Should snap to grid in UnrealEd.
var transient const bool  bTempEditor;   // Internal UnrealEd.

// What kind of gameplay scenarios to appear in.
var(Filter) bool          bDifficulty0;  // Appear in difficulty 0.
var(Filter) bool          bDifficulty1;  // Appear in difficulty 1.
var(Filter) bool          bDifficulty2;  // Appear in difficulty 2.
var(Filter) bool          bDifficulty3;  // Appear in difficulty 3.
var(Filter) bool          bSinglePlayer; // Appear in single player.
var(Filter) bool          bNet;          // Appear in regular network play.
var(Filter) bool          bNetSpecial;   // Appear in special network play mode.

// set to prevent re-initializing of actors spawned during level startup
var bool                  bScriptInitialized;

// Editor support.
var Actor                 HitActor;     // Actor to return instead of this one, if hit.

//-----------------------------------------------------------------------------
// Display properties.

// Drawing effect.
var(Display) enum EDrawType
{
    DT_None,
    DT_Sprite,
    DT_Mesh,
    DT_Brush,
    DT_RopeSprite,
    DT_VerticalSprite,
    DT_Terraform,
    DT_SpriteAnimOnce,
} DrawType;

// Style for rendering sprites, meshes.
var(Display) enum ERenderStyle
{
    STY_None,
    STY_Normal,
    STY_Masked,
    STY_Translucent,
    STY_Modulated,
} Style;

// Other display properties.
var(Display) texture    Sprite;          // Sprite texture if DrawType=DT_Sprite.
var(Display) texture    Texture;         // Misc texture.
var(Display) texture    Skin;            // Special skin or enviro map texture.
var(Display) mesh       Mesh;            // Mesh if DrawType=DT_Mesh.
var const export model  Brush;           // Brush if DrawType=DT_Brush.
var(Display) float      DrawScale;       // Scaling factor, 1.0=normal size.
var          vector     PrePivot;        // Offset from box center for drawing.
var(Display) float      ScaleGlow;       // Multiplies lighting.
var(Display)  float     VisibilityRadius;// Actor is drawn if viewer is within its visibility
var(Display)  float     VisibilityHeight;// cylinder.  Zero=infinite visibility.
var(Display) byte       AmbientGlow;     // Ambient brightness, or 255=pulsing.
var(Display) byte       Fatness;         // Fatness (mesh distortion).
var(Display) float      SpriteProjForward;// Distance forward to draw sprite from actual location.

// Display.
var(Display)  bool      bUnlit;          // Lights don't affect actor.
var(Display)  bool      bNoSmooth;       // Don't smooth actor's texture.
var(Display)  bool      bParticles;      // Mesh is a particle system.
var(Display)  bool      bRandomFrame;    // Particles use a random texture from among the default texture and the multiskins textures
var(Display)  bool      bMeshEnviroMap;  // Environment-map the mesh.
var(Display)  bool      bMeshCurvy;      // Curvy mesh.
var(Display)  bool      bFilterByVolume; // Filter this sprite by its Visibility volume.

// Not yet implemented.
var(Display) bool       bShadowCast;     // Casts shadows.

// Advanced.
var           bool      bHurtEntry;      // keep HurtRadius from being reentrant
var(Advanced) bool      bGameRelevant;   // Always relevant for game
var           bool      bCarriedItem;    // being carried, and not responsible for displaying self, so don't replicated location and rotation
var           bool      bForcePhysicsUpdate; // force a physics update for simulated pawns
var(Advanced) bool        bIsSecretGoal; // This actor counts in the "secret" total.
var(Advanced) bool        bIsKillGoal;   // This actor counts in the "death" toll.
var(Advanced) bool        bIsItemGoal;   // This actor counts in the "item" count.
var(Advanced) bool        bCollideWhenPlacing; // This actor collides with the world when placing.
var(Advanced) bool        bTravel;       // Actor is capable of travelling among servers.
var(Advanced) bool        bMovable;      // Actor is capable of travelling among servers.


// Multiple skin support.
var(Display) texture MultiSkins[8];

//-----------------------------------------------------------------------------
// Sound.

// Ambient sound.
var(Sound) byte         SoundRadius;     // Radius of ambient sound.
var(Sound) byte         SoundVolume;     // Volume of amient sound.
var(Sound) byte         SoundPitch;      // Sound pitch shift, 64.0=none.

// Regular sounds.
var(Sound) float TransientSoundVolume;
var(Sound) float TransientSoundRadius;

// Sound slots for actors.
enum ESoundSlot
{
    SLOT_None,
    SLOT_Misc,
    SLOT_Pain,
    SLOT_Interact,
    SLOT_Ambient,
    SLOT_Talk,
    SLOT_Interface,
};

// Music transitions.
enum EMusicTransition
{
    MTRAN_None,
    MTRAN_Instant,
    MTRAN_Segue,
    MTRAN_Fade,
    MTRAN_FastFade,
    MTRAN_SlowFade,
};

//-----------------------------------------------------------------------------
// Collision.

// Collision size.
var(Collision) const float CollisionRadius; // Radius of collision cyllinder.
var(Collision) const float CollisionHeight; // Half-height cyllinder.

// Collision flags.
var(Collision) const bool bCollideActors;   // Collides with other actors.
var(Collision) bool       bCollideWorld;    // Collides with the world.
var(Collision) bool       bBlockActors;     // Blocks other nonplayer actors.
var(Collision) bool       bBlockPlayers;    // Blocks other player actors.
var(Collision) bool       bProjTarget;      // Projectiles should potentially target this actor.

//-----------------------------------------------------------------------------
// Lighting.

// Light modulation.
var(Lighting) enum ELightType
{
    LT_None,
    LT_Steady,
    LT_Pulse,
    LT_Blink,
    LT_Flicker,
    LT_Strobe,
    LT_BackdropLight,
    LT_SubtlePulse,
    LT_TexturePaletteOnce,
    LT_TexturePaletteLoop
} LightType;

// Spatial light effect to use.
var(Lighting) enum ELightEffect
{
    LE_None,
    LE_TorchWaver,
    LE_FireWaver,
    LE_WateryShimmer,
    LE_Searchlight,
    LE_SlowWave,
    LE_FastWave,
    LE_CloudCast,
    LE_StaticSpot,
    LE_Shock,
    LE_Disco,
    LE_Warp,
    LE_Spotlight,
    LE_NonIncidence,
    LE_Shell,
    LE_OmniBumpMap,
    LE_Interference,
    LE_Cylinder,
    LE_Rotor,
    LE_Unused
} LightEffect;

// Lighting info.
var(LightColor) byte
    LightBrightness,
    LightHue,
    LightSaturation;

// Light properties.
var(Lighting) byte
    LightRadius,
    LightPeriod,
    LightPhase,
    LightCone,
    VolumeBrightness,
    VolumeRadius,
    VolumeFog;

// Lighting.
var(Lighting) bool       bSpecialLit;    // Only affects special-lit surfaces.
var(Lighting) bool       bActorShadows;  // Light casts actor shadows.
var(Lighting) bool       bCorona;        // Light uses Skin as a corona.
var(Lighting) bool       bLensFlare;     // Whether to use zone lens flare.

//-----------------------------------------------------------------------------
// Physics.

// Options.
var(Movement) bool        bBounce;           // Bounces when hits ground fast.
var(Movement) bool        bFixedRotationDir; // Fixed direction of rotation.
var(Movement) bool        bRotateToDesired;  // Rotate to DesiredRotation.
var           bool        bInterpolating;    // Performing interpolating.
var           const bool  bJustTeleported;   // Used by engine physics - not valid for scripts.

// Dodge move direction.
var enum EDodgeDir
{
    DODGE_None,
    DODGE_Left,
    DODGE_Right,
    DODGE_Forward,
    DODGE_Back,
    DODGE_Active,
    DODGE_Done
} DodgeDir;

// Physics properties.
var(Movement) float       Mass;            // Mass of this actor.
var(Movement) float       Buoyancy;        // Water buoyancy.
var(Movement) rotator     RotationRate;    // Change in rotation per second.
var(Movement) rotator     DesiredRotation; // Physics will rotate pawn to this if bRotateToDesired.
var           float       PhysAlpha;       // Interpolating position, 0.0-1.0.
var           float       PhysRate;        // Interpolation rate per second.
var           Actor       PendingTouch;     // Actor touched during move which wants to add an effect after the movement completes 
//-----------------------------------------------------------------------------
// Animation.

// Animation control.
var          float        AnimLast;        // Last frame.
var          float        AnimMinRate;     // Minimum rate for velocity-scaled animation.
var          float        OldAnimRate;     // Animation rate of previous animation (= AnimRate until animation completes).
var          plane        SimAnim;         // replicated to simulated proxies.

//-----------------------------------------------------------------------------
// Networking.

// Network control.
var(Networking) float NetPriority; // Higher priorities means update it more frequently.
var(Networking) float NetUpdateFrequency; // How many seconds between net updates.

// Symmetric network flags, valid during replication only.
var const bool bNetInitial;       // Initial network update.
var const bool bNetOwner;         // Player owns this actor.
var const bool bNetRelevant;      // Actor is currently relevant. Only valid server side, only when replicating variables.
var const bool bNetSee;           // Player sees it in network play.
var const bool bNetHear;          // Player hears it in network play.
var const bool bNetFeel;          // Player collides with/feels it in network play.
var const bool bSimulatedPawn;    // True if Pawn and simulated proxy.
var const bool bDemoRecording;    // True we are currently demo recording
var const bool bClientDemoRecording;// True we are currently recording a client-side demo
var const bool bClientDemoNetFunc;// True if we're client-side demo recording and this call originated from the remote.

//-----------------------------------------------------------------------------
// Enums.

// Travelling from server to server.
enum ETravelType
{
    TRAVEL_Absolute,    // Absolute URL.
    TRAVEL_Partial,     // Partial (carry name, reset server).
    TRAVEL_Relative,    // Relative URL.
};

// Input system states.
enum EInputAction
{
    IST_None,    // Not performing special input processing.
    IST_Press,   // Handling a keypress or button press.
    IST_Hold,    // Handling holding a key or button.
    IST_Release, // Handling a key or button release.
    IST_Axis,    // Handling analog axis movement.
};

// Input keys.
enum EInputKey
{
/*00*/  IK_None         ,IK_LeftMouse   ,IK_RightMouse  ,IK_Cancel      ,
/*04*/  IK_MiddleMouse  ,IK_Unknown05   ,IK_Unknown06   ,IK_Unknown07   ,
/*08*/  IK_Backspace    ,IK_Tab         ,IK_Unknown0A   ,IK_Unknown0B   ,
/*0C*/  IK_Unknown0C    ,IK_Enter       ,IK_Unknown0E   ,IK_Unknown0F   ,
/*10*/  IK_Shift        ,IK_Ctrl        ,IK_Alt         ,IK_Pause       ,
/*14*/  IK_CapsLock     ,IK_Unknown15   ,IK_Unknown16   ,IK_Unknown17   ,
/*18*/  IK_Unknown18    ,IK_Unknown19   ,IK_Unknown1A   ,IK_Escape      ,
/*1C*/  IK_Unknown1C    ,IK_Unknown1D   ,IK_Unknown1E   ,IK_Unknown1F   ,
/*20*/  IK_Space        ,IK_PageUp      ,IK_PageDown    ,IK_End         ,
/*24*/  IK_Home         ,IK_Left        ,IK_Up          ,IK_Right       ,
/*28*/  IK_Down         ,IK_Select      ,IK_Print       ,IK_Execute     ,
/*2C*/  IK_PrintScrn    ,IK_Insert      ,IK_Delete      ,IK_Help        ,
/*30*/  IK_0            ,IK_1           ,IK_2           ,IK_3           ,
/*34*/  IK_4            ,IK_5           ,IK_6           ,IK_7           ,
/*38*/  IK_8            ,IK_9           ,IK_Unknown3A   ,IK_Unknown3B   ,
/*3C*/  IK_Unknown3C    ,IK_Unknown3D   ,IK_Unknown3E   ,IK_Unknown3F   ,
/*40*/  IK_Unknown40    ,IK_A           ,IK_B           ,IK_C           ,
/*44*/  IK_D            ,IK_E           ,IK_F           ,IK_G           ,
/*48*/  IK_H            ,IK_I           ,IK_J           ,IK_K           ,
/*4C*/  IK_L            ,IK_M           ,IK_N           ,IK_O           ,
/*50*/  IK_P            ,IK_Q           ,IK_R           ,IK_S           ,
/*54*/  IK_T            ,IK_U           ,IK_V           ,IK_W           ,
/*58*/  IK_X            ,IK_Y           ,IK_Z           ,IK_Unknown5B   ,
/*5C*/  IK_Unknown5C    ,IK_Unknown5D   ,IK_Unknown5E   ,IK_Unknown5F   ,
/*60*/  IK_NumPad0      ,IK_NumPad1     ,IK_NumPad2     ,IK_NumPad3     ,
/*64*/  IK_NumPad4      ,IK_NumPad5     ,IK_NumPad6     ,IK_NumPad7     ,
/*68*/  IK_NumPad8      ,IK_NumPad9     ,IK_GreyStar    ,IK_GreyPlus    ,
/*6C*/  IK_Separator    ,IK_GreyMinus   ,IK_NumPadPeriod,IK_GreySlash   ,
/*70*/  IK_F1           ,IK_F2          ,IK_F3          ,IK_F4          ,
/*74*/  IK_F5           ,IK_F6          ,IK_F7          ,IK_F8          ,
/*78*/  IK_F9           ,IK_F10         ,IK_F11         ,IK_F12         ,
/*7C*/  IK_F13          ,IK_F14         ,IK_F15         ,IK_F16         ,
/*80*/  IK_F17          ,IK_F18         ,IK_F19         ,IK_F20         ,
/*84*/  IK_F21          ,IK_F22         ,IK_F23         ,IK_F24         ,
/*88*/  IK_Unknown88    ,IK_Unknown89   ,IK_Unknown8A   ,IK_Unknown8B   ,
/*8C*/  IK_Unknown8C    ,IK_Unknown8D   ,IK_Unknown8E   ,IK_Unknown8F   ,
/*90*/  IK_NumLock      ,IK_ScrollLock  ,IK_Unknown92   ,IK_Unknown93   ,
/*94*/  IK_Unknown94    ,IK_Unknown95   ,IK_Unknown96   ,IK_Unknown97   ,
/*98*/  IK_Unknown98    ,IK_Unknown99   ,IK_Unknown9A   ,IK_Unknown9B   ,
/*9C*/  IK_Unknown9C    ,IK_Unknown9D   ,IK_Unknown9E   ,IK_Unknown9F   ,
/*A0*/  IK_LShift       ,IK_RShift      ,IK_LControl    ,IK_RControl    ,
/*A4*/  IK_UnknownA4    ,IK_UnknownA5   ,IK_UnknownA6   ,IK_UnknownA7   ,
/*A8*/  IK_UnknownA8    ,IK_UnknownA9   ,IK_UnknownAA   ,IK_UnknownAB   ,
/*AC*/  IK_UnknownAC    ,IK_UnknownAD   ,IK_UnknownAE   ,IK_UnknownAF   ,
/*B0*/  IK_UnknownB0    ,IK_UnknownB1   ,IK_UnknownB2   ,IK_UnknownB3   ,
/*B4*/  IK_UnknownB4    ,IK_UnknownB5   ,IK_UnknownB6   ,IK_UnknownB7   ,
/*B8*/  IK_UnknownB8    ,IK_UnknownB9   ,IK_Semicolon   ,IK_Equals      ,
/*BC*/  IK_Comma        ,IK_Minus       ,IK_Period      ,IK_Slash       ,
/*C0*/  IK_Tilde        ,IK_UnknownC1   ,IK_UnknownC2   ,IK_UnknownC3   ,
/*C4*/  IK_UnknownC4    ,IK_UnknownC5   ,IK_UnknownC6   ,IK_UnknownC7   ,
/*C8*/  IK_Joy1         ,IK_Joy2        ,IK_Joy3        ,IK_Joy4        ,
/*CC*/  IK_Joy5         ,IK_Joy6        ,IK_Joy7        ,IK_Joy8        ,
/*D0*/  IK_Joy9         ,IK_Joy10       ,IK_Joy11       ,IK_Joy12       ,
/*D4*/  IK_Joy13        ,IK_Joy14       ,IK_Joy15       ,IK_Joy16       ,
/*D8*/  IK_UnknownD8    ,IK_UnknownD9   ,IK_UnknownDA   ,IK_LeftBracket ,
/*DC*/  IK_Backslash    ,IK_RightBracket,IK_SingleQuote ,IK_UnknownDF   ,
/*E0*/  IK_JoyX         ,IK_JoyY        ,IK_JoyZ        ,IK_JoyR        ,
/*E4*/  IK_MouseX       ,IK_MouseY      ,IK_MouseZ      ,IK_MouseW      ,
/*E8*/  IK_JoyU         ,IK_JoyV        ,IK_UnknownEA   ,IK_UnknownEB   ,
/*EC*/  IK_MouseWheelUp ,IK_MouseWheelDown,IK_Unknown10E,UK_Unknown10F  ,
/*F0*/  IK_JoyPovUp     ,IK_JoyPovDown  ,IK_JoyPovLeft  ,IK_JoyPovRight ,
/*F4*/  IK_UnknownF4    ,IK_UnknownF5   ,IK_Attn        ,IK_CrSel       ,
/*F8*/  IK_ExSel        ,IK_ErEof       ,IK_Play        ,IK_Zoom        ,
/*FC*/  IK_NoName       ,IK_PA1         ,IK_OEMClear
};

var(Display) class<RenderIterator> RenderIteratorClass; // class to instantiate as the actor's RenderInterface
var transient RenderIterator RenderInterface;       // abstract iterator initialized in the Rendering engine

//-----------------------------------------------------------------------------
// natives.

// Execute a console command in the context of the current level and game engine.
native function string ConsoleCommand( string Command );


//-----------------------------------------------------------------------------
// Network replication.

replication
{
    // Relationships.
    unreliable if( Role==ROLE_Authority )
        Owner, Role, RemoteRole;
    unreliable if( bNetOwner && Role==ROLE_Authority )
        bNetOwner, Inventory;
    unreliable if( bReplicateInstigator && (RemoteRole>=ROLE_SimulatedProxy) && (Role==ROLE_Authority) )
        Instigator;

    // Ambient sound.
    unreliable if( (Role==ROLE_Authority) && (!bNetOwner || !bClientAnim) )
        AmbientSound;
    unreliable if( AmbientSound!=None && Role==ROLE_Authority  && (!bNetOwner || !bClientAnim) )
        SoundRadius, SoundVolume, SoundPitch;
    unreliable if( bDemoRecording )
        DemoPlaySound;

    // Collision.
    unreliable if( Role==ROLE_Authority )
        bCollideActors, bCollideWorld;
    unreliable if( (bCollideActors || bCollideWorld) && Role==ROLE_Authority )
        bProjTarget, bBlockActors, bBlockPlayers, CollisionRadius, CollisionHeight;

    // Location.
    unreliable if( !bCarriedItem && (bNetInitial || bSimulatedPawn || RemoteRole<ROLE_SimulatedProxy) && Role==ROLE_Authority )
        Location;
    unreliable if( !bCarriedItem && (DrawType==DT_Mesh || DrawType==DT_Brush) && (bNetInitial || bSimulatedPawn || RemoteRole<ROLE_SimulatedProxy) && Role==ROLE_Authority )
        Rotation;
    unreliable if( RemoteRole==ROLE_SimulatedProxy )
        Base;

    // Velocity.
    unreliable if( bSimFall || ((RemoteRole==ROLE_SimulatedProxy && (bNetInitial || bSimulatedPawn)) || bIsMover) )
        Velocity;

    // Physics.
    unreliable if( bSimFall || (RemoteRole==ROLE_SimulatedProxy && bNetInitial && !bSimulatedPawn) )
        Physics, Acceleration, bBounce;
    unreliable if( RemoteRole==ROLE_SimulatedProxy && Physics==PHYS_Rotating && bNetInitial )
        bFixedRotationDir, bRotateToDesired, RotationRate, DesiredRotation;

    // Animation. 
    unreliable if( DrawType==DT_Mesh && ((RemoteRole<=ROLE_SimulatedProxy && (!bNetOwner || !bClientAnim)) || bDemoRecording) )
        AnimSequence, SimAnim, AnimMinRate, bAnimNotify;

    // Rendering.
    unreliable if( Role==ROLE_Authority )
        bHidden, bOnlyOwnerSee;
    unreliable if( Role==ROLE_Authority )
        Texture, DrawScale, DrawType, Style;
    unreliable if( DrawType==DT_Sprite && !bHidden && (!bOnlyOwnerSee || bNetOwner) && Role==ROLE_Authority)
        Sprite;
    unreliable if( DrawType==DT_Mesh && Role==ROLE_Authority )
        Mesh, PrePivot, bMeshEnviroMap, Skin, MultiSkins, Fatness, AmbientGlow, ScaleGlow, bUnlit;
    unreliable if( DrawType==DT_Brush && Role==ROLE_Authority )
        Brush;

    // Lighting.
    unreliable if( Role==ROLE_Authority )
        LightType;
    unreliable if( LightType!=LT_None && Role==ROLE_Authority )
        LightEffect, LightBrightness, LightHue, LightSaturation,
        LightRadius, LightPeriod, LightPhase,
        VolumeBrightness, VolumeRadius,
        bSpecialLit;

    // Messages
    reliable if( Role<ROLE_Authority )
        BroadcastMessage, BroadcastLocalizedMessage;
}

//=============================================================================
// Actor error handling.

// Handle an error and kill this one actor.
native(233) final function Error( coerce string S );

//=============================================================================
// General functions.

// Latent functions.
native(256) final latent function Sleep( float Seconds );

// Collision.
native(262) final function SetCollision( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers );
native(283) final function bool SetCollisionSize( float NewRadius, float NewHeight );

// Movement.
native(266) final function bool Move( vector Delta );
native(267) final function bool SetLocation( vector NewLocation );
native(299) final function bool SetRotation( rotator NewRotation );
native(3969) final function bool MoveSmooth( vector Delta );
native(3971) final function AutonomousPhysics(float DeltaSeconds);

// Relations.
native(298) final function SetBase( actor NewBase );
native(272) final function SetOwner( actor NewOwner );

//=============================================================================
// Animation.

// Animation functions.
native(259) final function PlayAnim( name Sequence, optional float Rate, optional float TweenTime );
native(260) final function LoopAnim( name Sequence, optional float Rate, optional float TweenTime, optional float MinRate );
native(294) final function TweenAnim( name Sequence, float Time );
native(282) final function bool IsAnimating();
native(293) final function name GetAnimGroup( name Sequence );
native(261) final latent function FinishAnim();
native(263) final function bool HasAnim( name Sequence );

// Animation notifications.
event AnimEnd();

// Skeletal animation linkup.
native final function LinkSkelAnim( Animation Anim );

//=========================================================================
// Physics.

// Physics control.
native(301) final latent function FinishInterpolation();
native(3970) final function SetPhysics( EPhysics newPhysics );

//=============================================================================
// Engine notification functions.

//
// Major notifications.
//
event Spawned();
event Destroyed();
event Expired();
event GainedChild( Actor Other );
event LostChild( Actor Other );
event Tick( float DeltaTime );

//
// Triggers.
//
event Trigger( Actor Other, Pawn EventInstigator );
event UnTrigger( Actor Other, Pawn EventInstigator );
event BeginEvent();
event EndEvent();

//
// Physics & world interaction.
//
event Timer();
event HitWall( vector HitNormal, actor HitWall );
event Falling();
event Landed( vector HitNormal );
event ZoneChange( ZoneInfo NewZone );
event Touch( Actor Other );
event PostTouch( Actor Other ); // called for PendingTouch actor after physics completes
event UnTouch( Actor Other );
event Bump( Actor Other );
event BaseChange();
event Attach( Actor Other );
event Detach( Actor Other );
event KillCredit( Actor Other );
event Actor SpecialHandling(Pawn Other);
event bool EncroachingOn( actor Other );
event EncroachedBy( actor Other );
event InterpolateEnd( actor Other );
event EndedRotation();

event FellOutOfWorld()
{
    SetPhysics(PHYS_None);
    Destroy();
}   

//
// Damage and kills.
//
event KilledBy( pawn EventInstigator );
event TakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType);

//
// Trace a line and see what it collides with first.
// Takes this actor's collision properties into account.
// Returns first hit actor, Level if hit level, or None if hit nothing.
//
native(277) final function Actor Trace
(
    out vector      HitLocation,
    out vector      HitNormal,
    vector          TraceEnd,
    optional vector TraceStart,
    optional bool   bTraceActors,
    optional vector Extent
);

// returns true if did not hit world geometry
native(548) final function bool FastTrace
(
    vector          TraceEnd,
    optional vector TraceStart
);

//
// Spawn an actor. Returns an actor of the specified class, not
// of class Actor (this is hardcoded in the compiler). Returns None
// if the actor could not be spawned (either the actor wouldn't fit in
// the specified location, or the actor list is full).
// Defaults to spawning at the spawner's location.
//
native(278) final function actor Spawn
(
    class<actor>      SpawnClass,
    optional actor    SpawnOwner,
    optional name     SpawnTag,
    optional vector   SpawnLocation,
    optional rotator  SpawnRotation
);

//
// Destroy this actor. Returns true if destroyed, false if indestructable.
// Destruction is latent. It occurs at the end of the tick.
//
native(279) final function bool Destroy();

//=============================================================================
// Timing.

// Causes Timer() events every NewTimerRate seconds.
native(280) final function SetTimer( float NewTimerRate, bool bLoop );

//=============================================================================
// Sound functions.

// Play a sound effect.
native(264) final function PlaySound
(
    sound               Sound,
    optional ESoundSlot Slot,
    optional float      Volume,
    optional bool       bNoOverride,
    optional float      Radius,
    optional float      Pitch
);

// play a sound effect, but don't propagate to a remote owner
// (he is playing the sound clientside
native simulated final function PlayOwnedSound
(
    sound               Sound,
    optional ESoundSlot Slot,
    optional float      Volume,
    optional bool       bNoOverride,
    optional float      Radius,
    optional float      Pitch
);

native simulated event DemoPlaySound
(
    sound               Sound,
    optional ESoundSlot Slot,
    optional float      Volume,
    optional bool       bNoOverride,
    optional float      Radius,
    optional float      Pitch
);

// Get a sound duration.
native final function float GetSoundDuration( sound Sound );

//=============================================================================
// AI functions.

//
// Inform other creatures that you've made a noise
// they might hear (they are sent a HearNoise message)
// Senders of MakeNoise should have an instigator if they are not pawns.
//
native(512) final function MakeNoise( float Loudness );

//
// PlayerCanSeeMe returns true if some player has a line of sight to 
// actor's location.
//
native(532) final function bool PlayerCanSeeMe();

//=============================================================================
// Regular engine functions.

// Teleportation.
event bool PreTeleport( Teleporter InTeleporter );
event PostTeleport( Teleporter OutTeleporter );

// Level state.
event BeginPlay();

//========================================================================
// Disk access.

// Find files.
native(539) final function string GetMapName( string NameEnding, string MapName, int Dir );
native(545) final function GetNextSkin( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc );
native(547) final function string GetURLMap();
native final function string GetNextInt( string ClassName, int Num );
native final function GetNextIntDesc( string ClassName, int Num, out string Entry, out string Description );
native final function bool GetCacheEntry( int Num, out string GUID, out string Filename );
native final function bool MoveCacheEntry( string GUID, optional string NewFilename );  


//=============================================================================
// Iterator functions.

// Iterator functions for dealing with sets of actors.
native(304) final iterator function AllActors     ( class<actor> BaseClass, out actor Actor, optional name MatchTag );
native(305) final iterator function ChildActors   ( class<actor> BaseClass, out actor Actor );
native(306) final iterator function BasedActors   ( class<actor> BaseClass, out actor Actor );
native(307) final iterator function TouchingActors( class<actor> BaseClass, out actor Actor );
native(309) final iterator function TraceActors   ( class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent );
native(310) final iterator function RadiusActors  ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc );
native(311) final iterator function VisibleActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc );
native(312) final iterator function VisibleCollidingActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc, optional bool bIgnoreHidden );

//=============================================================================
// Color operators
native(549) static final operator(20)  color -     ( color A, color B );
native(550) static final operator(16) color *     ( float A, color B );
native(551) static final operator(20) color +     ( color A, color B );
native(552) static final operator(16) color *     ( color A, float B );

//=============================================================================
// Scripted Actor functions.

// draw on canvas before flash and fog are applied (used for drawing weapons)
event RenderOverlays( canvas Canvas );

//
// Called immediately before gameplay begins.
//
event PreBeginPlay()
{
    // Handle autodestruction if desired.
    if( !bGameRelevant && (Level.NetMode != NM_Client) && !Level.Game.IsRelevant(Self) )
        Destroy();
}

//
// Broadcast a message to all players.
//
event BroadcastMessage( coerce string Msg, optional bool bBeep, optional name Type )
{
    local Pawn P;

    if (Type == '')
        Type = 'Event';

    if ( Level.Game.AllowsBroadcast(self, Len(Msg)) )
        for( P=Level.PawnList; P!=None; P=P.nextPawn )
            if( P.bIsPlayer || P.IsA('MessagingSpectator') )
            {
                if ( (Level.Game != None) && (Level.Game.MessageMutator != None) )
                {
                    if ( Level.Game.MessageMutator.MutatorBroadcastMessage(Self, P, Msg, bBeep, Type) )
                        P.ClientMessage( Msg, Type, bBeep );
                } else
                    P.ClientMessage( Msg, Type, bBeep );
            }
}

//
// Broadcast a localized message to all players.
// Most message deal with 0 to 2 related PRIs.
// The LocalMessage class defines how the PRI's and optional actor are used.
//
event BroadcastLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
    local Pawn P;

    for ( P=Level.PawnList; P != None; P=P.nextPawn )
        if ( P.bIsPlayer || P.IsA('MessagingSpectator') )
        {
            if ( (Level.Game != None) && (Level.Game.MessageMutator != None) )
            {
                if ( Level.Game.MessageMutator.MutatorBroadcastLocalizedMessage(Self, P, Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject) )
                    P.ReceiveLocalizedMessage( Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
            } else
                P.ReceiveLocalizedMessage( Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
        }
}

//
// Called immediately after gameplay begins.
//
event PostBeginPlay();

//
// Called after PostBeginPlay.
//
simulated event SetInitialState()
{
    bScriptInitialized = true;
    if( InitialState!='' )
        GotoState( InitialState );
    else
        GotoState( 'Auto' );
}

// called after PostBeginPlay on net client
simulated event PostNetBeginPlay();

//
// Hurt actors within the radius.
//
final function HurtRadius( float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation )
{
    local actor Victims;
    local float damageScale, dist;
    local vector dir;
    
    if( bHurtEntry )
        return;

    bHurtEntry = true;
    foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius, HitLocation )
    {
        if( Victims != self )
        {
            dir = Victims.Location - HitLocation;
            dist = FMax(1,VSize(dir));
            dir = dir/dist; 
            damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
            Victims.TakeDamage
            (
                damageScale * DamageAmount,
                Instigator, 
                Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir,
                (damageScale * Momentum * dir),
                DamageName
            );
        } 
    }
    bHurtEntry = false;
}

//
// Called when carried onto a new level, before AcceptInventory.
//
event TravelPreAccept();

//
// Called when carried into a new level, after AcceptInventory.
//
event TravelPostAccept();

//
// Called when a scripted texture needs rendering
//
event RenderTexture(ScriptedTexture Tex);

//
// Called by PlayerPawn when this actor becomes its ViewTarget.
//
function BecomeViewTarget();

//
// Returns the string representation of the name of an object without the package
// prefixes.
//
function String GetItemName( string FullName )
{
    local int pos;

    pos = InStr(FullName, ".");
    While ( pos != -1 )
    {
        FullName = Right(FullName, Len(FullName) - pos - 1);
        pos = InStr(FullName, ".");
    }

    return FullName;
}

//
// Returns the human readable string representation of an object.
//

function String GetHumanName()
{
    return GetItemName(string(class));
}

// Set the display properties of an actor.  By setting them through this function, it allows
// the actor to modify other components (such as a Pawn's weapon) or to adjust the result
// based on other factors (such as a Pawn's other inventory wanting to affect the result)
function SetDisplayProperties(ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap )
{
    Style = NewStyle;
    texture = NewTexture;
    bUnlit = bLighting;
    bMeshEnviromap = bEnviromap;
}

function SetDefaultDisplayProperties()
{
    Style = Default.Style;
    texture = Default.Texture;
    bUnlit = Default.bUnlit;
    bMeshEnviromap = Default.bMeshEnviromap;
}

defaultproperties
{
     Role=ROLE_Authority
     RemoteRole=ROLE_DumbProxy
     LODBias=1.000000
     OddsOfAppearing=1.000000
     bDifficulty0=True
     bDifficulty1=True
     bDifficulty2=True
     bDifficulty3=True
     bSinglePlayer=True
     bNet=True
     bNetSpecial=True
     DrawType=DT_Sprite
     Style=STY_Normal
     Texture=Texture'Engine.S_Actor'
     DrawScale=1.000000
     ScaleGlow=1.000000
     Fatness=128
     SpriteProjForward=32.000000
     bMovable=True
     SoundRadius=32
     SoundVolume=128
     SoundPitch=64
     TransientSoundVolume=1.000000
     CollisionRadius=22.000000
     CollisionHeight=22.000000
     bJustTeleported=True
     Mass=100.000000
     NetPriority=1.000000
     NetUpdateFrequency=100.000000
}

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Class file time: Do 19.5.2005 19:42:12.000 - Creation time: Fr 7.6.2013 13:15:30.343 - Created with UnCodeX