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Engine.Actor

Extends
Object
Modifiers
abstract native nativereplication

Core.Object
|   
+-- Engine.Actor

Direct Known Subclasses:

Brush, DamageType, Decal, Decoration, Effects, HUD, Info, Inventory, Keypoint, Light, Menu, NavigationPoint, Pawn, Projectile, ShareSounds, SpawnNotify, Triggers

Constants Summary
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient

Variables Summary
vectorAcceleration
floatAnimLast
floatAnimMinRate
boolbAlwaysTick
boolbAnimByOwner
boolbAnimFinished
boolbAnimLoop
boolbAnimNotify
ActorBase
boolbAssimilated
boolbCarriedItem
boolbClientAnim
boolbClientDemoNetFunc
boolbClientDemoRecording
boolbDeleteMe
boolbDemoRecording
boolbDynamicLight
boolbEdLocked
boolbEdSnap
boolbForcePhysicsUpdate
boolbHighlighted
boolbHurtEntry
boolbInterpolating
boolbIsMover
boolbIsPawn
boolbJustTeleported
boolbLightChanged
boolbMemorized
boolbNetFeel
boolbNetHear
boolbNetInitial
boolbNetOwner
boolbNetRelevant
boolbNetSee
boolbReplicateInstigator
modelBrush
boolbScriptInitialized
boolbSelected
boolbSimFall
boolbSimulatedPawn
boolbTempEditor
boolbTicked
boolbTimerLoop
boolbTrailerPrePivot
boolbTrailerSameRotation
intCollisionTag
vectorColLocation
actorDeleted
EDodgeDirDodgeDir
intExtraTag
ActorHitActor
PawnInstigator
InventoryInventory
actorLatentActor
byteLatentByte
floatLatentFloat
intLatentInt
LevelInfoLevel
intLightingTag
byteMiscNumber
intNetTag
floatOldAnimRate
vectorOldLocation
intOtherTag
ActorOwner
ActorPendingTouch
floatPhysAlpha
floatPhysRate
vectorPrePivot
PointRegionRegion
RenderIteratorRenderInterface
ENetRoleRole
planeSimAnim
AnimationSkelAnim
intSpecialTag
byteStandingCount
ActorTarget
floatTimerCounter
floatTimerRate
actorTouching[4]
floatTweenRate
LevelXLevel
Advanced
boolbAlwaysRelevant
boolbCanTeleport
boolbCollideWhenPlacing
boolbDirectional
boolbEdShouldSnap
boolbForceStasis
boolbGameRelevant
boolbHidden
boolbHiddenEd
boolbHighDetail
boolbIsItemGoal
boolbIsKillGoal
boolbIsSecretGoal
boolbMovable
boolbNetOptional
boolbNetTemporary
boolbNoDelete
boolbOnlyOwnerSee
boolbOwnerNoSee
boolbStasis
boolbStatic
boolbTravel
floatLifeSpan
Collision
boolbBlockActors
boolbBlockPlayers
boolbCollideActors
boolbCollideWorld
boolbProjTarget
floatCollisionHeight
floatCollisionRadius
Display
byteAmbientGlow
floatAnimFrame
floatAnimRate
nameAnimSequence
boolbFilterByVolume
boolbMeshCurvy
boolbMeshEnviroMap
boolbNoSmooth
boolbParticles
boolbRandomFrame
boolbShadowCast
boolbUnlit
floatDrawScale
EDrawTypeDrawType
byteFatness
floatLODBias
meshMesh
textureMultiSkins[8]
class<RenderIterator>RenderIteratorClass
floatScaleGlow
textureSkin
textureSprite
floatSpriteProjForward
ERenderStyleStyle
textureTexture
floatVisibilityHeight
floatVisibilityRadius
Events
nameEvent
nameTag
Filter
boolbDifficulty0
boolbDifficulty1
boolbDifficulty2
boolbDifficulty3
boolbNet
boolbNetSpecial
boolbSinglePlayer
floatOddsOfAppearing
LightColor
byteLightBrightness
byteLightHue
byteLightSaturation
Lighting
boolbActorShadows
boolbCorona
boolbLensFlare
boolbSpecialLit
byteLightCone
ELightEffectLightEffect
byteLightPeriod
byteLightPhase
byteLightRadius
ELightTypeLightType
byteVolumeBrightness
byteVolumeFog
byteVolumeRadius
Movement
nameAttachTag
boolbBounce
boolbFixedRotationDir
boolbRotateToDesired
floatBuoyancy
rotatorDesiredRotation
vectorLocation
floatMass
EPhysicsPhysics
rotatorRotation
rotatorRotationRate
vectorVelocity
Networking
floatNetPriority
floatNetUpdateFrequency
ENetRoleRemoteRole
Object
nameGroup
nameInitialState
Sound
soundAmbientSound
byteSoundPitch
byteSoundRadius
byteSoundVolume
floatTransientSoundRadius
floatTransientSoundVolume
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
EDodgeDir
DODGE_None, DODGE_Left, DODGE_Right, DODGE_Forward, DODGE_Back, DODGE_Active, DODGE_Done
EDrawType
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce,
EInputAction
IST_None, IST_Press, IST_Hold, IST_Release, IST_Axis,
EInputKey
IK_None, IK_LeftMouse, IK_RightMouse, IK_Cancel, IK_MiddleMouse, IK_Unknown05, IK_Unknown06, IK_Unknown07, IK_Backspace, IK_Tab, IK_Unknown0A, IK_Unknown0B, IK_Unknown0C, IK_Enter, IK_Unknown0E, IK_Unknown0F, IK_Shift, IK_Ctrl, IK_Alt, IK_Pause, IK_CapsLock, IK_Unknown15, IK_Unknown16, IK_Unknown17, IK_Unknown18, IK_Unknown19, IK_Unknown1A, IK_Escape, IK_Unknown1C, IK_Unknown1D, IK_Unknown1E, IK_Unknown1F, IK_Space, IK_PageUp, IK_PageDown, IK_End, IK_Home, IK_Left, IK_Up, IK_Right, IK_Down, IK_Select, IK_Print, IK_Execute, IK_PrintScrn, IK_Insert, IK_Delete, IK_Help, IK_0, IK_1, IK_2, IK_3, IK_4, IK_5, IK_6, IK_7, IK_8, IK_9, IK_Unknown3A, IK_Unknown3B, IK_Unknown3C, IK_Unknown3D, IK_Unknown3E, IK_Unknown3F, IK_Unknown40, IK_A, IK_B, IK_C, IK_D, IK_E, IK_F, IK_G, IK_H, IK_I, IK_J, IK_K, IK_L, IK_M, IK_N, IK_O, IK_P, IK_Q, IK_R, IK_S, IK_T, IK_U, IK_V, IK_W, IK_X, IK_Y, IK_Z, IK_Unknown5B, IK_Unknown5C, IK_Unknown5D, IK_Unknown5E, IK_Unknown5F, IK_NumPad0, IK_NumPad1, IK_NumPad2, IK_NumPad3, IK_NumPad4, IK_NumPad5, IK_NumPad6, IK_NumPad7, IK_NumPad8, IK_NumPad9, IK_GreyStar, IK_GreyPlus, IK_Separator, IK_GreyMinus, IK_NumPadPeriod, IK_GreySlash, IK_F1, IK_F2, IK_F3, IK_F4, IK_F5, IK_F6, IK_F7, IK_F8, IK_F9, IK_F10, IK_F11, IK_F12, IK_F13, IK_F14, IK_F15, IK_F16, IK_F17, IK_F18, IK_F19, IK_F20, IK_F21, IK_F22, IK_F23, IK_F24, IK_Unknown88, IK_Unknown89, IK_Unknown8A, IK_Unknown8B, IK_Unknown8C, IK_Unknown8D, IK_Unknown8E, IK_Unknown8F, IK_NumLock, IK_ScrollLock, IK_Unknown92, IK_Unknown93, IK_Unknown94, IK_Unknown95, IK_Unknown96, IK_Unknown97, IK_Unknown98, IK_Unknown99, IK_Unknown9A, IK_Unknown9B, IK_Unknown9C, IK_Unknown9D, IK_Unknown9E, IK_Unknown9F, IK_LShift, IK_RShift, IK_LControl, IK_RControl, IK_UnknownA4, IK_UnknownA5, IK_UnknownA6, IK_UnknownA7, IK_UnknownA8, IK_UnknownA9, IK_UnknownAA, IK_UnknownAB, IK_UnknownAC, IK_UnknownAD, IK_UnknownAE, IK_UnknownAF, IK_UnknownB0, IK_UnknownB1, IK_UnknownB2, IK_UnknownB3, IK_UnknownB4, IK_UnknownB5, IK_UnknownB6, IK_UnknownB7, IK_UnknownB8, IK_UnknownB9, IK_Semicolon, IK_Equals, IK_Comma, IK_Minus, IK_Period, IK_Slash, IK_Tilde, IK_UnknownC1, IK_UnknownC2, IK_UnknownC3, IK_UnknownC4, IK_UnknownC5, IK_UnknownC6, IK_UnknownC7, IK_Joy1, IK_Joy2, IK_Joy3, IK_Joy4, IK_Joy5, IK_Joy6, IK_Joy7, IK_Joy8, IK_Joy9, IK_Joy10, IK_Joy11, IK_Joy12, IK_Joy13, IK_Joy14, IK_Joy15, IK_Joy16, IK_UnknownD8, IK_UnknownD9, IK_UnknownDA, IK_LeftBracket, IK_Backslash, IK_RightBracket, IK_SingleQuote, IK_UnknownDF, IK_JoyX, IK_JoyY, IK_JoyZ, IK_JoyR, IK_MouseX, IK_MouseY, IK_MouseZ, IK_MouseW, IK_JoyU, IK_JoyV, IK_UnknownEA, IK_UnknownEB, IK_MouseWheelUp, IK_MouseWheelDown, IK_Unknown10E, UK_Unknown10F, IK_JoyPovUp, IK_JoyPovDown, IK_JoyPovLeft, IK_JoyPovRight, IK_UnknownF4, IK_UnknownF5, IK_Attn, IK_CrSel, IK_ExSel, IK_ErEof, IK_Play, IK_Zoom, IK_NoName, IK_PA1, IK_OEMClear
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
ELightType
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop
EMusicTransition
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,
ENetRole
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,
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
ERenderStyle
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated,
ESoundSlot
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface,
ETravelType
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
Inherited Enumerations from Core.Object
ESheerAxis

Structures Summary
PointRegion
Zone, iLeaf, ZoneNumber
Inherited Structures from Core.Object
BoundingBox, BoundingVolume, Color, Coords, Guid, Plane, Rotator, Scale, Vector

Functions Summary
operatorcolor * (float A, color B)
operatorcolor * (color A, float B)
operatorcolor + (color A, color B)
operatorcolor - (color A, color B)
function AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
event AnimEnd ()
event Attach (Actor Other)
function AutonomousPhysics (float DeltaSeconds)
event BaseChange ()
function BasedActors (class<actor> BaseClass, out actor Actor)
function BecomeViewTarget ()
event BeginEvent ()
event BeginPlay ()
event BroadcastLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
event BroadcastMessage (coerce string Msg, optional bool bBeep, optional name Type ))
event Bump (Actor Other)
function ChildActors (class<actor> BaseClass, out actor Actor)
functionstring ConsoleCommand (string Command)
event DemoPlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch)
functionbool Destroy ()
event Destroyed ()
event Detach (Actor Other)
event EncroachedBy (actor Other)
eventbool EncroachingOn (actor Other)
event EndedRotation ()
event EndEvent ()
function Error (coerce string S)
event Expired ()
event Falling ()
functionbool FastTrace (vector TraceEnd, optional vector TraceStart)
event FellOutOfWorld ()))
function FinishAnim ()
function FinishInterpolation ()
event GainedChild (Actor Other)
functionname GetAnimGroup (name Sequence)
functionbool GetCacheEntry (int Num, out string GUID, out string Filename)
functionString GetHumanName ()))
functionString GetItemName (string FullName ))
functionstring GetMapName (string NameEnding, string MapName, int Dir)
functionstring GetNextInt (string ClassName, int Num)
function GetNextIntDesc (string ClassName, int Num, out string Entry, out string Description)
function GetNextSkin (string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc)
functionfloat GetSoundDuration (sound Sound)
functionstring GetURLMap ()
functionbool HasAnim (name Sequence)
event HitWall (vector HitNormal, actor HitWall)
function HurtRadius (float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation ))
event InterpolateEnd (actor Other)
functionbool IsAnimating ()
event KillCredit (Actor Other)
event KilledBy (pawn EventInstigator)
event Landed (vector HitNormal)
function LinkSkelAnim (Animation Anim)
function LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional float MinRate)
event LostChild (Actor Other)
function MakeNoise (float Loudness)
functionbool Move (vector Delta)
functionbool MoveCacheEntry (string GUID, optional string NewFilename)
functionbool MoveSmooth (vector Delta)
function PlayAnim (name Sequence, optional float Rate, optional float TweenTime)
functionbool PlayerCanSeeMe ()
function PlayOwnedSound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch)
function PlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch)
event PostBeginPlay ()
event PostNetBeginPlay ()
event PostTeleport (Teleporter OutTeleporter)
event PostTouch (Actor Other)
event PreBeginPlay ()))
eventbool PreTeleport (Teleporter InTeleporter)
function RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
event RenderOverlays (canvas Canvas)
event RenderTexture (ScriptedTexture Tex)
function SetBase (actor NewBase)
function SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers)
functionbool SetCollisionSize (float NewRadius, float NewHeight)
function SetDefaultDisplayProperties ()))
function SetDisplayProperties (ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap ))
event SetInitialState ()))
functionbool SetLocation (vector NewLocation)
function SetOwner (actor NewOwner)
function SetPhysics (EPhysics newPhysics)
functionbool SetRotation (rotator NewRotation)
function SetTimer (float NewTimerRate, bool bLoop)
function Sleep (float Seconds)
functionactor Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation)
event Spawned ()
eventActor SpecialHandling (Pawn Other)
event TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType)
event Tick (float DeltaTime)
event Timer ()
event Touch (Actor Other)
function TouchingActors (class<actor> BaseClass, out actor Actor)
functionActor Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent)
function TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent)
event TravelPostAccept ()
event TravelPreAccept ()
event Trigger (Actor Other, Pawn EventInstigator)
function TweenAnim (name Sequence, float Time)
event UnTouch (Actor Other)
event UnTrigger (Actor Other, Pawn EventInstigator)
function VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
function VisibleCollidingActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc, optional bool bIgnoreHidden)
event ZoneChange (ZoneInfo NewZone)
Inherited Functions from Core.Object
!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, Abs, Asc, Atan, BeginState, Caps, Chr, Clamp, ClassIsChildOf, Cos, Cross, Disable, Dot, DynamicLoadObject, Enable, EndState, Exp, FClamp, FMax, FMin, FRand, GetAxes, GetEnum, GetPropertyText, GetStateName, GetUnAxes, GotoState, InStr, Invert, IsA, IsInState, Left, Len, Lerp, Localize, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, Rand, RandRange, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, Sin, Smerp, Sqrt, Square, StaticSaveConfig, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~=


Variables Detail

Acceleration Source code

var vector Acceleration;

AnimLast Source code

var float AnimLast;

AnimMinRate Source code

var float AnimMinRate;

bAlwaysTick Source code

var Const bool bAlwaysTick;

bAnimByOwner Source code

var bool bAnimByOwner;

bAnimFinished Source code

var bool bAnimFinished;

bAnimLoop Source code

var bool bAnimLoop;

bAnimNotify Source code

var bool bAnimNotify;

Base Source code

var const Actor Base;

bAssimilated Source code

var transient const bool bAssimilated;

bCarriedItem Source code

var bool bCarriedItem;

bClientAnim Source code

var bool bClientAnim;

bClientDemoNetFunc Source code

var const bool bClientDemoNetFunc;

bClientDemoRecording Source code

var const bool bClientDemoRecording;

bDeleteMe Source code

var const bool bDeleteMe;

bDemoRecording Source code

var const bool bDemoRecording;

bDynamicLight Source code

var bool bDynamicLight;

bEdLocked Source code

var bool bEdLocked;

bEdSnap Source code

var transient bool bEdSnap;

bForcePhysicsUpdate Source code

var bool bForcePhysicsUpdate;

bHighlighted Source code

var const bool bHighlighted;

bHurtEntry Source code

var bool bHurtEntry;

bInterpolating Source code

var bool bInterpolating;

bIsMover Source code

var Const bool bIsMover;

bIsPawn Source code

var const bool bIsPawn;

bJustTeleported Source code

var const bool bJustTeleported;

bLightChanged Source code

var transient bool bLightChanged;

bMemorized Source code

var const bool bMemorized;

bNetFeel Source code

var const bool bNetFeel;

bNetHear Source code

var const bool bNetHear;

bNetInitial Source code

var const bool bNetInitial;

bNetOwner Source code

var const bool bNetOwner;

bNetRelevant Source code

var const bool bNetRelevant;

bNetSee Source code

var const bool bNetSee;

bReplicateInstigator Source code

var bool bReplicateInstigator;

Brush Source code

var const export model Brush;

bScriptInitialized Source code

var bool bScriptInitialized;

bSelected Source code

var const bool bSelected;

bSimFall Source code

var bool bSimFall;

bSimulatedPawn Source code

var const bool bSimulatedPawn;

bTempEditor Source code

var transient const bool bTempEditor;

bTicked Source code

var transient const bool bTicked;

bTimerLoop Source code

var bool bTimerLoop;

bTrailerPrePivot Source code

var bool bTrailerPrePivot;

bTrailerSameRotation Source code

var bool bTrailerSameRotation;

CollisionTag Source code

var const transient int CollisionTag;

ColLocation Source code

var const vector ColLocation;

Deleted Source code

var const actor Deleted;

DodgeDir Source code

var EDodgeDir DodgeDir;

ExtraTag Source code

var const transient int ExtraTag;

HitActor Source code

var Actor HitActor;

Instigator Source code

var Pawn Instigator;

Inventory Source code

var Inventory Inventory;

LatentActor Source code

var const actor LatentActor;

LatentByte Source code

var const byte LatentByte;

LatentFloat Source code

var const float LatentFloat;

LatentInt Source code

var const int LatentInt;

Level Source code

var const LevelInfo Level;

LightingTag Source code

var const transient int LightingTag;

MiscNumber Source code

var const byte MiscNumber;

NetTag Source code

var const transient int NetTag;

OldAnimRate Source code

var float OldAnimRate;

OldLocation Source code

var const vector OldLocation;

OtherTag Source code

var const transient int OtherTag;

Owner Source code

var const Actor Owner;

PendingTouch Source code

var Actor PendingTouch;

PhysAlpha Source code

var float PhysAlpha;

PhysRate Source code

var float PhysRate;

PrePivot Source code

var vector PrePivot;

Region Source code

var const PointRegion Region;

RenderInterface Source code

var transient RenderIterator RenderInterface;

Role Source code

var ENetRole Role;

SimAnim Source code

var plane SimAnim;

SkelAnim Source code

var Animation SkelAnim;

SpecialTag Source code

var const transient int SpecialTag;

StandingCount Source code

var const byte StandingCount;

Target Source code

var Actor Target;

TimerCounter Source code

var const float TimerCounter;

TimerRate Source code

var float TimerRate;

Touching[4] Source code

var const actor Touching[4];

TweenRate Source code

var float TweenRate;

XLevel Source code

var transient const Level XLevel;

Advanced

bAlwaysRelevant Source code

var(Advanced) bool bAlwaysRelevant;

bCanTeleport Source code

var(Advanced) bool bCanTeleport;

bCollideWhenPlacing Source code

var(Advanced) bool bCollideWhenPlacing;

bDirectional Source code

var(Advanced) bool bDirectional;

bEdShouldSnap Source code

var(Advanced) bool bEdShouldSnap;

bForceStasis Source code

var(Advanced) bool bForceStasis;

bGameRelevant Source code

var(Advanced) bool bGameRelevant;

bHidden Source code

var(Advanced) bool bHidden;

bHiddenEd Source code

var(Advanced) bool bHiddenEd;

bHighDetail Source code

var(Advanced) bool bHighDetail;

bIsItemGoal Source code

var(Advanced) bool bIsItemGoal;

bIsKillGoal Source code

var(Advanced) bool bIsKillGoal;

bIsSecretGoal Source code

var(Advanced) bool bIsSecretGoal;

bMovable Source code

var(Advanced) bool bMovable;

bNetOptional Source code

var(Advanced) const bool bNetOptional;

bNetTemporary Source code

var(Advanced) const bool bNetTemporary;

bNoDelete Source code

var(Advanced) const bool bNoDelete;

bOnlyOwnerSee Source code

var(Advanced) bool bOnlyOwnerSee;

bOwnerNoSee Source code

var(Advanced) bool bOwnerNoSee;

bStasis Source code

var(Advanced) bool bStasis;

bStatic Source code

var(Advanced) const bool bStatic;

bTravel Source code

var(Advanced) bool bTravel;

LifeSpan Source code

var(Advanced) float LifeSpan;

Collision

bBlockActors Source code

var(Collision) bool bBlockActors;

bBlockPlayers Source code

var(Collision) bool bBlockPlayers;

bCollideActors Source code

var(Collision) const bool bCollideActors;

bCollideWorld Source code

var(Collision) bool bCollideWorld;

bProjTarget Source code

var(Collision) bool bProjTarget;

CollisionHeight Source code

var(Collision) const float CollisionHeight;

CollisionRadius Source code

var(Collision) const float CollisionRadius;

Display

AmbientGlow Source code

var(Display) byte AmbientGlow;

AnimFrame Source code

var(Display) float AnimFrame;

AnimRate Source code

var(Display) float AnimRate;

AnimSequence Source code

var(Display) name AnimSequence;

bFilterByVolume Source code

var(Display) bool bFilterByVolume;

bMeshCurvy Source code

var(Display) bool bMeshCurvy;

bMeshEnviroMap Source code

var(Display) bool bMeshEnviroMap;

bNoSmooth Source code

var(Display) bool bNoSmooth;

bParticles Source code

var(Display) bool bParticles;

bRandomFrame Source code

var(Display) bool bRandomFrame;

bShadowCast Source code

var(Display) bool bShadowCast;

bUnlit Source code

var(Display) bool bUnlit;

DrawScale Source code

var(Display) float DrawScale;

DrawType Source code

var(Display) EDrawType DrawType;

Fatness Source code

var(Display) byte Fatness;

LODBias Source code

var(Display) float LODBias;

Mesh Source code

var(Display) mesh Mesh;

MultiSkins[8] Source code

var(Display) texture MultiSkins[8];

RenderIteratorClass Source code

var(Display) class<RenderIterator> RenderIteratorClass;

ScaleGlow Source code

var(Display) float ScaleGlow;

Skin Source code

var(Display) texture Skin;

Sprite Source code

var(Display) texture Sprite;

SpriteProjForward Source code

var(Display) float SpriteProjForward;

Style Source code

var(Display) ERenderStyle Style;

Texture Source code

var(Display) texture Texture;

VisibilityHeight Source code

var(Display) float VisibilityHeight;

VisibilityRadius Source code

var(Display) float VisibilityRadius;

Events

Event Source code

var(Events) name Event;

Tag Source code

var(Events) name Tag;

Filter

bDifficulty0 Source code

var(Filter) bool bDifficulty0;

bDifficulty1 Source code

var(Filter) bool bDifficulty1;

bDifficulty2 Source code

var(Filter) bool bDifficulty2;

bDifficulty3 Source code

var(Filter) bool bDifficulty3;

bNet Source code

var(Filter) bool bNet;

bNetSpecial Source code

var(Filter) bool bNetSpecial;

bSinglePlayer Source code

var(Filter) bool bSinglePlayer;

OddsOfAppearing Source code

var(Filter) float OddsOfAppearing;

LightColor

LightBrightness Source code

var(LightColor) byte LightBrightness;

LightHue Source code

var(LightColor) byte LightHue;

LightSaturation Source code

var(LightColor) byte LightSaturation;

Lighting

bActorShadows Source code

var(Lighting) bool bActorShadows;

bCorona Source code

var(Lighting) bool bCorona;

bLensFlare Source code

var(Lighting) bool bLensFlare;

bSpecialLit Source code

var(Lighting) bool bSpecialLit;

LightCone Source code

var(Lighting) byte LightCone;

LightEffect Source code

var(Lighting) ELightEffect LightEffect;

LightPeriod Source code

var(Lighting) byte LightPeriod;

LightPhase Source code

var(Lighting) byte LightPhase;

LightRadius Source code

var(Lighting) byte LightRadius;

LightType Source code

var(Lighting) ELightType LightType;

VolumeBrightness Source code

var(Lighting) byte VolumeBrightness;

VolumeFog Source code

var(Lighting) byte VolumeFog;

VolumeRadius Source code

var(Lighting) byte VolumeRadius;

Movement

AttachTag Source code

var(Movement) name AttachTag;

bBounce Source code

var(Movement) bool bBounce;

bFixedRotationDir Source code

var(Movement) bool bFixedRotationDir;

bRotateToDesired Source code

var(Movement) bool bRotateToDesired;

Buoyancy Source code

var(Movement) float Buoyancy;

DesiredRotation Source code

var(Movement) rotator DesiredRotation;

Location Source code

var(Movement) const vector Location;

Mass Source code

var(Movement) float Mass;

Physics Source code

var(Movement) EPhysics Physics;

Rotation Source code

var(Movement) const rotator Rotation;

RotationRate Source code

var(Movement) rotator RotationRate;

Velocity Source code

var(Movement) vector Velocity;

Networking

NetPriority Source code

var(Networking) float NetPriority;

NetUpdateFrequency Source code

var(Networking) float NetUpdateFrequency;

RemoteRole Source code

var(Networking) ENetRole RemoteRole;

Object

Group Source code

var(Object) name Group;

InitialState Source code

var(Object) name InitialState;

Sound

AmbientSound Source code

var(Sound) sound AmbientSound;

SoundPitch Source code

var(Sound) byte SoundPitch;

SoundRadius Source code

var(Sound) byte SoundRadius;

SoundVolume Source code

var(Sound) byte SoundVolume;

TransientSoundRadius Source code

var(Sound) float TransientSoundRadius;

TransientSoundVolume Source code

var(Sound) float TransientSoundVolume;


Enumerations Detail

EDodgeDir Source code

enum EDodgeDir
{
DODGE_None, DODGE_Left, DODGE_Right, DODGE_Forward, DODGE_Back, DODGE_Active, DODGE_Done
};

EDrawType Source code

enum EDrawType
{
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce,
};

EInputAction Source code

enum EInputAction
{
IST_None, IST_Press, IST_Hold, IST_Release, IST_Axis,
};

EInputKey Source code

enum EInputKey
{
IK_None, IK_LeftMouse, IK_RightMouse, IK_Cancel, IK_MiddleMouse, IK_Unknown05, IK_Unknown06, IK_Unknown07, IK_Backspace, IK_Tab, IK_Unknown0A, IK_Unknown0B, IK_Unknown0C, IK_Enter, IK_Unknown0E, IK_Unknown0F, IK_Shift, IK_Ctrl, IK_Alt, IK_Pause, IK_CapsLock, IK_Unknown15, IK_Unknown16, IK_Unknown17, IK_Unknown18, IK_Unknown19, IK_Unknown1A, IK_Escape, IK_Unknown1C, IK_Unknown1D, IK_Unknown1E, IK_Unknown1F, IK_Space, IK_PageUp, IK_PageDown, IK_End, IK_Home, IK_Left, IK_Up, IK_Right, IK_Down, IK_Select, IK_Print, IK_Execute, IK_PrintScrn, IK_Insert, IK_Delete, IK_Help, IK_0, IK_1, IK_2, IK_3, IK_4, IK_5, IK_6, IK_7, IK_8, IK_9, IK_Unknown3A, IK_Unknown3B, IK_Unknown3C, IK_Unknown3D, IK_Unknown3E, IK_Unknown3F, IK_Unknown40, IK_A, IK_B, IK_C, IK_D, IK_E, IK_F, IK_G, IK_H, IK_I, IK_J, IK_K, IK_L, IK_M, IK_N, IK_O, IK_P, IK_Q, IK_R, IK_S, IK_T, IK_U, IK_V, IK_W, IK_X, IK_Y, IK_Z, IK_Unknown5B, IK_Unknown5C, IK_Unknown5D, IK_Unknown5E, IK_Unknown5F, IK_NumPad0, IK_NumPad1, IK_NumPad2, IK_NumPad3, IK_NumPad4, IK_NumPad5, IK_NumPad6, IK_NumPad7, IK_NumPad8, IK_NumPad9, IK_GreyStar, IK_GreyPlus, IK_Separator, IK_GreyMinus, IK_NumPadPeriod, IK_GreySlash, IK_F1, IK_F2, IK_F3, IK_F4, IK_F5, IK_F6, IK_F7, IK_F8, IK_F9, IK_F10, IK_F11, IK_F12, IK_F13, IK_F14, IK_F15, IK_F16, IK_F17, IK_F18, IK_F19, IK_F20, IK_F21, IK_F22, IK_F23, IK_F24, IK_Unknown88, IK_Unknown89, IK_Unknown8A, IK_Unknown8B, IK_Unknown8C, IK_Unknown8D, IK_Unknown8E, IK_Unknown8F, IK_NumLock, IK_ScrollLock, IK_Unknown92, IK_Unknown93, IK_Unknown94, IK_Unknown95, IK_Unknown96, IK_Unknown97, IK_Unknown98, IK_Unknown99, IK_Unknown9A, IK_Unknown9B, IK_Unknown9C, IK_Unknown9D, IK_Unknown9E, IK_Unknown9F, IK_LShift, IK_RShift, IK_LControl, IK_RControl, IK_UnknownA4, IK_UnknownA5, IK_UnknownA6, IK_UnknownA7, IK_UnknownA8, IK_UnknownA9, IK_UnknownAA, IK_UnknownAB, IK_UnknownAC, IK_UnknownAD, IK_UnknownAE, IK_UnknownAF, IK_UnknownB0, IK_UnknownB1, IK_UnknownB2, IK_UnknownB3, IK_UnknownB4, IK_UnknownB5, IK_UnknownB6, IK_UnknownB7, IK_UnknownB8, IK_UnknownB9, IK_Semicolon, IK_Equals, IK_Comma, IK_Minus, IK_Period, IK_Slash, IK_Tilde, IK_UnknownC1, IK_UnknownC2, IK_UnknownC3, IK_UnknownC4, IK_UnknownC5, IK_UnknownC6, IK_UnknownC7, IK_Joy1, IK_Joy2, IK_Joy3, IK_Joy4, IK_Joy5, IK_Joy6, IK_Joy7, IK_Joy8, IK_Joy9, IK_Joy10, IK_Joy11, IK_Joy12, IK_Joy13, IK_Joy14, IK_Joy15, IK_Joy16, IK_UnknownD8, IK_UnknownD9, IK_UnknownDA, IK_LeftBracket, IK_Backslash, IK_RightBracket, IK_SingleQuote, IK_UnknownDF, IK_JoyX, IK_JoyY, IK_JoyZ, IK_JoyR, IK_MouseX, IK_MouseY, IK_MouseZ, IK_MouseW, IK_JoyU, IK_JoyV, IK_UnknownEA, IK_UnknownEB, IK_MouseWheelUp, IK_MouseWheelDown, IK_Unknown10E, UK_Unknown10F, IK_JoyPovUp, IK_JoyPovDown, IK_JoyPovLeft, IK_JoyPovRight, IK_UnknownF4, IK_UnknownF5, IK_Attn, IK_CrSel, IK_ExSel, IK_ErEof, IK_Play, IK_Zoom, IK_NoName, IK_PA1, IK_OEMClear
};

ELightEffect Source code

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
};

ELightType Source code

enum ELightType
{
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop
};

EMusicTransition Source code

enum EMusicTransition
{
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,
};

ENetRole Source code

enum ENetRole
{
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,
};

EPhysics Source code

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
};

ERenderStyle Source code

enum ERenderStyle
{
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated,
};

ESoundSlot Source code

enum ESoundSlot
{
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface,
};

ETravelType Source code

enum ETravelType
{
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
};


Structures Detail

PointRegion Source code

struct PointRegion
{
var int iLeaf;
var zoneinfo Zone;
var byte ZoneNumber;
};



Functions Detail

* Source code

native(550) static final operator color * ( float A, color B )

* Source code

native(552) static final operator color * ( color A, float B )

+ Source code

native(551) static final operator color + ( color A, color B )

- Source code

native(549) static final operator color - ( color A, color B )

AllActors Source code

native(304) final iterator function AllActors ( class<actor> BaseClass, out actor Actor, optional name MatchTag )

AnimEnd Source code

event AnimEnd ( )

Attach Source code

event Attach ( Actor Other )

AutonomousPhysics Source code

native(3971) final function AutonomousPhysics ( float DeltaSeconds )

BaseChange Source code

event BaseChange ( )

BasedActors Source code

native(306) final iterator function BasedActors ( class<actor> BaseClass, out actor Actor )

BecomeViewTarget Source code

function BecomeViewTarget ( )

BeginEvent Source code

event BeginEvent ( )

BeginPlay Source code

event BeginPlay ( )

BroadcastLocalizedMessage Source code

event BroadcastLocalizedMessage ( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) )

BroadcastMessage Source code

event BroadcastMessage ( coerce string Msg, optional bool bBeep, optional name Type ) )

Bump Source code

event Bump ( Actor Other )

ChildActors Source code

native(305) final iterator function ChildActors ( class<actor> BaseClass, out actor Actor )

ConsoleCommand Source code

native function string ConsoleCommand ( string Command )

DemoPlaySound Source code

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

Destroy Source code

native(279) final function bool Destroy ( )

Destroyed Source code

event Destroyed ( )

Detach Source code

event Detach ( Actor Other )

EncroachedBy Source code

event EncroachedBy ( actor Other )

EncroachingOn Source code

event bool EncroachingOn ( actor Other )

EndedRotation Source code

event EndedRotation ( )

EndEvent Source code

event EndEvent ( )

Error Source code

native(233) final function Error ( coerce string S )

Expired Source code

event Expired ( )

Falling Source code

event Falling ( )

FastTrace Source code

native(548) final function bool FastTrace ( vector TraceEnd, optional vector TraceStart )

FellOutOfWorld Source code

event FellOutOfWorld ( ) )

FinishAnim Source code

native(261) final latent function FinishAnim ( )

FinishInterpolation Source code

native(301) final latent function FinishInterpolation ( )

GainedChild Source code

event GainedChild ( Actor Other )

GetAnimGroup Source code

native(293) final function name GetAnimGroup ( name Sequence )

GetCacheEntry Source code

native final function bool GetCacheEntry ( int Num, out string GUID, out string Filename )

GetHumanName Source code

function String GetHumanName ( ) )

GetItemName Source code

function String GetItemName ( string FullName ) )

GetMapName Source code

native(539) final function string GetMapName ( string NameEnding, string MapName, int Dir )

GetNextInt Source code

native final function string GetNextInt ( string ClassName, int Num )

GetNextIntDesc Source code

native final function GetNextIntDesc ( string ClassName, int Num, out string Entry, out string Description )

GetNextSkin Source code

native(545) final function GetNextSkin ( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc )

GetSoundDuration Source code

native final function float GetSoundDuration ( sound Sound )

GetURLMap Source code

native(547) final function string GetURLMap ( )

HasAnim Source code

native(263) final function bool HasAnim ( name Sequence )

HitWall Source code

event HitWall ( vector HitNormal, actor HitWall )

HurtRadius Source code

final function HurtRadius ( float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation ) )

InterpolateEnd Source code

event InterpolateEnd ( actor Other )

IsAnimating Source code

native(282) final function bool IsAnimating ( )

KillCredit Source code

event KillCredit ( Actor Other )

KilledBy Source code

event KilledBy ( pawn EventInstigator )

Landed Source code

event Landed ( vector HitNormal )

LinkSkelAnim Source code

native final function LinkSkelAnim ( Animation Anim )

LoopAnim Source code

native(260) final function LoopAnim ( name Sequence, optional float Rate, optional float TweenTime, optional float MinRate )

LostChild Source code

event LostChild ( Actor Other )

MakeNoise Source code

native(512) final function MakeNoise ( float Loudness )

Move Source code

native(266) final function bool Move ( vector Delta )

MoveCacheEntry Source code

native final function bool MoveCacheEntry ( string GUID, optional string NewFilename )

MoveSmooth Source code

native(3969) final function bool MoveSmooth ( vector Delta )

PlayAnim Source code

native(259) final function PlayAnim ( name Sequence, optional float Rate, optional float TweenTime )

PlayerCanSeeMe Source code

native(532) final function bool PlayerCanSeeMe ( )

PlayOwnedSound Source code

native simulated final function PlayOwnedSound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch )

PlaySound Source code

native(264) final function PlaySound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch )

PostBeginPlay Source code

event PostBeginPlay ( )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( )

PostTeleport Source code

event PostTeleport ( Teleporter OutTeleporter )

PostTouch Source code

event PostTouch ( Actor Other )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PreTeleport Source code

event bool PreTeleport ( Teleporter InTeleporter )

RadiusActors Source code

native(310) final iterator function RadiusActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc )

RenderOverlays Source code

event RenderOverlays ( canvas Canvas )

RenderTexture Source code

event RenderTexture ( ScriptedTexture Tex )

SetBase Source code

native(298) final function SetBase ( actor NewBase )

SetCollision Source code

native(262) final function SetCollision ( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers )

SetCollisionSize Source code

native(283) final function bool SetCollisionSize ( float NewRadius, float NewHeight )

SetDefaultDisplayProperties Source code

function SetDefaultDisplayProperties ( ) )

SetDisplayProperties Source code

function SetDisplayProperties ( ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap ) )

SetInitialState Source code

simulated event SetInitialState ( ) )

SetLocation Source code

native(267) final function bool SetLocation ( vector NewLocation )

SetOwner Source code

native(272) final function SetOwner ( actor NewOwner )

SetPhysics Source code

native(3970) final function SetPhysics ( EPhysics newPhysics )

SetRotation Source code

native(299) final function bool SetRotation ( rotator NewRotation )

SetTimer Source code

native(280) final function SetTimer ( float NewTimerRate, bool bLoop )

Sleep Source code

native(256) final latent function Sleep ( float Seconds )

Spawn Source code

native(278) final function actor Spawn ( class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation )

Spawned Source code

event Spawned ( )

SpecialHandling Source code

event Actor SpecialHandling ( Pawn Other )

TakeDamage Source code

event TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType )

Tick Source code

event Tick ( float DeltaTime )

Timer Source code

event Timer ( )

Touch Source code

event Touch ( Actor Other )

TouchingActors Source code

native(307) final iterator function TouchingActors ( class<actor> BaseClass, out actor Actor )

Trace Source code

native(277) final function Actor Trace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent )

TraceActors Source code

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 )

TravelPostAccept Source code

event TravelPostAccept ( )

TravelPreAccept Source code

event TravelPreAccept ( )

Trigger Source code

event Trigger ( Actor Other, Pawn EventInstigator )

TweenAnim Source code

native(294) final function TweenAnim ( name Sequence, float Time )

UnTouch Source code

event UnTouch ( Actor Other )

UnTrigger Source code

event UnTrigger ( Actor Other, Pawn EventInstigator )

VisibleActors Source code

native(311) final iterator function VisibleActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc )

VisibleCollidingActors Source code

native(312) final iterator function VisibleCollidingActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc, optional bool bIgnoreHidden )

ZoneChange Source code

event ZoneChange ( ZoneInfo NewZone )


Defaultproperties

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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Creation time: Fr 7.6.2013 13:14:27.673 - Created with UnCodeX