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Engine.Mutator

Extends
Info
Modifiers
native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.Mutator

Direct Known Subclasses:

Arena, ChainsawMelee, DMMutator, FatBoy, HUDMutator, InstantRockets, JumpMatch, LowGrav, NoPowerups, NoRedeemer, Relic, Stealth, TBMutator, TeamBeacon, VolatileAmmo, VolatileWeapon

Variables Summary
boolbHUDMutator
class<Weapon>DefaultWeapon
MutatorNextDamageMutator
MutatorNextHUDMutator
MutatorNextMessageMutator
MutatorNextMutator
Inherited Variables from Engine.Actor
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimFall, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PendingTouch, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
PointRegion

Functions Summary
function AddMutator (Mutator M))
functionbool AlwaysKeep (Actor Other))
functionbool CheckReplacement (Actor Other, out byte bSuperRelevant))
functionbool HandleEndGame ()))
functionbool HandlePickupQuery (Pawn Other, Inventory item, out byte bAllowPickup))
functionbool HandleRestartGame ()))
functionbool IsRelevant (Actor Other, out byte bSuperRelevant))
function ModifyLogin (out class<playerpawn> SpawnClass, out string Portal, out string Options))
function ModifyPlayer (Pawn Other))
function Mutate (string MutateString, PlayerPawn Sender))
functionClass<WeaponMutatedDefaultWeapon ()))
functionbool MutatorBroadcastLocalizedMessage (Actor Sender, Pawn Receiver, out class<LocalMessage> Message, out optional int Switch, out optional PlayerReplicationInfo RelatedPRI_1, out optional PlayerReplicationInfo RelatedPRI_2, out optional Object OptionalObject ))
functionbool MutatorBroadcastMessage (Actor Sender, Pawn Receiver, out coerce string Msg, optional bool bBeep, out optional name Type ))
function MutatorTakeDamage (out int ActualDamage, Pawn Victim, Pawn InstigatedBy, out Vector HitLocation, out Vector Momentum, name DamageType))
functionbool MutatorTeamMessage (Actor Sender, Pawn Receiver, PlayerReplicationInfo PRI, coerce string S, name Type, optional bool bBeep ))
functionClass<WeaponMyDefaultWeapon ()))
event PostRender (canvas Canvas)
event PreBeginPlay ()))
functionbool PreventDeath (Pawn Killed, Pawn Killer, name damageType, vector HitLocation))
function RegisterHUDMutator ()))
functionbool ReplaceWith (actor Other, string aClassName))
function ScoreKill (Pawn Killer, Pawn Other))
Inherited Functions from Engine.Actor
*, +, -, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastLocalizedMessage, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetCacheEntry, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, Move, MoveCacheEntry, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlayOwnedSound, PlaySound, PostBeginPlay, PostNetBeginPlay, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, ZoneChange


Variables Detail

bHUDMutator Source code

var bool bHUDMutator;

DefaultWeapon Source code

var class<Weapon> DefaultWeapon;

NextDamageMutator Source code

var Mutator NextDamageMutator;

NextHUDMutator Source code

var Mutator NextHUDMutator;

NextMessageMutator Source code

var Mutator NextMessageMutator;

NextMutator Source code

var Mutator NextMutator;


Functions Detail

AddMutator Source code

function AddMutator ( Mutator M) )

AlwaysKeep Source code

function bool AlwaysKeep ( Actor Other) )

CheckReplacement Source code

function bool CheckReplacement ( Actor Other, out byte bSuperRelevant) )

HandleEndGame Source code

function bool HandleEndGame ( ) )

HandlePickupQuery Source code

function bool HandlePickupQuery ( Pawn Other, Inventory item, out byte bAllowPickup) )

HandleRestartGame Source code

function bool HandleRestartGame ( ) )

IsRelevant Source code

function bool IsRelevant ( Actor Other, out byte bSuperRelevant) )

ModifyLogin Source code

function ModifyLogin ( out class<playerpawn> SpawnClass, out string Portal, out string Options) )

ModifyPlayer Source code

function ModifyPlayer ( Pawn Other) )

Mutate Source code

function Mutate ( string MutateString, PlayerPawn Sender) )

MutatedDefaultWeapon Source code

function Class<Weapon> MutatedDefaultWeapon ( ) )

MutatorBroadcastLocalizedMessage Source code

function bool MutatorBroadcastLocalizedMessage ( Actor Sender, Pawn Receiver, out class<LocalMessage> Message, out optional int Switch, out optional PlayerReplicationInfo RelatedPRI_1, out optional PlayerReplicationInfo RelatedPRI_2, out optional Object OptionalObject ) )

MutatorBroadcastMessage Source code

function bool MutatorBroadcastMessage ( Actor Sender, Pawn Receiver, out coerce string Msg, optional bool bBeep, out optional name Type ) )

MutatorTakeDamage Source code

function MutatorTakeDamage ( out int ActualDamage, Pawn Victim, Pawn InstigatedBy, out Vector HitLocation, out Vector Momentum, name DamageType) )

MutatorTeamMessage Source code

function bool MutatorTeamMessage ( Actor Sender, Pawn Receiver, PlayerReplicationInfo PRI, coerce string S, name Type, optional bool bBeep ) )

MyDefaultWeapon Source code

function Class<Weapon> MyDefaultWeapon ( ) )

PostRender Source code

simulated event PostRender ( canvas Canvas )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PreventDeath Source code

function bool PreventDeath ( Pawn Killed, Pawn Killer, name damageType, vector HitLocation) )

RegisterHUDMutator Source code

simulated function RegisterHUDMutator ( ) )

ReplaceWith Source code

function bool ReplaceWith ( actor Other, string aClassName) )

ScoreKill Source code

function ScoreKill ( Pawn Killer, Pawn Other) )


Defaultproperties

defaultproperties
{
}

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Creation time: Fr 7.6.2013 13:14:38.796 - Created with UnCodeX