Function Summary |
void |
ActivateItem() |
void |
AltFire(optional float)
// The player wants to alternate-fire.
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void |
BehindView(Bool B) |
void |
CallForHelp() |
void |
ChangeTeam(int N) |
void |
ClientPlayTakeHit(vector HitLoc, byte Damage, bool bServerGuessWeapon) |
void |
ClientReStart() |
void |
Fire(optional float) |
void |
Fly() |
void |
Gasp() |
void |
GetMultiSkin(Actor SkinActor, out string, out string)
/* Skin Stuff */ |
void |
Grab() |
void |
InitPlayerReplicationInfo() |
void |
Loaded() |
void |
NextItem() |
simulated |
PlayBeepSound() |
void |
PlayChatting() |
void |
PlayCrawling() |
void |
PlayDeathHit(float Damage, vector HitLocation, name damageType, vector Momentum) |
void |
PlayDodge(eDodgeDir DodgeMove) |
void |
PlayDuck() |
void |
PlayDyingSound() |
void |
PlayFeignDeath() |
void |
PlayFiring() |
simulated |
PlayFootStep() |
void |
PlayGutHit(float tweentime) |
void |
PlayHeadHit(float tweentime) |
void |
PlayHit(float Damage, vector HitLocation, name damageType, vector Momentum) |
void |
PlayInAir() |
void |
PlayLanded(float impactVel) |
void |
PlayLeftHit(float tweentime) |
void |
PlayRecoil(float Rate) |
void |
PlayRightHit(float tweentime) |
void |
PlayRising() |
void |
PlayRunning() |
void |
PlaySwimming() |
void |
PlayTakeHitSound(int damage, name damageType, int Mult)
//-----------------------------------------------------------------------------
// Sound functions
|
void |
PlayTurning()
//-----------------------------------------------------------------------------
// Animation functions
|
void |
PlayWaiting() |
void |
PlayWalking() |
void |
PlayWeaponSwitch(Weapon NewWeapon) |
void |
PlayerTimeOut() |
void |
Possess()
// This pawn was possessed by a player.
|
void |
PostBeginPlay() |
void |
PrevItem() |
void |
RestartLevel() |
void |
ServerChangeSkin(string SkinName, string FaceName, byte TeamNum) |
void |
SetMultiSkin(Actor SkinActor, string SkinName, string FaceName, byte TeamNum) |
void |
StartWalk() |
void |
Suicide() |
void |
SwitchWeapon(byte F)
// The player wants to switch to weapon group numer I.
|
void |
TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
//=================================================================================
|
void |
Taunt(name Sequence) |
void |
ThrowWeapon() |
void |
TweenToRunning(float tweentime) |
void |
TweenToSwimming(float tweentime) |
void |
TweenToWaiting(float tweentime) |
void |
TweenToWalking(float tweentime) |
void |
Walk() |