Function Summary |
void |
AddMutator(Mutator M) |
bool |
AlwaysKeep(Actor Other)
/* Force game to always keep this actor, even if other mutators want to get rid of it
*/ |
bool |
CheckReplacement(Actor Other, out byte) |
bool |
HandleEndGame() |
bool |
HandlePickupQuery(Pawn Other, Inventory item, out byte) |
bool |
HandleRestartGame() |
bool |
IsRelevant(Actor Other, out byte) |
void |
ModifyPlayer(Pawn Other) |
void |
Mutate(string MutateString, PlayerPawn Sender) |
bool |
MutatorBroadcastMessage(Actor Sender, Pawn Receiver, out coerce, optional bool, out optional) |
void |
MutatorTakeDamage(out int, Pawn Victim, Pawn InstigatedBy, out Vector, out Vector, name DamageType) |
bool |
MutatorTeamMessage(Actor Sender, Pawn Receiver, PlayerReplicationInfo PRI, string S, name Type, optional bool) |
bool |
PreventDeath(Pawn Killed, Pawn Killer, name damageType, vector HitLocation) |
simulated |
RegisterHUDMutator()
// Registers the current mutator on the client to receive PostRender calls.
|
bool |
ReplaceWith(Actor Other, string aClassName)
/* ReplaceWith()
Call this function to replace an actor Other with an actor of aClass.
*/ |
void |
ScoreKill(Pawn Killer, Pawn Other) |