Function Summary |
rotator |
AdjustAim(float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget) |
float |
CalcAccelPos(float Time, float TotalTime, float Acceleration) |
float |
DetermineRate(float Time) |
void |
DoAccelMove(vector TargetLocation, float Time, float Acceleration) |
void |
DoAltFire(vector TargetLocation, vector Offset) |
void |
DoChangeMesh(mesh NewMesh)
/* |
void |
DoCircling(Actor NewTarget, rotator Speed, vector Offset, float Distance) |
void |
DoFire(vector TargetLocation, vector Offset) |
void |
DoHardStop() |
void |
DoInterpolate(Actor InterpPoint, float DesiredRate, float DesiredAlpha) |
void |
DoLoopAnim(name AnimSeq, float Time, float TweenTime) |
void |
DoMove(vector TargetLocation, Actor NewTarget, float Time) |
void |
DoPlayAnim(name AnimSeq, float Time, float TweenTime) |
void |
DoRotate(rotator NewRotation, Actor NewTarget, float Time) |
void |
DoSoftStop() |
void |
DoTracking(Actor NewTarget, vector Offset, rotator Directions) |
void |
InterpolateEnd(Actor InterpPoint)
//This is in there to handle the end of an interpolation
|
void |
TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) |
void |
TakeFallingDamage()
//Stuff we want to override from the Pawn superclass so that they
//do nothing.
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