UTGame.UTStealthVehicle
- Extends
- UTVehicle_Deployable
- Modifiers
- native ( Vehicle ) abstract
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.Vehicle
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+-- Engine.SVehicle
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+-- UTGame.UTVehicleBase
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+-- UTGame.UTVehicle
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+-- UTGame.UTVehicle_Deployable
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+-- UTGame.UTStealthVehicle
Direct Known Subclasses:
UTVehicle_NightShade, UTVehicle_StealthBender
| Inherited Variables from UTGame.UTVehicle_Deployable |
| AnimPlay, bAllowAbortDeploy, bDrawCanDeployTooltip, bRequireAllWheelsOnGround, DeployAnim[2], DeployedEnterSound, DeployedExitSound, DeployedState, DeploySound, DeploySoundComp, DeployTime, GetInAnim[2], GetOutAnim[2], IdleAnim[2], LastDeployStartTime, MaxDeploySpeed, TimeSinceLastDeployCheck, ToolTipIconCoords, UndeploySound, UnDeployTime |
| Inherited Variables from UTGame.UTVehicle |
| AccruedFireDamage, AccumulatedWaterDamage, AIPurpose, bAcceptTurretJump, bAllowedExit, bAllowTowFromAllDirections, bCameraNeverHidesVehicle, bCanCarryFlag, bDeadVehicle, bDrawHealthOnHUD, bDriverCastsShadow, bDriverHoldsFlag, bDropDetailWhenDriving, bEjectKilledBodies, bEjectPassengersWhenFlipped, bEnteringUnlocks, bFindGroundExit, bFixedCamZ, bFrontalCollision, bFrontalCollisionWithFixed, bHasBeenDriven, bHasCustomEntryRadius, bHasEnemyVehicleSound, bHasTowCable, bHasTurretExplosion, bHasWeaponBar, bHomingTarget, BigExplosionSocket, BigExplosionTemplates, bInitializedVehicleEffects, bIsBurning, bIsConsoleTurning, bIsDisabled, bIsInDestroyablePenetration, bIsNecrisVehicle, bIsOnTrack, bIsScraping, bIsTowingHoverboard, bKeyVehicle, bLightArmor, bLimitCameraZLookingUp, bLookSteerOnNormalControls, bLookSteerOnSimpleControls, bMustBeUpright, bNeverReset, bNoFollowJumpZ, bNoZDamping, bNoZDampingInAir, bNoZSmoothing, BoostPadSound, bOverrideAVRiLLocks, bPlayingSpawnEffect, bPostRenderTraceSucceeded, bRagdollDriverOnDarkwalkerHorn, bReducedFallingCollisionDamage, bRequestedEntryWithFlag, bRotateCameraUnderVehicle, bShouldAutoCenterViewPitch, bShouldLeaveForCombat, bShowDamageDebug, bShowLocked, bSpectatedView, bStealthVehicle, bStickDeflectionThrottle, bStopDeathCamera, bTakeWaterDamageWhileDriving, bTeamLocked, BurnOutMaterialInstances, BurnOutMaterial[2], BurnOutTime, BurnTimeParameterName, bUseAlternatePaths, bUsingLookSteer, bValidLinkTarget, CameraLag, CameraOffset, CameraSmoothingFactor, ClientHealth, CollisionDamageMult, ConsoleSteerScale, CurrentTireMaterial, DamageMaterialInstance[2], DamageMorphTargets, DamageParamScaleLevels, DamageSkelControls, DamageSmokeThreshold, DeadVehicleLifeSpan, DeathExplosion, DeathExplosionShake, DefaultFOV, DefaultPhysicalMaterial, DeflectionReverseThresh, DestroyedTurret, DestroyedTurretTemplate, DestroyOnPenetrationDuration, DestroyOnPenetrationThreshold, DisabledEffectComponent, DisabledTemplate, DisabledTime, DistanceTurretExplosionTemplates, DrivingAnim, DrivingPhysicalMaterial, DropFlagIconCoords, DropOrbIconCoords, EnemyVehicleSound, EnterToolTipIconCoords, ExplosionDamage, ExplosionDamageType, ExplosionInAirAngVel, ExplosionLightClass, ExplosionMomentum, ExplosionRadius, ExplosionSound, ExplosionTemplate, ExtraReachDownThreshold, FireDamagePerSec, FireDamageThreshold, FlagBone, FlagOffset, FlagRotation, FlippedCount, FlipToolTipIconCoords, HealthPulseTime, HornAIRadius, HornIndex, HornSounds, HoverBoardAttachSockets, HoverBoardSocketInUse, HUDExtent, HUDLocation, IconCoords, ImpactHitSound, InitialSpawnDelay, InnerExplosionShakeRadius, KillerController, LargeChunkImpactSound, LastCheckUpsideDownTime, LastCollisionDamageTime, LastDeathImpactTime, LastEnemyWarningTime, LastHealth, LastHornTime, LastJumpOutCheck, LastPostRenderTraceTime, LastRunOverWarningTime, LastTakeHitInfo, LastTakeHitTimeout, LeftStickDirDeadZone, LightEnvironment, LinkedEndSound, LinkedToAudio, LinkedToCount, LinkedToCue, LinkHealMult, LockedOnSound, LookForwardDist, LookSteerDamping, LookSteerDeadZone, LookSteerSensitivity, MapSize, MaxDesireability, MaxExplosionLightDistance, MaxFireEffectDistance, MaxImpactEffectDistance, MaxWheelEffectDistSq, MediumChunkImpactSound, MinCameraDistSq, MinRunOverSpeed, MinRunOverWarningAim, NeedToPickUpAnnouncement, NextVehicle, NoPassengerObjective, ObjectiveGetOutDist, OccupiedUpsideDownDamagePerSec, OldCameraPosition, OldCamPosZ, OldPositions, OriginalMaterials, OuterExplosionShakeRadius, ParentFactory, PassengerPRI, PassengerTeamBeaconOffset, PlayerStartTime, RanOverDamageType, RanOverSound, ReferenceMovementMesh, RemainingBurn, Reservation, ResetTime, RespawnTime, ScrapeSound, SeatCameraScale, SeatMask, Seats, SecondaryExplosion, ShowLockedMaxDist, SmallChunkImpactSound, SpawnInSound, SpawnInTemplates, SpawnInTime, SpawnMaterialLists, SpawnMaterialParameterCurve, SpawnMaterialParameterName, SpawnOutSound, SpawnRadius, StolenAnnouncementIndex, StolenSound, Team, TeamBeaconMaxDist, TeamBeaconOffset, TeamBeaconPlayerInfoMaxDist, TeamMaterials, TimeInDestroyablePenetration, TimeLastDisabled, TimeTilSecondaryVehicleExplosion, TireAudioComp, TireSoundList, Trackers, TurretExplosiveForce, TurretOffset, TurretScaleControlName, TurretSocketName, UpsideDownDamagePerSec, VehicleAnims, VehicleDestroyedSound, VehicleDrowningDamType, VehicleEffects, VehicleLockedSound, VehicleLostTime, VehicleNameString, VehiclePieceClass, VehiclePositionString, VehicleSounds, WaterDamage, WaterEffectType, WeaponRotation, WheelParticleEffects |
| Functions Summary |
 | | AddBeamEmitter ()))
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 | | AdjacentSeat (int Direction, Controller C))
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 | | AdjustCameraScale (bool bMoveCameraIn))
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 | | AttachDriver (Pawn P ))
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 | | BlowupVehicle ()))
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 | bool | BotDropDeployable (UTBot B))
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 | | CancelDeploy ()))
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 | bool | CanDeploy (optional bool bShowMessage = true))
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 | | CheckAICloak ()))
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 | | Cloak (bool bIsEnabled, optional bool bForce=FALSE))
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 | | DeployedStateChanged ()))
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 | | Destroyed ()))
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 | | DisplayWeaponBar (Canvas canvas, UTHUD HUD))
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 | bool | DoJump (bool bUpdating) UnDeploying |
 | bool | DriverLeave (bool bForceLeave))
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 | | DrivingStatusChanged ()))
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 | actor | FindWeaponHitNormal (out vector HitLocation, out Vector HitNormal, vector End, vector Start, out TraceHitInfo HitInfo))
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 | vector | GetCameraFocus (int SeatIndex))
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 | color | GetTeamBeamColor (byte TeamNum))
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 | Rotator | GetViewRotation ()))
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 | | ImmediatelyRedeploy (bool ShouldImmediatelyRedeploy))
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 | bool | IsInvisible ()
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 | | KillBeamEmitter ()))
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 | | KillEndpointEffect ()))
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 | | OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime))
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 | bool | OverrideBeginFire (byte FireModeNum))
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 | int | PartialTurn (int original, int desired, float PctTurn))
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 | | PlayHit (float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo))
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 | | PlayReleaseAnim ()))
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 | | PlayTakeHitEffects ()))
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 | | PostBeginPlay ()))
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 | | ProcessViewRotation (float DeltaTime, out rotator out_ViewRotation, out Rotator out_DeltaRot ))
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 | | ReplicatedEvent (name VarName))
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 | reliable | server ()
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 | reliable | server ()
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 | | ServerSetCloak (bool bIsEnabled))
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 | | ServerSetImmediateRedeploy (bool ShouldImmediatelyRedeploy))
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 | | ServerSwitchWeapon (byte NewGroup))
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 | | ServerToggleDeploy ())) Deployed |
 | | ServerToggleDeploy ())) UnDeploying |
 | | SetArmLocation (float DeltaSeconds)
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 | | SetBeamEmitterHidden (bool bHide))
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 | | SetDeployMesh (Object InDeployMesh, int DeployableIndex))
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 | | SetDeployMeshHidden (bool bIsHidden))
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 | | SetDeployVisual ()))
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 | bool | SetupCloakedBodyMaterialMIC ()))
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 | | SetVehicleDeployed ()))
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 | | SetVehicleUndeployed ()))
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 | | SetVehicleUndeploying ()))
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 | bool | ShouldDropDeployable ()))
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 | | SpawnImpactEmitter (vector HitLocation, vector HitNormal, const out MaterialImpactEffect ImpactEffect, int SeatIndex))
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 | | SwitchWeapon (byte NewGroup))
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 | | TeamChanged ()))
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 | | ToggleCloak ()))
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 | | VehicleUnDeployIsFinished ())) UnDeploying |
 | | VehicleWeaponImpactEffects (vector HitLocation, int SeatIndex))
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 | | VehicleWeaponStoppedFiring (bool bViaReplication, int SeatIndex ))
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| Inherited Functions from UTGame.UTVehicle_Deployable |
| AttachDriver, BackToUndeployed, BeginState, CanDeploy, ChangeDeployState, CheckStability, DeployedStateChanged, DetachDriver, DisplayHud, DoJump, DrivingStatusChanged, EndState, IsDeployed, OnAnimEnd, PlayAnim, PostBeginPlay, ReplicatedEvent, ServerToggleDeploy, SetVehicleDeployed, SetVehicleUndeployed, SetVehicleUndeploying, ShouldClamp, StartEngineSound, StopAnim, VehicleIsDeployed, VehiclePlayEnterSound, VehiclePlayExitSound, VehicleUnDeployIsFinished |
| Inherited Functions from UTGame.UTVehicle |
| AdjustCameraScale, AllowLinkThroughOwnedActor, AnySeatAvailable, ApplyMorphDamage, ApplyMorphHeal, ApplyRandomMorphDamage, ApplyWeaponEffects, AttachDriver, AttachFlag, BaseChange, BeginState, BlowupVehicle, BotDesireability, CalcCamera, CanAttack, CanEnterVehicle, CauseMuzzleFlashLight, ChangedReservation, ChangeSeat, CheckDamageSmoke, CheckReset, CheckTurretPitchLimit, ClearFlashCount, ClearFlashLocation, ContinueOnFoot, CreateDamageMaterialInstance, CreateVehicleEffect, DecrementLinkedToCount, Destroyed, DetachDriver, DetachTowCable, Died, DisableCollision, DisableDamageSmoke, DisableVehicle, DisplayExtraHud, DisplayHud, DisplaySeats, DisplayWeaponBar, Dodge, DoVehicleExplosion, DrawBarGraph, DrawKillIcon, DriverEnter, DriverLeave, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EagleEyeTarget, EditUDmgFX, EjectSeat, EnableVehicle, EntryAnnouncement, ExitRotation, FastVehicle, FellOutOfWorld, FindAutoExit, FindGoodEndView, FindWeaponHitNormal, FixedView, ForceWeaponRotation, GetAlternateLockTarget, GetBarrelIndex, GetBarrelLocationAndRotation, GetCameraFocus, GetCameraStart, GetChargePower, GetClampedViewRotation, GetCollisionDamageInstigator, GetCollisionDamageModifier, GetControllerForSeatIndex, GetDisplayedHealth, GetEffectLocation, GetFirstAvailableSeat, GetHealth, GetHomingTarget, GetHoverBoardAttachPoint, GetHumanReadableName, GetMoveTargetFor, GetPhysicalFireStartLoc, GetSeatColor, GetSeatIndexForController, GetSeatIndexFromPrefix, GetSeatPivotPoint, GetSeatPRI, GetSVehicleDebug, GetTeamNum, GetTowedVehicles, GetTowingVehicle, GetVehicleKillStatName, GetViewRotation, GetWeaponAim, GetWeaponViewAxes, HandleEnteringFlag, HasOccupiedTurret, HasPriority, HealDamage, HoldGameObject, ImportantVehicle, IncomingMissile, IncrementFlashCount, IncrementLinkedToCount, InCustomEntryRadius, InitDamageSkel, InitializeEffects, InitializeMorphs, InitializeSeats, InitializeTurrets, InUseableRange, IsArtillery, IsDriverSeat, IsGoodTowTruck, IsSeatControllerReplicationViewer, JumpOutCheck, KickOutBot, Landed, LimitCameraZ, LockOnWarning, MorphTargetDestroyed, NativePostRenderFor, NotifyTakeHit, NumPassengers, Occupied, OnAnimEnd, OnDriverPhysicsAssetChanged, OnExitVehicle, OnPropertyChange, OnTouchForcedDirVolume, OpenPositionFor, OverrideBeginFire, OverrideEndFire, PassengerEnter, PassengerLeave, PerformDeathEffects, PerformSecondaryVehicleExplosion, PlayHit, PlayHorn, PlayNextAnimation, PlaySpawnEffect, PlayTakeHitEffects, PlayVehicleAnimation, PlayVehicleExplosionEffect, PlayVehicleSound, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PostRenderFor, PostRenderPassengerBeacon, PreCacheSeatNames, ProcessViewRotation, RanInto, RBPenetrationDestroy, ReattachMesh, ReceivedHealthChange, RenderMapIcon, RenderPassengerBeacons, ReplicatedEvent, ReservationCostMultiplier, RigidBodyCollision, SeatAvailable, SeatFiringMode, SeatFlashCount, SeatFlashLocation, SeatWeaponRotation, SecondaryVehicleExplosion, SelfDestruct, SendLockOnMessage, ServerAdjacentSeat, ServerChangeSeat, ServerSetConsoleTurning, SetBurnOut, SetFiringMode, SetFlashLocation, SetHoverBoardAttachPointInUse, SetHUDLocation, SetInputs, SetMovementEffect, SetReservation, SetSeatStoragePawn, SetShieldActive, SetTeamNum, SetTexturesToBeResident, SetVehicleEffectParms, ShootMissile, ShouldClamp, ShouldLeaveForCombat, ShouldShowUseable, ShouldSpawnExplosionLight, SitDriver, SpawnGibVehicle, SpawnImpactEmitter, SpokenFor, StartBurnOut, StartLinkedEffect, StopLinkedEffect, StopSpawnEffect, StopsProjectile, StopVehicleSounds, TakeDamage, TakeFireDamage, TakeHeadShot, TakeWaterDamage, TeamChanged, TeamChanged_VehicleEffects, TeamLink, TooCloseToAttack, TornOff, TriggerVehicleEffect, TryAttachingTowCable, TryToDrive, TurnOffShadows, TurretExplosion, UpdateControllerOnPossess, UpdateDamageMaterial, UpdateLookSteerStatus, UpdateShadowSettings, VehicleAdjustFlashCount, VehicleAdjustFlashLocation, VehicleCalcCamera, VehicleEvent, VehicleLocked, VehicleWeaponFired, VehicleWeaponFireEffects, VehicleWeaponImpactEffects, VehicleWeaponStoppedFiring, WeaponFired, WeaponRotationChanged, WeaponStoppedFiring |
var int AimYawOffset;
var int ArmDeltaYaw;
var name BeamSockets;
var repnotify bool bIsDeployableHidden;
var repnotify bool bIsVehicleCloaked;
var int BouncedWeapon;
var bool bReleasedADeployable;
bShouldImmediatelyRedeploy Source code
var bool bShouldImmediatelyRedeploy;
var float CloakTransitionTime;
CurrentWeaponScale[10] Source code
var float CurrentWeaponScale[10];
DeployablePositionOffsets Source code
var array<
vector> DeployablePositionOffsets;
DeployableTurretCached Source code
var float DeployArmTestDir;
var repnotify
Object DeployMesh;
var name EndPointParamName;
var name ExhaustEffectName;
var float HitEffectColor;
var name HitEffectName;
LagDegreesPerSecondDefault Source code
var transient float LagDegreesPerSecondDefault;
var float LastDropAttemptTime;
var int LastSelectedWeapon;
var color LinkBeamColors[
3];
var name OverlayColorName;
var repnotify int ReleaseAnimCount;
var name SkinTranslucencyName;
var name TeamSkinParamName;
var byte TurretFiringMode;
var name TurretName;
Camera
var(
Camera)
float DeployArmCameraDist;
var(
Camera)
float DeployArmCameraPitch;
Movement
var(Movement) float FastCamTransitionTime;
UTStealthVehicle
OverlayTeamRezColor[2] Source code
simulated function AddBeamEmitter ( ) )
simulated function AdjacentSeat (
int Direction,
Controller C) )
simulated function AdjustCameraScale ( bool bMoveCameraIn) )
simulated function AttachDriver (
Pawn P ) )
simulated function BlowupVehicle ( ) )
function bool BotDropDeployable (
UTBot B) )
function CancelDeploy ( ) )
event bool CanDeploy ( optional bool bShowMessage = true) )
function CheckAICloak ( ) )
simulated function Cloak ( bool bIsEnabled, optional bool bForce=FALSE) )
simulated function DeployedStateChanged ( ) )
simulated event Destroyed ( ) )
function bool DoJump ( bool bUpdating )
event bool DriverLeave ( bool bForceLeave) )
simulated function DrivingStatusChanged ( ) )
simulated function vector GetCameraFocus (
int SeatIndex) )
static function color GetTeamBeamColor (
byte TeamNum) )
simulated function Rotator GetViewRotation ( ) )
simulated function ImmediatelyRedeploy ( bool ShouldImmediatelyRedeploy) )
native function bool IsInvisible ( )
simulated function KillBeamEmitter ( ) )
simulated function KillEndpointEffect ( ) )
simulated function OnAnimEnd (
AnimNodeSequence SeqNode,
float PlayedTime,
float ExcessTime) )
simulated function bool OverrideBeginFire ( byte FireModeNum) )
simulated function int PartialTurn ( int original, int desired, float PctTurn) )
simulated function PlayReleaseAnim ( ) )
simulated event PlayTakeHitEffects ( ) )
ServerSetArmDeltaYaw(intInArmDeltaYaw) { ArmDeltaYaw = InArmDeltaYaw ; } simulated event PostBeginPlay ( ) )
simulated function ProcessViewRotation (
float DeltaTime,
out rotator out_ViewRotation,
out Rotator out_DeltaRot ) )
simulated event ReplicatedEvent ( name VarName) )
function reliable server ( )
function reliable server ( )
reliable server function ServerSetCloak ( bool bIsEnabled) )
ServerSetImmediateRedeploy Source code
reliable server function ServerSetImmediateRedeploy ( bool ShouldImmediatelyRedeploy) )
reliable server function ServerSwitchWeapon ( byte NewGroup) )
ServerToggleDeploy Deployed Source code
reliable server function ServerToggleDeploy ( ) )
ServerToggleDeploy UnDeploying Source code
reliable server function ServerToggleDeploy ( ) )
simulated native function SetArmLocation ( float DeltaSeconds )
simulated function SetBeamEmitterHidden ( bool bHide) )
ServerSetDeployMesh(ObjectInDeployMesh,intDeployableIndex) { DeployMesh = InDeployMesh ;
if((Instigator!=
None)&&!Instigator.IsLocallyControlled()) { SetDeployMesh(InDeployMesh,DeployableIndex) ; } }
simulated function SetDeployMesh (
Object InDeployMesh,
int DeployableIndex) )
simulated function SetDeployMeshHidden ( bool bIsHidden) )
simulated function SetDeployVisual ( ) )
SetupCloakedBodyMaterialMIC Source code
simulated function bool SetupCloakedBodyMaterialMIC ( ) )
simulated function SetVehicleDeployed ( ) )
simulated function SetVehicleUndeployed ( ) )
simulated function SetVehicleUndeploying ( ) )
function bool ShouldDropDeployable ( ) )
simulated function SwitchWeapon ( byte NewGroup) )
simulated function TeamChanged ( ) )
simulated function ToggleCloak ( ) )
VehicleUnDeployIsFinished UnDeploying Source code
simulated function VehicleUnDeployIsFinished ( ) )
VehicleWeaponImpactEffects Source code
simulated function VehicleWeaponImpactEffects (
vector HitLocation,
int SeatIndex) )
VehicleWeaponStoppedFiring Source code
simulated function VehicleWeaponStoppedFiring ( bool bViaReplication, int SeatIndex ) )
defaultproperties
{
CloakTotalResTime=0.600000
OverlayTeamRezColor(0)=(R=7.000000,G=0.450000,B=0.050000,A=1.000000)
OverlayTeamRezColor(1)=(R=1.000000,G=6.000000,B=50.000000,A=1.000000)
HitEffectScale=2.000000
FastCamTransitionTime=1.300000
ArmSpeedTune=8000
DeployArmCameraDist=250.000000
DeployArmCameraPitch=-8500.000000
bHasWeaponBar=True
AIPurpose=AIP_Any
Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Deployable:MyLightEnvironment'
ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Deployable:MyLightEnvironment'
End Object
LightEnvironment=MyLightEnvironment
NeedToPickUpAnnouncement=(AnnouncementText="Man the Stealth Vehicle")
CameraLag=0.000000
Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Deployable:MyStayUprightSetup'
ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Deployable:MyStayUprightSetup'
End Object
StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTStealthVehicle:MyStayUprightSetup'
Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Deployable:MyStayUprightConstraintInstance'
ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Deployable:MyStayUprightConstraintInstance'
End Object
StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTStealthVehicle:MyStayUprightConstraintInstance'
Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Deployable:SVehicleMesh'
ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Deployable:SVehicleMesh'
End Object
Mesh=SVehicleMesh
Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle_Deployable:CollisionCylinder'
ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle_Deployable:CollisionCylinder'
End Object
CylinderComponent=CollisionCylinder
Components(0)=CollisionCylinder
Components(1)=SVehicleMesh
Components(2)=MyLightEnvironment
CollisionComponent=SVehicleMesh
Name="Default__UTStealthVehicle"
ObjectArchetype=UTVehicle_Deployable'UTGame.Default__UTVehicle_Deployable'
}
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Creation time: Mon 26/11/2007 17:41:31.375 - Created with
UnCodeX