#Actor
abstract, native, nativereplication
Actor: The base class of all actors.
This is a built-in Unreal class and it shouldn't be modified.
##Properties
// DEUS_EX STM
enum EAIEventState
{
EAISTATE_Begin,
EAISTATE_End,
EAISTATE_Pulse,
EAISTATE_ChangeBest
};
enum EAIEventType
{
EAITYPE_Visual,
EAITYPE_Audio,
EAITYPE_Olifactory
};
struct XAIParams
{
var actor BestActor;
var float Score;
var float Visibility;
var float Volume;
var float Smell;
};
// DEUS_EX AJY
enum EBarkModes
{
BM_Idle,
BM_CriticalDamage,
BM_AreaSecure,
BM_TargetAcquired,
BM_TargetLost,
BM_GoingForAlarm,
BM_OutOfAmmo,
BM_Scanning,
BM_Futz,
BM_OnFire,
BM_TearGas,
BM_Gore,
BM_Surprise,
BM_PreAttackSearching,
BM_PreAttackSighting,
BM_PostAttackSearching,
BM_SearchGiveUp,
BM_AllianceHostile,
BM_AllianceFriendly
};
// Flags.
var(Advanced) const bool bStatic; // Does not move or change over time.
var(Advanced) bool bHidden; // Is hidden during gameplay.
var(Advanced) const bool bNoDelete; // Cannot be deleted during play.
var bool bAnimFinished; // Unlooped animation sequence has finished.
var bool bAnimLoop; // Whether animation is looping.
var bool bAnimNotify; // Whether a notify is applied to the current sequence.
var bool bAnimByOwner; // Animation dictated by owner.
var const bool bDeleteMe; // About to be deleted.
var transient const bool bAssimilated; // Actor dynamics are assimilated in world geometry.
var transient const bool bTicked; // Actor has been updated.
var transient bool bLightChanged; // Recalculate this light's lighting now.
var bool bDynamicLight; // Temporarily treat this as a dynamic light.
var bool bTimerLoop; // Timer loops (else is one-shot).
// Other flags.
var(Advanced) bool bCanTeleport; // This actor can be teleported.
var(Advanced) bool bIsSecretGoal; // This actor counts in the "secret" total.
var(Advanced) bool bIsKillGoal; // This actor counts in the "death" toll.
var(Advanced) bool bIsItemGoal; // This actor counts in the "item" count.
var(Advanced) bool bCollideWhenPlacing; // This actor collides with the world when placing.
var(Advanced) bool bTravel; // Actor is capable of travelling among servers.
var(Advanced) bool bMovable; // Actor is capable of travelling among servers.
var(Advanced) bool bHighDetail; // Only show up on high-detail.
var(Advanced) bool bStasis; // In StandAlone games, turn off if not in a recently rendered zone turned off if bCanStasis and physics = PHYS_None or PHYS_Rotating.
var(Advanced) bool bForceStasis; // Force stasis when not recently rendered, even if physics not none or rotating.
var const bool bIsPawn; // True only for pawns.
var(Advanced) const bool bNetTemporary; // Tear-off simulation in network play.
var(Advanced) const bool bNetOptional; // Actor should only be replicated if bandwidth available.
var bool bReplicateInstigator; // Replicate instigator to client (used by bNetTemporary projectiles).
var bool bTrailerSameRotation; // If PHYS_Trailer and true, have same rotation as owner.
var bool bTrailerPrePivot; // If PHYS_Trailer and true, offset from owner by PrePivot.
var bool bClientAnim;
var bool bSimFall; // dumb proxy should simulate fall
// DEUS_EX STM - added new flags
var(Advanced) bool bBlockSight; // True if pawns can't see through this actor.
var(Advanced) bool bDetectable; // True if this actor can be detected (by sight, sound, etc).
var(Advanced) bool bTransient; // True if this actor should be destroyed when it goes into stasis
var bool bIgnore; // True if this actor should be generally ignored; compliance is voluntary
// Priority Parameters
// Actor's current physics mode.
var(Movement) const enum EPhysics
{
PHYS_None,
PHYS_Walking,
PHYS_Falling,
PHYS_Swimming,
PHYS_Flying,
PHYS_Rotating,
PHYS_Projectile,
PHYS_Rolling,
PHYS_Interpolating,
PHYS_MovingBrush,
PHYS_Spider,
PHYS_Trailer
} Physics;
// Net variables.
enum ENetRole
{
ROLE_None, // No role at all.
ROLE_DumbProxy, // Dumb proxy of this actor.
ROLE_SimulatedProxy, // Locally simulated proxy of this actor.
ROLE_AutonomousProxy, // Locally autonomous proxy of this actor.
ROLE_Authority, // Authoritative control over the actor.
};
var ENetRole Role;
var(Networking) ENetRole RemoteRole;
// DEUS_EX STM - added for stasis
var float LastRenderTime;
var float DistanceFromPlayer;
// Owner.
var const Actor Owner; // Owner actor.
var(Object) name InitialState;
var(Object) name Group;
// Execution and timer variables.
var float TimerRate; // Timer event, 0=no timer.
var const float TimerCounter; // Counts up until it reaches TimerRate.
var(Advanced) float LifeSpan; // How old the object lives before dying, 0=forever.
// Animation variables.
var(Display) name AnimSequence; // Animation sequence we're playing.
var(Display) float AnimFrame; // Current animation frame, 0.0 to 1.0.
var(Display) float AnimRate; // Animation rate in frames per second, 0=none, negative=velocity scaled.
var float TweenRate; // Tween-into rate.
var(Display) float LODBias;
// Blending animation variables - DEUS_EX CNN
var name BlendAnimSequence[4];
var float BlendAnimFrame[4];
var float BlendAnimRate[4];
var float BlendTweenRate[4];
//-----------------------------------------------------------------------------
// Structures.
// Identifies a unique convex volume in the world.
struct PointRegion
{
var zoneinfo Zone; // Zone.
var int iLeaf; // Bsp leaf.
var byte ZoneNumber; // Zone number.
};
//-----------------------------------------------------------------------------
// Major actor properties.
// Scriptable.
var const LevelInfo Level; // Level this actor is on.
var transient const Level XLevel; // Level object.
var(Events) name Tag; // Actor's tag name.
var(Events) name Event; // The event this actor causes.
var Actor Target; // Actor we're aiming at (other uses as well).
var Pawn Instigator; // Pawn responsible for damage.
var travel Inventory Inventory; // Inventory chain. (DEUS_EX STM - added "travel")
var const Actor Base; // Moving brush actor we're standing on.
var const PointRegion Region; // Region this actor is in.
var(Movement) name AttachTag;
// Internal.
var const byte StandingCount; // Count of actors standing on this actor.
var const byte MiscNumber; // Internal use.
var const byte LatentByte; // Internal latent function use.
var const int LatentInt; // Internal latent function use.
var const float LatentFloat; // Internal latent function use.
var const actor LatentActor; // Internal latent function use.
var const actor Touching[4]; // List of touching actors.
var const actor Deleted; // Next actor in just-deleted chain.
// Internal tags.
var const transient int CollisionTag, LightingTag, NetTag, OtherTag, ExtraTag, SpecialTag;
// The actor's position and rotation.
var(Movement) const vector Location; // Actor's location; use Move to set.
var(Movement) const rotator Rotation; // Rotation.
var const vector OldLocation; // Actor's old location one tick ago.
var const vector ColLocation; // Actor's old location one move ago.
var(Movement) vector Velocity; // Velocity.
var vector Acceleration; // Acceleration.
//Editing flags
var(Advanced) bool bHiddenEd; // Is hidden during editing.
var(Advanced) bool bDirectional; // Actor shows direction arrow during editing.
var const bool bSelected; // Selected in UnrealEd.
var const bool bMemorized; // Remembered in UnrealEd.
var const bool bHighlighted; // Highlighted in UnrealEd.
var bool bEdLocked; // Locked in editor (no movement or rotation).
var(Advanced) bool bEdShouldSnap; // Snap to grid in editor.
var transient bool bEdSnap; // Should snap to grid in UnrealEd.
var transient const bool bTempEditor; // Internal UnrealEd.
// What kind of gameplay scenarios to appear in.
var(Filter) bool bDifficulty0; // Appear in difficulty 0.
var(Filter) bool bDifficulty1; // Appear in difficulty 1.
var(Filter) bool bDifficulty2; // Appear in difficulty 2.
var(Filter) bool bDifficulty3; // Appear in difficulty 3.
var(Filter) bool bSinglePlayer; // Appear in single player.
var(Filter) bool bNet; // Appear in regular network play.
var(Filter) bool bNetSpecial; // Appear in special network play mode.
var(Filter) float OddsOfAppearing; // 0-1 - chance actor will appear in relevant game modes.
//-----------------------------------------------------------------------------
// Display properties.
// Drawing effect.
var(Display) enum EDrawType
{
DT_None,
DT_Sprite,
DT_Mesh,
DT_Brush,
DT_RopeSprite,
DT_VerticalSprite,
DT_Terraform,
DT_SpriteAnimOnce,
} DrawType;
// Style for rendering sprites, meshes.
var(Display) enum ERenderStyle
{
STY_None,
STY_Normal,
STY_Masked,
STY_Translucent,
STY_Modulated,
} Style;
// Other display properties.
var(Display) texture Sprite; // Sprite texture if DrawType=DT_Sprite.
var(Display) texture Texture; // Misc texture.
var(Display) texture Skin; // Special skin or enviro map texture.
var(Display) mesh Mesh; // Mesh if DrawType=DT_Mesh.
var const export model Brush; // Brush if DrawType=DT_Brush.
var(Display) float DrawScale; // Scaling factor, 1.0=normal size.
var vector PrePivot; // Offset from box center for drawing.
var(Display) float ScaleGlow; // Multiplies lighting.
var(Display) byte AmbientGlow; // Ambient brightness, or 255=pulsing.
var(Display) byte Fatness; // Fatness (mesh distortion).
// Display.
var(Display) bool bUnlit; // Lights don't affect actor.
var(Display) bool bNoSmooth; // Don't smooth actor's texture.
var(Display) bool bParticles; // Mesh is a particle system.
var(Display) bool bRandomFrame; // Particles use a random texture from among the default texture and the multiskins textures
var(Display) bool bMeshEnviroMap; // Environment-map the mesh.
var(Display) bool bMeshCurvy; // Curvy mesh.
var(Display) float VisibilityRadius;// Actor is drawn if viewer is within its visibility
var(Display) float VisibilityHeight;// cylinder. Zero=infinite visibility.
// Not yet implemented.
var(Display) bool bShadowCast; // Casts shadows.
// Advanced.
var(Advanced) bool bOwnerNoSee; // Everything but the owner can see this actor.
var(Advanced) bool bOnlyOwnerSee; // Only owner can see this actor.
var Const bool bIsMover; // Is a mover.
var(Advanced) bool bAlwaysRelevant; // Always relevant for network.
var Const bool bAlwaysTick; // Update even when players-only.
var bool bHurtEntry; // keep HurtRadius from being reentrant
var(Advanced) bool bGameRelevant; // Always relevant for game
var bool bCarriedItem; // being carried, and not responsible for displaying self, so don't replicated location and rotation
var bool bForcePhysicsUpdate; // force a physics update for simulated pawns
// Multiple skin support.
var(Display) texture MultiSkins[8];
//-----------------------------------------------------------------------------
// Sound.
// Ambient sound.
var(Sound) byte SoundRadius; // Radius of ambient sound.
var(Sound) byte SoundVolume; // Volume of amient sound.
var(Sound) byte SoundPitch; // Sound pitch shift, 64.0=none.
var(Sound) sound AmbientSound; // Ambient sound effect.
// Regular sounds.
var(Sound) float TransientSoundVolume;
var(Sound) float TransientSoundRadius;
// Sound slots for actors.
enum ESoundSlot
{
SLOT_None,
SLOT_Misc,
SLOT_Pain,
SLOT_Interact,
SLOT_Ambient,
SLOT_Talk,
SLOT_Interface,
};
// Music transitions.
enum EMusicTransition
{
MTRAN_None,
MTRAN_Instant,
MTRAN_Segue,
MTRAN_Fade,
MTRAN_FastFade,
MTRAN_SlowFade,
};
//-----------------------------------------------------------------------------
// Collision.
// Collision size.
var(Collision) const float CollisionRadius; // Radius of collision cyllinder.
var(Collision) const float CollisionHeight; // Half-height cyllinder.
// Collision flags.
var(Collision) const bool bCollideActors; // Collides with other actors.
var(Collision) bool bCollideWorld; // Collides with the world.
var(Collision) bool bBlockActors; // Blocks other nonplayer actors.
var(Collision) bool bBlockPlayers; // Blocks other player actors.
var(Collision) bool bProjTarget; // Projectiles should potentially target this actor.
//-----------------------------------------------------------------------------
// Lighting.
// Light modulation.
var(Lighting) enum ELightType
{
LT_None,
LT_Steady,
LT_Pulse,
LT_Blink,
LT_Flicker,
LT_Strobe,
LT_BackdropLight,
LT_SubtlePulse,
LT_TexturePaletteOnce,
LT_TexturePaletteLoop
} LightType;
// Spatial light effect to use.
var(Lighting) enum ELightEffect
{
LE_None,
LE_TorchWaver,
LE_FireWaver,
LE_WateryShimmer,
LE_Searchlight,
LE_SlowWave,
LE_FastWave,
LE_CloudCast,
LE_StaticSpot,
LE_Shock,
LE_Disco,
LE_Warp,
LE_Spotlight,
LE_NonIncidence,
LE_Shell,
LE_OmniBumpMap,
LE_Interference,
LE_Cylinder,
LE_Rotor,
LE_Unused
} LightEffect;
// Lighting info.
var(LightColor) byte
LightBrightness,
LightHue,
LightSaturation;
// Light properties.
var(Lighting) byte
LightRadius,
LightPeriod,
LightPhase,
LightCone,
VolumeBrightness,
VolumeRadius,
VolumeFog;
// Lighting.
var(Lighting) bool bSpecialLit; // Only affects special-lit surfaces.
var(Lighting) bool bActorShadows; // Light casts actor shadows.
var(Lighting) bool bCorona; // Light uses Skin as a corona.
var(Lighting) bool bLensFlare; // Whether to use zone lens flare.
//-----------------------------------------------------------------------------
// Physics.
// Options.
var(Movement) bool bBounce; // Bounces when hits ground fast.
var(Movement) bool bFixedRotationDir; // Fixed direction of rotation.
var(Movement) bool bRotateToDesired; // Rotate to DesiredRotation.
var bool bInterpolating; // Performing interpolating.
var const bool bJustTeleported; // Used by engine physics - not valid for scripts.
// Dodge move direction.
var enum EDodgeDir
{
DODGE_None,
DODGE_Left,
DODGE_Right,
DODGE_Forward,
DODGE_Back,
DODGE_Active,
DODGE_Done
} DodgeDir;
// Physics properties.
var(Movement) float Mass; // Mass of this actor.
var(Movement) float Buoyancy; // Water buoyancy.
var(Movement) rotator RotationRate; // Change in rotation per second.
var(Movement) rotator DesiredRotation; // Physics will rotate pawn to this if bRotateToDesired.
var float PhysAlpha; // Interpolating position, 0.0-1.0.
var float PhysRate; // Interpolation rate per second.
var Actor PendingTouch; // Actor touched during move which wants to add an effect after the movement completes
//-----------------------------------------------------------------------------
// Animation.
// Animation control.
var float AnimLast; // Last frame.
var float AnimMinRate; // Minimum rate for velocity-scaled animation.
var float OldAnimRate; // Animation rate of previous animation (= AnimRate until animation completes).
var plane SimAnim; // replicated to simulated proxies.
// Blending Animation control - DEUS_EX CNN
var float BlendAnimLast[4]; // Last frame.
var float BlendAnimMinRate[4]; // Minimum rate for velocity-scaled animation.
var float OldBlendAnimRate[4]; // Animation rate of previous animation (= AnimRate until animation completes).
var plane SimBlendAnim[4]; // replicated to simulated proxies.
// Conversation Related Variables - DEUS_EX AJY
var(Conversation) String BindName; // Used to bind conversations
var(Conversation) String BarkBindName; // Used to bind Barks!
var(Conversation) localized String FamiliarName; // For display in Conversations
var(Conversation) localized String UnfamiliarName; // For display in Conversations
var transient Object ConListItems; // List of ConListItems for this Actor
var travel float LastConEndTime; // Time when last conversation ended
var(Conversation) float ConStartInterval; // Amount of time required between two convos.
// Additional variables for AI - DEUS_EX STM
var float VisUpdateTime;
var float CurrentVisibility;
var float LastVisibility;
var(Smell) class<SmellNode> SmellClass;
var SmellNode LastSmellNode;
var(Advanced) bool bOwned;
// End additional variables - DEUS_EX STM
// DEUS_EX AMSD Added to make vision aug run faster. If true, the vision aug needs to check this object more closely.
// Used for heat sources as well as things that blind.
var bool bVisionImportant;
//-----------------------------------------------------------------------------
// Networking.
// Network control.
var(Networking) float NetPriority; // Higher priorities means update it more frequently.
var(Networking) float NetUpdateFrequency; // How many seconds between net updates.
var(Networking) float RelevantRadius; //Radius in which things are always relevant.
// Symmetric network flags, valid during replication only.
var const bool bNetInitial; // Initial network update.
var const bool bNetOwner; // Player owns this actor.
var const bool bNetRelevant; // Actor is currently relevant. Only valid server side, only when replicating variables.
var const bool bNetSee; // Player sees it in network play.
var const bool bNetHear; // Player hears it in network play.
var const bool bNetFeel; // Player collides with/feels it in network play.
var const bool bSimulatedPawn; // True if Pawn and simulated proxy.
var const bool bDemoRecording; // True we are currently demo recording
var const bool bClientDemoRecording;// True we are currently recording a client-side demo
var const bool bClientDemoNetFunc;// True if we're client-side demo recording and this call originated from the remote.
//-----------------------------------------------------------------------------
// Enums.
// Travelling from server to server.
enum ETravelType
{
TRAVEL_Absolute, // Absolute URL.
TRAVEL_Partial, // Partial (carry name, reset server).
TRAVEL_Relative, // Relative URL.
};
// Input system states.
enum EInputAction
{
IST_None, // Not performing special input processing.
IST_Press, // Handling a keypress or button press.
IST_Hold, // Handling holding a key or button.
IST_Release, // Handling a key or button release.
IST_Axis, // Handling analog axis movement.
};
// Input keys.
enum EInputKey
{
/*00*/ IK_None ,IK_LeftMouse ,IK_RightMouse ,IK_Cancel ,
/*04*/ IK_MiddleMouse ,IK_Unknown05 ,IK_Unknown06 ,IK_Unknown07 ,
/*08*/ IK_Backspace ,IK_Tab ,IK_Unknown0A ,IK_Unknown0B ,
/*0C*/ IK_Unknown0C ,IK_Enter ,IK_Unknown0E ,IK_Unknown0F ,
/*10*/ IK_Shift ,IK_Ctrl ,IK_Alt ,IK_Pause ,
/*14*/ IK_CapsLock ,IK_Unknown15 ,IK_Unknown16 ,IK_Unknown17 ,
/*18*/ IK_Unknown18 ,IK_Unknown19 ,IK_Unknown1A ,IK_Escape ,
/*1C*/ IK_Unknown1C ,IK_Unknown1D ,IK_Unknown1E ,IK_Unknown1F ,
/*20*/ IK_Space ,IK_PageUp ,IK_PageDown ,IK_End ,
/*24*/ IK_Home ,IK_Left ,IK_Up ,IK_Right ,
/*28*/ IK_Down ,IK_Select ,IK_Print ,IK_Execute ,
/*2C*/ IK_PrintScrn ,IK_Insert ,IK_Delete ,IK_Help ,
/*30*/ IK_0 ,IK_1 ,IK_2 ,IK_3 ,
/*34*/ IK_4 ,IK_5 ,IK_6 ,IK_7 ,
/*38*/ IK_8 ,IK_9 ,IK_Unknown3A ,IK_Unknown3B ,
/*3C*/ IK_Unknown3C ,IK_Unknown3D ,IK_Unknown3E ,IK_Unknown3F ,
/*40*/ IK_Unknown40 ,IK_A ,IK_B ,IK_C ,
/*44*/ IK_D ,IK_E ,IK_F ,IK_G ,
/*48*/ IK_H ,IK_I ,IK_J ,IK_K ,
/*4C*/ IK_L ,IK_M ,IK_N ,IK_O ,
/*50*/ IK_P ,IK_Q ,IK_R ,IK_S ,
/*54*/ IK_T ,IK_U ,IK_V ,IK_W ,
/*58*/ IK_X ,IK_Y ,IK_Z ,IK_Unknown5B ,
/*5C*/ IK_Unknown5C ,IK_Unknown5D ,IK_Unknown5E ,IK_Unknown5F ,
/*60*/ IK_NumPad0 ,IK_NumPad1 ,IK_NumPad2 ,IK_NumPad3 ,
/*64*/ IK_NumPad4 ,IK_NumPad5 ,IK_NumPad6 ,IK_NumPad7 ,
/*68*/ IK_NumPad8 ,IK_NumPad9 ,IK_GreyStar ,IK_GreyPlus ,
/*6C*/ IK_Separator ,IK_GreyMinus ,IK_NumPadPeriod,IK_GreySlash ,
/*70*/ IK_F1 ,IK_F2 ,IK_F3 ,IK_F4 ,
/*74*/ IK_F5 ,IK_F6 ,IK_F7 ,IK_F8 ,
/*78*/ IK_F9 ,IK_F10 ,IK_F11 ,IK_F12 ,
/*7C*/ IK_F13 ,IK_F14 ,IK_F15 ,IK_F16 ,
/*80*/ IK_F17 ,IK_F18 ,IK_F19 ,IK_F20 ,
/*84*/ IK_F21 ,IK_F22 ,IK_F23 ,IK_F24 ,
/*88*/ IK_Unknown88 ,IK_Unknown89 ,IK_Unknown8A ,IK_Unknown8B ,
/*8C*/ IK_Unknown8C ,IK_Unknown8D ,IK_Unknown8E ,IK_Unknown8F ,
/*90*/ IK_NumLock ,IK_ScrollLock ,IK_Unknown92 ,IK_Unknown93 ,
/*94*/ IK_Unknown94 ,IK_Unknown95 ,IK_Unknown96 ,IK_Unknown97 ,
/*98*/ IK_Unknown98 ,IK_Unknown99 ,IK_Unknown9A ,IK_Unknown9B ,
/*9C*/ IK_Unknown9C ,IK_Unknown9D ,IK_Unknown9E ,IK_Unknown9F ,
/*A0*/ IK_LShift ,IK_RShift ,IK_LControl ,IK_RControl ,
/*A4*/ IK_UnknownA4 ,IK_UnknownA5 ,IK_UnknownA6 ,IK_UnknownA7 ,
/*A8*/ IK_UnknownA8 ,IK_UnknownA9 ,IK_UnknownAA ,IK_UnknownAB ,
/*AC*/ IK_UnknownAC ,IK_UnknownAD ,IK_UnknownAE ,IK_UnknownAF ,
/*B0*/ IK_UnknownB0 ,IK_UnknownB1 ,IK_UnknownB2 ,IK_UnknownB3 ,
/*B4*/ IK_UnknownB4 ,IK_UnknownB5 ,IK_UnknownB6 ,IK_UnknownB7 ,
/*B8*/ IK_UnknownB8 ,IK_UnknownB9 ,IK_Semicolon ,IK_Equals ,
/*BC*/ IK_Comma ,IK_Minus ,IK_Period ,IK_Slash ,
/*C0*/ IK_Tilde ,IK_UnknownC1 ,IK_UnknownC2 ,IK_UnknownC3 ,
/*C4*/ IK_UnknownC4 ,IK_UnknownC5 ,IK_UnknownC6 ,IK_UnknownC7 ,
/*C8*/ IK_Joy1 ,IK_Joy2 ,IK_Joy3 ,IK_Joy4 ,
/*CC*/ IK_Joy5 ,IK_Joy6 ,IK_Joy7 ,IK_Joy8 ,
/*D0*/ IK_Joy9 ,IK_Joy10 ,IK_Joy11 ,IK_Joy12 ,
/*D4*/ IK_Joy13 ,IK_Joy14 ,IK_Joy15 ,IK_Joy16 ,
/*D8*/ IK_UnknownD8 ,IK_UnknownD9 ,IK_UnknownDA ,IK_LeftBracket ,
/*DC*/ IK_Backslash ,IK_RightBracket,IK_SingleQuote ,IK_UnknownDF ,
/*E0*/ IK_JoyX ,IK_JoyY ,IK_JoyZ ,IK_JoyR ,
/*E4*/ IK_MouseX ,IK_MouseY ,IK_MouseZ ,IK_MouseW ,
/*E8*/ IK_JoyU ,IK_JoyV ,IK_UnknownEA ,IK_UnknownEB ,
/*EC*/ IK_MouseWheelUp ,IK_MouseWheelDown,IK_Unknown10E,UK_Unknown10F ,
/*F0*/ IK_JoyPovUp ,IK_JoyPovDown ,IK_JoyPovLeft ,IK_JoyPovRight ,
/*F4*/ IK_UnknownF4 ,IK_UnknownF5 ,IK_Attn ,IK_CrSel ,
/*F8*/ IK_ExSel ,IK_ErEof ,IK_Play ,IK_Zoom ,
/*FC*/ IK_NoName ,IK_PA1 ,IK_OEMClear
};
var(Display) class<RenderIterator> RenderIteratorClass; // class to instantiate as the actor's RenderInterface
var transient RenderIterator RenderInterface; // abstract iterator initialized in the Rendering engine
replication
{
// Relationships.
unreliable if( Role==ROLE_Authority )
Owner, Role, RemoteRole;
unreliable if( bNetOwner && Role==ROLE_Authority )
bNetOwner, Inventory;
unreliable if( bReplicateInstigator && (RemoteRole>=ROLE_SimulatedProxy) && (Role==ROLE_Authority) )
Instigator;
// Ambient sound.
unreliable if( (Role==ROLE_Authority) && (!bNetOwner || !bClientAnim) )
AmbientSound;
unreliable if( AmbientSound!=None && Role==ROLE_Authority && (!bNetOwner || !bClientAnim) )
SoundRadius, SoundVolume, SoundPitch;
unreliable if( bDemoRecording )
DemoPlaySound;
// Collision.
unreliable if( Role==ROLE_Authority )
bCollideActors, bCollideWorld;
unreliable if( (bCollideActors || bCollideWorld) && Role==ROLE_Authority )
bProjTarget, bBlockActors, bBlockPlayers, CollisionRadius, CollisionHeight;
// Location.
unreliable if( !bCarriedItem && (bNetInitial || bSimulatedPawn || RemoteRole<ROLE_SimulatedProxy) && Role==ROLE_Authority )
Location;
unreliable if( !bCarriedItem && (DrawType==DT_Mesh || DrawType==DT_Brush) && (bNetInitial || bSimulatedPawn || RemoteRole<ROLE_SimulatedProxy) && Role==ROLE_Authority )
Rotation;
unreliable if( RemoteRole==ROLE_SimulatedProxy )
Base;
// Events
unreliable if( Role==ROLE_authority)
Event, Tag;
// Velocity.
unreliable if( bSimFall || ((RemoteRole==ROLE_SimulatedProxy && (bNetInitial || bSimulatedPawn)) || bIsMover) )
Velocity;
// Physics.
unreliable if( bSimFall || (RemoteRole==ROLE_SimulatedProxy && bNetInitial && !bSimulatedPawn) )
Physics, Acceleration, bBounce;
unreliable if( RemoteRole==ROLE_SimulatedProxy && Physics==PHYS_Rotating && bNetInitial )
bFixedRotationDir, bRotateToDesired, RotationRate, DesiredRotation;
// Animation.
unreliable if( DrawType==DT_Mesh && ((RemoteRole<=ROLE_SimulatedProxy && (!bNetOwner || !bClientAnim)) || bDemoRecording) )
AnimSequence, BlendAnimSequence; // blended anims added - DEUS_EX CNN
unreliable if( DrawType==DT_Mesh && (RemoteRole==ROLE_SimulatedProxy))
bAnimNotify;
unreliable if( DrawType==DT_Mesh && (RemoteRole<ROLE_SimulatedProxy))
SimAnim, AnimMinRate, SimBlendAnim, BlendAnimMinRate; // blended anims added - DEUS_EX CNN
// Rendering.
unreliable if( Role==ROLE_Authority )
bHidden, bOnlyOwnerSee;
unreliable if( Role==ROLE_Authority )
Texture, DrawScale, PrePivot, DrawType, AmbientGlow, Fatness, ScaleGlow, bUnlit, Style;
unreliable if( DrawType==DT_Sprite && !bHidden && (!bOnlyOwnerSee || bNetOwner) && Role==ROLE_Authority)
Sprite;
unreliable if( DrawType==DT_Mesh && Role==ROLE_Authority )
Mesh, bMeshEnviroMap, Skin, MultiSkins;
unreliable if( DrawType==DT_Brush && Role==ROLE_Authority )
Brush;
// Lighting.
unreliable if( Role==ROLE_Authority )
LightType;
unreliable if( LightType!=LT_None && Role==ROLE_Authority )
LightEffect, LightBrightness, LightHue, LightSaturation,
LightRadius, LightPeriod, LightPhase,
VolumeBrightness, VolumeRadius,
bSpecialLit;
// Messages
reliable if( Role<ROLE_Authority )
BroadcastMessage, BroadcastLocalizedMessage;
}
##Functions
###ConsoleCommand
native function string ConsoleCommand( string Command );
Execute a console command in the context of the current level and game engine.
###Error
native(233) final function Error( coerce string S );
Actor error handling. Handle an error and kill this one actor.
###Sleep
native(256) final latent function Sleep( float Seconds );
###Collision
native(262) final function SetCollision( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers );
native(283) final function bool SetCollisionSize( float NewRadius, float NewHeight );
###Movement
native(266) final function bool Move( vector Delta );
native(267) final function bool SetLocation( vector NewLocation );
native(299) final function bool SetRotation( rotator NewRotation );
native(3969) final function bool MoveSmooth( vector Delta );
native(3971) final function AutonomousPhysics(float DeltaSeconds);
###Relations
native(298) final function SetBase( actor NewBase );
native(272) final function SetOwner( actor NewOwner );
###AI Functions
added DEUS_EX STM
native(700) final function float AIGetLightLevel( vector Location );
native(701) final function float AIVisibility(optional bool bIncludeVelocity);
native(710) final function AISetEventCallback(name eventName, name callback,
optional name scoreCallback,
optional bool bCheckVisibility,
optional bool bCheckDir,
optional bool bCheckCylinder,
optional bool bCheckLOS);
native(711) final function AIClearEventCallback(name eventName);
native(713) final function AISendEvent(name eventName, EAIEventType eventType,
optional float Value, optional float Radius);
native(714) final function AIStartEvent(name eventName, EAIEventType eventType,
optional float Value, optional float Radius);
native(715) final function AIEndEvent(name eventName, EAIEventType eventType);
native(716) final function AIClearEvent(name eventName);
native(717) final function rotator RandomBiasedRotation(int centralYaw, float yawDistribution,
int centralPitch, float pitchDistribution);
native(718) final function bool IsOverlapping(actor checkActor);
native(720) final function PlayerPawn GetPlayerPawn();
native(721) final function bool InStasis();
native(722) final function float ParabolicTrace(out vector finalLocation,
optional vector startVelocity,
optional vector startLocation,
optional bool bCheckActors,
optional vector cylinder,
optional float maxTime,
optional float elasticity,
optional bool bBounce,
optional float landingSpeed,
optional float granularity);
native(723) final function float LastRendered();
native(724) final function bool GetBoundingBox(out vector MinVect, out vector MaxVect,
optional bool bExact,
optional vector testLocation,
optional rotator testRotation);
###Animation
native(259) final function PlayAnim( name Sequence, optional float Rate, optional float TweenTime );
native(260) final function LoopAnim( name Sequence, optional float Rate, optional float TweenTime, optional float MinRate );
native(294) final function TweenAnim( name Sequence, float Time );
native(282) final function bool IsAnimating();
native(293) final function name GetAnimGroup( name Sequence );
native(261) final latent function FinishAnim();
native(263) final function bool HasAnim( name Sequence );
// Blending animation function - DEUS_EX CNN
native(1010) final function PlayBlendAnim( name Sequence, optional float Rate, optional float TweenTime, optional int BlendSlot );
native(1012) final function TweenBlendAnim( name Sequence, float Time, optional int BlendSlot );
// Gets any numbered texture from a mesh - DEUS_EX CNN
native(1013) final function Texture GetMeshTexture( optional int texnum );
// Animation notifications.
event AnimEnd();
###Physics
// Physics control.
native(301) final latent function FinishInterpolation();
// DEUS_EX STM - added optional param to SetPhysics()
//native(3970) final function SetPhysics( EPhysics newPhysics );
native(3970) final function SetPhysics( EPhysics newPhysics, optional Actor newFloor );
##Engine notification functions
###Major notifications
####Spawned
event Spawned();
Called when actor is Spawned. See also
PostBeginPlay
,BeginPlay
,PreBeginPlay
,PostPostBeginPlay
.
####Destroyed
event Destroyed();
Called when actor is destroyed and removed from the game.
####Expired
event Expired();
Unknown.
####Children
event GainedChild( Actor Other );
event LostChild( Actor Other );
Called when actor gains/looses a child actor.
####Tick
event Tick( float DeltaTime );
Called every tick, or frame, of the game.
###Triggers
event Trigger( Actor Other, Pawn EventInstigator );
Called when actor is ‘Triggered’ by the Trigger function.
event UnTrigger( Actor Other, Pawn EventInstigator );
Called when actor de-activates, e.i. triggered again to turn off.
event BeginEvent();
event EndEvent();
Unknown effects.
###Physics & world interaction. ####Timer
event Timer();
Called when
SetTimer()
expires. (SeeSetTimer
)
####HitWall
event HitWall( vector HitNormal, actor HitWall );
Called when object hits the wall.
HitNormal
: The vector direction that the actor hit from.
HitWall
: The wall being hit.
####Falling
event Falling();
Called when actor is falling through the air.
####Landed
event Landed( vector HitNormal );
Called when actor hits the ground.
HitNormal
: Firection actor landed from
####ZoneChange
event ZoneChange( ZoneInfo NewZone );
Called when actor changes between Zones in the world.
NewZone
: The ZoneInfo actor controlling the entered zone.
####Bump/Touch
event Bump( Actor Other );
event Touch( Actor Other );
Called when actor hits in to another actor physically.
Other
: The actor being touched.event PostTouch( Actor Other ); event UnTouch( Actor Other );
Called for PendingTouch actor after physics completes.
####BaseChange
event BaseChange();
Called when actor changes base, meaning the actor that is supporting this one. For example, players standing on a crate, and then standing on the floor, is a BaseChange.
####Attachment
event Attach( Actor Other );
event Detach( Actor Other );
Used for attaching and detaching actors from another. Mostly used for making buttons and switches follow elevators.
####KillCredit
event KillCredit( Actor Other );
Called when something is killed.
Other
: Actor being credited for a kill.
####Interpolating
event InterpolateEnd( actor Other );
Called when actor finishes its interpolating path.
####EndedRotation
event EndedRotation();
Called when actor stops rotating.
####Others
event Actor SpecialHandling(Pawn Other);
event bool EncroachingOn( actor Other );
event EncroachedBy( actor Other );
DEUS_EX STM -- added
####BumpWall
event BumpWall( vector HitLocation, vector HitNormal );
Called when actor hits the wall.
HitLocation
: The location of the wall being hit.
HitNormal
: The direction being hit from.
####SupportActor
event SupportActor( actor StandingActor )
{
StandingActor.SetBase( self );
}
Called when actor is being stood on.
####OutOfWorld
event FellOutOfWorld()
{
SetPhysics(PHYS_None);
Destroy();
}
Called when actor falls out of the world, e.g. fell through the geometry and no longer is in the normal play area.
####Damage and kills
event KilledBy( pawn EventInstigator );
Called when actor is killed.
EventInstigator
: Thepawn
that killed this actor.
event TakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType);
Called when the actor takes any damage.
Damage
: The raw damage being dealt to this actor.
EventInstigator
: The pawn dealing the damage.
HitLocation
: The location this actor was hit at.
Momentum
: The direction this actor will be pushed in.
DamageType
: The string damage type being dealt.
##Tracing
###Trace
native(277) final function Actor Trace
(
out vector HitLocation,
out vector HitNormal,
vector TraceEnd,
optional vector TraceStart,
optional bool bTraceActors,
optional vector Extent
);
Traces a line and see what it collides with first.
Takes this actor’s collision properties into account.
Returns first hit actor, Level if hit level, or None if hit nothing.
HitLocation
: The location we’ve hit. (out
means the variable is usable after the function is called)
HitNormal
: Not sure. (WIP)
TraceEnd
: Where we want to trace to.
TraceStart
: Where the trace starts from. Uses<actor>.location
if left out.
bTraceActors
: Where we collide with actors or not.
Extent
: The range of the trace(?)
###FastTrace
native(548) final function bool FastTrace
(
vector TraceEnd,
optional vector TraceStart
);
returns true if did not hit world geometry
TraceEnd
: Where we want to trace to.
TraceStart
: Where the trace starts from. Uses<actor>.location
if left out.
##Spawn
native(278) final function actor Spawn
(
class<actor> SpawnClass,
optional actor SpawnOwner,
optional name SpawnTag,
optional vector SpawnLocation,
optional rotator SpawnRotation
);
Spawn an actor. Returns an actor of the specified class, not of class Actor (this is hardcoded in the compiler). Returns None if the actor could not be spawned (either the actor wouldn’t fit in the specified location, or the actor list is full).
Defaults to spawning at the spawner’s location.
SpawnClass
: The class we want to spawn. Example:class'DeusEx.Medkit'
SpawnOwner
: The actor that owns the newly spawned actor.
SpawnTag
: Sets theTag
of the new actor.
SpawnLocation
: Location to spawn at. Usesself.location
if left out.
SpawnRotation
: Rocation to spawn at. Usesself.rotation
if left out.
##Destroy
native(279) final function bool Destroy();
Destroy this actor. Returns true if destroyed, false if indestructable. Destruction is latent. It occurs at the end of the tick.
##Timer
native(280) final function SetTimer( float NewTimerRate, bool bLoop );
Triggers the
Timer()
event afterNewTimerRate
ticks.
IfbLoop
isTrue
then then timer will continue looping, else only triggers once.
##Sound
###PlaySound
native(264) final function int PlaySound
(
sound Sound,
optional ESoundSlot Slot,
optional float Volume,
optional bool bNoOverride,
optional float Radius,
optional float Pitch
);
//Same as PlaySound, but only plays for the client. (No server propogation)
native simulated final function PlayOwnedSound();
//PlaySound call used for Demorec system.
native simulated event DemoPlaySound();
Play a sound effect.
*DEUS_EX - CNN* changed to return the channel ID of the sound so you can call StopSound later
Sound
: A sound class in the game. Example:sound'LogNoteAdded'
ESoundSlot
: The slot to play the sound in to. SeeESoundSlot
variable.
Volume
: Volume of the sound.
bNoOverride
: Wether this sound can be overwritten with other sounds on the same slot or not.
Radius
: Physical hearable radius of the sound.
Pitch
: Sounds pitch modifier.
###StopSound
native(265) final function StopSound(int Id);
DEUS_EX CNN - Stop a sound given the sound’s ID
###SetInstantVolume
native(268) final function SetInstantSoundVolume(byte newSoundVolume);
native(269) final function SetInstantSpeechVolume(byte newSpeechVolume);
native(270) final function SetInstantMusicVolume(byte newMusicVolume);
DEUS_EX CNN - Set the sound system volumes without waiting for a tick event
###GetSoundDuration
native final function float GetSoundDuration( sound Sound );
Get a sound duration.
##AI functions.
###MakeNoise
native(512) final function MakeNoise( float Loudness );
Inform other creatures that you’ve made a noise they might hear (they are sent a HearNoise message)
Senders of MakeNoise should have an instigator if they are not pawns.
###PlayerCanSeeMe
native(532) final function bool PlayerCanSeeMe();
Returns
true if some player has a line of sight to actor’s location.
##Teleportation
event bool PreTeleport( Teleporter InTeleporter );
Called before actor teleports using a
Teleporter
actor.
event PostTeleport( Teleporter OutTeleporter );
Called after actor teleports using a
Teleporter
actor.
##BeginPlay
event BeginPlay();
Called when actor enters the game.
event PostBeginPlay();
Called immediately after gameplay begins.
event PostPostBeginPlay();
DEUS_EX AJY
Called immediately after Initial State, and always called when loading a map AND when loading savegame
simulated event SetInitialState()
{
if( InitialState!='' )
GotoState( InitialState );
else
GotoState( 'Auto' );
}
Called after PostBeginPlay.
simulated event PostNetBeginPlay();
MBCODE
Called after a net game begins.
event PreBeginPlay()
{
// fake shrink to fix faked collision with floor problems - DEUS_EX CNN
if ((IsA('Decoration') || IsA('Inventory')) && (CollisionHeight > 0.75))
SetCollisionSize(CollisionRadius, CollisionHeight - 0.75);
else if (IsA('Pawn'))
{
if (CollisionHeight > 9)
SetCollisionSize(CollisionRadius, CollisionHeight - 4.5);
else
SetCollisionSize(CollisionRadius, CollisionHeight*0.5);
}
// Handle autodestruction if desired.
if( !bGameRelevant && (Level.NetMode != NM_Client) && !Level.Game.IsRelevant(Self) )
Destroy();
}
Called immediately before gameplay begins.
##Disk access.
// Find files.
native(539) final function string GetMapName( string NameEnding, string MapName, int Dir );
native(545) final function GetNextSkin( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc );
native(547) final function string GetURLMap();
native final function string GetNextInt( string ClassName, int Num );
native final function GetNextIntDesc( string ClassName, int Num, out string Entry, out string Description );
##Iterator functions.
native(304) final iterator function AllActors ( class<actor> BaseClass, out actor Actor, optional name MatchTag );
native(305) final iterator function ChildActors ( class<actor> BaseClass, out actor Actor );
native(306) final iterator function BasedActors ( class<actor> BaseClass, out actor Actor );
native(307) final iterator function TouchingActors( class<actor> BaseClass, out actor Actor );
native(309) final iterator function TraceActors ( class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent );
native(310) final iterator function RadiusActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc );
native(311) final iterator function VisibleActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc );
native(312) final iterator function VisibleCollidingActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc, optional bool bIgnoreHidden );
// added by DEUS_EX CNN
native(1000) final iterator function TraceTexture (class<actor> BaseClass, out actor Actor, out name texName, out name texGroup, out int flags, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent);
// added by DEUS_EX STM
native(1002) final iterator function CycleActors (class<actor> BaseClass, out actor Actor, out int Index );
native(1003) final iterator function TraceVisibleActors(class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent );
Iterators are used in the format of;
//Destroy all medkits
local Medkit MD;
foreach AllActors(class'DeusEx.Medkit', MD)
MD.Destroy()
##Color operators
native(549) static final operator(20) color - ( color A, color B );
native(550) static final operator(16) color * ( float A, color B );
native(551) static final operator(20) color + ( color A, color B );
native(552) static final operator(16) color * ( color A, float B );
##Scripted Actor functions
event RenderOverlays( canvas Canvas );
draw on canvas before flash and fog are applied (used for drawing weapons)
###BroadcastMessage
event BroadcastMessage( coerce string Msg, optional bool bBeep, optional name Type )
{
local Pawn P;
if (Type == '')
Type = 'Event';
// if ( Level.Game.AllowsBroadcast(self, Len(Msg)) )
for( P=Level.PawnList; P!=None; P=P.nextPawn )
if( P.bIsPlayer || P.IsA('MessagingSpectator') )
P.ClientMessage( Msg, Type, bBeep );
}
Broadcast a message to all players.
Can be called as a function;BroadcastMessage("This is seen by everyone.")
bBeep
: Defines if the message triggers a chat message beep. (Maybe doesn’t work?)
Type
: Unsure.
event BroadcastLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
local Pawn P;
for ( P=Level.PawnList; P != None; P=P.nextPawn )
if ( P.bIsPlayer || P.IsA('MessagingSpectator') )
P.ReceiveLocalizedMessage( Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
}
Broadcast a localized message to all players.
Most message deal with 0 to 2 related PRIs.
The LocalMessage class defines how the PRI’s and optional actor are used.
###HurtRadius
final function HurtRadius( float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation, optional bool bIgnoreLOS )
{
local actor Victims;
local float damageScale, dist;
local vector dir;
// DEUS_EX CNN
local Mover M;
if( bHurtEntry )
return;
bHurtEntry = true;
if (!bIgnoreLOS)
{
foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius, HitLocation )
{
if( Victims != self )
{
dir = Victims.Location - HitLocation;
dist = FMax(1,VSize(dir));
dir = dir/dist;
damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
Victims.TakeDamage
(
damageScale * DamageAmount,
Instigator,
Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir,
(damageScale * Momentum * dir),
DamageName
);
}
}
}
else
{
foreach RadiusActors(class 'Actor', Victims, DamageRadius, HitLocation )
{
if( Victims != self )
{
dir = Victims.Location - HitLocation;
dist = FMax(1,VSize(dir));
dir = dir/dist;
damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
Victims.TakeDamage
(
damageScale * DamageAmount,
Instigator,
Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir,
(damageScale * Momentum * dir),
DamageName
);
}
}
}
//
// DEUS_EX - CNN - damage the movers, also
//
foreach RadiusActors(class 'Mover', M, DamageRadius, HitLocation)
{
if( M != self )
{
dir = M.Location - HitLocation;
dist = FMax(1,VSize(dir));
dir = dir/dist;
damageScale = 1 - FMax(0,(dist - M.CollisionRadius)/DamageRadius);
M.TakeDamage
(
damageScale * DamageAmount,
Instigator,
M.Location - 0.5 * (M.CollisionHeight + M.CollisionRadius) * dir,
(damageScale * Momentum * dir),
DamageName
);
}
}
bHurtEntry = false;
}
Hurt actors within the radius.
DamageAmount
: Damage done to the actors.
DamageRadius
: Range of actors to damage.
DamageName
: Name of the damage.
Momentum
: Vector to push the damaged actor in.
HitLocation
: Location to deal the damage to. Only relevant for Pawn actors to damage body parts.
bIgnoreLOS
: Unsure.
###Travel
event TravelPreAccept();
Called when carried onto a new level, before AcceptInventory.
event TravelPostAccept();
Called when carried into a new level, after AcceptInventory.
###Frob
function Frob(Actor Frobber, Inventory frobWith)
{
}
DEUS_EX CNN
Called to frob an object, the subclass is responsible for implementing thisFrobber
will be the actor frobbing this actor.frobWith
: Unsure.
###StopBlendAnims
function StopBlendAnims()
{
local int i;
for (i=0; i<ArrayCount(BlendAnimSequence); i++)
BlendAnimSequence[i] = '';
}
DEUS_EX CNN
Stops animations from blending
###RenderTexture
event RenderTexture(ScriptedTexture Tex);
Called when a scripted texture needs rendering
###BecomeViewTarget
function BecomeViewTarget();
Called by PlayerPawn when this actor becomes its ViewTarget.
###GetItemName
function String GetItemName( string FullName )
{
local int pos;
pos = InStr(FullName, ".");
While ( pos != -1 )
{
FullName = Right(FullName, Len(FullName) - pos - 1);
pos = InStr(FullName, ".");
}
return FullName;
}
Returns the string representation of the name of an object without the package prefixes.
###GetHumanName
function String GetHumanName()
{
return GetItemName(string(class));
}
Returns the human readable string representation of an object.
###SetDisplayProperties
function SetDisplayProperties(ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap )
{
Style = NewStyle;
texture = NewTexture;
bUnlit = bLighting;
bMeshEnviromap = bEnviromap;
}
function SetDefaultDisplayProperties()
{
Style = Default.Style;
texture = Default.Texture;
bUnlit = Default.bUnlit;
bMeshEnviromap = Default.bMeshEnviromap;
}
Set the display properties of an actor. By setting them through this function, it allows the actor to modify other components (such as a Pawn’s weapon) or to adjust the result based on other factors (such as a Pawn’s other inventory wanting to affect the result)
###EndConversation
function EndConversation()
{
LastConEndTime = Level.TimeSeconds;
}
Save the time this conversation ended
DEUS_EX AJY
##DefaultProperties
defaultproperties
{
bMovable=True
bDetectable=True
Role=ROLE_Authority
RemoteRole=ROLE_DumbProxy
LastRenderTime=-10.000000
LODBias=1.000000
bDifficulty0=True
bDifficulty1=True
bDifficulty2=True
bDifficulty3=True
bSinglePlayer=True
bNet=True
bNetSpecial=True
OddsOfAppearing=1.000000
DrawType=DT_Sprite
Style=STY_Normal
Texture=Texture'Engine.S_Actor'
DrawScale=1.000000
ScaleGlow=1.000000
Fatness=128
SoundRadius=32
SoundVolume=128
SoundPitch=64
TransientSoundVolume=1.000000
CollisionRadius=22.000000
CollisionHeight=22.000000
bJustTeleported=True
Mass=100.000000
ConStartInterval=5.000000
NetPriority=1.000000
NetUpdateFrequency=100.000000
}