AddMutator | function AddMutator(Mutator M) |
AlwaysKeep | function bool AlwaysKeep(Actor Other) |
CanLeaveVehicle | function bool CanLeaveVehicle(Vehicle V, Pawn P) |
CheckEndGame | function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason) |
CheckRelevance | function bool CheckRelevance(Actor Other) |
CheckReplacement | function bool CheckReplacement(Actor Other) |
Destroyed | event Destroyed() |
DriverEnteredVehicle | function DriverEnteredVehicle(Vehicle V, Pawn P) |
DriverLeftVehicle | function DriverLeftVehicle(Vehicle V, Pawn P) |
FindPlayerStart | function NavigationPoint FindPlayerStart(Controller Player, optional byte InTeam, optional string incomingName) |
GetSeamlessTravelActorList | function GetSeamlessTravelActorList(bool bToEntry, out array<Actor> ActorList) |
HandleRestartGame | function bool HandleRestartGame() |
InitMutator | function InitMutator(string Options, out string ErrorMessage) |
IsRelevant | function bool IsRelevant(Actor Other) |
ModifyLogin | function ModifyLogin(out string Portal, out string Options) |
ModifyPlayer | function ModifyPlayer(Pawn Other) |
Mutate | function Mutate(string MutateString, PlayerController Sender) |
MutatorIsAllowed | function bool MutatorIsAllowed() |
NetDamage | function NetDamage(int OriginalDamage, out int Damage, Pawn Injured, Controller InstigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType, Actor DamageCauser) |
NotifyLogin | function NotifyLogin(Controller NewPlayer) |
NotifyLogout | function NotifyLogout(Controller Exiting) |
OverridePickupQuery | function bool OverridePickupQuery(Pawn Other, class<Inventory> ItemClass, Actor Pickup, out byte bAllowPickup) |
PreBeginPlay | event PreBeginPlay() |
PreventDeath | function bool PreventDeath(Pawn Killed, Controller Killer, class<DamageType> damageType, vector HitLocation) |
ScoreKill | function ScoreKill(Controller Killer, Controller Killed) |
ScoreObjective | function ScoreObjective(PlayerReplicationInfo Scorer, int Score) |