Legacy:RedeemerWarhead - Unreal Wiki

# Legacy:RedeemerWarhead

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UT2003 :: Actor >> Pawn >> RedeemerWarhead (Package: XWeapons)

This is the guided (player controlled) Redeemer pawn that is launched during AltFire of the Redeemer Weapon. While the player Pawn that fired the RedeemerWarhead is uncontrolled and prone, the Controller of that Pawn possesses this the RedeemerWarhead until it is blown up for one reason of another. At that time, the Controller returns to the original player Pawn. (A similar process to Possessing and UnPossessing a Vehicle in UT2004)

## Properties

### Camera Shakes

This properties are available to edit.

vector ShakeRotMag
  How far to rot view
vector ShakeRotRate
  How fast to rot view
float ShakeRotTime
  How much time to rot the instigator's view
vector ShakeOffsetMag
  Max view offset vertically
vector ShakeOffsetRate
  How fast to offset view vertically
float ShakeOffsetTime
  How much time to offset view

### Hidden

float Damage
float DamageRadius
float MomentumTransfer
class<DamageType> MyDamageType
Pawn OldPawn
RedeemerTrail SmokeTrail
float YawAccel
float PitchAccel
float VelocityToAltitudePanRate
float MaxAltitudePanRate
bool bStaticScreen
bool bFireForce
TeamInfo MyTeam

#### Banking Related

shader InnerScopeShader
shader OuterScopeShader
shader OuterEdgeShader
FinalBlend AltitudeFinalBlend
float YawToBankingRatio
float BankingResetRate
float BankingToScopeRotationRatio
int Banking
int BankingVelocity
int MaxBanking
int BankingDamping

## Functions

PlayerChangedTeam()
  Calls `Died( None, class'DamageType', Location )` and `OldPawn.Died(None, class'DamageType', OldPawn.Location)`.
TeamInfo GetTeam()
  If `PlayerReplicationInfo != None`, return `PlayerReplicationInfo.Team`. Otherwise return `MyTeam`.
Destroyed() (simulated)
  Calls `RelinquishController()`. If `SmokeTrail != None`, calls `SmokeTrail.Destroy()`. Calls `Super.Destroyed()`.
bool IsPlayerPawn() (simulated)
  Returns false.
RelinquishController()
  If `Controller == None`, return. Otherwise sets `Controller.Pawn = None` and if `Controller.IsInState('GameEnded')`, if `OldPawn != None` and `OldPawn.Health > 0`, call `Controller.Possess(OldPawn)`, otherwise if `OldPawn != None`, set `Controller.Pawn = OldPawn`, otherwise set `Controller.Pawn = self`, set `Controller.PawnDied(Controller.Pawn)`. Set `RemoteRole = Default.RemoteRole`, `Instigator = OldPawn` and `Controller = None`.
PostBeginPlay() (simulated)
  Sets `Velocity = AirSpeed * Vector(Rotation)` and `Acceleration = Velocity`. If `Level.NetMode` is a DedicatedServer, set `SmokeTrail = Spawn(class'RedeemerTrail',self,,Location - 40 * Dir)` and calls `SmokeTrail.SetBase(self)`.
PostNetBeginPlay() (simulated)
  Calls `Super.PostNetBeginPlay()`. If `PlayerController(Controller) != None`, calls `Controller.SetRotation(Rotation)`, `PlayerController(Controller).SetViewTarget(self)`, `Controller.GotoState(LandMovementState)` and `PlayOwnedSound(Sound'WeaponSounds.redeemer_shoot',SLOT_Interact,1.0)`.
FaceRotation( rotator NewRotation, float DeltaTime ) (simluated)
  EMPTY
UpdateRocketAcceleration( float DeltaTime, float YawChange, float PitchChange )
  Updates this pawn's acceleration based on banking, etc.
PhysicsVolumeChange( PhysicsVolume Volume ) (simulated)
  EMPTY
Landed( vector HitNormal ) (simulated)
  Calls `Blowup(Location)`.
HitWall( vector HitNormal, Actor Wall ) (simulated)
  Calls `Blowup(Location)`.
UnPossessed()
  Calls `Blowup(Location)`.
Touch( Actor Other ) (simulated, singlar)
  If `Other.bBlockActors` is true, calls `BlowUp(Location)`.
Bump( Actor Other ) (simulated, singlar)
  If `Other.bBlockActors` is true, calls `BlowUp(Location)`.
TakeDamage( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType )
  If `Damage > 0` and either `InstigatedBy == None` or `InstigatedBy.Controller == None` or `Instigator == None` or `Instigator.Controller == None` or `InstigatedBy.Controller.SameTeamAs(Instigator.Controller)` returns false, if `InstigatedBy == None` or `DamageType.Default.bVehicleHit` is true or `DamageType == class'Crushed'`, calls `BlowUp(Location)`, otherwise if `PlayerController(Controller) != None` calls `PlayerController(Controller).PlayRewardAnnouncement('Denied',1, true)`, if `PlayerController(InstigatedBy.Controller) != None` calls `PlayerController(InstigatedBy.Controller).PlayRewardAnnouncement('Denied',1, true)`, before it calls `Spawn(class'SmallRedeemerExplosion')`, `RelinquishController()`, `SetCollision(false,false,false)`, `HurtRadius(Damage, DamageRadius*0.125, MyDamageType, MomentumTransfer, Location)` and `Destroy()`.
Fire( optional float F )
  Calls `ServerBlowup()`. If F is 1, sets `OldPawn.Health = -1` and calls `OldPawn.KilledBy(OldPawn)`.
ServerBlowUp()
  Calls `Blowup(Location)`.
BlowUp( vector HitLocation )
  If `Role == ROLE_Authority`, set `bHidden = true`, `E = Spawn(class'RedeemerExplosion',,, HitLocation - 100 * Normal(Velocity), Rot(0,16384,0))` and if `Level.NetMode` is a DedicatedServer, set `E.LifeSpan = 0.7`, then switch to state Dying.
bool DoJump( bool bUpdating )
  Returns false.
DrawHUD( Canvas Canvas ) (simulated)
  Draws the HUD elements for the RedemmerWarhead.
Died( Controller Killer, class<DamageType> damageType, vector HitLocation )
  Calls `Blowup(Location)`.
bool CheatWalk()
  Returns false.
bool CheatGhost()
  Returns false.
bool CheatFly()
  Returns false.
ShouldCrouch( bool Crouch )
  EMPTY
Suicide()
  Calls `Blowup(Location)`. If `OldPawn != None` and `OldPawn.Health > 0`, call `OldPawn.KilledBy(OldPawn)`.

## Events

bool EncroachingOn( Actor Other )
  Returns the value of `Other.bWorldGeometry`.
EncroachedBy( Actor Other )
  Calls `BlowUp(Location)`.
BaseChange() (singular)
  EMPTY
PlayDying( class<DamageType> DamageType, vector HitLoc ) (simulated)
  EMPTY
SetWalking( bool bNewIsWalking )
  EMPTY

## States

Flying (auto)

Tick( float DeltaTime )
    If `bFireForce` is false and `PlayerController(Controller)`, sets `bFireForce = true` and calls `PlayerController(Controller).ClientPlayForceFeedback("FlakCannonAltFire")`. If `OldPawn == None` or `OldPawn.Health <= 0`, calls `BlowUp(Location)`. Otherwise if `Controller == None`, if `OldPawn.Controller == None` calls `OldPawn.KilledBy(OldPawn)` before calling `BlowUp(Location)`.

Dying
  Ignores Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling and BreathTimer.

Fire( optional float F )
    EMPTY
    BlowUp( vector HitLocation ) : EMPTY
    ServerBlowUp() : EMPTY
    Timer() : EMPTY
    TakeDamage( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType) : EMPTY
    BeginState() : Sets `bHidden` and `bStaticScreen` to true. Calls `SetPhysics(PHYS_None)`, `SetCollision(false,false,false)` and `Spawn(class'IonCore',,, Location, Rotation)`. If `SmokeTrail != None`, calls `SmokeTrail.Destroy()`. Calls `ShakeView()`.
    ShakeView() : Sets Scale based on distance to every PlayerController with a `ViewTarget` in the Level.ControllerList. Then calls `C.ShakeView(ShakeRotMag*Scale, ShakeRotRate, ShakeRotTime, ShakeOffsetMag*Scale, ShakeOffsetRate, ShakeOffsetTime)` for every PlayerController with a `ViewTarget` within the `DamageRadius`.
    Begin: Causes damage in increasing blast radii, separated by short pauses, while relinquishing the Controller and before Destroying itself. Sets `Instigator = self`. Calls `PlaySound(sound'WeaponSounds.redeemer_explosionsound')`, then `HurtRadius(Damage, DamageRadius*0.125, MyDamageType, MomentumTransfer, Location)`, `Sleep(0.5)`, `HurtRadius(Damage, DamageRadius*0.300, MyDamageType, MomentumTransfer, Location)`, `Sleep(0.2)`, `HurtRadius(Damage, DamageRadius*0.475, MyDamageType, MomentumTransfer, Location)`, `Sleep(0.2)`. Then calls `RelinquishController()`. Then calls `HurtRadius(Damage, DamageRadius*0.650, MyDamageType, MomentumTransfer, Location)`, `Sleep(0.2)`, `HurtRadius(Damage, DamageRadius*0.825, MyDamageType, MomentumTransfer, Location)`, `Sleep(0.2)`, `HurtRadius(Damage, DamageRadius*1.000, MyDamageType, MomentumTransfer, Location)`. Finally calls `Destroy()`.

## Related Topics

- WeaponAttachment
- WeaponFire

Categories: Legacy Class (UT2003) | Legacy Class (UT2004)

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