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# Actor Class Hierarchy

This is the class tree extending from Actor in UT2003. For a class tree of the GUI components see GUI Class Hierarchy.

## Adding new class pages

Any UT2003 class page should begin with the text:

UT2003 :: Actor >> etc

If you want to add information on a UT2003 class:

- Put a link here to the class you want to describe.
- If the link is taken by a Unreal Tournament class then, in that class:
  1. Put a link to "{classname} (UT)", substituting the current classname
  2. Move all the text from the page to this new page.
  3. Change the box at the top of the UT class to start with "`[[UT]] ::`" for clarity.

Use the Class Wikifier to create the basics of a wiki page from an UnrealScript class.

## Class Tree

">>" means that class' subtree is expanded on the class page.

Note that you won't see all of these classes in the Actor Classes Browser unless you uncheck "Placeable Classes Only".

     Actor
       +- AimedAttachment?
       +- Brush
       |    +- Volume >>
       +- Controller
       |    +- AIController
       |    |    +- ScriptedController
       |    |         +- Bot?
       |    |              +- xBot?
       |    +- PlayerController
       |         +- Camera
       |         +- MessagingSpectator?
       |         |    +- DemoRecSpectator?
       |         |    +- UTServerAdminSpectator?
       |         +- UnrealPlayer?
       |              +- CinematicPlayer?
       |              +- xPlayer?
       +- DamageType >>
       +- Effects
       +- Emitter
       +- Gib?
       +- HUD >>
       +- Info
       |    +- FluidSurfaceInfo
       |    +- GameInfo
       |    |    +- CinematicGame?
       |    |    +- UnrealMPGameInfo
       |    |         +- DeathMatch
       |    |              +- TeamGame
       |    |              |    +- CTFGame?
       |    |              |    |    +- xCTFGame?
       |    |              |    +- xBombingRun?
       |    |              |    +- xDoubleDom?
       |    |              |    +- xTeamGame?
       |    |              +- xDeathMatch?
       |    |                   +- BossDM?
       |    +- Mutator
       +- Inventory
       |    +- Ammunition
       |    |    +- BallAmmo?
       |    |    +- BioAmmo?
       |    |    +- FlakAmmo?
       |    |    +- GrenadeAmmo?
       |    |    +- LinkAmmo?
       |    |    +- MinigunAmmo
       |    |    +- RedeemerAmmo?
       |    |    +- RocketAmmo?
       |    |    +- ShieldAmmo?
       |    |    +- ShockAmmo?
       |    |    |    +- SuperShockAmmo?
       |    |    +- SniperAmmo?
       |    |    +- TransAmmo?
       |    +- KeyInventory?
       |    +- Powerups?
       |    |    +- Armor?
       |    +- Weapon
       |         +- AssaultRifle?
       |         +- BallLauncher?
       |         +- BioRifle?
       |         +- FlakCannon?
       |         +- LinkGun?
       |         +- Minigun
       |         +- Painter?
       |         +- Redeemer?
       |         +- RocketLauncher?
       |         +- ShieldGun?
       |         +- ShockRifle?
       |         |    +- SuperShockRifle?
       |         |         +- ZoomSuperShockRifle?
       |         +- SniperRifle
       |         +- TransLauncher?
       +- InventoryAttachment
       |    +- WeaponAttachment
       +- KActor
       |    +- KConstraint
       |    |    +- KBSJoint
       |    |    +- KCarWheelJoint
       |    |    +- KConeLimit?
       |    |    +- KHinge
       |    +- KTire
       |         +- BulldogTire
       +- KVehicleFactory
       |    +- BulldogFactory
       +- Keypoint
       |    +- AIScript
       |    |    +- ScriptedSequence
       |    |         +- ScriptedTrigger
       |    |         +- UnrealScriptedSequence
       |    +- AmbientSound
       +- Light >>
       +- MeshEffect?
       +- NavigationPoint >>
       +- Pawn
       |    +-KVehicle
       |    |   +-KCar
       |    |       +-Bulldog
       |    +-RedeemerWarhead?
       |    +-Scout?
       |    +-UnrealPawn
       |    |   +-xIntroPawn?
       |    |   +-xPawn?
       |    |       +-Monster?
       |    +-Vehicle?
       +- Pickup
       |    +-Ammo
       |    |   +-UTAmmoPickup
       |    |       +-AssaultAmmoPickup?
       |    |       +-BioAmmoPickup?
       |    |       +-FlakAmmoPickup?
       |    |       +-LinkAmmoPickup?
       |    |       +-MinigunAmmoPickup
       |    |       +-RocketAmmoPickup?
       |    |       +-ShockAmmoPickup?
       |    |       +-SniperAmmoPickup?
       |    +-ArmorPickup
       |    +-KeyPickup?
       |    +-TournamentPickup
       |    |   +-AdrenalinePickup
       |    |   +-ShieldPickup?
       |    |       +-ShieldPack
       |    |   +-TournamentHealth
       |    |       +-HealthPack
       |    |       +-MiniHealthPack
       |    |   +-UDamagePack
       |    +-WeaponPickup?
       +- Projectile? (not expanded)
       +- Projector
       |    +-DynamicProjector?
       |    |   +-BulldogHeadlight?
       |    +-ShadowProjector
       |    +-XScorch? (not expanded)
       +- Triggers >>
       +- Vignette
       +- WeaponFire >>
       +- xEmitter
       |     +- ShockBeamEffect
       |          +- SuperShockBeamEffect?
       |               +- BlueSuperShockBeam?
       +- xPickUpBase
       |    +- HealthCharger?
       |    +- ShieldCharger?
       |    +- SuperHealthCharger?
       |    +- SuperShieldCharger?
       |    +- UDamageCharger?
       |    +- WildcardBase
       |    +- xWeaponBase
       +- xProcMesh
       +- xWeatherEffect

### Construction Discussion

For comments during construction. This is intended as temporary.

Aphelion This is my start on the class tree. Please add to it, water it and help it grow As you can see, I'm focused on the GameInfo actors. I hope other people intent on other parts come along soon...

EntropicLqd: There was talk about using namespaces for the different game types. If this was so you'd use a prefix of UT2003: rather than a suffix. We need Mychaeel or Tarquin in here to comment really.

Tarquin: Namespaces are not here yet. We more or less decided on the solution I've put above. Mych said he might work on something but I think he's very busy at the moment.

Aphelion Ta muchly...

JoeDark: Is this going to be the class tree for UT2003 or just UT? On a side note, have they decided what to do with the UT content yet?

EntropicLqd: Since Tarquin's comments seem to have vanished ... If you find you need to replace an existingly linked page containing UT content with UT2003 content then create a new page called "Page Name" (UT) and copy the original UT content into it. You can then replace the UT content with the UT2003 content on the original page. Would also be worth including a link to the UT content on the page as well.

Aphelion Praise be to the Epic people... Thanks to them, at last I can run UnrealEd and look at code in tree view... I'll update this tree a little bit more sensibly now. Updated the instruction up top, because I think they're a little unclear.

G-LiTe: It looks a little messy with certain entries expanded and others not. It'd be cool if we could get an actual JavaScript to make a large tree and have one big page pointing to all classes, making it easy to navigate at the same time. (so you can browse the tree just as in UEd) I don't know if this is possible, however, and even if it is, it might not be very cross platform.

Wormbo: JavaScript isn't possible or even desireable, because it would require people to actually not disable it. Partially expanded entries should be fully expanded if they don't have too many subclasses or moved to the class page if there are enough subclasses for making a class tree on that page. (Inventory, NavigationPoint and WeaponFire are such candidates IMHO)

[3] Expanded on Pawn... will start to go into more detail as i get my head around it...same with pickup

### x classes

Why do some classes begin with an "x"? what does it mean? Does it mean anything? This snippet from the head comment of xEmitter:

> renamed to avoid conflict with Emitter

> Copyright 2001 Digital Extremes

Mychaeel: I suspect all classes prefixed with an "x" are content added by Digital Extremes to the basic Unreal engine created by Epic. More or less. Of course it's not consistently used.

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