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Engine.Controller

Extends
Actor
Modifiers
native nativereplication abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller

Direct Known Subclasses:

AI_Controller, CharacterController, PlayerController, TsMojoController

Constants Summary
LATENT_MOVETOWARD=503
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
bytebAltFire
bytebDuck
bytebFire
boolbGodMode
boolbIsPlayer
bytebJetpack
bytebJump
bytebRun
bytebSki
boolbUsePlayerHearing
array<TraversalLineCheck>debugTraversalLineChecks
vectorFailedReachLocation
floatFailedReachTime
floatFovAngle
floatGroundPitchTime
floatHandedness
ActorLastFailedReach
FindPathResultlastFindPathResult
PawnMonitoredPawn
floatMonitorMaxDistSq
vectorMonitorStartLoc
ControllernextController
PawnPawn
class<Pawn>PawnClass
intPlayerNum
PlayerReplicationInfoPlayerReplicationInfo
class<Pawn>PreviousPawnClass
array<RouteCacheElement>RouteCache
boolRouteComplete
ActorStartSpot
vectorViewX
vectorViewY
vectorViewZ
Controller
class<PlayerReplicationInfo>PlayerReplicationInfoClass
Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AmbientGlow, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bAcceptsShadowProjectors, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockHavok, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bCastsVolumetricShadows, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bClientHavokPhysics, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableBspVolumetrics, bDisableEditorCopying, bDisableHavokCollisionWhenAttached, bDisableShadowOptimisation, bDisableSorting, bDisableTick, bDisableTouch, bDisturbFluidSurface, bDoNotApproximateBumpmap, bDynamicLight, bEdShouldSnap, bEdSnap, bEnableHavokBackstep, bFixedRotationDir, bGameRelevant, bGetOverlayMaterialFromBase, bGetSkinFromBase, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bImportantActor, bInterpolating, bIsMirror, bIsVehicle, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNavigationRelevant, bNeedLifetimeEffectEvents, bNeedPostRenderCallback, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNetworkRelevancyVisible, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectCurrentZone, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOverruleNavigationRelevant, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjectile, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateLabel, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bSendDestructionNotification, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bSkipActorPropertyReplication, bSkipEncroachment, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTriggerEffectEventsBeforeGameStarts, BumpmapLODScale, bUnifiedPositionChanged, bUnifiedVelocityChanged, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bUseRootMotionBound, bVolumetricShadowCast, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, exclusiveToGameInfo, forceAccumulator, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, gameInfoExclusions, gameInfoInclusions, GravityScale, Group, HardRelMatrix, havokAngularVelocity, HavokData, havokDataClass, havokGameTickForce, havokGameTickForcePosition, havokSkeletalRotationSpeed, InitialState, Instigator, JoinedTag, Label, LastRenderTime, LastTick, LatentAnimChannelCount, LatentFloat, LatentStackLocations, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, maxDifficulty, MaxLights, maxNumPlayers, MaxTraceDistance, Mesh, MeshInstance, MessageClass, minDifficulty, minNumPlayers, movementObject, MovementObjectClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, OwnerGroups, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SpeechTag, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, torqueAccumulator, Touching, TriggeredBy, unifiedPosition, unifiedVelocity, UsesSubVisibility, Velocity, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
FindPathResult
FPR_NoError, FPR_SearchSpaceExhausted
Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary
FindPathAIProperties
jetpack, Airborne, roadBased, teamName, upCostFactor, downCostFactor
RouteCacheElement
location, jetpack, energy, obstacle, height, angle
TraversalLineCheck
start, end, colour
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary
function AddController ()
function AdjustView (float DeltaTime ))
event AIHearSound (actor Actor, sound S, vector SoundLocation, vector Parameters, bool Attenuate)
functionbool AutoTaunt ()))
function BeginState ()))
GameEnded
function ChangedWeapon ()))
functionbool CheckFutureSight (float DeltaTime))
function ClientDying (class<DamageType> DamageType, vector HitLocation))
function ClientGameEnded ()))
function ClientSetLocation (vector NewLocation, rotator NewRotation ))
function ClientSetRotation (rotator NewRotation ))
function ContinueFindPath (bool untilComplete)
function DebugTraversalCheck (vector start, vector end)
event Destroyed ()))
function DiscardFindPath ()
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function displayWorldSpaceDebug (HUD displayHUD)
functionbool DontReuseTaunt (int T))
function DrawPathDebug (Viewport viewport, bool showQuadtree, bool showNodes, bool stepEnabled, bool showReach)
function FindPath (vector start, vector end, FindPathAIProperties AIProperties, array<Actor> ignore, bool printLogs, optional bool manualContinue)
function GameHasEnded ()))
functionint GetFacingDirection ()))
function GetFindPathResult ()
functionString GetHumanReadableName ()))
functionrotator GetViewRotation ()))
event HearNoise (float Loudness, Actor NoiseMaker)
function InitPlayerReplicationInfo ()))
functionbool InLatentExecution (int LatentActionNumber)
functionbool IsFindPathComplete ()
functionbool LineOfSightTo (actor Other)
event LongFall ()
event MayFall ()
eventbool NotifyBump (Actor Other)
eventbool NotifyHeadVolumeChange (PhysicsVolume NewVolume)
event NotifyHitMover (vector HitNormal, mover Wall)
eventbool NotifyHitWall (vector HitNormal, actor Wall)
event NotifyJumpApex ()
function NotifyKilled (Controller Killer, Controller Killed, pawn Other))
eventbool NotifyLanded (vector HitNormal)
event NotifyMissedJump ()
eventbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
function PathDiagnostics ()
function PawnDied (Pawn P))
function PawnDied (Pawn P))
Dead
function PawnIsInPain (PhysicsVolume PainVolume)
function PendingStasis ()))
function Possess (Pawn aPawn))
event PostBeginPlay ()))
event PostLoadGame ()))
event PreBeginPlay ()))
function RemoveController ()
event RenderOverlays (canvas Canvas)
function Reset ()))
function Restart ()))
functionbool SameTeamAs (Controller C))
function ServerGivePawn ()
function ServerReStartPlayer ()))
function ServerReStartPlayer ()))
Dead
function SetFall ()
function SetPawnClass (string inClass, string inCharacter))
function ShakeView (float shaketime, float RollMag, vector OffsetMag, float RollRate, vector OffsetRate, float OffsetTime)
event SoakStop (string problem)
function UnPossess ()))
functionbool WantsSmoothedView ()))
function WasKilledBy (Controller Other)
Inherited Functions from Engine.Actor
*, +, -, actorLabel, AddContextForNextEffectEvent, AddDebugMessage, AITrace, AllActors, Allocate, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, checkSocket, ChildActors, classConstruct, clientDispatchMessage, Clock, CollidingActors, ConsoleCommand, Construct, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, dispatchMessage, DisplayDebug, DrawDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, findByLabel, findStaticByLabel, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimLength, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetCurrentMaterial, GetDebugName, GetHumanReadableName, getHurtRadiusParent, GetItemName, GetLIPSincAnimDuration, GetLocalString, GetMapName, GetMaterial, GetMeshName, GetMeshOrigin, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOverlayMaterial, GetRadarInfoClass, getReceiveDamageRadius, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, getSocket, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HavokActivate, HavokCollisionGroupChange, HavokGetAngularVelocity, HavokGetCenterOfMass, HavokGetLastTracedBone, HavokGetLinearVelocity, HavokGetPosition, HavokGetState, HavokImpartCOMImpulse, HavokImpartForce, HavokImpartImpulse, HavokImpartLinearForceAll, HavokIsActive, HavokReturnSkeletalActorToAnimationSystem, HavokSetAngularDamping, HavokSetAngularVelocity, HavokSetBlocking, HavokSetCOM, HavokSetGameTickForce, HavokSetLinearDamping, HavokSetLinearVelocity, HavokSetLinearVelocityAll, HavokSetPosition, HavokSetRotation, HavokSlowSetCollisionEnabled, HavokUpdateState, Hide, HitWall, HurtRadius, InterruptSound, IsAnimating, IsInPain, IsInVolume, IsOverlapping, IsPlayingLIPSincAnim, IsTweening, KilledBy, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LocalizeMapText, LockRootMotion, LoopAnim, LostChild, makeDormant, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, nearbyControlledPawns, NearSpot, OnGameStarted, OnHidden, OnlyAffectPawns, onMessage, OnOptimizedIn, OnOptimizedOut, OnShown, OptimizeIn, OptimizeOut, PauseSound, PhysicsVolumeChange, PlayAnim, PlayAnimAdditive, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayLoopedSound, PlayMusic, PlayOwnedSound, PlayScriptedAnim, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PostTeleport, PostTouch, PreBeginPlay, PrecacheSpeech, PreScriptedTextureRendered, PreTeleport, PreTrigger, processHurtRadiusVictim, ProjectileTouch, RadiusActors, registerClientMessage, registerMessage, RegisterNotifyGameStarted, RenderOverlays, RenderTexture, ReplaceText, Reset, ResumeSound, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShallowCopyMaterial, ShouldActorsBlockSplash, ShouldProjectileHit, Show, Spawn, SpecialHandling, StartInterpolation, staticActorLabel, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, SuggestFallVelocity, TakeDamage, TestMove, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEffectEvent, TriggerEvent, TweenAnim, UnClock, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddTorque, unifiedAddVelocity, unifiedGetAcceleration, unifiedGetCOMPosition, unifiedGetGravity, unifiedGetMass, unifiedGetNaturalCOMPosition, unifiedGetPosition, unifiedGetVelocity, unifiedSetAcceleration, unifiedSetAngularVelocity, unifiedSetMass, unifiedSetPosition, unifiedSetRotation, unifiedSetVelocity, UnTouch, UnTrigger, UnTriggerEffectEvent, UnTriggerEvent, UpdateAttachmentLocations, UpdatePrecacheRenderData, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

States Summary
Dead Source code
state Dead
PawnDied, ServerReStartPlayer
GameEnded Source code
state GameEnded
BeginState


Constants Detail

LATENT_MOVETOWARD Source code

const LATENT_MOVETOWARD = 503;


Variables Detail

bAltFire Source code

var input byte bAltFire;

bDuck Source code

var input byte bDuck;

bFire Source code

var input byte bFire;

bGodMode Source code

var bool bGodMode;

bIsPlayer Source code

var bool bIsPlayer;

bJetpack Source code

var input byte bJetpack;

bJump Source code

var input byte bJump;

bRun Source code

var input byte bRun;

bSki Source code

var input byte bSki;

bUsePlayerHearing Source code

var bool bUsePlayerHearing;

debugTraversalLineChecks Source code

var array<TraversalLineCheck> debugTraversalLineChecks;

FailedReachLocation Source code

var const vector FailedReachLocation;

FailedReachTime Source code

var const float FailedReachTime;

FovAngle Source code

var float FovAngle;

GroundPitchTime Source code

var float GroundPitchTime;

Handedness Source code

var globalconfig float Handedness;

LastFailedReach Source code

var const Actor LastFailedReach;

lastFindPathResult Source code

var FindPathResult lastFindPathResult;

MonitoredPawn Source code

var Pawn MonitoredPawn;

MonitorMaxDistSq Source code

var float MonitorMaxDistSq;

MonitorStartLoc Source code

var vector MonitorStartLoc;

nextController Source code

var transient const Controller nextController;

Pawn Source code

var Pawn Pawn;

PawnClass Source code

var class<Pawn> PawnClass;

PlayerNum Source code

var const int PlayerNum;

PlayerReplicationInfo Source code

var PlayerReplicationInfo PlayerReplicationInfo;

PreviousPawnClass Source code

var class<Pawn> PreviousPawnClass;

RouteCache Source code

var array<RouteCacheElement> RouteCache;

RouteComplete Source code

var bool RouteComplete;

StartSpot Source code

var Actor StartSpot;

ViewX Source code

var vector ViewX;

ViewY Source code

var vector ViewY;

ViewZ Source code

var vector ViewZ;

Controller

PlayerReplicationInfoClass Source code

var(Controller) class<PlayerReplicationInfo> PlayerReplicationInfoClass;


Enumerations Detail

FindPathResult Source code

enum FindPathResult
{
FPR_NoError, FPR_SearchSpaceExhausted
};


Structures Detail

FindPathAIProperties Source code

struct FindPathAIProperties
{
var bool Airborne;
var float downCostFactor;
var bool jetpack;
var bool roadBased;
var name teamName;
var float upCostFactor;
};


RouteCacheElement Source code

struct RouteCacheElement
{
var float angle;
var float energy;
var float height;
var bool jetpack;
var vector location;
var Actor obstacle;
};


TraversalLineCheck Source code

struct TraversalLineCheck
{
var color colour;
var vector end;
var vector start;
};



Functions Detail

AddController Source code

native(529) final function AddController ( )

AdjustView Source code

function AdjustView ( float DeltaTime ) )

AIHearSound Source code

event AIHearSound ( actor Actor, sound S, vector SoundLocation, vector Parameters, bool Attenuate )

AutoTaunt Source code

function bool AutoTaunt ( ) )

BeginState GameEnded Source code

function BeginState ( ) )

ChangedWeapon Source code

function ChangedWeapon ( ) )

CheckFutureSight Source code

function bool CheckFutureSight ( float DeltaTime) )

ClientDying Source code

function ClientDying ( class<DamageType> DamageType, vector HitLocation) )

ClientGameEnded Source code

function ClientGameEnded ( ) )

ClientSetLocation Source code

function ClientSetLocation ( vector NewLocation, rotator NewRotation ) )

ClientSetRotation Source code

function ClientSetRotation ( rotator NewRotation ) )

ContinueFindPath Source code

native final function ContinueFindPath ( bool untilComplete )

DebugTraversalCheck Source code

native final function DebugTraversalCheck ( vector start, vector end )

Destroyed Source code

simulated event Destroyed ( ) )

DiscardFindPath Source code

native final function DiscardFindPath ( )

DisplayDebug Source code

function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

displayWorldSpaceDebug Source code

function displayWorldSpaceDebug ( HUD displayHUD )

DontReuseTaunt Source code

function bool DontReuseTaunt ( int T) )

DrawPathDebug Source code

native final function DrawPathDebug ( Viewport viewport, bool showQuadtree, bool showNodes, bool stepEnabled, bool showReach )

FindPath Source code

native final function FindPath ( vector start, vector end, FindPathAIProperties AIProperties, array<Actor> ignore, bool printLogs, optional bool manualContinue )

GameHasEnded Source code

function GameHasEnded ( ) )

GetFacingDirection Source code

function int GetFacingDirection ( ) )

GetFindPathResult Source code

native final function GetFindPathResult ( )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

GetViewRotation Source code

function rotator GetViewRotation ( ) )

HearNoise Source code

event HearNoise ( float Loudness, Actor NoiseMaker )

InitPlayerReplicationInfo Source code

function InitPlayerReplicationInfo ( ) )

InLatentExecution Source code

native final function bool InLatentExecution ( int LatentActionNumber )

IsFindPathComplete Source code

native final function bool IsFindPathComplete ( )

LineOfSightTo Source code

native(514) final function bool LineOfSightTo ( actor Other )

LongFall Source code

event LongFall ( )

MayFall Source code

event MayFall ( )

NotifyBump Source code

event bool NotifyBump ( Actor Other )

NotifyHeadVolumeChange Source code

event bool NotifyHeadVolumeChange ( PhysicsVolume NewVolume )

NotifyHitMover Source code

event NotifyHitMover ( vector HitNormal, mover Wall )

NotifyHitWall Source code

event bool NotifyHitWall ( vector HitNormal, actor Wall )

NotifyJumpApex Source code

event NotifyJumpApex ( )

NotifyKilled Source code

function NotifyKilled ( Controller Killer, Controller Killed, pawn Other) )

NotifyLanded Source code

event bool NotifyLanded ( vector HitNormal )

NotifyMissedJump Source code

event NotifyMissedJump ( )

NotifyPhysicsVolumeChange Source code

event bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume )

NotifyTakeHit Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) )

PathDiagnostics Source code

native final function PathDiagnostics ( )

PawnDied Source code

function PawnDied ( Pawn P) )

PawnDied Dead Source code

function PawnDied ( Pawn P) )

PawnIsInPain Source code

function PawnIsInPain ( PhysicsVolume PainVolume )

PendingStasis Source code

function PendingStasis ( ) )

Possess Source code

function Possess ( Pawn aPawn) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PostLoadGame Source code

event PostLoadGame ( ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

RemoveController Source code

native(530) final function RemoveController ( )

RenderOverlays Source code

simulated event RenderOverlays ( canvas Canvas )

Reset Source code

function Reset ( ) )

Restart Source code

function Restart ( ) )

SameTeamAs Source code

function bool SameTeamAs ( Controller C) )

ServerGivePawn Source code

function ServerGivePawn ( )

ServerReStartPlayer Source code

function ServerReStartPlayer ( ) )

ServerReStartPlayer Dead Source code

function ServerReStartPlayer ( ) )

SetFall Source code

function SetFall ( )

SetPawnClass Source code

function SetPawnClass ( string inClass, string inCharacter) )

ShakeView Source code

function ShakeView ( float shaketime, float RollMag, vector OffsetMag, float RollRate, vector OffsetRate, float OffsetTime )

SoakStop Source code

event SoakStop ( string problem )

UnPossess Source code

function UnPossess ( ) )

WantsSmoothedView Source code

function bool WantsSmoothedView ( ) )

WasKilledBy Source code

function WasKilledBy ( Controller Other )


Defaultproperties

defaultproperties
{
	RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
     FovAngle=+00090.000000
	 bHidden=true
	 bHiddenEd=true
	 PlayerReplicationInfoClass=Class'Engine.PlayerReplicationInfo'
}

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Creation time: st 23.5.2018 00:10:29.148 - Created with UnCodeX