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Engine.PlayerController

Extends
Controller
Modifiers
config ( user ) native nativereplication

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

Direct Known Subclasses:

Camera, DemoRecSpectator, MessagingSpectator, PlayerCharacterController

Constants Summary
Inherited Contants from Engine.Controller
LATENT_MOVETOWARD
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
floataBaseX
floataBaseY
floataBaseZ
AdminBaseAdminManager
floataForward
floatAimingHelp
floataLookUp
floataMouseX
floataMouseY
byteAnnouncerLevel
byteAnnouncerVolume
floataStrafe
floataTurn
floataUp
boolbAllActorsRelevant
boolbAlwaysLevel
boolbAlwaysMouseLook
boolbAutoTaunt
boolbBehindView
boolbBlockCloseCamera
boolbCameraPositionLocked
boolbCenterView
boolbCheatFlying
boolbClientDemo
boolbDoubleJump
boolbDynamicNetSpeed
boolbFixedCamera
boolbForcePrecache
boolbFreeCamera
bytebFreeLook
boolbFrozen
boolbIsTyping
boolbJumpStatus
boolbKeyboardLook
rotatorBlendedTargetViewRotation
bytebLook
boolbLookUpStairs
boolbManualFogUpdate
boolbNeverSwitchOnPickup
boolbNoAutoTaunts
boolbNoMatureLanguage
boolbNoVoiceMessages
boolbNoVoiceTaunts
boolbPendingDestroy
boolbPressedJump
boolbSetTurnRot
boolbShortConnectTimeOut
bytebSnapLevel
boolbSnapToLevel
bytebStrafe
bytebTurn180
bytebTurnToNearest
boolbUpdatePosition
boolbUpdating
boolbValidBehindCamera
boolbViewBot
bytebXAxis
bytebYAxis
boolbZeroRoll
boolbZooming
floatCameraDist
array<CameraEffect>CameraEffects
class<CheatManager>CheatClass
CheatManagerCheatManager
vectorCinematicShakeOffset
rotatorCinematicShakeRotate
intClientCap
floatClientUpdateTime
vectorConstantGlowFog
floatConstantGlowScale
floatCurrentDistanceFogEnd
floatCurrentTimeStamp
floatDefaultFOV
PlayerControllerDemoViewer
floatDesiredFOV
EDoubleClickDirDoubleClickDir
floatDynamicPingThreshold
intEnemyTurnSpeed
floatExactPing
intExShowFlags
vectorFailedPathStart
vectorFixedLocation
rotatorFixedRotation
vectorFlashFog
vectorFlashScale
floatForcePrecacheTime
floatFOVBias
SavedMoveFreeMoves
GameReplicationInfoGameReplicationInfo
intGroundPitch
class<PlayerInput>InputClass
colorLastDistanceFogColor
floatLastDistanceFogEnd
floatLastDistanceFogStart
floatLastPingUpdate
floatLastPlaySound
floatLastPlaySpeech
floatLastUpdateTime
intLastZone
class<LocalMessage>LocalMessageClass
floatLoginDelay
floatMaxResponseTime
vectorMaxShakeOffset
floatMaxShakeRoll
floatMaxTimeMargin
intMisc1
intMisc2
HUDmyHUD
floatNextLoginTime
floatNextSpeedChange
stringNoPauseMessage
vectorOldCameraLoc
rotatorOldCameraRot
vectorOldFloor
floatOldPing
floatOrthoZoom
stringOwnCamera
SavedMovePendingMove
playerPlayer
PlayerInputPlayerInput
SecurityPlayerSecurity
colorProgressColor[4]
stringProgressMessage[4]
floatProgressTimeOut
stringQuickSaveName
stringQuickSaveString
ControllerRealViewTarget
MatrixRenderWorldToCamera
intRendMap
SavedMoveSavedMoves
floatServerTimeStamp
vectorShakeOffset
vectorShakeOffsetRate
vectorShakeOffsetTime
floatShakeRollRate
floatShakeRollTime
intShowFlags
stringSong
floatSpectateSpeed
stringStatsPassword
stringStatsUsername
floatTargetEyeHeight
rotatorTargetViewRotation
vectorTargetWeaponViewOffset
floatTimeMargin
floatTimeSinceLastFogChange
EMusicTransitionTransition
rotatorTurnRot180
PawnTurnTarget
boolUseFixedVisibility
stringViewingFrom
actorViewTarget
VotingReplicationInfoBaseVoteReplicationInfo
floatWaitDelay
intWeaponUpdate
floatZoomLevel
ForceFeedback
boolbEnableDamageForceFeedback
boolbEnableGUIForceFeedback
boolbEnablePickupForceFeedback
boolbEnableWeaponForceFeedback
boolbForceFeedbackSupported
Inherited Variables from Engine.Controller
bAltFire, bDuck, bFire, bGodMode, bIsPlayer, bJetpack, bJump, bRun, bSki, bUsePlayerHearing, debugTraversalLineChecks, FailedReachLocation, FailedReachTime, FovAngle, GroundPitchTime, Handedness, LastFailedReach, lastFindPathResult, MonitoredPawn, MonitorMaxDistSq, MonitorStartLoc, nextController, Pawn, PawnClass, PlayerNum, PlayerReplicationInfo, PlayerReplicationInfoClass, PreviousPawnClass, RouteCache, RouteComplete, StartSpot, ViewX, ViewY, ViewZ
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

Enumerations Summary
Inherited Enumerations from Engine.Controller
FindPathResult
Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates

Structures Summary
Inherited Structures from Engine.Controller
FindPathAIProperties, RouteCacheElement, TraversalLineCheck
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
function ActivateInventoryItem (class InvItem ))
function ActivateItem ()))
event AddCameraEffect (CameraEffect NewEffect, ptional bool RemoveExisting))
function AddCheats ()))
function AdjustView (float DeltaTime ))
function Admin (string CommandLine ))
function AdminCommand (string CommandLine ))
function AdminLogin (string CmdLine))
function AdminLogout ()))
function AdminPromote (string TargetPlayerName))
function AdminReply (string Reply ))
function AltFire (optional float F ))
function AltFire (optional float F ))
Dead
function AltFire (optional float F ))
GameEnded
function AltFire (optional float F))
PlayerWaiting
function AltFire (optional float F ))
Scripting
function AltFire (optional float F ))
Spectating
function AltFire (optional float F ))
WaitingForPawn
function AskForPawn ()))
function BeginState ()))
Dead
function BeginState ()))
GameEnded
function BeginState ()))
PlayerClimbing
function BeginState ()))
PlayerFlying
function BeginState ()))
PlayerRocketing
function BeginState ()))
PlayerSpidering
function BeginState ()))
PlayerSwimming
function BeginState ()))
PlayerWaiting
function BeginState ()))
PlayerWalking
function BeginState ()))
Spectating
function BeginState ()))
WaitingForPawn
function BehindView (Bool B ))
functionint BlendRot (float DeltaTime, int BlendC, int NewC))
function CalcBehindView (out vector CameraLocation, out rotator CameraRotation, float Dist))
function CalcFirstPersonView (out vector CameraLocation, out rotator CameraRotation ))
functionbool CanRestartPlayer ()))
function ChangeAlwaysMouseLook (Bool B))
function ChangedWeapon ()))
function ChangeName (coerce string S ))
function ChangeStairLook (bool B ))
function ChangeTeam (int N, optional bool bAdminOverride ))
function ChangeTeam (int N, optional bool bAdminOverride ))
PlayerWaiting
function ChangeVoiceChatter (int IpAddr, int Handle, bool Add)
functionbool CheckCullDistance (vector Location, float CullDistance)
function CheckShake (out float MaxOffset, out float Offset, out float Rate, out float Time))
function CleanOutSavedMoves ()))
function ClearDoubleClick ()))
function ClearProgressMessages ()))
function ClientAdjustGlow (float scale, vector fog ))
function ClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase ))
function ClientCapBandwidth (int Cap))
function ClientChangeVoiceChatter (int IpAddr, int Handle, bool Add ))
event ClientCloseMenu (optional bool bCloseAll))
function ClientFlash (float scale, vector fog ))
function ClientGotoState (name NewState, optional name NewLabel))
eventINT ClientHearSound (actor Actor, SS, vector SoundLocation, vector Parameters, float InnerRadius, int Flags, FLOAT FadeInTime, bool Attenuate)
function ClientLeaveVoiceChat ()))
event ClientMessage (coerce string S, optional Name Type ))
event ClientOpenMenu (string MenuClass, optional string MenuName, optional bool bDisconnect, ptional string Msg1, optional string Msg2, optional int Msg3))
function ClientPlayForceFeedback (String EffectName ))
function ClientPlaySound (sound ASound, optional bool bVolumeControl, optional float inAtten)
function ClientReliablePlaySound (sound ASound, optional bool bVolumeControl ))
function ClientRestart (Pawn aPawn, Name currentState))
function ClientSetBehindView (bool B, optional bool bInteractive))
function ClientSetFixedCamera (bool B))
function ClientSetHUD (class<HUD> newHUDType, optional class<Scoreboard> newScoringType))
function ClientSetMusic (string NewSong, EMusicTransition NewTransition ))
event ClientSetViewTarget (Actor a ))
function ClientShake (vector ShakeRoll, vector OffsetMag, vector ShakeRate, float OffsetTime))
function ClientStopForceFeedback (optional String EffectName ))
event ClientTravel (string URL, ETravelType TravelType, bool bItems)
function ClientUpdatePosition ()))
event ClientValidate (string C)
function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID))
functionint CompressAccel (int C))
functionstring ConsoleCommand (string Command)
function CopyToClipboard (string Text)
function CreateCameraEffect (class<CameraEffect> EffectClass))
function DemoClientSetHUD (class<HUD> newHUDClass, class newScoringClass ))
event Destroyed ()))
function EndState ()))
Dead
function EndState ()))
PlayerClimbing
function EndState ()))
PlayerSpidering
function EndState ()))
PlayerWaiting
function EndState ()))
PlayerWalking
function EndState ()))
Spectating
function EndState ()))
WaitingForPawn
function EndZoom ()))
function FindGoodView ()))
Dead
function FindGoodView ()))
GameEnded
function Fire (optional float F ))
Dead
function Fire (optional float F ))
GameEnded
function Fire (optional float F))
PlayerWaiting
function Fire (optional float F ))
Scripting
function Fire (optional float F ))
Spectating
function Fire (optional float F ))
WaitingForPawn
function FixFOV ()))
function ForceAdmin ()))
function ForceDeathUpdate ()))
function ForceReload ()))
function FOV (float F))
event GainedChild (Actor Other ))
event GameSaved ()
functionstring GetDefaultURL (string Option)
functionLevelInfo GetEntryLevel ()
functionint GetFacingDirection ()))
functionSavedMove GetFreeMove ()))
functionstring GetPlayerNetworkAddress ()
functionstring GetServerNetworkAddress ()
eventPawn GetTravelPawn ()))
functionstring GetURLProtocol ()
functionrotator GetViewRotation ()))
function GivePawn (Pawn NewPawn))
function HandleWalking ()))
event InitInputSystem ()))
functionbool IsDead ()))
functionbool IsDead ()))
Dead
functionbool IsFriendly (Actor Other))
functionbool IsFriendlyPRI (PlayerReplicationInfo OtherPRI))
functionbool IsSpectating ()))
functionbool IsSpectating ()))
BaseSpectating
functionbool IsSpectating ()))
GameEnded
function Jump (optional float F ))
function Jump (optional float F ))
PlayerWaiting
function LeaveVoiceChat ()
function LoadPlayers ()))
function LocalTravel (string URL ))
function LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ))
function LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ))
GameEnded
function LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ))
WaitingForPawn
event LostChild (Actor Other))
function MakeAdmin ()))
function MoveAutonomous (float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool NewbDoubleJump, bool NewbJetpack, EDoubleClickDir DoubleClickMove, vector newAccel, rotator DeltaRot ))
function Mutate (string MutateString))
function Name (coerce string S ))
function NextWeapon ()))
eventbool NotifyHitWall (vector HitNormal, actor HitActor))
PlayerSpidering
functionbool NotifyLanded (vector HitNormal))
functionbool NotifyLanded (vector HitNormal))
PlayerSpidering
functionbool NotifyLanded (vector HitNormal))
PlayerSwimming
functionbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
PlayerClimbing
functionbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
PlayerSpidering
functionbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
PlayerSwimming
functionbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
PlayerWalking
event OnFinishedPrecaching ()))
function onMessage (Message msg))
function OpenMenu (string theMenu ))
functionstring PasteFromClipboard ()
function Pause ()))
function PawnDied (Pawn P))
function PendingStasis ()))
function PlayAnnouncement (sound ASound, byte AnnouncementLevel, optional bool bForce))
function PlayBeepSound ()
event PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function PlayerMove (float DeltaTime)
function PlayerMove (float DeltaTime))
BaseSpectating
function PlayerMove (float DeltaTime))
Dead
function PlayerMove (float DeltaTime))
GameEnded
function PlayerMove (float DeltaTime ))
PlayerClimbing
function PlayerMove (float DeltaTime))
PlayerFlying
function PlayerMove (float DeltaTime))
PlayerRocketing
function PlayerMove (float DeltaTime ))
PlayerSpidering
function PlayerMove (float DeltaTime))
PlayerSwimming
function PlayerMove (float DeltaTime ))
PlayerWalking
event PlayerTick (float DeltaTime ))
function PlayerTick (float DeltaTime))
WaitingForPawn
function Possess (Pawn aPawn))
event PostBeginPlay ()))
event PreBeginPlay ()))
event PreClientTravel ()))
function PrevItem ()))
function PrevWeapon ()))
function ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump))
function ProcessMove (float DeltaTime, vector newAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot))
function ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot))
BaseSpectating
function ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerClimbing
function ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerSpidering
function ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerSwimming
function ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerWalking
eventfunction ProgressCommand (string Cmd, string Msg1, string Msg2, int seconds))
function QuickLoad ()))
function QuickSave ()))
event ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Object OptionalObject, optional String OptionalString ))
event RemoveCameraEffect (CameraEffect ExEffect))
function ReplicateMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot ))
function ReportAdmin ()))
function Reset ()))
function ResetFOV ()))
function ResetKeyboard ()
function Restart ()))
function RestartLevel ()))
function RocketServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte ClientRoll, int View ))
function RocketServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte ClientRoll, int View ))
PlayerRocketing
functionbool SaveGameExists (string SaveGameName)
function Say (string Msg ))
function ServerAdminLogin (string CmdLine ))
event ServerChangeVoiceChatter (PlayerController Player, int IpAddr, int Handle, bool Add ))
function ServerDrive (float InForward, float InStrafe, float InUp, bool InJump))
event ServerGetVoiceChatters (PlayerController Player ))
function ServerGivePawn ()))
function ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ))
function ServerMove (float TimeStamp, vector Accel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ))
Dead
function ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ))
GameEnded
function ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ))
PlayerRocketing
function ServerRestartGame ()))
function ServerReStartGame ()))
GameEnded
function ServerReStartPlayer ()))
Dead
function ServerReStartPlayer ()))
GameEnded
function ServerRestartPlayer ()))
PlayerWaiting
function ServerSetClientDemo ()))
function ServerSetHandedness (float hand))
function ServerSpectateSpeed (Float F))
function ServerThrowWeapon ()))
function ServerToggleBehindView ()))
function ServerUpdatePing (int NewPing))
function ServerUse ()))
function ServerUTrace ()))
event ServerValidationResponse (string R)
function ServerVerifyViewTarget ()))
function ServerViewNextPlayer ()))
function ServerViewSelf ()))
function SetCinematicMode (bool bCinematic)
function SetFOV (float NewFOV))
function SetFOVAngle (float newFOV))
function SetHand (int IntValue))
function SetMouseAccel (float F))
function SetMouseSmoothing (int Mode ))
function SetName (coerce string S))
function SetNetSpeed (int NewSpeed)
functionbool SetPause (BOOL bPause ))
event SetProgressMessage (int Index, string S, color C ))
event SetProgressTime (float T ))
function SetSensitivity (float F))
function SetSpectateSpeed (Float F))
function SetViewTarget (Actor NewViewTarget)
function SetWeaponHand (string S ))
function ShakeView (float shaketime, float RollMag, vector OffsetMag, float RollRate, vector OffsetRate, float OffsetTime))
function ShortClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ))
function ShortServerMove (float TimeStamp, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, byte ClientRoll, int View, bool NewbJetpack ))
function showEscapeMenu ()))
function ShowGun ()))
function ShowMenu ()))
event ShowSubtitle (String Subtitle, float lifetime)
function SpawnDefaultHUD ()))
function Speech (name Type, int Index, string Callsign ))
event StartClientDemoRec ()))
function StartZoom ()))
function StopForceFeedback (optional String EffectName ))
function StopZoom ()))
function Suicide ()))
function Suicide ()))
PlayerWaiting
function SwitchLevel (string URL ))
function SwitchWeapon (byte F ))
event TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type ))
function TeamSay (string Msg ))
function ThrowWeapon ()))
function ThrowWeapon ()))
GameEnded
function Timer ()))
Dead
function Timer ()))
GameEnded
function Timer ()))
PlayerSwimming
function Timer ()))
WaitingForPawn
function ToggleBehindView ()))
function ToggleZoom ()))
event TravelPostAccept ()))
function TurnAround ()))
functionbool TurnTowardNearestEnemy ()
function Typing (bool bTyping ))
function UnPossess ()))
functionfloat UpdateFlashComponent (float Current, float Step, float goal))
function UpdateRotation (float DeltaTime, float maxPitch))
function UpdateRotation (float DeltaTime, float maxPitch))
PlayerSpidering
function Use ()))
function UTrace ()))
function VeryShortClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ))
function ViewFlash (float DeltaTime))
function ViewShake (float DeltaTime))
functionbool WantsSmoothedView ()))
PlayerSwimming
Inherited Functions from Engine.Controller
AddController, AdjustView, AIHearSound, AutoTaunt, BeginState, ChangedWeapon, CheckFutureSight, ClientDying, ClientGameEnded, ClientSetLocation, ClientSetRotation, ContinueFindPath, DebugTraversalCheck, Destroyed, DiscardFindPath, DisplayDebug, displayWorldSpaceDebug, DontReuseTaunt, DrawPathDebug, FindPath, GameHasEnded, GetFacingDirection, GetFindPathResult, GetHumanReadableName, GetViewRotation, HearNoise, InitPlayerReplicationInfo, InLatentExecution, IsFindPathComplete, LineOfSightTo, LongFall, MayFall, NotifyBump, NotifyHeadVolumeChange, NotifyHitMover, NotifyHitWall, NotifyJumpApex, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyTakeHit, PathDiagnostics, PawnDied, PawnIsInPain, PendingStasis, Possess, PostBeginPlay, PostLoadGame, PreBeginPlay, RemoveController, RenderOverlays, Reset, Restart, SameTeamAs, ServerGivePawn, ServerReStartPlayer, SetFall, SetPawnClass, ShakeView, SoakStop, UnPossess, WantsSmoothedView, WasKilledBy
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

States Summary
BaseSpectating Source code
state BaseSpectating
IsSpectating, PlayerMove, ProcessMove
Dead Source code
state Dead
AltFire, BeginState, EndState, FindGoodView, Fire, IsDead, PlayerMove, ServerMove, ServerReStartPlayer, Timer
GameEnded Source code
state GameEnded
AltFire, BeginState, FindGoodView, Fire, IsSpectating, LongClientAdjustPosition, PlayerMove, ServerMove, ServerReStartGame, ServerReStartPlayer, ThrowWeapon, Timer
PlayerClimbing Source code
state PlayerClimbing
BeginState, EndState, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove
PlayerFlying Source code
state PlayerFlying
BeginState, PlayerMove
PlayerRocketing Source code
state PlayerRocketing
BeginState, PlayerMove, RocketServerMove, ServerMove
PlayerSpidering Source code
state PlayerSpidering
BeginState, EndState, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, UpdateRotation
PlayerSwimming Source code
state PlayerSwimming
BeginState, NotifyLanded, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, Timer, WantsSmoothedView
PlayerWaiting Source code
auto state PlayerWaiting extends BaseSpectating
AltFire, BeginState, ChangeTeam, EndState, Fire, Jump, ServerRestartPlayer, Suicide
PlayerWalking Source code
state PlayerWalking
BeginState, EndState, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove
Scripting Source code
state Scripting
AltFire, Fire
Spectating Source code
state Spectating extends BaseSpectating
AltFire, BeginState, EndState, Fire
WaitingForPawn Source code
state WaitingForPawn extends BaseSpectating
AltFire, BeginState, EndState, Fire, LongClientAdjustPosition, PlayerTick, Timer


Variables Detail

aBaseX Source code

var input float aBaseX;

aBaseY Source code

var input float aBaseY;

aBaseZ Source code

var input float aBaseZ;

AdminManager Source code

var transient AdminBase AdminManager;

aForward Source code

var input float aForward;

AimingHelp Source code

var globalconfig float AimingHelp;

aLookUp Source code

var input float aLookUp;

aMouseX Source code

var input float aMouseX;

aMouseY Source code

var input float aMouseY;

AnnouncerLevel Source code

var globalconfig byte AnnouncerLevel;

AnnouncerVolume Source code

var globalconfig byte AnnouncerVolume;

aStrafe Source code

var input float aStrafe;

aTurn Source code

var input float aTurn;

aUp Source code

var input float aUp;

bAllActorsRelevant Source code

var const bool bAllActorsRelevant;

bAlwaysLevel Source code

var globalconfig bool bAlwaysLevel;

bAlwaysMouseLook Source code

var globalconfig bool bAlwaysMouseLook;

bAutoTaunt Source code

var globalconfig bool bAutoTaunt;

bBehindView Source code

var bool bBehindView;

bBlockCloseCamera Source code

var bool bBlockCloseCamera;

bCameraPositionLocked Source code

var bool bCameraPositionLocked;

bCenterView Source code

var bool bCenterView;

bCheatFlying Source code

var bool bCheatFlying;

bClientDemo Source code

var bool bClientDemo;

bDoubleJump Source code

var bool bDoubleJump;

bDynamicNetSpeed Source code

var globalconfig bool bDynamicNetSpeed;

bFixedCamera Source code

var bool bFixedCamera;

bForcePrecache Source code

var bool bForcePrecache;

bFreeCamera Source code

var bool bFreeCamera;

bFreeLook Source code

var input byte bFreeLook;

bFrozen Source code

var bool bFrozen;

bIsTyping Source code

var bool bIsTyping;

bJumpStatus Source code

var bool bJumpStatus;

bKeyboardLook Source code

var globalconfig bool bKeyboardLook;

BlendedTargetViewRotation Source code

var rotator BlendedTargetViewRotation;

bLook Source code

var input byte bLook;

bLookUpStairs Source code

var globalconfig bool bLookUpStairs;

bManualFogUpdate Source code

var bool bManualFogUpdate;

bNeverSwitchOnPickup Source code

var globalconfig bool bNeverSwitchOnPickup;

bNoAutoTaunts Source code

var globalconfig bool bNoAutoTaunts;

bNoMatureLanguage Source code

var globalconfig bool bNoMatureLanguage;

bNoVoiceMessages Source code

var globalconfig bool bNoVoiceMessages;

bNoVoiceTaunts Source code

var globalconfig bool bNoVoiceTaunts;

bPendingDestroy Source code

var bool bPendingDestroy;

bPressedJump Source code

var bool bPressedJump;

bSetTurnRot Source code

var bool bSetTurnRot;

bShortConnectTimeOut Source code

var bool bShortConnectTimeOut;

bSnapLevel Source code

var input byte bSnapLevel;

bSnapToLevel Source code

var globalconfig bool bSnapToLevel;

bStrafe Source code

var input byte bStrafe;

bTurn180 Source code

var input byte bTurn180;

bTurnToNearest Source code

var input byte bTurnToNearest;

bUpdatePosition Source code

var bool bUpdatePosition;

bUpdating Source code

var bool bUpdating;

bValidBehindCamera Source code

var bool bValidBehindCamera;

bViewBot Source code

var bool bViewBot;

bXAxis Source code

var input byte bXAxis;

bYAxis Source code

var input byte bYAxis;

bZeroRoll Source code

var bool bZeroRoll;

bZooming Source code

var bool bZooming;

CameraDist Source code

var float CameraDist;

CameraEffects Source code

var transient array<CameraEffect> CameraEffects;

CheatClass Source code

var class<CheatManager> CheatClass;

CheatManager Source code

var transient CheatManager CheatManager;

CinematicShakeOffset Source code

var vector CinematicShakeOffset;

CinematicShakeRotate Source code

var rotator CinematicShakeRotate;

ClientCap Source code

var int ClientCap;

ClientUpdateTime Source code

var float ClientUpdateTime;

ConstantGlowFog Source code

var vector ConstantGlowFog;

ConstantGlowScale Source code

var float ConstantGlowScale;

CurrentDistanceFogEnd Source code

var float CurrentDistanceFogEnd;

CurrentTimeStamp Source code

var float CurrentTimeStamp;

DefaultFOV Source code

var globalconfig float DefaultFOV;

DemoViewer Source code

var PlayerController DemoViewer;

DesiredFOV Source code

var globalconfig float DesiredFOV;

DoubleClickDir Source code

var EDoubleClickDir DoubleClickDir;

DynamicPingThreshold Source code

var globalconfig float DynamicPingThreshold;

EnemyTurnSpeed Source code

var config int EnemyTurnSpeed;

ExactPing Source code

var float ExactPing;

ExShowFlags Source code

var int ExShowFlags;

FailedPathStart Source code

var const vector FailedPathStart;

FixedLocation Source code

var vector FixedLocation;

FixedRotation Source code

var rotator FixedRotation;

FlashFog Source code

var vector FlashFog;

FlashScale Source code

var vector FlashScale;

ForcePrecacheTime Source code

var float ForcePrecacheTime;

FOVBias Source code

var float FOVBias;

FreeMoves Source code

var SavedMove FreeMoves;

GameReplicationInfo Source code

var GameReplicationInfo GameReplicationInfo;

GroundPitch Source code

var int GroundPitch;

InputClass Source code

var config class<PlayerInput> InputClass;

LastDistanceFogColor Source code

var color LastDistanceFogColor;

LastDistanceFogEnd Source code

var float LastDistanceFogEnd;

LastDistanceFogStart Source code

var float LastDistanceFogStart;

LastPingUpdate Source code

var float LastPingUpdate;

LastPlaySound Source code

var float LastPlaySound;

LastPlaySpeech Source code

var float LastPlaySpeech;

LastUpdateTime Source code

var float LastUpdateTime;

LastZone Source code

var int LastZone;

LocalMessageClass Source code

var class<LocalMessage> LocalMessageClass;

LoginDelay Source code

var float LoginDelay;

MaxResponseTime Source code

var globalconfig float MaxResponseTime;

MaxShakeOffset Source code

var vector MaxShakeOffset;

MaxShakeRoll Source code

var float MaxShakeRoll;

MaxTimeMargin Source code

var globalconfig float MaxTimeMargin;

Misc1 Source code

var int Misc1;

Misc2 Source code

var int Misc2;

myHUD Source code

var HUD myHUD;

NextLoginTime Source code

var float NextLoginTime;

NextSpeedChange Source code

var float NextSpeedChange;

NoPauseMessage Source code

var localized string NoPauseMessage;

OldCameraLoc Source code

var vector OldCameraLoc;

OldCameraRot Source code

var rotator OldCameraRot;

OldFloor Source code

var vector OldFloor;

OldPing Source code

var float OldPing;

OrthoZoom Source code

var float OrthoZoom;

OwnCamera Source code

var localized string OwnCamera;

PendingMove Source code

var SavedMove PendingMove;

Player Source code

var const player Player;

PlayerInput Source code

var private transient PlayerInput PlayerInput;

PlayerSecurity Source code

var Security PlayerSecurity;

ProgressColor[4] Source code

var color ProgressColor[4];

ProgressMessage[4] Source code

var string ProgressMessage[4];

ProgressTimeOut Source code

var float ProgressTimeOut;

QuickSaveName Source code

var localized string QuickSaveName;

QuickSaveString Source code

var localized string QuickSaveString;

RealViewTarget Source code

var const Controller RealViewTarget;

RenderWorldToCamera Source code

var Matrix RenderWorldToCamera;

RendMap Source code

var int RendMap;

SavedMoves Source code

var SavedMove SavedMoves;

ServerTimeStamp Source code

var float ServerTimeStamp;

ShakeOffset Source code

var vector ShakeOffset;

ShakeOffsetRate Source code

var vector ShakeOffsetRate;

ShakeOffsetTime Source code

var vector ShakeOffsetTime;

ShakeRollRate Source code

var float ShakeRollRate;

ShakeRollTime Source code

var float ShakeRollTime;

ShowFlags Source code

var int ShowFlags;

Song Source code

var string Song;

SpectateSpeed Source code

var float SpectateSpeed;

StatsPassword Source code

var globalconfig string StatsPassword;

StatsUsername Source code

var globalconfig string StatsUsername;

TargetEyeHeight Source code

var float TargetEyeHeight;

TargetViewRotation Source code

var rotator TargetViewRotation;

TargetWeaponViewOffset Source code

var vector TargetWeaponViewOffset;

TimeMargin Source code

var float TimeMargin;

TimeSinceLastFogChange Source code

var float TimeSinceLastFogChange;

Transition Source code

var EMusicTransition Transition;

TurnRot180 Source code

var rotator TurnRot180;

TurnTarget Source code

var Pawn TurnTarget;

UseFixedVisibility Source code

var bool UseFixedVisibility;

ViewingFrom Source code

var localized string ViewingFrom;

ViewTarget Source code

var const actor ViewTarget;

VoteReplicationInfo Source code

var VotingReplicationInfoBase VoteReplicationInfo;

WaitDelay Source code

var float WaitDelay;

WeaponUpdate Source code

var int WeaponUpdate;

ZoomLevel Source code

var float ZoomLevel;

ForceFeedback

bEnableDamageForceFeedback Source code

var(ForceFeedback) globalconfig bool bEnableDamageForceFeedback;

bEnableGUIForceFeedback Source code

var(ForceFeedback) globalconfig bool bEnableGUIForceFeedback;

bEnablePickupForceFeedback Source code

var(ForceFeedback) globalconfig bool bEnablePickupForceFeedback;

bEnableWeaponForceFeedback Source code

var(ForceFeedback) globalconfig bool bEnableWeaponForceFeedback;

bForceFeedbackSupported Source code

var(ForceFeedback) bool bForceFeedbackSupported;


Functions Detail

ActivateInventoryItem Source code

exec function ActivateInventoryItem ( class InvItem ) )

ActivateItem Source code

exec function ActivateItem ( ) )

AddCameraEffect Source code

event AddCameraEffect ( CameraEffect NewEffect,optional bool RemoveExisting) )

AddCheats Source code

function AddCheats ( ) )

AdjustView Source code

function AdjustView ( float DeltaTime ) )

Admin Source code

exec function Admin ( string CommandLine ) )

AdminCommand Source code

function AdminCommand ( string CommandLine ) )

AdminLogin Source code

exec function AdminLogin ( string CmdLine) )

AdminLogout Source code

exec function AdminLogout ( ) )

AdminPromote Source code

exec function AdminPromote ( string TargetPlayerName) )

AdminReply Source code

function AdminReply ( string Reply ) )

AltFire Source code

exec function AltFire ( optional float F ) )

AltFire Dead Source code

exec function AltFire ( optional float F ) )

AltFire GameEnded Source code

exec function AltFire ( optional float F ) )

AltFire PlayerWaiting Source code

exec function AltFire ( optional float F) )

AltFire Scripting Source code

exec function AltFire ( optional float F ) )

AltFire Spectating Source code

exec function AltFire ( optional float F ) )

AltFire WaitingForPawn Source code

exec function AltFire ( optional float F ) )

AskForPawn Source code

function AskForPawn ( ) )

BeginState Dead Source code

function BeginState ( ) )

BeginState GameEnded Source code

function BeginState ( ) )

BeginState PlayerClimbing Source code

function BeginState ( ) )

BeginState PlayerFlying Source code

function BeginState ( ) )

BeginState PlayerRocketing Source code

function BeginState ( ) )

BeginState PlayerSpidering Source code

function BeginState ( ) )

BeginState PlayerSwimming Source code

function BeginState ( ) )

BeginState PlayerWaiting Source code

function BeginState ( ) )

BeginState PlayerWalking Source code

function BeginState ( ) )

BeginState Spectating Source code

function BeginState ( ) )

BeginState WaitingForPawn Source code

function BeginState ( ) )

BehindView Source code

exec function BehindView ( Bool B ) )

BlendRot Source code

function int BlendRot ( float DeltaTime, int BlendC, int NewC) )

CalcBehindView Source code

simulated function CalcBehindView ( out vector CameraLocation, out rotator CameraRotation, float Dist) )

CalcFirstPersonView Source code

simulated function CalcFirstPersonView ( out vector CameraLocation, out rotator CameraRotation ) )

CanRestartPlayer Source code

function bool CanRestartPlayer ( ) )

ChangeAlwaysMouseLook Source code

function ChangeAlwaysMouseLook ( Bool B) )

ChangedWeapon Source code

function ChangedWeapon ( ) )

ChangeName Source code

function ChangeName ( coerce string S ) )

ChangeStairLook Source code

function ChangeStairLook ( bool B ) )

ChangeTeam Source code

exec function ChangeTeam ( int N, optional bool bAdminOverride ) )

ChangeTeam PlayerWaiting Source code

exec function ChangeTeam ( int N, optional bool bAdminOverride ) )

ChangeVoiceChatter Source code

native final function ChangeVoiceChatter ( int IpAddr, int Handle, bool Add )

CheckCullDistance Source code

native final function bool CheckCullDistance ( vector Location, float CullDistance )

CheckShake Source code

function CheckShake ( out float MaxOffset, out float Offset, out float Rate, out float Time) )

CleanOutSavedMoves Source code

function CleanOutSavedMoves ( ) )

ClearDoubleClick Source code

function ClearDoubleClick ( ) )

ClearProgressMessages Source code

exec function ClearProgressMessages ( ) )

ClientAdjustGlow Source code

function ClientAdjustGlow ( float scale, vector fog ) )

ClientAdjustPosition Source code

function ClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase ) )

ClientCapBandwidth Source code

function ClientCapBandwidth ( int Cap) )

ClientChangeVoiceChatter Source code

simulated function ClientChangeVoiceChatter ( int IpAddr, int Handle, bool Add ) )

ClientCloseMenu Source code

event ClientCloseMenu ( optional bool bCloseAll) )

ClientFlash Source code

function ClientFlash ( float scale, vector fog ) )

ClientGotoState Source code

function ClientGotoState ( name NewState, optional name NewLabel) )

ClientHearSound Source code

native event INT ClientHearSound ( actor Actor, S, vector SoundLocation, vector Parameters, float InnerRadius, int Flags, FLOAT FadeInTime, bool Attenuate )

ClientLeaveVoiceChat Source code

simulated function ClientLeaveVoiceChat ( ) )

ClientMessage Source code

event ClientMessage ( coerce string S, optional Name Type ) )

ClientOpenMenu Source code

event ClientOpenMenu ( string MenuClass, optional string MenuName, optional bool bDisconnect,optional string Msg1, optional string Msg2, optional int Msg3) )

ClientPlayForceFeedback Source code

simulated function ClientPlayForceFeedback ( String EffectName ) )

ClientPlaySound Source code

simulated function ClientPlaySound ( sound ASound, optional bool bVolumeControl, optional float inAtten )

ClientReliablePlaySound Source code

simulated function ClientReliablePlaySound ( sound ASound, optional bool bVolumeControl ) )

ClientRestart Source code

function ClientRestart ( Pawn aPawn, Name currentState) )

ClientSetBehindView Source code

function ClientSetBehindView ( bool B, optional bool bInteractive) )

ClientSetFixedCamera Source code

function ClientSetFixedCamera ( bool B) )

ClientSetHUD Source code

function ClientSetHUD ( class<HUD> newHUDType, optional class<Scoreboard> newScoringType) )

ClientSetMusic Source code

function ClientSetMusic ( string NewSong, EMusicTransition NewTransition ) )

ClientSetViewTarget Source code

event ClientSetViewTarget ( Actor a ) )

ClientShake Source code

private function ClientShake ( vector ShakeRoll, vector OffsetMag, vector ShakeRate, float OffsetTime) )

ClientStopForceFeedback Source code

function ClientStopForceFeedback ( optional String EffectName ) )

ClientTravel Source code

native event ClientTravel ( string URL, ETravelType TravelType, bool bItems )

ClientUpdatePosition Source code

function ClientUpdatePosition ( ) )

ClientValidate Source code

private native event ClientValidate ( string C )

ClientVoiceMessage Source code

function ClientVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID) )

CompressAccel Source code

function int CompressAccel ( int C) )

ConsoleCommand Source code

native function string ConsoleCommand ( string Command )

CopyToClipboard Source code

native function CopyToClipboard ( string Text )

CreateCameraEffect Source code

exec function CreateCameraEffect ( class<CameraEffect> EffectClass) )

DemoClientSetHUD Source code

simulated function DemoClientSetHUD ( class<HUD> newHUDClass, class<Scoreboard> newScoringClass ) )

Destroyed Source code

simulated event Destroyed ( ) )

EndState Dead Source code

function EndState ( ) )

EndState PlayerClimbing Source code

function EndState ( ) )

EndState PlayerSpidering Source code

function EndState ( ) )

EndState PlayerWaiting Source code

function EndState ( ) )

EndState PlayerWalking Source code

function EndState ( ) )

EndState Spectating Source code

function EndState ( ) )

EndState WaitingForPawn Source code

function EndState ( ) )

EndZoom Source code

function EndZoom ( ) )

FindGoodView Dead Source code

function FindGoodView ( ) )

FindGoodView GameEnded Source code

function FindGoodView ( ) )

Fire Dead Source code

exec function Fire ( optional float F ) )

Fire GameEnded Source code

exec function Fire ( optional float F ) )

Fire PlayerWaiting Source code

exec function Fire ( optional float F) )

Fire Scripting Source code

exec function Fire ( optional float F ) )

Fire Spectating Source code

exec function Fire ( optional float F ) )

Fire WaitingForPawn Source code

exec function Fire ( optional float F ) )

FixFOV Source code

function FixFOV ( ) )

ForceAdmin Source code

function ForceAdmin ( ) )

ForceDeathUpdate Source code

function ForceDeathUpdate ( ) )

ForceReload Source code

exec function ForceReload ( ) )

FOV Source code

exec function FOV ( float F) )

GainedChild Source code

simulated event GainedChild ( Actor Other ) )

GameSaved Source code

event GameSaved ( )

GetDefaultURL Source code

native final function string GetDefaultURL ( string Option )

GetEntryLevel Source code

native final function LevelInfo GetEntryLevel ( )

GetFacingDirection Source code

function int GetFacingDirection ( ) )

GetFreeMove Source code

final function SavedMove GetFreeMove ( ) )

GetPlayerNetworkAddress Source code

native final function string GetPlayerNetworkAddress ( )

GetServerNetworkAddress Source code

native final function string GetServerNetworkAddress ( )

GetTravelPawn Source code

event Pawn GetTravelPawn ( ) )

GetURLProtocol Source code

native final function string GetURLProtocol ( )

GetViewRotation Source code

simulated function rotator GetViewRotation ( ) )

GivePawn Source code

function GivePawn ( Pawn NewPawn) )

HandleWalking Source code

function HandleWalking ( ) )

InitInputSystem Source code

event InitInputSystem ( ) )

IsDead Source code

function bool IsDead ( ) )

IsDead Dead Source code

function bool IsDead ( ) )

IsFriendly Source code

function bool IsFriendly ( Actor Other) )

IsFriendlyPRI Source code

function bool IsFriendlyPRI ( PlayerReplicationInfo OtherPRI) )

IsSpectating Source code

function bool IsSpectating ( ) )

IsSpectating BaseSpectating Source code

function bool IsSpectating ( ) )

IsSpectating GameEnded Source code

function bool IsSpectating ( ) )

Jump Source code

exec function Jump ( optional float F ) )

Jump PlayerWaiting Source code

exec function Jump ( optional float F ) )

LeaveVoiceChat Source code

native final function LeaveVoiceChat ( )

LoadPlayers Source code

function LoadPlayers ( ) )

LocalTravel Source code

exec function LocalTravel ( string URL ) )

LongClientAdjustPosition Source code

function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) )

LongClientAdjustPosition GameEnded Source code

function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) )

LongClientAdjustPosition WaitingForPawn Source code

function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) )

LostChild Source code

simulated event LostChild ( Actor Other) )

MakeAdmin Source code

function MakeAdmin ( ) )

MoveAutonomous Source code

final function MoveAutonomous ( float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool NewbDoubleJump, bool NewbJetpack, EDoubleClickDir DoubleClickMove, vector newAccel, rotator DeltaRot ) )

Mutate Source code

exec function Mutate ( string MutateString) )

Name Source code

exec function Name ( coerce string S ) )

NextWeapon Source code

exec function NextWeapon ( ) )

NotifyHitWall PlayerSpidering Source code

event bool NotifyHitWall ( vector HitNormal, actor HitActor) )

NotifyLanded Source code

function bool NotifyLanded ( vector HitNormal) )

NotifyLanded PlayerSpidering Source code

function bool NotifyLanded ( vector HitNormal) )

NotifyLanded PlayerSwimming Source code

function bool NotifyLanded ( vector HitNormal) )

NotifyPhysicsVolumeChange PlayerClimbing Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifyPhysicsVolumeChange PlayerSpidering Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifyPhysicsVolumeChange PlayerSwimming Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifyPhysicsVolumeChange PlayerWalking Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

OnFinishedPrecaching Source code

simulated event OnFinishedPrecaching ( ) )

onMessage Source code

function onMessage ( Message msg) )

OpenMenu Source code

exec function OpenMenu ( string theMenu ) )

PasteFromClipboard Source code

native function string PasteFromClipboard ( )

Pause Source code

exec function Pause ( ) )

PawnDied Source code

function PawnDied ( Pawn P) )

PendingStasis Source code

function PendingStasis ( ) )

PlayAnnouncement Source code

simulated function PlayAnnouncement ( sound ASound, byte AnnouncementLevel, optional bool bForce) )

PlayBeepSound Source code

simulated function PlayBeepSound ( )

PlayerCalcView Source code

simulated event PlayerCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

PlayerMove Source code

function PlayerMove ( float DeltaTime )

PlayerMove BaseSpectating Source code

function PlayerMove ( float DeltaTime) )

PlayerMove Dead Source code

function PlayerMove ( float DeltaTime) )

PlayerMove GameEnded Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerClimbing Source code

function PlayerMove ( float DeltaTime ) )

PlayerMove PlayerFlying Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerRocketing Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerSpidering Source code

function PlayerMove ( float DeltaTime ) )

PlayerMove PlayerSwimming Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerWalking Source code

function PlayerMove ( float DeltaTime ) )

PlayerTick Source code

event PlayerTick ( float DeltaTime ) )

PlayerTick WaitingForPawn Source code

function PlayerTick ( float DeltaTime) )

Possess Source code

function Possess ( Pawn aPawn) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PreClientTravel Source code

event PreClientTravel ( ) )

PrevItem Source code

exec function PrevItem ( ) )

PrevWeapon Source code

exec function PrevWeapon ( ) )

ProcessDrive Source code

function ProcessDrive ( float InForward, float InStrafe, float InUp, bool InJump) )

ProcessMove Source code

function ProcessMove ( float DeltaTime, vector newAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove BaseSpectating Source code

function ProcessMove ( float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove PlayerClimbing Source code

function ProcessMove ( float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove PlayerSpidering Source code

function ProcessMove ( float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove PlayerSwimming Source code

function ProcessMove ( float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove PlayerWalking Source code

function ProcessMove ( float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProgressCommand Source code

event function ProgressCommand ( string Cmd, string Msg1, string Msg2, int seconds) )

QuickLoad Source code

exec function QuickLoad ( ) )

QuickSave Source code

exec function QuickSave ( ) )

ReceiveLocalizedMessage Source code

simulated event ReceiveLocalizedMessage ( class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Object OptionalObject, optional String OptionalString ) )

RemoveCameraEffect Source code

event RemoveCameraEffect ( CameraEffect ExEffect) )

ReplicateMove Source code

function ReplicateMove ( float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot ) )

ReportAdmin Source code

function ReportAdmin ( ) )

Reset Source code

function Reset ( ) )

ResetFOV Source code

function ResetFOV ( ) )

ResetKeyboard Source code

native(544) final function ResetKeyboard ( )

Restart Source code

function Restart ( ) )

RestartLevel Source code

exec function RestartLevel ( ) )

RocketServerMove Source code

function RocketServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte ClientRoll, int View ) )

RocketServerMove PlayerRocketing Source code

function RocketServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte ClientRoll, int View ) )

SaveGameExists Source code

native function bool SaveGameExists ( string SaveGameName )

Say Source code

exec function Say ( string Msg ) )

ServerAdminLogin Source code

function ServerAdminLogin ( string CmdLine ) )

ServerChangeVoiceChatter Source code

event ServerChangeVoiceChatter ( PlayerController Player, int IpAddr, int Handle, bool Add ) )

ServerDrive Source code

function ServerDrive ( float InForward, float InStrafe, float InUp, bool InJump) )

ServerGetVoiceChatters Source code

event ServerGetVoiceChatters ( PlayerController Player ) )

ServerGivePawn Source code

function ServerGivePawn ( ) )

ServerMove Source code

function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ) )

ServerMove Dead Source code

function ServerMove ( float TimeStamp, vector Accel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ) )

ServerMove GameEnded Source code

function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ) )

ServerMove PlayerRocketing Source code

function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ) )

ServerRestartGame Source code

function ServerRestartGame ( ) )

ServerReStartGame GameEnded Source code

function ServerReStartGame ( ) )

ServerReStartPlayer Dead Source code

function ServerReStartPlayer ( ) )

ServerReStartPlayer GameEnded Source code

function ServerReStartPlayer ( ) )

ServerRestartPlayer PlayerWaiting Source code

function ServerRestartPlayer ( ) )

ServerSetClientDemo Source code

function ServerSetClientDemo ( ) )

ServerSetHandedness Source code

function ServerSetHandedness ( float hand) )

ServerSpectateSpeed Source code

function ServerSpectateSpeed ( Float F) )

ServerThrowWeapon Source code

function ServerThrowWeapon ( ) )

ServerToggleBehindView Source code

function ServerToggleBehindView ( ) )

ServerUpdatePing Source code

function ServerUpdatePing ( int NewPing) )

ServerUse Source code

function ServerUse ( ) )

ServerUTrace Source code

function ServerUTrace ( ) )

ServerValidationResponse Source code

private native event ServerValidationResponse ( string R )

ServerVerifyViewTarget Source code

function ServerVerifyViewTarget ( ) )

ServerViewNextPlayer Source code

function ServerViewNextPlayer ( ) )

ServerViewSelf Source code

function ServerViewSelf ( ) )

SetCinematicMode Source code

function SetCinematicMode ( bool bCinematic )

SetFOV Source code

function SetFOV ( float NewFOV) )

SetFOVAngle Source code

function SetFOVAngle ( float newFOV) )

SetHand Source code

function SetHand ( int IntValue) )

SetMouseAccel Source code

exec function SetMouseAccel ( float F) )

SetMouseSmoothing Source code

exec function SetMouseSmoothing ( int Mode ) )

SetName Source code

exec function SetName ( coerce string S) )

SetNetSpeed Source code

native final function SetNetSpeed ( int NewSpeed )

SetPause Source code

function bool SetPause ( BOOL bPause ) )

SetProgressMessage Source code

exec event SetProgressMessage ( int Index, string S, color C ) )

SetProgressTime Source code

exec event SetProgressTime ( float T ) )

SetSensitivity Source code

exec function SetSensitivity ( float F) )

SetSpectateSpeed Source code

exec function SetSpectateSpeed ( Float F) )

SetViewTarget Source code

native final function SetViewTarget ( Actor NewViewTarget )

SetWeaponHand Source code

exec function SetWeaponHand ( string S ) )

ShakeView Source code

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

ShortClientAdjustPosition Source code

function ShortClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ) )

ShortServerMove Source code

function ShortServerMove ( float TimeStamp, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, byte ClientRoll, int View, bool NewbJetpack ) )

showEscapeMenu Source code

exec function showEscapeMenu ( ) )

ShowGun Source code

exec function ShowGun ( ) )

ShowMenu Source code

exec function ShowMenu ( ) )

ShowSubtitle Source code

event ShowSubtitle ( String Subtitle, float lifetime )

SpawnDefaultHUD Source code

function SpawnDefaultHUD ( ) )

Speech Source code

exec function Speech ( name Type, int Index, string Callsign ) )

StartClientDemoRec Source code

simulated event StartClientDemoRec ( ) )

StartZoom Source code

function StartZoom ( ) )

StopForceFeedback Source code

simulated function StopForceFeedback ( optional String EffectName ) )

StopZoom Source code

function StopZoom ( ) )

Suicide Source code

exec function Suicide ( ) )

Suicide PlayerWaiting Source code

exec function Suicide ( ) )

SwitchLevel Source code

exec function SwitchLevel ( string URL ) )

SwitchWeapon Source code

exec function SwitchWeapon ( byte F ) )

TeamMessage Source code

event TeamMessage ( PlayerReplicationInfo PRI, coerce string S, name Type ) )

TeamSay Source code

exec function TeamSay ( string Msg ) )

ThrowWeapon Source code

exec function ThrowWeapon ( ) )

ThrowWeapon GameEnded Source code

exec function ThrowWeapon ( ) )

Timer Dead Source code

function Timer ( ) )

Timer GameEnded Source code

function Timer ( ) )

Timer PlayerSwimming Source code

function Timer ( ) )

Timer WaitingForPawn Source code

function Timer ( ) )

ToggleBehindView Source code

exec function ToggleBehindView ( ) )

ToggleZoom Source code

function ToggleZoom ( ) )

TravelPostAccept Source code

event TravelPostAccept ( ) )

TurnAround Source code

function TurnAround ( ) )

TurnTowardNearestEnemy Source code

function bool TurnTowardNearestEnemy ( )

Typing Source code

function Typing ( bool bTyping ) )

UnPossess Source code

function UnPossess ( ) )

UpdateFlashComponent Source code

final function float UpdateFlashComponent ( float Current, float Step, float goal) )

UpdateRotation Source code

function UpdateRotation ( float DeltaTime, float maxPitch) )

UpdateRotation PlayerSpidering Source code

function UpdateRotation ( float DeltaTime, float maxPitch) )

Use Source code

exec function Use ( ) )

UTrace Source code

exec function UTrace ( ) )

VeryShortClientAdjustPosition Source code

function VeryShortClientAdjustPosition ( float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ) )

ViewFlash Source code

function ViewFlash ( float DeltaTime) )

ViewShake Source code

function ViewShake ( float DeltaTime) )

WantsSmoothedView PlayerSwimming Source code

function bool WantsSmoothedView ( ) )


Defaultproperties

defaultproperties
{
	 AimingHelp=0.0
     OrthoZoom=+40000.000000
     FlashScale=(X=1.000000,Y=1.000000,Z=1.000000)
	 AnnouncerVolume=4
	 FovAngle=85.000
     DesiredFOV=85.000000
	 DefaultFOV=85.000000
     Handedness=1.000000
     bAlwaysMouseLook=True
	 ViewingFrom="Now viewing from"
	 OwnCamera="Now viewing from own camera"
     QuickSaveString="Quick Saving"
	 QuickSaveName="QuickSave";
     NoPauseMessage="Game is not pauseable"
     bTravel=True
     bStasis=False
	 NetPriority=3
    MaxTimeMargin=+0.35
	 LocalMessageClass=class'LocalMessage'
	 bIsPlayer=true
	 Physics=PHYS_None
	 EnemyTurnSpeed=45000
	 CheatClass=class'Engine.CheatManager'
	 InputClass=class'Engine.PlayerInput'
	 CameraDist=+9.0
	 bZeroRoll=true
    bDynamicNetSpeed=true
    
    bEnableWeaponForceFeedback=True
    bEnablePickupForceFeedback=True
    bEnableDamageForceFeedback=True
    bEnableGUIForceFeedback=True
    bForceFeedbackSupported=True
    
    ProgressTimeOut=8.0
    MaxResponseTime=0.7
    SpectateSpeed=+600.0
    DynamicPingThreshold=+400.0
    ClientCap=0
	Texture=None 
}

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Creation time: st 23.5.2018 00:10:33.786 - Created with UnCodeX