Engine.PlayerController
- Extends
- Controller
- Modifiers
- config ( user ) native nativereplication
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.PlayerController
Direct Known Subclasses:
Camera, DemoRecSpectator, MessagingSpectator, PlayerCharacterController
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 |
Inherited Enumerations from Engine.Actor |
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates |
Functions Summary |
| | ActivateInventoryItem (class InvItem ))
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| | ActivateItem ()))
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| | AddCameraEffect (CameraEffect NewEffect, ptional bool RemoveExisting))
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| | AddCheats ()))
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| | AdjustView (float DeltaTime ))
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| | Admin (string CommandLine ))
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| | AdminCommand (string CommandLine ))
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| | AdminLogin (string CmdLine))
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| | AdminLogout ()))
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| | AdminPromote (string TargetPlayerName))
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| | AdminReply (string Reply ))
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| | AltFire (optional float F ))
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| | AltFire (optional float F )) Dead |
| | AltFire (optional float F )) GameEnded |
| | AltFire (optional float F)) PlayerWaiting |
| | AltFire (optional float F )) Scripting |
| | AltFire (optional float F )) Spectating |
| | AltFire (optional float F )) WaitingForPawn |
| | AskForPawn ()))
|
| | BeginState ())) Dead |
| | BeginState ())) GameEnded |
| | BeginState ())) PlayerClimbing |
| | BeginState ())) PlayerFlying |
| | BeginState ())) PlayerRocketing |
| | BeginState ())) PlayerSpidering |
| | BeginState ())) PlayerSwimming |
| | BeginState ())) PlayerWaiting |
| | BeginState ())) PlayerWalking |
| | BeginState ())) Spectating |
| | BeginState ())) WaitingForPawn |
| | BehindView (Bool B ))
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| int | BlendRot (float DeltaTime, int BlendC, int NewC))
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| | CalcBehindView (out vector CameraLocation, out rotator CameraRotation, float Dist))
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| | CalcFirstPersonView (out vector CameraLocation, out rotator CameraRotation ))
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| bool | CanRestartPlayer ()))
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| | ChangeAlwaysMouseLook (Bool B))
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| | ChangedWeapon ()))
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| | ChangeName (coerce string S ))
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| | ChangeStairLook (bool B ))
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| | ChangeTeam (int N, optional bool bAdminOverride ))
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| | ChangeTeam (int N, optional bool bAdminOverride )) PlayerWaiting |
| | ChangeVoiceChatter (int IpAddr, int Handle, bool Add)
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| bool | CheckCullDistance (vector Location, float CullDistance)
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| | CheckShake (out float MaxOffset, out float Offset, out float Rate, out float Time))
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| | CleanOutSavedMoves ()))
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| | ClearDoubleClick ()))
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| | ClearProgressMessages ()))
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| | ClientAdjustGlow (float scale, vector fog ))
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| | ClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase
))
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| | ClientCapBandwidth (int Cap))
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| | ClientChangeVoiceChatter (int IpAddr, int Handle, bool Add ))
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| | ClientCloseMenu (optional bool bCloseAll))
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| | ClientFlash (float scale, vector fog ))
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| | ClientGotoState (name NewState, optional name NewLabel))
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| INT | ClientHearSound (actor Actor, SS, vector SoundLocation, vector Parameters, float InnerRadius, int Flags, FLOAT FadeInTime, bool Attenuate)
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| | ClientLeaveVoiceChat ()))
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| | ClientMessage (coerce string S, optional Name Type ))
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| | ClientOpenMenu (string MenuClass, optional string MenuName, optional bool bDisconnect, ptional string Msg1, optional string Msg2, optional int Msg3))
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| | ClientPlayForceFeedback (String EffectName ))
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| | ClientPlaySound (sound ASound, optional bool bVolumeControl, optional float inAtten)
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| | ClientReliablePlaySound (sound ASound, optional bool bVolumeControl ))
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| | ClientRestart (Pawn aPawn, Name currentState))
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| | ClientSetBehindView (bool B, optional bool bInteractive))
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| | ClientSetFixedCamera (bool B))
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| | ClientSetHUD (class<HUD> newHUDType, optional class<Scoreboard> newScoringType))
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| | ClientSetMusic (string NewSong, EMusicTransition NewTransition ))
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| | ClientSetViewTarget (Actor a ))
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| | ClientShake (vector ShakeRoll, vector OffsetMag, vector ShakeRate, float OffsetTime))
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| | ClientStopForceFeedback (optional String EffectName ))
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| | ClientTravel (string URL, ETravelType TravelType, bool bItems)
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| | ClientUpdatePosition ()))
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| | ClientValidate (string C)
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| | ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID))
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| int | CompressAccel (int C))
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| string | ConsoleCommand (string Command)
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| | CopyToClipboard (string Text)
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| | CreateCameraEffect (class<CameraEffect> EffectClass))
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| | DemoClientSetHUD (class<HUD> newHUDClass, class newScoringClass ))
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| | Destroyed ()))
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| | EndState ())) Dead |
| | EndState ())) PlayerClimbing |
| | EndState ())) PlayerSpidering |
| | EndState ())) PlayerWaiting |
| | EndState ())) PlayerWalking |
| | EndState ())) Spectating |
| | EndState ())) WaitingForPawn |
| | EndZoom ()))
|
| | FindGoodView ())) Dead |
| | FindGoodView ())) GameEnded |
| | Fire (optional float F )) Dead |
| | Fire (optional float F )) GameEnded |
| | Fire (optional float F)) PlayerWaiting |
| | Fire (optional float F )) Scripting |
| | Fire (optional float F )) Spectating |
| | Fire (optional float F )) WaitingForPawn |
| | FixFOV ()))
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| | ForceAdmin ()))
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| | ForceDeathUpdate ()))
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| | ForceReload ()))
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| | FOV (float F))
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| | GainedChild (Actor Other ))
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| | GameSaved ()
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| string | GetDefaultURL (string Option)
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| LevelInfo | GetEntryLevel ()
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| int | GetFacingDirection ()))
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| SavedMove | GetFreeMove ()))
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| string | GetPlayerNetworkAddress ()
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| string | GetServerNetworkAddress ()
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| Pawn | GetTravelPawn ()))
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| string | GetURLProtocol ()
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| rotator | GetViewRotation ()))
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| | GivePawn (Pawn NewPawn))
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| | HandleWalking ()))
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| | InitInputSystem ()))
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| bool | IsDead ()))
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| bool | IsDead ())) Dead |
| bool | IsFriendly (Actor Other))
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| bool | IsFriendlyPRI (PlayerReplicationInfo OtherPRI))
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| bool | IsSpectating ()))
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| bool | IsSpectating ())) BaseSpectating |
| bool | IsSpectating ())) GameEnded |
| | Jump (optional float F ))
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| | Jump (optional float F )) PlayerWaiting |
| | LeaveVoiceChat ()
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| | LoadPlayers ()))
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| | LocalTravel (string URL ))
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| | 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 (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 |
| | 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 |
| | LostChild (Actor Other))
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| | MakeAdmin ()))
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| | MoveAutonomous (float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool NewbDoubleJump, bool NewbJetpack, EDoubleClickDir DoubleClickMove, vector newAccel, rotator DeltaRot
))
|
| | Mutate (string MutateString))
|
| | Name (coerce string S ))
|
| | NextWeapon ()))
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| bool | NotifyHitWall (vector HitNormal, actor HitActor)) PlayerSpidering |
| bool | NotifyLanded (vector HitNormal))
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| bool | NotifyLanded (vector HitNormal)) PlayerSpidering |
| bool | NotifyLanded (vector HitNormal)) PlayerSwimming |
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerClimbing |
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerSpidering |
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerSwimming |
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerWalking |
| | OnFinishedPrecaching ()))
|
| | onMessage (Message msg))
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| | OpenMenu (string theMenu ))
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| string | PasteFromClipboard ()
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| | Pause ()))
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| | PawnDied (Pawn P))
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| | PendingStasis ()))
|
| | PlayAnnouncement (sound ASound, byte AnnouncementLevel, optional bool bForce))
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| | PlayBeepSound ()
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| | PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
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| | PlayerMove (float DeltaTime)
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| | PlayerMove (float DeltaTime)) BaseSpectating |
| | PlayerMove (float DeltaTime)) Dead |
| | PlayerMove (float DeltaTime)) GameEnded |
| | PlayerMove (float DeltaTime )) PlayerClimbing |
| | PlayerMove (float DeltaTime)) PlayerFlying |
| | PlayerMove (float DeltaTime)) PlayerRocketing |
| | PlayerMove (float DeltaTime )) PlayerSpidering |
| | PlayerMove (float DeltaTime)) PlayerSwimming |
| | PlayerMove (float DeltaTime )) PlayerWalking |
| | PlayerTick (float DeltaTime ))
|
| | PlayerTick (float DeltaTime)) WaitingForPawn |
| | Possess (Pawn aPawn))
|
| | PostBeginPlay ()))
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| | PreBeginPlay ()))
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| | PreClientTravel ()))
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| | PrevItem ()))
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| | PrevWeapon ()))
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| | ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump))
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| | ProcessMove (float DeltaTime, vector newAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot))
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| | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) BaseSpectating |
| | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerClimbing |
| | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerSpidering |
| | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerSwimming |
| | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerWalking |
| function | ProgressCommand (string Cmd, string Msg1, string Msg2, int seconds))
|
| | QuickLoad ()))
|
| | QuickSave ()))
|
| | ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Object OptionalObject, optional String OptionalString ))
|
| | RemoveCameraEffect (CameraEffect ExEffect))
|
| | ReplicateMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot
))
|
| | ReportAdmin ()))
|
| | Reset ()))
|
| | ResetFOV ()))
|
| | ResetKeyboard ()
|
| | Restart ()))
|
| | RestartLevel ()))
|
| | RocketServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte ClientRoll, int View
))
|
| | RocketServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte ClientRoll, int View )) PlayerRocketing |
| bool | SaveGameExists (string SaveGameName)
|
| | Say (string Msg ))
|
| | ServerAdminLogin (string CmdLine ))
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| | ServerChangeVoiceChatter (PlayerController Player, int IpAddr, int Handle, bool Add ))
|
| | ServerDrive (float InForward, float InStrafe, float InUp, bool InJump))
|
| | ServerGetVoiceChatters (PlayerController Player ))
|
| | ServerGivePawn ()))
|
| | 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 (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 |
| | 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 |
| | 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 |
| | ServerRestartGame ()))
|
| | ServerReStartGame ())) GameEnded |
| | ServerReStartPlayer ())) Dead |
| | ServerReStartPlayer ())) GameEnded |
| | ServerRestartPlayer ())) PlayerWaiting |
| | ServerSetClientDemo ()))
|
| | ServerSetHandedness (float hand))
|
| | ServerSpectateSpeed (Float F))
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| | ServerThrowWeapon ()))
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| | ServerToggleBehindView ()))
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| | ServerUpdatePing (int NewPing))
|
| | ServerUse ()))
|
| | ServerUTrace ()))
|
| | ServerValidationResponse (string R)
|
| | ServerVerifyViewTarget ()))
|
| | ServerViewNextPlayer ()))
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| | ServerViewSelf ()))
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| | SetCinematicMode (bool bCinematic)
|
| | SetFOV (float NewFOV))
|
| | SetFOVAngle (float newFOV))
|
| | SetHand (int IntValue))
|
| | SetMouseAccel (float F))
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| | SetMouseSmoothing (int Mode ))
|
| | SetName (coerce string S))
|
| | SetNetSpeed (int NewSpeed)
|
| bool | SetPause (BOOL bPause ))
|
| | SetProgressMessage (int Index, string S, color C ))
|
| | SetProgressTime (float T ))
|
| | SetSensitivity (float F))
|
| | SetSpectateSpeed (Float F))
|
| | SetViewTarget (Actor NewViewTarget)
|
| | SetWeaponHand (string S ))
|
| | ShakeView (float shaketime, float RollMag, vector OffsetMag, float RollRate, vector OffsetRate, float OffsetTime))
|
| | ShortClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase
))
|
| | ShortServerMove (float TimeStamp, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, byte ClientRoll, int View, bool NewbJetpack
))
|
| | showEscapeMenu ()))
|
| | ShowGun ()))
|
| | ShowMenu ()))
|
| | ShowSubtitle (String Subtitle, float lifetime)
|
| | SpawnDefaultHUD ()))
|
| | Speech (name Type, int Index, string Callsign ))
|
| | StartClientDemoRec ()))
|
| | StartZoom ()))
|
| | StopForceFeedback (optional String EffectName ))
|
| | StopZoom ()))
|
| | Suicide ()))
|
| | Suicide ())) PlayerWaiting |
| | SwitchLevel (string URL ))
|
| | SwitchWeapon (byte F ))
|
| | TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type ))
|
| | TeamSay (string Msg ))
|
| | ThrowWeapon ()))
|
| | ThrowWeapon ())) GameEnded |
| | Timer ())) Dead |
| | Timer ())) GameEnded |
| | Timer ())) PlayerSwimming |
| | Timer ())) WaitingForPawn |
| | ToggleBehindView ()))
|
| | ToggleZoom ()))
|
| | TravelPostAccept ()))
|
| | TurnAround ()))
|
| bool | TurnTowardNearestEnemy ()
|
| | Typing (bool bTyping ))
|
| | UnPossess ()))
|
| float | UpdateFlashComponent (float Current, float Step, float goal))
|
| | UpdateRotation (float DeltaTime, float maxPitch))
|
| | UpdateRotation (float DeltaTime, float maxPitch)) PlayerSpidering |
| | Use ()))
|
| | UTrace ()))
|
| | VeryShortClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase
))
|
| | ViewFlash (float DeltaTime))
|
| | ViewShake (float DeltaTime))
|
| bool | 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 |
GameEnded Source code |
state GameEnded
|
AltFire, BeginState, FindGoodView, Fire, IsSpectating, LongClientAdjustPosition, PlayerMove, ServerMove, ServerReStartGame, ServerReStartPlayer, ThrowWeapon, Timer |
var input float aBaseX;
var input float aBaseY;
var input float aBaseZ;
var input float aForward;
var globalconfig float AimingHelp;
var input float aLookUp;
var input float aMouseX;
var input float aMouseY;
var globalconfig byte AnnouncerLevel;
var globalconfig byte AnnouncerVolume;
var input float aStrafe;
var input float aTurn;
var input float aUp;
var const bool bAllActorsRelevant;
var globalconfig bool bAlwaysLevel;
var globalconfig bool bAlwaysMouseLook;
var globalconfig bool bAutoTaunt;
var bool bBehindView;
var bool bBlockCloseCamera;
var bool bCameraPositionLocked;
var bool bCenterView;
var bool bCheatFlying;
var bool bClientDemo;
var bool bDoubleJump;
var globalconfig bool bDynamicNetSpeed;
var bool bFixedCamera;
var bool bForcePrecache;
var bool bFreeCamera;
var input byte bFreeLook;
var bool bFrozen;
var bool bIsTyping;
var bool bJumpStatus;
var globalconfig bool bKeyboardLook;
BlendedTargetViewRotation Source code
var
rotator BlendedTargetViewRotation;
var input byte bLook;
var globalconfig bool bLookUpStairs;
var bool bManualFogUpdate;
var globalconfig bool bNeverSwitchOnPickup;
var globalconfig bool bNoAutoTaunts;
var globalconfig bool bNoMatureLanguage;
var globalconfig bool bNoVoiceMessages;
var globalconfig bool bNoVoiceTaunts;
var bool bPendingDestroy;
var bool bPressedJump;
var bool bSetTurnRot;
var bool bShortConnectTimeOut;
var input byte bSnapLevel;
var globalconfig bool bSnapToLevel;
var input byte bStrafe;
var input byte bTurn180;
var input byte bTurnToNearest;
var bool bUpdatePosition;
var bool bUpdating;
var bool bValidBehindCamera;
var bool bViewBot;
var input byte bXAxis;
var input byte bYAxis;
var bool bZeroRoll;
var bool bZooming;
var float CameraDist;
var
vector CinematicShakeOffset;
var int ClientCap;
var float ClientUpdateTime;
var float ConstantGlowScale;
var float CurrentDistanceFogEnd;
var float CurrentTimeStamp;
var globalconfig float DefaultFOV;
var globalconfig float DesiredFOV;
var globalconfig float DynamicPingThreshold;
var config int EnemyTurnSpeed;
var float ExactPing;
var int ExShowFlags;
var const
vector FailedPathStart;
var float ForcePrecacheTime;
var float FOVBias;
var int GroundPitch;
var
color LastDistanceFogColor;
var float LastDistanceFogEnd;
var float LastDistanceFogStart;
var float LastPingUpdate;
var float LastPlaySound;
var float LastPlaySpeech;
var float LastUpdateTime;
var int LastZone;
var float LoginDelay;
var globalconfig float MaxResponseTime;
var float MaxShakeRoll;
var globalconfig float MaxTimeMargin;
var int Misc1;
var int Misc2;
var float NextLoginTime;
var float NextSpeedChange;
var localized string NoPauseMessage;
var float OldPing;
var float OrthoZoom;
var localized string OwnCamera;
var
color ProgressColor[
4];
var string ProgressMessage[4];
var float ProgressTimeOut;
var localized string QuickSaveName;
var localized string QuickSaveString;
var
Matrix RenderWorldToCamera;
var int RendMap;
var float ServerTimeStamp;
var float ShakeRollRate;
var float ShakeRollTime;
var int ShowFlags;
var string Song;
var float SpectateSpeed;
var globalconfig string StatsPassword;
var globalconfig string StatsUsername;
var float TargetEyeHeight;
TargetWeaponViewOffset Source code
var
vector TargetWeaponViewOffset;
var float TimeMargin;
TimeSinceLastFogChange Source code
var float TimeSinceLastFogChange;
var bool UseFixedVisibility;
var localized string ViewingFrom;
var const
actor ViewTarget;
var float WaitDelay;
var int WeaponUpdate;
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;
exec function ActivateInventoryItem ( class InvItem ) )
exec function ActivateItem ( ) )
event AddCameraEffect (
CameraEffect NewEffect,optional
bool RemoveExisting) )
function AddCheats ( ) )
function AdjustView ( float DeltaTime ) )
exec
function Admin (
string CommandLine ) )
function AdminCommand ( string CommandLine ) )
exec function AdminLogin ( string CmdLine) )
exec function AdminLogout ( ) )
exec function AdminPromote ( string TargetPlayerName) )
function AdminReply ( string Reply ) )
exec function AltFire ( optional float F ) )
exec function AltFire ( optional float F ) )
exec function AltFire ( optional float F ) )
exec function AltFire ( optional float F) )
exec function AltFire ( optional float F ) )
exec function AltFire ( optional float F ) )
AltFire WaitingForPawn Source code
exec function AltFire ( optional float F ) )
function AskForPawn ( ) )
function BeginState ( ) )
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 ( ) )
function BeginState ( ) )
BeginState WaitingForPawn Source code
function BeginState ( ) )
exec function BehindView ( Bool B ) )
function int BlendRot ( float DeltaTime, int BlendC, int NewC) )
simulated
function CalcBehindView ( out
vector CameraLocation, out
rotator CameraRotation,
float Dist) )
simulated
function CalcFirstPersonView ( out
vector CameraLocation, out
rotator CameraRotation ) )
function bool CanRestartPlayer ( ) )
function ChangeAlwaysMouseLook ( Bool B) )
function ChangedWeapon ( ) )
function ChangeName ( coerce string S ) )
function ChangeStairLook ( bool B ) )
exec function ChangeTeam ( int N, optional bool bAdminOverride ) )
ChangeTeam PlayerWaiting Source code
exec function ChangeTeam ( int N, optional bool bAdminOverride ) )
native final
function ChangeVoiceChatter (
int IpAddr,
int Handle,
bool Add )
native final
function bool CheckCullDistance (
vector Location,
float CullDistance )
function CheckShake ( out
float MaxOffset, out
float Offset, out
float Rate, out
float Time) )
function CleanOutSavedMoves ( ) )
function ClearDoubleClick ( ) )
exec 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) )
ClientChangeVoiceChatter Source code
simulated
function ClientChangeVoiceChatter (
int IpAddr,
int Handle,
bool Add ) )
event ClientCloseMenu ( optional bool bCloseAll) )
function ClientGotoState ( name NewState, optional name NewLabel) )
native event
INT ClientHearSound (
actor Actor,
S,
vector SoundLocation,
vector Parameters,
float InnerRadius,
int Flags,
FLOAT FadeInTime,
bool Attenuate )
simulated function ClientLeaveVoiceChat ( ) )
event ClientMessage ( coerce string S, optional Name Type ) )
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 ) )
simulated function ClientPlaySound ( sound ASound, optional bool bVolumeControl, optional float inAtten )
ClientReliablePlaySound Source code
simulated 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) )
event ClientSetViewTarget (
Actor a ) )
private
function ClientShake (
vector ShakeRoll,
vector OffsetMag,
vector ShakeRate,
float OffsetTime) )
ClientStopForceFeedback Source code
function ClientStopForceFeedback ( optional String EffectName ) )
native event ClientTravel (
string URL,
ETravelType TravelType,
bool bItems )
function ClientUpdatePosition ( ) )
private native event ClientValidate ( string C )
function int CompressAccel ( int C) )
native function string ConsoleCommand ( string Command )
native function CopyToClipboard ( string Text )
exec
function CreateCameraEffect (
class<
CameraEffect> EffectClass) )
simulated
function DemoClientSetHUD (
class<
HUD> newHUDClass,
class<
Scoreboard>
newScoringClass ) )
simulated event Destroyed ( ) )
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 ( ) )
function EndState ( ) )
EndState WaitingForPawn Source code
function EndState ( ) )
function EndZoom ( ) )
function FindGoodView ( ) )
FindGoodView GameEnded Source code
function FindGoodView ( ) )
exec function Fire ( optional float F ) )
exec function Fire ( optional float F ) )
exec function Fire ( optional float F) )
exec function Fire ( optional float F ) )
exec function Fire ( optional float F ) )
exec function Fire ( optional float F ) )
function FixFOV ( ) )
function ForceAdmin ( ) )
function ForceDeathUpdate ( ) )
exec function ForceReload ( ) )
exec function FOV ( float F) )
simulated event GainedChild (
Actor Other ) )
event GameSaved ( )
native final function string GetDefaultURL ( string Option )
native final
function LevelInfo GetEntryLevel ( )
function int GetFacingDirection ( ) )
GetPlayerNetworkAddress Source code
native final function string GetPlayerNetworkAddress ( )
GetServerNetworkAddress Source code
native final function string GetServerNetworkAddress ( )
event
Pawn GetTravelPawn ( ) )
native final function string GetURLProtocol ( )
simulated
function rotator GetViewRotation ( ) )
function GivePawn (
Pawn NewPawn) )
function HandleWalking ( ) )
event InitInputSystem ( ) )
function bool IsDead ( ) )
function bool IsDead ( ) )
function bool IsFriendly (
Actor Other) )
function bool IsSpectating ( ) )
IsSpectating BaseSpectating Source code
function bool IsSpectating ( ) )
IsSpectating GameEnded Source code
function bool IsSpectating ( ) )
exec function Jump ( optional float F ) )
exec function Jump ( optional float F ) )
native final function LeaveVoiceChat ( )
function LoadPlayers ( ) )
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
) )
simulated event LostChild (
Actor Other) )
function MakeAdmin ( ) )
final
function MoveAutonomous (
float DeltaTime,
bool NewbRun,
bool NewbDuck,
bool NewbPressedJump,
bool NewbDoubleJump,
bool NewbJetpack,
EDoubleClickDir DoubleClickMove,
vector newAccel,
rotator DeltaRot
) )
exec function Mutate ( string MutateString) )
exec function Name ( coerce string S ) )
exec function NextWeapon ( ) )
NotifyHitWall PlayerSpidering Source code
event
bool NotifyHitWall (
vector HitNormal,
actor HitActor) )
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 ) )
simulated event OnFinishedPrecaching ( ) )
exec function OpenMenu ( string theMenu ) )
native function string PasteFromClipboard ( )
exec function Pause ( ) )
function PawnDied (
Pawn P) )
function PendingStasis ( ) )
simulated function PlayAnnouncement ( sound ASound, byte AnnouncementLevel, optional bool bForce) )
simulated function PlayBeepSound ( )
simulated event PlayerCalcView ( out
actor ViewActor, out
vector CameraLocation, out
rotator CameraRotation ) )
function PlayerMove ( float DeltaTime )
PlayerMove BaseSpectating Source code
function PlayerMove ( float DeltaTime) )
function PlayerMove ( float DeltaTime) )
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 ) )
event PlayerTick ( float DeltaTime ) )
PlayerTick WaitingForPawn Source code
function PlayerTick ( float DeltaTime) )
function Possess (
Pawn aPawn) )
event PostBeginPlay ( ) )
event PreBeginPlay ( ) )
event PreClientTravel ( ) )
exec function PrevItem ( ) )
exec function PrevWeapon ( ) )
function ProcessDrive ( float InForward, float InStrafe, float InUp, bool InJump) )
ProcessMove BaseSpectating Source code
ProcessMove PlayerClimbing Source code
ProcessMove PlayerSpidering Source code
ProcessMove PlayerSwimming Source code
ProcessMove PlayerWalking Source code
event function ProgressCommand ( string Cmd, string Msg1, string Msg2, int seconds) )
exec function QuickLoad ( ) )
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 ) )
function ReportAdmin ( ) )
function Reset ( ) )
function ResetFOV ( ) )
native(544) final function ResetKeyboard ( )
function Restart ( ) )
exec function RestartLevel ( ) )
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
) )
native function bool SaveGameExists ( string SaveGameName )
exec
function Say (
string Msg ) )
function ServerAdminLogin ( string CmdLine ) )
ServerChangeVoiceChatter Source code
function ServerDrive ( float InForward, float InStrafe, float InUp, bool InJump) )
ServerGetVoiceChatters Source code
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
) )
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
) )
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 ( ) )
function ServerSetClientDemo ( ) )
function ServerSetHandedness ( float hand) )
function ServerSpectateSpeed ( Float F) )
function ServerThrowWeapon ( ) )
ServerToggleBehindView Source code
function ServerToggleBehindView ( ) )
function ServerUpdatePing ( int NewPing) )
function ServerUse ( ) )
function ServerUTrace ( ) )
ServerValidationResponse Source code
private native event ServerValidationResponse ( string R )
ServerVerifyViewTarget Source code
function ServerVerifyViewTarget ( ) )
function ServerViewNextPlayer ( ) )
function ServerViewSelf ( ) )
function SetCinematicMode ( bool bCinematic )
function SetFOV ( float NewFOV) )
function SetFOVAngle ( float newFOV) )
function SetHand ( int IntValue) )
exec function SetMouseAccel ( float F) )
exec function SetMouseSmoothing ( int Mode ) )
exec function SetName ( coerce string S) )
native final function SetNetSpeed ( int NewSpeed )
function bool SetPause ( BOOL bPause ) )
exec event SetProgressMessage (
int Index,
string S,
color C ) )
exec event SetProgressTime ( float T ) )
exec function SetSensitivity ( float F) )
exec function SetSpectateSpeed ( Float F) )
native final
function SetViewTarget (
Actor NewViewTarget )
exec function SetWeaponHand ( string S ) )
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
) )
function ShortServerMove (
float TimeStamp,
vector ClientLoc,
bool NewbRun,
bool NewbDuck,
bool NewbJumpStatus,
byte ClientRoll,
int View,
bool NewbJetpack
) )
exec function showEscapeMenu ( ) )
exec function ShowGun ( ) )
exec function ShowMenu ( ) )
event ShowSubtitle ( String Subtitle, float lifetime )
function SpawnDefaultHUD ( ) )
exec function Speech ( name Type, int Index, string Callsign ) )
simulated event StartClientDemoRec ( ) )
function StartZoom ( ) )
simulated function StopForceFeedback ( optional String EffectName ) )
function StopZoom ( ) )
exec function Suicide ( ) )
exec function Suicide ( ) )
exec
function SwitchLevel (
string URL ) )
exec function SwitchWeapon ( byte F ) )
exec
function TeamSay (
string Msg ) )
exec function ThrowWeapon ( ) )
exec function ThrowWeapon ( ) )
exec function ToggleBehindView ( ) )
function ToggleZoom ( ) )
event TravelPostAccept ( ) )
function TurnAround ( ) )
TurnTowardNearestEnemy Source code
function bool TurnTowardNearestEnemy ( )
function Typing ( bool bTyping ) )
function UnPossess ( ) )
final function float UpdateFlashComponent ( float Current, float Step, float goal) )
function UpdateRotation ( float DeltaTime, float maxPitch) )
UpdateRotation PlayerSpidering Source code
function UpdateRotation ( float DeltaTime, float maxPitch) )
exec function Use ( ) )
exec function UTrace ( ) )
VeryShortClientAdjustPosition Source code
function VeryShortClientAdjustPosition (
float TimeStamp,
float NewLocX,
float NewLocY,
float NewLocZ,
Actor NewBase
) )
function ViewFlash ( float DeltaTime) )
function ViewShake ( float DeltaTime) )
WantsSmoothedView PlayerSwimming Source code
function bool WantsSmoothedView ( ) )
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