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Gameplay.ClientSideCharacter

Extends
RefCount
Modifiers
dependsOn ( ObjectiveInfo ) dependsOn ( Deployable ) dependsOn ( RadarInfo ) native

Core.Object
|   
+-- Core.RefCount
   |   
   +-- Gameplay.ClientSideCharacter

Constants Summary
MAX_SPAWN_AREAS=20
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
HUDWeaponInfoactiveWeapon
intactiveWeaponIdx
boolaHeadIsTalking
Array<String>Announcements
boolbAwaitingTournamentStart
boolbCanBeUsed
boolbCanExitRespawnHUD
boolbDeployableActive
boolbDisplayChatWindow
boolbEnabledForUse
boolbHitObject
boolbHotkeysUpdated
boolbInstantRespawnMode
boolbLoadoutSelection
boolbNeedCountDownTimer
boolbNoMoreCarryables
boolbQuickChat
boolbRoundCountingDown
boolbSensorGridFunctional
boolbShowEnergyBar
boolbShowRespawnMap
boolbTalk
boolbTeamTalk
boolbUseableObjectPowered
boolbUseableObjectSwitch
boolbWaitingForRoundEnd
boolbZoomed
class<MPCarryable>carryable
stringcarryableHotkey
VectorcharLocation
RotatorcharRotation
intChatScrollDelta
floatcountDown
intCurrentChatWindowSize
intDamageAmounts[7]
intDefenseScore
class<Deployable>deployable
stringdeployableHotkey
Deployable.eDeployableInfodeployableState
floatdeployableUseTime
Array<class>detectedAlliesClass
Array<int>detectedAlliesHeight
Array<byte>detectedAlliesState
Array<float>detectedAlliesXPosition
Array<float>detectedAlliesYPosition
Array<class>detectedEnemiesClass
Array<int>detectedEnemiesHeight
Array<int>detectedEnemiesScreenX
Array<int>detectedEnemiesScreenY
Array<byte>detectedEnemiesState
Array<class<TeamInfo>>detectedEnemiesTeam
Array<float>detectedEnemiesXPosition
Array<float>detectedEnemiesYPosition
floatenergy
floatenergyMaximum
floatenergyWeaponDepleted
Array<EventMessage>EventMessages
intExitRespawnKeyBinding
StringExitRespawnKeyText
HUDWeaponInfofallbackWeapon
class<GameInfo>gameClass
HUDWeaponInfogrenades
floathealth
floathealthInjectionAmount
class<HealthKit>healthKit
stringhealthKitHotkey
inthealthKitQuantity
floathealthMaximum
floatlastHitObjectTime
StringlevelDescription
floatlevelTimeSeconds
intlivesLeft
Array<byte>loadoutEnabled
Array<String>loadoutNames
floatmapExtent
VectormapOrigin
Array<MarkerData>markers
intmatchScoreLimit
Array<HUDMessage>Messages
intMouseX
intMouseY
ColorneutralColor
ColorneutralHighlightColor
intnumCarryables
Array<ClientObjectiveActorInfo>ObjectiveActorData
Array<ClientObjectiveInfo>ObjectiveData
intOffenseScore
stringotherTeam
ColorotherTeamColor
ColorotherTeamHighlightColor
MaterialotherTeamIcon
intotherTeamScore
stringownTeam
ColorownTeamColor
ColorownTeamHighlightColor
MaterialownTeamIcon
intownTeamScore
class<Pack>pack
stringpackHotkey
floatpackProgressRatio
ePackStatepackState
Array<HUDMessage>PersonalMessages
intping
Array<POIInfo>POIData
stringpromptText
class<Equipment>questItem
MaterialradarUnderlayMaterial
ColorrelativeEnemyHighlightColor
ColorrelativeEnemyTeamColor
ColorrelativeFriendlyHighlightColor
ColorrelativeFriendlyTeamColor
floatrespawnTime
StringShowCommandMapKeyText
SpawnPointDataspawnAreas[MAX_SPAWN_AREAS]
intStyleScore
booltargetCanBeDamaged
floattargetDistance
floattargetFunctionalHealthThreshold
floattargetHealth
floattargetHealthMax
StringtargetLabel
floattargetShield
floattargetShieldMax
class<TeamInfo>targetTeam
ETeamAlignmenttargetTeamAlignment
classtargetType
floatthrowForce
floatthrowForceMax
floatturretHealth
floatturretHealthMaximum
VectoruseableObjectLocation
EColorTypeUserPrefColorType
floatvehicleHealth
floatvehicleHealthMaximum
MaterialvehicleManifestSchematic
Array<HUDPositionData>vehiclePositionData
floatVelocity
StringwatchedPlayerName
HUDWeaponInfoweapons[3]
floatzoomFactor
floatzoomMagnificationLevel
Inherited Variables from Core.RefCount
LatentStackLocations, m_RefCount
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
EDirectionType
DAMAGE_Front, DAMAGE_Rear, DAMAGE_Left, DAMAGE_Right, DAMAGE_Top, DAMAGE_Bottom, MAX_DAMAGE_DIRECTIONS
EMessageType
MessageType_Global, MessageType_Ally, MessageType_Enemy, MessageType_Subtitle, MessageType_System, MessageType_StatHigh, MessageType_StatMedium, MessageType_StatLow, MessageType_StatPenalty, MAX_MESSAGE_TYPES
ePackState
PS_Recharging, PS_Active, PS_Ready
ETeamAlignment
TA_Neutral, TA_Friendly, TA_Enemy
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary
ClientObjectiveActorInfo
objectiveDataIndex, IsFriendly, TeamInfoClass, XPosition, YPosition, Distance, Height, ScreenX, ScreenY, bFlashing
ClientObjectiveInfo
radarInfoClass, description, status, type, bFlashing, state, isFriendly, TeamInfoClass
EventMessage
StringOne, StringOneType, StringTwo, StringTwoType, IconMaterial
HUDMessage
Text, Type
HUDPositionData
posX, posY, bOccupiedByPlayer, bOccupied, bNotLabelled, SwitchHotKey
HUDWeaponInfo
type, ammo, hotkey, bCanFire, refireTime, timeSinceLastFire, Spread
MarkerData
Type, ScreenX, ScreenY, State, Friendly, Team
POIInfo
RadarInfoClass, Location, LabelText
SpawnPointData
bValid, SpawnPointName, SpawnPointLocation
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary
functionSpawnPointData GetSpawnArea (int index))
eventETeamAlignment GetTeamAlignment (PlayerCharacterController localController, PlayerReplicationInfo PRI))
eventColor GetTeamColor (ETeamAlignment alignment, optional bool bHighlight, optional class<TeamInfo> ObjectTeam))
function SetSpawnArea (int index, SpawnPointData data))
Inherited Functions from Core.RefCount
AddRef, Release
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=


Constants Detail

MAX_SPAWN_AREAS Source code

const MAX_SPAWN_AREAS = 20;


Variables Detail

activeWeapon Source code

var HUDWeaponInfo activeWeapon;

activeWeaponIdx Source code

var int activeWeaponIdx;

aHeadIsTalking Source code

var bool aHeadIsTalking;

Announcements Source code

var Array<String> Announcements;

bAwaitingTournamentStart Source code

var bool bAwaitingTournamentStart;

bCanBeUsed Source code

var bool bCanBeUsed;

bCanExitRespawnHUD Source code

var bool bCanExitRespawnHUD;

bDeployableActive Source code

var bool bDeployableActive;

bDisplayChatWindow Source code

var bool bDisplayChatWindow;

bEnabledForUse Source code

var bool bEnabledForUse;

bHitObject Source code

var bool bHitObject;

bHotkeysUpdated Source code

var bool bHotkeysUpdated;

bInstantRespawnMode Source code

var bool bInstantRespawnMode;

bLoadoutSelection Source code

var bool bLoadoutSelection;

bNeedCountDownTimer Source code

var bool bNeedCountDownTimer;

bNoMoreCarryables Source code

var bool bNoMoreCarryables;

bQuickChat Source code

var bool bQuickChat;

bRoundCountingDown Source code

var bool bRoundCountingDown;

bSensorGridFunctional Source code

var bool bSensorGridFunctional;

bShowEnergyBar Source code

var bool bShowEnergyBar;

bShowRespawnMap Source code

var bool bShowRespawnMap;

bTalk Source code

var bool bTalk;

bTeamTalk Source code

var bool bTeamTalk;

bUseableObjectPowered Source code

var bool bUseableObjectPowered;

bUseableObjectSwitch Source code

var bool bUseableObjectSwitch;

bWaitingForRoundEnd Source code

var bool bWaitingForRoundEnd;

bZoomed Source code

var bool bZoomed;

carryable Source code

var class<MPCarryable> carryable;

carryableHotkey Source code

var string carryableHotkey;

charLocation Source code

var Vector charLocation;

charRotation Source code

var Rotator charRotation;

ChatScrollDelta Source code

var int ChatScrollDelta;

countDown Source code

var float countDown;

CurrentChatWindowSize Source code

var int CurrentChatWindowSize;

DamageAmounts[7] Source code

var int DamageAmounts[7];

DefenseScore Source code

var int DefenseScore;

deployable Source code

var class<Deployable> deployable;

deployableHotkey Source code

var string deployableHotkey;

deployableState Source code

var Deployable.eDeployableInfo deployableState;

deployableUseTime Source code

var float deployableUseTime;

detectedAlliesClass Source code

var Array<class> detectedAlliesClass;

detectedAlliesHeight Source code

var Array<int> detectedAlliesHeight;

detectedAlliesState Source code

var Array<byte> detectedAlliesState;

detectedAlliesXPosition Source code

var Array<float> detectedAlliesXPosition;

detectedAlliesYPosition Source code

var Array<float> detectedAlliesYPosition;

detectedEnemiesClass Source code

var Array<class> detectedEnemiesClass;

detectedEnemiesHeight Source code

var Array<int> detectedEnemiesHeight;

detectedEnemiesScreenX Source code

var Array<int> detectedEnemiesScreenX;

detectedEnemiesScreenY Source code

var Array<int> detectedEnemiesScreenY;

detectedEnemiesState Source code

var Array<byte> detectedEnemiesState;

detectedEnemiesTeam Source code

var Array<class<TeamInfo>> detectedEnemiesTeam;

detectedEnemiesXPosition Source code

var Array<float> detectedEnemiesXPosition;

detectedEnemiesYPosition Source code

var Array<float> detectedEnemiesYPosition;

energy Source code

var float energy;

energyMaximum Source code

var float energyMaximum;

energyWeaponDepleted Source code

var float energyWeaponDepleted;

EventMessages Source code

var Array<EventMessage> EventMessages;

ExitRespawnKeyBinding Source code

var int ExitRespawnKeyBinding;

ExitRespawnKeyText Source code

var String ExitRespawnKeyText;

fallbackWeapon Source code

var HUDWeaponInfo fallbackWeapon;

gameClass Source code

var class<GameInfo> gameClass;

grenades Source code

var HUDWeaponInfo grenades;

health Source code

var float health;

healthInjectionAmount Source code

var float healthInjectionAmount;

healthKit Source code

var class<HealthKit> healthKit;

healthKitHotkey Source code

var string healthKitHotkey;

healthKitQuantity Source code

var int healthKitQuantity;

healthMaximum Source code

var float healthMaximum;

lastHitObjectTime Source code

var float lastHitObjectTime;

levelDescription Source code

var String levelDescription;

levelTimeSeconds Source code

var float levelTimeSeconds;

livesLeft Source code

var int livesLeft;

loadoutEnabled Source code

var Array<byte> loadoutEnabled;

loadoutNames Source code

var Array<String> loadoutNames;

mapExtent Source code

var float mapExtent;

mapOrigin Source code

var Vector mapOrigin;

markers Source code

var Array<MarkerData> markers;

matchScoreLimit Source code

var int matchScoreLimit;

Messages Source code

var Array<HUDMessage> Messages;

MouseX Source code

var int MouseX;

MouseY Source code

var int MouseY;

neutralColor Source code

var Color neutralColor;

neutralHighlightColor Source code

var Color neutralHighlightColor;

numCarryables Source code

var int numCarryables;

ObjectiveActorData Source code

var Array<ClientObjectiveActorInfo> ObjectiveActorData;

ObjectiveData Source code

var Array<ClientObjectiveInfo> ObjectiveData;

OffenseScore Source code

var int OffenseScore;

otherTeam Source code

var string otherTeam;

otherTeamColor Source code

var Color otherTeamColor;

otherTeamHighlightColor Source code

var Color otherTeamHighlightColor;

otherTeamIcon Source code

var Material otherTeamIcon;

otherTeamScore Source code

var int otherTeamScore;

ownTeam Source code

var string ownTeam;

ownTeamColor Source code

var Color ownTeamColor;

ownTeamHighlightColor Source code

var Color ownTeamHighlightColor;

ownTeamIcon Source code

var Material ownTeamIcon;

ownTeamScore Source code

var int ownTeamScore;

pack Source code

var class<Pack> pack;

packHotkey Source code

var string packHotkey;

packProgressRatio Source code

var float packProgressRatio;

packState Source code

var ePackState packState;

PersonalMessages Source code

var Array<HUDMessage> PersonalMessages;

ping Source code

var int ping;

POIData Source code

var Array<POIInfo> POIData;

promptText Source code

var string promptText;

questItem Source code

var class<Equipment> questItem;

radarUnderlayMaterial Source code

var Material radarUnderlayMaterial;

relativeEnemyHighlightColor Source code

var Color relativeEnemyHighlightColor;

relativeEnemyTeamColor Source code

var Color relativeEnemyTeamColor;

relativeFriendlyHighlightColor Source code

var Color relativeFriendlyHighlightColor;

relativeFriendlyTeamColor Source code

var Color relativeFriendlyTeamColor;

respawnTime Source code

var float respawnTime;

ShowCommandMapKeyText Source code

var String ShowCommandMapKeyText;

spawnAreas[MAX_SPAWN_AREAS] Source code

var SpawnPointData spawnAreas[MAX_SPAWN_AREAS];

StyleScore Source code

var int StyleScore;

targetCanBeDamaged Source code

var bool targetCanBeDamaged;

targetDistance Source code

var float targetDistance;

targetFunctionalHealthThreshold Source code

var float targetFunctionalHealthThreshold;

targetHealth Source code

var float targetHealth;

targetHealthMax Source code

var float targetHealthMax;

targetLabel Source code

var String targetLabel;

targetShield Source code

var float targetShield;

targetShieldMax Source code

var float targetShieldMax;

targetTeam Source code

var class<TeamInfo> targetTeam;

targetTeamAlignment Source code

var ETeamAlignment targetTeamAlignment;

targetType Source code

var class targetType;

throwForce Source code

var float throwForce;

throwForceMax Source code

var float throwForceMax;

turretHealth Source code

var float turretHealth;

turretHealthMaximum Source code

var float turretHealthMaximum;

useableObjectLocation Source code

var Vector useableObjectLocation;

UserPrefColorType Source code

var EColorType UserPrefColorType;

vehicleHealth Source code

var float vehicleHealth;

vehicleHealthMaximum Source code

var float vehicleHealthMaximum;

vehicleManifestSchematic Source code

var Material vehicleManifestSchematic;

vehiclePositionData Source code

var Array<HUDPositionData> vehiclePositionData;

Velocity Source code

var float Velocity;

watchedPlayerName Source code

var String watchedPlayerName;

weapons[3] Source code

var HUDWeaponInfo weapons[3];

zoomFactor Source code

var float zoomFactor;

zoomMagnificationLevel Source code

var float zoomMagnificationLevel;


Enumerations Detail

EDirectionType Source code

enum EDirectionType
{
DAMAGE_Front, DAMAGE_Rear, DAMAGE_Left, DAMAGE_Right, DAMAGE_Top, DAMAGE_Bottom, MAX_DAMAGE_DIRECTIONS
};

EMessageType Source code

enum EMessageType
{
MessageType_Global, MessageType_Ally, MessageType_Enemy, MessageType_Subtitle, MessageType_System, MessageType_StatHigh, MessageType_StatMedium, MessageType_StatLow, MessageType_StatPenalty, MAX_MESSAGE_TYPES
};

ePackState Source code

enum ePackState
{
PS_Recharging, PS_Active, PS_Ready
};

ETeamAlignment Source code

enum ETeamAlignment
{
TA_Neutral, TA_Friendly, TA_Enemy
};


Structures Detail

ClientObjectiveActorInfo Source code

struct ClientObjectiveActorInfo
{
var bool bFlashing;
var float Distance;
var int Height;
var bool IsFriendly;
var byte objectiveDataIndex;
var int ScreenX;
var int ScreenY;
var class<TeamInfo> TeamInfoClass;
var float XPosition;
var float YPosition;
};


ClientObjectiveInfo Source code

struct ClientObjectiveInfo
{
var bool bFlashing;
var string description;
var bool isFriendly;
var class radarInfoClass;
var byte state;
var EObjectiveStatus status;
var class<TeamInfo> TeamInfoClass;
var EObjectiveType type;
};


EventMessage Source code

struct EventMessage
{
var Material IconMaterial;
var String StringOne;
var EMessageType StringOneType;
var String StringTwo;
var EMessageType StringTwoType;
};


HUDMessage Source code

struct HUDMessage
{
var String Text;
var EMessageType Type;
};


HUDPositionData Source code

struct HUDPositionData
{
var bool bNotLabelled;
var bool bOccupied;
var bool bOccupiedByPlayer;
var int posX;
var int posY;
var String SwitchHotKey;
};


HUDWeaponInfo Source code

struct HUDWeaponInfo
{
var int ammo;
var bool bCanFire;
var string hotkey;
var float refireTime;
var float Spread;
var float timeSinceLastFire;
var class<Weapon> type;
};


MarkerData Source code

struct MarkerData
{
var bool Friendly;
var int ScreenX;
var int ScreenY;
var byte State;
var class<TeamInfo> Team;
var class<RadarInfo> Type;
};


POIInfo Source code

struct POIInfo
{
var String LabelText;
var Vector Location;
var class<RadarInfo> RadarInfoClass;
};


SpawnPointData Source code

struct SpawnPointData
{
var bool bValid;
var Vector SpawnPointLocation;
var String SpawnPointName;
};



Functions Detail

GetSpawnArea Source code

function SpawnPointData GetSpawnArea ( int index) )

GetTeamAlignment Source code

event ETeamAlignment GetTeamAlignment ( PlayerCharacterController localController, PlayerReplicationInfo PRI) )

GetTeamColor Source code

event Color GetTeamColor ( ETeamAlignment alignment, optional bool bHighlight, optional class<TeamInfo> ObjectTeam) )

SetSpawnArea Source code

function SetSpawnArea ( int index, SpawnPointData data) )


Defaultproperties

defaultproperties
{
	relativeFriendlyTeamColor=(R=20,G=220,B=20,A=255)
	relativeFriendlyHighlightColor=(R=0,B=0,G=255,A=255)
	relativeEnemyTeamColor=(R=220,G=20,B=20,A=255)
	relativeEnemyHighlightColor=(R=255,G=0,B=0,A=255)
	
	neutralColor=(R=128,G=128,B=128,A=255)
	neutralHighlightColor=(R=196,G=196,B=196,A=255)
}

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Creation time: st 23.5.2018 00:10:28.961 - Created with UnCodeX