Gameplay.ClientSideCharacter
- Extends
- RefCount
- Modifiers
- dependsOn ( ObjectiveInfo ) dependsOn ( Deployable ) dependsOn ( RadarInfo ) native
Core.Object
|
+-- Core.RefCount
|
+-- Gameplay.ClientSideCharacter
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 |
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 |
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, ^, ^^, |, ||, ~, ~= |
const MAX_SPAWN_AREAS = 20;
var int activeWeaponIdx;
var bool aHeadIsTalking;
var Array<String> Announcements;
bAwaitingTournamentStart Source code
var bool bAwaitingTournamentStart;
var bool bCanBeUsed;
var bool bCanExitRespawnHUD;
var bool bDeployableActive;
var bool bDisplayChatWindow;
var bool bEnabledForUse;
var bool bHitObject;
var bool bHotkeysUpdated;
var bool bInstantRespawnMode;
var bool bLoadoutSelection;
var bool bNeedCountDownTimer;
var bool bNoMoreCarryables;
var bool bQuickChat;
var bool bRoundCountingDown;
var bool bSensorGridFunctional;
var bool bShowEnergyBar;
var bool bShowRespawnMap;
var bool bTalk;
var bool bTeamTalk;
var bool bUseableObjectPowered;
var bool bUseableObjectSwitch;
var bool bWaitingForRoundEnd;
var bool bZoomed;
var string carryableHotkey;
var int ChatScrollDelta;
var float countDown;
var int CurrentChatWindowSize;
var int DamageAmounts[7];
var int DefenseScore;
var string deployableHotkey;
var float deployableUseTime;
var Array<class> detectedAlliesClass;
var Array<int> detectedAlliesHeight;
var Array<byte> detectedAlliesState;
detectedAlliesXPosition Source code
var Array<float> detectedAlliesXPosition;
detectedAlliesYPosition Source code
var Array<float> detectedAlliesYPosition;
var Array<class> detectedEnemiesClass;
var Array<int> detectedEnemiesHeight;
detectedEnemiesScreenX Source code
var Array<int> detectedEnemiesScreenX;
detectedEnemiesScreenY Source code
var Array<int> detectedEnemiesScreenY;
var Array<byte> detectedEnemiesState;
var Array<
class<
TeamInfo>> detectedEnemiesTeam;
detectedEnemiesXPosition Source code
var Array<float> detectedEnemiesXPosition;
detectedEnemiesYPosition Source code
var Array<float> detectedEnemiesYPosition;
var float energy;
var float energyMaximum;
var float energyWeaponDepleted;
var int ExitRespawnKeyBinding;
var String ExitRespawnKeyText;
var float health;
var float healthInjectionAmount;
var string healthKitHotkey;
var int healthKitQuantity;
var float healthMaximum;
var float lastHitObjectTime;
var String levelDescription;
var float levelTimeSeconds;
var int livesLeft;
var Array<byte> loadoutEnabled;
var Array<String> loadoutNames;
var float mapExtent;
var int matchScoreLimit;
var int MouseX;
var int MouseY;
var
Color neutralHighlightColor;
var int numCarryables;
var int OffenseScore;
var string otherTeam;
var
Color otherTeamColor;
otherTeamHighlightColor Source code
var
Color otherTeamHighlightColor;
var int otherTeamScore;
var string ownTeam;
var
Color ownTeamHighlightColor;
var int ownTeamScore;
var string packHotkey;
var float packProgressRatio;
var int ping;
var string promptText;
relativeEnemyHighlightColor Source code
var
Color relativeEnemyHighlightColor;
relativeEnemyTeamColor Source code
var
Color relativeEnemyTeamColor;
relativeFriendlyHighlightColor Source code
var
Color relativeFriendlyHighlightColor;
relativeFriendlyTeamColor Source code
var
Color relativeFriendlyTeamColor;
var float respawnTime;
var String ShowCommandMapKeyText;
spawnAreas[MAX_SPAWN_AREAS] Source code
var int StyleScore;
var bool targetCanBeDamaged;
var float targetDistance;
targetFunctionalHealthThreshold Source code
var float targetFunctionalHealthThreshold;
var float targetHealth;
var float targetHealthMax;
var String targetLabel;
var float targetShield;
var float targetShieldMax;
var class targetType;
var float throwForce;
var float throwForceMax;
var float turretHealth;
var float turretHealthMaximum;
var
Vector useableObjectLocation;
var EColorType UserPrefColorType;
var float vehicleHealth;
var float vehicleHealthMaximum;
vehicleManifestSchematic Source code
var float Velocity;
var String watchedPlayerName;
var float zoomFactor;
zoomMagnificationLevel Source code
var float zoomMagnificationLevel;
enum
EDirectionType
{
DAMAGE_Front,
DAMAGE_Rear,
DAMAGE_Left,
DAMAGE_Right,
DAMAGE_Top,
DAMAGE_Bottom,
MAX_DAMAGE_DIRECTIONS
};
enum
EMessageType
{
MessageType_Global,
MessageType_Ally,
MessageType_Enemy,
MessageType_Subtitle,
MessageType_System,
MessageType_StatHigh,
MessageType_StatMedium,
MessageType_StatLow,
MessageType_StatPenalty,
MAX_MESSAGE_TYPES
};
enum
ePackState
{
PS_Recharging,
PS_Active,
PS_Ready
};
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;
};
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;
};
struct
HUDPositionData
{
var bool bNotLabelled;
var bool bOccupied;
var bool bOccupiedByPlayer;
var int posX;
var int posY;
var String SwitchHotKey;
};
struct
HUDWeaponInfo
{
var int ammo;
var bool bCanFire;
var string hotkey;
var float refireTime;
var float Spread;
var float timeSinceLastFire;
var class<Weapon> type;
};
struct
MarkerData
{
var bool Friendly;
var int ScreenX;
var int ScreenY;
var byte State;
var class<TeamInfo> Team;
var class<RadarInfo> Type;
};
struct
SpawnPointData
{
var bool bValid;
var Vector SpawnPointLocation;
var String SpawnPointName;
};
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)
} |
Creation time: st 23.5.2018 00:10:28.961 - Created with
UnCodeX