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Gameplay.PlayerCharacterController

Extends
PlayerController
Modifiers
native dependsOn ( Rook ) dependsOn ( InventoryStationAccess ) dependsOn ( Character ) dependsOn ( ClientSideCharacter )

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

Direct Known Subclasses:

DemoController, TribesTVSpectator

Constants Summary
Inherited Contants from Engine.Controller
LATENT_MOVETOWARD

Variables Summary
stringadminKey
floatalertnessDecayTime
AlertnessModeTypealertnessMode
intanimationDebugCounter
class<Armor>armorClassBeforeInventoryAccess
boolbCountDown
boolbDebugSpeedhack
bytebDropWeapon
boolbForcedRespawn
boolbHideFirstPersonWeapon
boolbJustRespawned
bytebLoadoutSelection
bytebObjectives
boolbOldBehindView
bytebQuickChat
boolbTeamMarkerColors
boolbUseEnabled
boolbWaitingForRoundEnd
boolbWasUsingDeployable
bytebZoom
PlayerCameracamera
CharacterCharacter
intChatCount
boolChatSpamGuardEnabled
intChatSpamMaxMessages
floatChatSpamMutedTime
floatChatSpamMutePeriod
floatChatSpamThresholdTime
intChatWindowSizeIndex
Array<int>ChatWindowSizes
MojoCore.CinematicOverlayCinematicOverlay
ClientSideCharacterclientSideChar
intcombinedMoves
boolcommandHUDVisible
PlayerControllerCameracontrollingCamera
intcorrectedMoves
floatcountDown
stringcurrentHUDClass
LoadoutcurrentLoadout
ResupplyStationcurrentResupply
TalkingHeadCameracurrentTalkingHeadCam
InventoryStationAccessCurrentUseableInventoryAccess
UseableObjectCurrentUseableObject
intdebugLogLevel
SensorListNodedetectedEnemyList
SensorListNodedetectedFriendlyList
intdualMoves
floatExactPing
stringgameStatsKey
GroundMovementModeTypegroundMovementMode
TribesHUDManagerHUDManager
floatIdentifyRadius
NameintroCameraOldState
ScriptintroCameraScript
InventoryStationAccessinventoryStation
InventoryStationInteractioninventoryStationInterface
boolinventoryStationWaitingForCharacter
InventoryStationAccessinventoryStationWaitingForCharacterInput
VectorInvExtCamOffset
ActorlastHurt
ActorlastIdentified
floatlastIdentifiedDuration
VectorlastIdentifiedHitLocation
floatlastReplicationCallTime
floatLastValidChatTime
class<Weapon>lastWeaponClass
intlivesLeft
stringlowPriorityPromptText
floatlowPriorityPromptTimeout
intMaxMessageTextLength
floatmaxSpectatorZoom
floatminSpectatorZoom
intmovementDebugCounter
Array<String>MutedPlayerList
stringmyStatsKey
floatm_identifyFrequency
floatm_identifyRange
floatm_identifyTime
ObjectivesListobjectives
floatobjectivesUpdateRate
ClientAdjustmentPendingAdjustment
Array<PointOfInterest>PointsOfInterest
class<Actor>PromptingDataClass
boolPromptingObjectCanBeUsed
class<UseableObject>PromptingObjectClass
VectorPromptingObjectLocation
bytePromptingObjectPromptIndex
UseableObjectPromptingUseableObject
intradarZoomIndex
floatradarZoomScale
Array<float>radarZoomScales
Array<Actor>RenderedRooks
floatreplayFromAccumulator
VectorreplayFromEndLocation
floatreplayFromEnergy
Character.MovementStatereplayFromMovement
VectorreplayFromStartLocation
VectorreplayFromVelocity
intreplicateMoveCalls
StringResolutionString
intResolutionX
intResolutionY
floatrespawnDelay
stringrespawnKey
RookRook
RoundInforoundInfo
Array<CustomPlayerLoadout.SkinPreferenceMapping>skinPreferences
BaseInfospawnBase
intSPChatWindowSizeIndex
Array<int>SPChatWindowSizes
floatSpeedhackComparison
floatSpeedhackLastAppTime
floatSpeedhackLastComparison
ScripttalkingHeadScript
floatTimeMarginSlack
Array<SavedMove>TribesFreeMoves
SavedMoveTribesPendingMove
Array<SavedMove>TribesSavedMoves
stringvehiclePositionSwitchOneKey
stringvehiclePositionSwitchThreeKey
stringvehiclePositionSwitchTwoKey
Array<float>zoomedFOVs
Array<float>zoomedMouseScale
intzoomLevel
Array<float>zoomMagnificationLevels
floatzoomSpeed
PlayerCharacterController
stringcommandHUDClass
stringcountdownHUDClass
VectordamageFlashColor
floatdamageFlashMultiplier
floatdamageFlashScale
stringgameEndHUDClass
stringGUIPackage
stringHelpScreenClass
stringinventoryStationMenuClass
floatmaxFlashThreshold
floatminFlashThreshold
stringMPAdminClass
stringMPEscapeMenuClass
stringMPGameStatsClass
stringMPStatsClass
stringMPWeaponStatsClass
stringrespawnHUDClass
stringspectatorHUDClass
stringSPEscapeMenuClass
stringturretHUDClass
stringvehicleHUDClass
stringwaitGameStartHUDClass
stringwaitRoundEndHUDClass
Inherited Variables from Engine.PlayerController
aBaseX, aBaseY, aBaseZ, AdminManager, aForward, AimingHelp, aLookUp, aMouseX, aMouseY, AnnouncerLevel, AnnouncerVolume, aStrafe, aTurn, aUp, bAllActorsRelevant, bAlwaysLevel, bAlwaysMouseLook, bAutoTaunt, bBehindView, bBlockCloseCamera, bCameraPositionLocked, bCenterView, bCheatFlying, bClientDemo, bDoubleJump, bDynamicNetSpeed, bEnableDamageForceFeedback, bEnableGUIForceFeedback, bEnablePickupForceFeedback, bEnableWeaponForceFeedback, bFixedCamera, bForceFeedbackSupported, bForcePrecache, bFreeCamera, bFreeLook, bFrozen, bIsTyping, bJumpStatus, bKeyboardLook, BlendedTargetViewRotation, bLook, bLookUpStairs, bManualFogUpdate, bNeverSwitchOnPickup, bNoAutoTaunts, bNoMatureLanguage, bNoVoiceMessages, bNoVoiceTaunts, bPendingDestroy, bPressedJump, bSetTurnRot, bShortConnectTimeOut, bSnapLevel, bSnapToLevel, bStrafe, bTurn180, bTurnToNearest, bUpdatePosition, bUpdating, bValidBehindCamera, bViewBot, bXAxis, bYAxis, bZeroRoll, bZooming, CameraDist, CameraEffects, CheatClass, CheatManager, CinematicShakeOffset, CinematicShakeRotate, ClientCap, ClientUpdateTime, ConstantGlowFog, ConstantGlowScale, CurrentDistanceFogEnd, CurrentTimeStamp, DefaultFOV, DemoViewer, DesiredFOV, DoubleClickDir, DynamicPingThreshold, EnemyTurnSpeed, ExactPing, ExShowFlags, FailedPathStart, FixedLocation, FixedRotation, FlashFog, FlashScale, ForcePrecacheTime, FOVBias, FreeMoves, GameReplicationInfo, GroundPitch, InputClass, LastDistanceFogColor, LastDistanceFogEnd, LastDistanceFogStart, LastPingUpdate, LastPlaySound, LastPlaySpeech, LastUpdateTime, LastZone, LocalMessageClass, LoginDelay, MaxResponseTime, MaxShakeOffset, MaxShakeRoll, MaxTimeMargin, Misc1, Misc2, myHUD, NextLoginTime, NextSpeedChange, NoPauseMessage, OldCameraLoc, OldCameraRot, OldFloor, OldPing, OrthoZoom, OwnCamera, PendingMove, Player, PlayerInput, PlayerSecurity, ProgressColor[4], ProgressMessage[4], ProgressTimeOut, QuickSaveName, QuickSaveString, RealViewTarget, RenderWorldToCamera, RendMap, SavedMoves, ServerTimeStamp, ShakeOffset, ShakeOffsetRate, ShakeOffsetTime, ShakeRollRate, ShakeRollTime, ShowFlags, Song, SpectateSpeed, StatsPassword, StatsUsername, TargetEyeHeight, TargetViewRotation, TargetWeaponViewOffset, TimeMargin, TimeSinceLastFogChange, Transition, TurnRot180, TurnTarget, UseFixedVisibility, ViewingFrom, ViewTarget, VoteReplicationInfo, WaitDelay, WeaponUpdate, ZoomLevel
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

Enumerations Summary
AlertnessModeType
AlertnessMode_Default, AlertnessMode_Combat, AlertnessMode_Alert, AlertnessMode_Neutral,
EDigitalAxisInput
DAI_Zero, DAI_Positive, DAI_Negative
GroundMovementModeType
GroundMovementMode_Any, GroundMovementMode_Sprint, GroundMovementMode_Run, GroundMovementMode_Walk, GroundMovementMode_Stand,
Inherited Enumerations from Engine.Controller
FindPathResult

Structures Summary
ClientAdjustment
TimeStamp, accumulator, energy, newState, movement, StartLoc, EndLoc, NewVel
DynamicTurretRotationProcessingOutput
worldSpaceNoRollRotation, vehicleSpaceRotation
Inherited Structures from Engine.Controller
FindPathAIProperties, RouteCacheElement, TraversalLineCheck

Functions Summary
function activatePack ()))
function activatePack ()))
PlayerTeleport
function AddCheats ()))
function addDetectedEnemy (Rook detectedEnemy))
function addDetectedFriendly (Rook detectedFriendly))
functionint addSkinPreferenceRecord (Mesh mesh, string skinPath))
function adminvote (string name))
function AltFire (optional float F))
function AltFire (optional float F ))
AwaitingGameStart
function AltFire (optional float F ))
AwaitingNextRound
function AltFire (optional float F))
CameraControlled
function AltFire (optional float F))
CharacterMovement
function AltFire (optional float F))
Dead
function AltFire (optional float F ))
GameEnded
function AltFire (optional float F ))
PlayerEquippingPreRestart
function AltFire (optional float F))
PlayerRespawn
function AltFire (optional float F))
PlayerTeleport
function AltFire (optional float F ))
PlayerTurreting
function AltFire (optional float F ))
PlayerUsingInventoryStation
function AltFire (optional float F ))
PlayerUsingResupplyStation
function AltFire (optional float F ))
PlayerVehicleTurreting
function AltFire (optional float F ))
PlayerWaitingInventoryStation
function AltFire (optional float F ))
SPIntroduction
function AltFire (optional float F ))
TribesCountdown
function altFire (optional float F))
TribesPlayerDriving
function AltFire (optional float F))
TribesSpectating
functionEDigitalAxisInput analogueToDigital (float analogueInput, float maxValue))
function animationDebug ()))
function AppendFreeMove (SavedMove m))
function AppendSavedMove (SavedMove m))
function ApplyMessageRestrictions (out String Msg))
function BeginState ()))
AwaitingGameStart
function BeginState ()))
AwaitingNextRound
function BeginState ()))
BaseSpectating
function BeginState ()))
CharacterMovement
function BeginState ()))
Dead
function BeginState ()))
GameEnded
function BeginState ()))
PlayerRespawn
function BeginState ()))
PlayerTeleport
function BeginState ()))
PlayerTurreting
function BeginState ()))
PlayerUsingInventoryStation
function BeginState ()))
PlayerVehicleTurreting
function BeginState ()))
PlayerWaitingInventoryStation
function BeginState ()))
SPIntroduction
function BeginState ()))
TribesCountdown
function BeginState ()))
TribesPlayerDriving
function BeginState ()))
TribesSpectating
function CalcFirstPersonView (Vector cameraLocation, Rotator cameraRotation))
PlayerEquippingPreRestart
function CalcFirstPersonView (Vector cameraLocation, Rotator cameraRotation))
TribesSpectating
functionint calculateHeight (float rookZ))
functionVector calculateScreenPosition (class objectClass, Vector objectPos))
function CallServerMove (Vector ClientLoc, SavedMove NewMove, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ))
functionbool CanUseQuickInventoryLoadoutMenu ()))
function changeTeam (int i, optional bool bAdminOverride))
function checkAutoWeaponSwitch ()))
function checkForFireButton ()))
functionbool CheckSpeedHack (float DeltaTime)
function CleanOutSavedMoves ()))
function clientAdjustTurretPosition (float timeStamp, int serverPitch, int serverYaw, int serverTargetPitch, int serverTargetYaw, name newState))
function clientAdjustTurretPosition (float timeStamp, int serverPitch, int serverYaw, int serverTargetPitch, int serverTargetYaw, name newState))
PlayerTurreting
function ClientDamagedFrom (EDirectionType direction, int DamageAmount))
function clientFinishInventoryStationAccess ()))
function clientGetSkinPreference (Mesh mesh))
function ClientGotoState (name NewState, optional name NewLabel))
function clientInventoryStationAccess (InventoryStationAccess inputInventoryStation))
function clientInventoryStationWait ()))
function clientLoadSkinClasses ()))
function ClientRestart (Pawn aPawn, Name currentState))
function ClientSetBehindView (bool B, optional bool bInteractive))
function clientSetCheats (class<CheatManager> c))
function ClientSetHUD (class<HUD> newHUDType, optional class<Scoreboard> newScoringType))
function clientSetSkinPreference (Mesh mesh, String skinPath))
function clientTerminateInventoryStationAccess ()))
function clientTribesSetHUD (string newHUDType))
function ClientUpdatePosition ()))
function ClientUpdatePosition ()))
PlayerTurreting
function clientWeaponUseEnergy (float quantity))
functionbool CommonClientAdjustPosition (float TimeStamp, Name NewState))
function CycleChatWindowSize ()))
function CycleRadarZoomScale ()))
function cycleZoomLevel (optional bool bReverse))
function debugAnimation ()))
function debugMovement ()))
function debugMovementReplication (int level))
function debugSwitchSpawnBase ()))
function Destroyed ()))
function DestroySensorList (SensorListNode head))
function DestroySensorLists ()))
functionfloat digitalToAnalogue (EDigitalAxisInput digitalInput, float maxValue))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function doIdentify (float delta))
function DropWeapon ()))
CharacterMovement
function dumpVehicleData ()))
functionDynamicTurretRotationProcessingOutput dynamicTurretRotationProcessing (rotator moveRotation, rotator mountRotation, float minimumPitch, float maximumPitch, bool yawConstrained, optional bool yawPositiveDirection, optional float yawStart, optional float yawRange)
function effectLog ()))
function EndState ()))
AwaitingGameStart
function EndState ()))
AwaitingNextRound
function EndState ()))
CharacterMovement
function EndState ()))
GameEnded
function EndState ()))
PlayerEquippingPreRestart
function EndState ()))
PlayerRespawn
function EndState ()))
PlayerTeleport
function EndState ()))
PlayerTurreting
function EndState ()))
PlayerUsingInventoryStation
function EndState ()))
PlayerUsingResupplyStation
function EndState ()))
PlayerVehicleTurreting
function EndState ()))
SPIntroduction
function EndState ()))
TribesCountdown
function EndState ()))
TribesPlayerDriving
function EndState ()))
TribesSpectating
function enterCombat ()))
function equipCarryable ()))
function equipCarryable ()))
PlayerTeleport
function equipCarryable ()))
PlayerVehicleTurreting
function equipCarryable ()))
TribesPlayerDriving
function equipCharacter ()))
function equipDeployable ()))
function equipDeployable ()))
PlayerTeleport
function equipDeployable ()))
PlayerVehicleTurreting
function equipDeployable ()))
TribesPlayerDriving
function Fire (optional float F))
function Fire (optional float F ))
CameraControlled
function Fire (optional float F ))
CharacterMovement
function Fire (optional float F ))
Dead
function Fire (optional float F ))
GameEnded
function Fire (optional float F))
PlayerEquippingPreRestart
function Fire (optional float F ))
PlayerRespawn
function Fire (optional float F ))
PlayerTeleport
function Fire (optional float F))
PlayerTurreting
function Fire (optional float F))
PlayerUsingInventoryStation
function Fire (optional float F))
PlayerUsingResupplyStation
function fire (optional float F))
PlayerVehicleTurreting
function Fire (optional float F))
PlayerWaitingInventoryStation
function Fire (optional float F ))
SPIntroduction
function Fire (optional float F ))
TribesCountdown
function fire (optional float F))
TribesPlayerDriving
function Fire (optional float F ))
TribesSpectating
function Force (String name))
function forceCycleZoomLevel (optional bool bReverse))
function GameSaved ()))
functionTeamInfo GetControllerTeam ()))
functionActor GetIdentify ()))
functionclass<WeaponGetLastWeapon ()))
functionTeamInfo getOtherTeam ()))
functionTeamInfo getOwnTeam ()))
functionstring getSkinPreference (Mesh mesh))
functionint getSkinPreferenceRecord (Mesh mesh))
functionTeamInfo getTeamInfo (int index))
functionPawn GetTravelPawn ()))
TribesPlayerDriving
function GivePawn (Pawn NewPawn))
functionbool HasCurrentLoadout ()))
function hideTalkingHead (Script requestingScript))
functionbool inDebugHud ()))
function initHUDObjects ()))
function InventoryCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function inventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout))
function inventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout))
PlayerUsingInventoryStation
functionbool IsChatSpam ()))
functionbool IsFriendly (Actor Other))
functionbool IsFriendlyPRI (PlayerReplicationInfo OtherPRI))
functionbool isInCutscene ()))
function isLoopingAnimation ()))
function isLoopingArmAnimation ()))
function isLoopingUpperBodyAnimation ()))
functionbool IsMuted (String PlayerName))
function isPlayingAnimation ()))
function isPlayingUpperBodyAnimation ()))
functionbool isRookRelevant (Rook sensedRook))
functionbool isSinglePlayer ()))
function Jetpack (optional float F ))
function Jetpack (optional float F ))
CameraControlled
function Jetpack (optional float F ))
Dead
function Jetpack (optional float F ))
GameEnded
function Jetpack (optional float F))
PlayerEquippingPreRestart
function Jetpack (optional float F ))
PlayerRespawn
function Jetpack (optional float F ))
PlayerTeleport
function Jetpack (optional float F))
PlayerUsingInventoryStation
function Jetpack (optional float F))
PlayerUsingResupplyStation
function Jetpack (optional float F))
PlayerWaitingInventoryStation
function Jetpack (optional float F ))
SPIntroduction
function Jetpack (optional float F ))
TribesCountdown
function Jetpack (optional float F ))
TribesSpectating
function kickvote (string name))
function LoadInventoryInterface ()))
PlayerEquippingPreRestart
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 ))
TribesCountdown
function loopAnimation (string animation))
function loopArmAnimation (string animation))
function loopUpperBodyAnimation (string animation))
function mapvote (string map, string gametype))
function Movement (String name))
function movementDebug ()))
function movementReport ()))
function Mute (String PlayerName))
function newLoadout (Loadout l))
function NextWeapon ()))
function NextWeapon ()))
PlayerVehicleTurreting
function NextWeapon ()))
TribesPlayerDriving
function NextWeapon ()))
TribesSpectating
functionbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
CharacterMovement
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
function PawnDied (Pawn P))
function playAnimation (string animation))
event PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function playerDisconnected ()))
function PlayerMove (float DeltaTime))
CharacterMovement
function playerMove (float deltaTime))
PlayerRespawn
function PlayerMove (float DeltaTime ))
PlayerTurreting
function playerMove (float deltaTime))
PlayerUsingInventoryStation
function PlayerMove (float deltaTime))
PlayerVehicleTurreting
function PlayerMove (float DeltaTime ))
PlayerWaitingInventoryStation
function PlayerMove (float DeltaTime ))
TribesPlayerDriving
event PlayerTick (float DeltaTime))
function playerTick (float deltaSeconds))
CameraControlled
function PlayerTick (float Delta))
CharacterMovement
function PlayerTick (float Delta))
PlayerRespawn
function PlayerTick (float Delta))
PlayerTeleport
function PlayerTick (float Delta))
PlayerTurreting
function PlayerTick (float deltaSeconds))
PlayerUsingResupplyStation
event playerTick (float deltaTime))
PlayerVehicleTurreting
function PlayerTick (float deltaSeconds))
PlayerWaitingInventoryStation
event playerTick (float deltaTime))
TribesPlayerDriving
function playFireAnimation (optional string weapon))
function playFlinchAnimation ()))
function PlayPainSound (Character.EClientPainType type))
function playUpperBodyAnimation (string animation))
function PopFreeMove ()))
function PopSavedMove ()))
function Possess (Pawn aPawn))
function PostBeginPlay ()))
function PostLoadGame ()))
function PostNetReceive ()))
function PrevWeapon ()))
function PrevWeapon ()))
PlayerVehicleTurreting
function PrevWeapon ()))
TribesPlayerDriving
function PrevWeapon ()))
TribesSpectating
function ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot))
CharacterMovement
function ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerTurreting
function ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerVehicleTurreting
function ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot))
TribesPlayerDriving
function processTurretMove (float DeltaTime, float aTurn, float aLookUp))
function processTurretMove (float DeltaTime, float turn, float lookup))
PlayerTurreting
function ProcessZoom (float Delta, Character c))
function QuickChat (String message, String ChatTag, optional bool bLocal, optional String animName))
function releaseAltFire (optional float F))
function releaseAltFire (optional float F))
AwaitingGameStart
function releaseAltFire (optional float F))
AwaitingNextRound
function releaseAltFire (optional float F))
CameraControlled
function releaseAltFire (optional float F))
Dead
function releaseAltFire (optional float F))
GameEnded
function releaseAltFire (optional float F))
PlayerEquippingPreRestart
function releaseAltFire (optional float F))
PlayerRespawn
function releaseAltFire (optional float F))
PlayerTeleport
function releaseAltFire (optional float F))
PlayerTurreting
function releaseAltFire (optional float F))
PlayerUsingInventoryStation
function releaseAltFire (optional float F))
PlayerUsingResupplyStation
function releaseAltFire (optional float F))
PlayerVehicleTurreting
function releaseAltFire (optional float F))
PlayerWaitingInventoryStation
function releaseAltFire (optional float F))
SPIntroduction
function releaseAltFire (optional float F))
TribesCountdown
function releaseAltFire (optional float F))
TribesPlayerDriving
function releaseAltFire (optional float F))
TribesSpectating
function releaseFire (optional float F))
function releaseFire (optional float F ))
CameraControlled
function releaseFire (optional float F))
Dead
function releaseFire (optional float F ))
GameEnded
function releaseFire (optional float F))
PlayerEquippingPreRestart
function releaseFire (optional float F))
PlayerRespawn
function releaseFire (optional float F))
PlayerTeleport
function releaseFire (optional float F))
PlayerTurreting
function releaseFire (optional float F))
PlayerUsingInventoryStation
function releaseFire (optional float F))
PlayerUsingResupplyStation
function releaseFire (optional float F))
PlayerVehicleTurreting
function releaseFire (optional float F))
PlayerWaitingInventoryStation
function releaseFire (optional float F ))
SPIntroduction
function releaseFire (optional float F ))
TribesCountdown
function releaseFire (optional float F))
TribesPlayerDriving
function releaseFire (optional float F))
TribesSpectating
function removeDetectedEnemy (SensorListNode sln))
function removeDetectedFriendly (SensorListNode sln))
function replicateTurretMove (float DeltaTime, float aTurn, float aLookup))
function replicateTurretMove (float DeltaTime, float turn, float lookup))
PlayerTurreting
function ResetInputState ()))
function ResetSpeedhack ()
function Respawn (optional bool bAllowExit ))
function Respawn (optional bool bAllowExit ))
PlayerRespawn
function Respawn (optional bool bAllowExit ))
PlayerTeleport
function Respawn (optional bool bAllowExit ))
TribesCountdown
function Respawn (optional bool bAllowExit ))
TribesSpectating
function saveSkinPreference (Mesh mesh, string skinPath))
function Say (String Msg))
function ScrollChatWindow (int NumLines))
function SelectTeleport ()))
event SendClientAdjustment ()))
function serverActivatePack ()))
function ServerCancelRespawn ()))
function serverCommandHUDHidden ()))
function serverCommandHUDShown ()))
function serverDebugMovementReplication (int level))
function serverEquipCarryable ()))
function serverEquipDeployable ()))
function serverEquipFallbackWeapon ()))
function serverFinishEquippingPreRestart (class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10))
function serverFinishInventoryStationAccess (InventoryStationAccess inputInventoryStation, class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10))
function serverFinishQuickInventoryStationAccess (InventoryStationAccess inputInventoryStation, class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10))
function serverInventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout))
function serverInventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout))
PlayerUsingInventoryStation
function ServerKillPlayer ()))
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 ))
CharacterMovement
function serverNextWeapon ()))
function ServerPlayerSelectRespawn ()))
function serverPrevWeapon ()))
function ServerRestartPlayer ()))
function ServerReStartPlayer ()))
AwaitingGameStart
function ServerRestartPlayer ()))
PlayerRespawn
function ServerRestartPlayer ()))
PlayerTeleport
function ServerRestartPlayer ()))
TribesCountdown
function ServerReStartPlayer ()))
TribesSpectating
function ServerRestartPlayerAtBase (BaseInfo Base, optional bool bKeepPawn))
function ServerRestartPlayerInVehicle (int vehicleRespawnIndex, bool bKeepPawn))
function ServerRestartPlayerKeepPawn ()))
function serverSelectWeapon (Weapon w))
function serverSelectWeapon (Weapon w))
PlayerTurreting
function serverSelectWeapon (Weapon w))
SPIntroduction
function serverSetForcedRespawn (bool bForced))
function serverSetRadarZoomScale (float newRadarZoomScale))
function serverSetSkin (string skinPath, Mesh mesh))
function serverSpectate (optional string playerName))
function serverSwitchVehiclePosition (byte position))
function serverTerminateInventoryStationAccess ()))
function ServerToggleBehindView ()))
function serverToggleReady ()))
function serverTurretMove (float timeStamp, float turn, float lookup, int clientPitch, int clientYaw, optional float importantDelta, optional float importantTurn, optional float importantLookup))
function serverTurretMove (float timeStamp, float turn, float lookup, int clientPitch, int clientYaw, optional float importantTimestamp, optional float importantTurn, optional float importantLookup))
PlayerTurreting
function ServerUse ()))
CharacterMovement
function ServerUse ()))
PlayerTurreting
function ServerUse ()))
PlayerUsingResupplyStation
function ServerUse ()))
PlayerVehicleTurreting
function ServerUse ()))
TribesPlayerDriving
function serverVehicleTurretMove (int packedMoveRotation, int packedVehicleSpaceRotation))
function ServerViewNextMPObject ()))
function ServerViewNextSpectatorStart ()))
function setAlertness (string mode))
function SetCinematicMode (bool bCinematic))
function setDebugHud (bool visible))
function SetForcedRespawn (bool bForced))
function setGroundMovement (string mode))
function setIsFemale (bool b))
function SetWeapon (class<Weapon> WeaponClass))
function setZoomLevel (int index))
function ShiftWeapon (int offset))
function showAdmin ()))
function showEscapeMenu ()))
function showEscapeMenu ()))
PlayerRespawn
function showGameStats ()))
function ShowHelpScreen ()))
function showMyStats ()))
event ShowSubtitle (String Subtitle, float lifetime))
function showTalkingHead (TalkingHeadCamera thc, Script requestingScript))
function showWeaponStats ()))
functionbool SkipOpeningCutscene ()))
functionbool SkipOpeningCutscene ()))
CameraControlled
functionbool SkipOpeningCutscene ()))
SPIntroduction
function spectate (optional string playerName))
function SpectatePlayer (string playerName))
function stateServerSwitchVehiclePosition (byte position))
function stateServerSwitchVehiclePosition (byte position))
PlayerVehicleTurreting
function stateServerSwitchVehiclePosition (byte position))
TribesPlayerDriving
function stopAnimation ()))
function stopArmAnimation ()))
function stopUpperBodyAnimation ()))
function Suicide ()))
PlayerUsingInventoryStation
function Suicide ()))
PlayerVehicleTurreting
function Suicide ()))
TribesCountdown
function Suicide ()))
TribesPlayerDriving
function switchTeam (optional bool bAdminOverride))
function SwitchToFallbackWeapon ()))
function switchVehiclePosition (byte position))
function switchVehiclePosition (byte position))
PlayerVehicleTurreting
function switchVehiclePosition (byte position))
TribesPlayerDriving
function SwitchWeapon (byte F))
function SwitchWeapon (byte F))
PlayerTeleport
function SwitchWeapon (byte F))
PlayerVehicleTurreting
function SwitchWeapon (byte F))
TribesPlayerDriving
function SwitchWeapon (byte F))
TribesSpectating
function teamdamagevote (bool vote))
function TeamQuickChat (String message, String ChatTag, optional bool bLocal, optional String animName))
function TeamSay (String Msg))
function Tick (Float Delta))
function Tick (float Delta))
CharacterMovement
function Tick (float Delta))
PlayerRespawn
function Tick (float Delta))
PlayerUsingInventoryStation
function Tick (float delta))
SPIntroduction
function Tick (float Delta))
TribesCountdown
function Timer ()))
function ToggleBehindView ()))
PlayerTurreting
function ToggleBehindView ()))
PlayerVehicleTurreting
function ToggleBehindView ()))
TribesCountdown
function ToggleBehindView ()))
TribesPlayerDriving
function toggleDebugHUD ()))
function toggleEscapePanel (string menuClass))
function ToggleQuickChat ()))
function tournamentvote (bool vote))
function TribesAdjustState (float Timestamp, Name newState))
function TribesClientAdjustPositionEx (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ))
function TribesDualServerMove (float TimeStamp0, byte ButtonInput, EDigitalAxisInput forward0, EDigitalAxisInput strafe0, int View0, float TimeStamp, EDigitalAxisInput forward, EDigitalAxisInput strafe, int View, vector ClientLoc, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ))
functionSavedMove TribesGetFreeMove ()))
function TribesLongClientAdjustPosition (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ))
function TribesLongClientAdjustPosition (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ))
PlayerVehicleTurreting
function TribesLongClientAdjustPosition (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ))
TribesPlayerDriving
function TribesMoveAutonomous (float DeltaTime, rotator moveRotation, float forward, float strafe, bool ski, bool thrust, bool jump ))
function tribesProcessDrive (float inForward, float inStrafe, rotator directionRotation, bool inThrust, bool inDive))
function tribesProcessDrive (float inForward, float inStrafe, rotator directionRotation, bool inThrust, bool inDive))
TribesPlayerDriving
function TribesProcessMove (float forward, float strafe, float jump, float ski, float thrust))
function TribesProcessMove (float forward, float strafe, float jump, float ski, float thrust))
CharacterMovement
function TribesReplicateMove (float forward, float strafe, bool ski, bool thrust, bool jump))
function tribesServerDrive (EDigitalAxisInput inForward, EDigitalAxisInput inStrafe, int packedRotation, bool inThrust, bool inDive))
function TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput digitalForward, EDigitalAxisInput digitalStrafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ))
function TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ))
PlayerTurreting
function TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ))
PlayerVehicleTurreting
function TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ))
TribesPlayerDriving
function TribesShortClientAdjustPositionEx (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ ))
function TribesShortServerMove (float TimeStamp, Vector ClientLoc, int View ))
function TribesStateServerMove (float Timestamp))
function TribesTalk ()))
function TribesTeamTalk ()))
function TurnAround ()))
SPIntroduction
function TurnAround ()))
TribesCountdown
function UnMute (String PlayerName))
function UnPossess ()))
function updateCachedKeyBindings ()))
function updateCasts ()))
function updateCharacterUserSkin ()))
function updatePhysicsConfiguration ()))
function UpdateScreenRes ()))
function UpdateUseableObject ()))
function Use ()))
function use ()))
CameraControlled
function ViewShake (float deltaTime))
PlayerVehicleTurreting
function whack ()))
functionbool WorldToScreen (out Vector inputVector))
Inherited Functions from Engine.PlayerController
ActivateInventoryItem, ActivateItem, AddCameraEffect, AddCheats, AdjustView, Admin, AdminCommand, AdminLogin, AdminLogout, AdminPromote, AdminReply, AltFire, AskForPawn, BeginState, BehindView, BlendRot, CalcBehindView, CalcFirstPersonView, CanRestartPlayer, ChangeAlwaysMouseLook, ChangedWeapon, ChangeName, ChangeStairLook, ChangeTeam, ChangeVoiceChatter, CheckCullDistance, CheckShake, CleanOutSavedMoves, ClearDoubleClick, ClearProgressMessages, ClientAdjustGlow, ClientAdjustPosition, ClientCapBandwidth, ClientChangeVoiceChatter, ClientCloseMenu, ClientFlash, ClientGotoState, ClientHearSound, ClientLeaveVoiceChat, ClientMessage, ClientOpenMenu, ClientPlayForceFeedback, ClientPlaySound, ClientReliablePlaySound, ClientRestart, ClientSetBehindView, ClientSetFixedCamera, ClientSetHUD, ClientSetMusic, ClientSetViewTarget, ClientShake, ClientStopForceFeedback, ClientTravel, ClientUpdatePosition, ClientValidate, ClientVoiceMessage, CompressAccel, ConsoleCommand, CopyToClipboard, CreateCameraEffect, DemoClientSetHUD, Destroyed, EndState, EndZoom, FindGoodView, Fire, FixFOV, ForceAdmin, ForceDeathUpdate, ForceReload, FOV, GainedChild, GameSaved, GetDefaultURL, GetEntryLevel, GetFacingDirection, GetFreeMove, GetPlayerNetworkAddress, GetServerNetworkAddress, GetTravelPawn, GetURLProtocol, GetViewRotation, GivePawn, HandleWalking, InitInputSystem, IsDead, IsFriendly, IsFriendlyPRI, IsSpectating, Jump, LeaveVoiceChat, LoadPlayers, LocalTravel, LongClientAdjustPosition, LostChild, MakeAdmin, MoveAutonomous, Mutate, Name, NextWeapon, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, OnFinishedPrecaching, onMessage, OpenMenu, PasteFromClipboard, Pause, PawnDied, PendingStasis, PlayAnnouncement, PlayBeepSound, PlayerCalcView, PlayerMove, PlayerTick, Possess, PostBeginPlay, PreBeginPlay, PreClientTravel, PrevItem, PrevWeapon, ProcessDrive, ProcessMove, ProgressCommand, QuickLoad, QuickSave, ReceiveLocalizedMessage, RemoveCameraEffect, ReplicateMove, ReportAdmin, Reset, ResetFOV, ResetKeyboard, Restart, RestartLevel, RocketServerMove, SaveGameExists, Say, ServerAdminLogin, ServerChangeVoiceChatter, ServerDrive, ServerGetVoiceChatters, ServerGivePawn, ServerMove, ServerRestartGame, ServerReStartPlayer, ServerSetClientDemo, ServerSetHandedness, ServerSpectateSpeed, ServerThrowWeapon, ServerToggleBehindView, ServerUpdatePing, ServerUse, ServerUTrace, ServerValidationResponse, ServerVerifyViewTarget, ServerViewNextPlayer, ServerViewSelf, SetCinematicMode, SetFOV, SetFOVAngle, SetHand, SetMouseAccel, SetMouseSmoothing, SetName, SetNetSpeed, SetPause, SetProgressMessage, SetProgressTime, SetSensitivity, SetSpectateSpeed, SetViewTarget, SetWeaponHand, ShakeView, ShortClientAdjustPosition, ShortServerMove, showEscapeMenu, ShowGun, ShowMenu, ShowSubtitle, SpawnDefaultHUD, Speech, StartClientDemoRec, StartZoom, StopForceFeedback, StopZoom, Suicide, SwitchLevel, SwitchWeapon, TeamMessage, TeamSay, ThrowWeapon, Timer, ToggleBehindView, ToggleZoom, TravelPostAccept, TurnAround, TurnTowardNearestEnemy, Typing, UnPossess, UpdateFlashComponent, UpdateRotation, Use, UTrace, VeryShortClientAdjustPosition, ViewFlash, ViewShake, WantsSmoothedView
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

States Summary
AwaitingGameStart Source code
simulated state AwaitingGameStart extends TribesSpectating
AltFire, BeginState, EndState, releaseAltFire, ServerReStartPlayer
AwaitingNextRound Source code
simulated state AwaitingNextRound extends TribesSpectating
AltFire, BeginState, EndState, releaseAltFire
BaseSpectating Source code
state BaseSpectating
BeginState
CameraControlled Source code
state CameraControlled
AltFire, Fire, Jetpack, playerTick, releaseAltFire, releaseFire, SkipOpeningCutscene, use
CharacterMovement Source code
simulated state CharacterMovement
AltFire, BeginState, DropWeapon, EndState, Fire, NotifyPhysicsVolumeChange, PlayerMove, PlayerTick, ProcessMove, ServerMove, ServerUse, Tick, TribesProcessMove
Dead Source code
simulated state Dead
AltFire, BeginState, Fire, Jetpack, releaseAltFire, releaseFire
GameEnded Source code
state GameEnded
AltFire, BeginState, EndState, Fire, Jetpack, releaseAltFire, releaseFire
PlayerEquippingPreRestart Source code
simulated state PlayerEquippingPreRestart
AltFire, CalcFirstPersonView, EndState, Fire, Jetpack, LoadInventoryInterface, releaseAltFire, releaseFire
PlayerRespawn Source code
simulated state PlayerRespawn extends Dead
AltFire, BeginState, EndState, Fire, Jetpack, playerMove, PlayerTick, releaseAltFire, releaseFire, Respawn, ServerRestartPlayer, showEscapeMenu, Tick
PlayerTeleport Source code
simulated state PlayerTeleport
activatePack, AltFire, BeginState, EndState, equipCarryable, equipDeployable, Fire, Jetpack, PlayerTick, releaseAltFire, releaseFire, Respawn, ServerRestartPlayer, SwitchWeapon
PlayerTurreting Source code
state PlayerTurreting
AltFire, BeginState, clientAdjustTurretPosition, ClientUpdatePosition, EndState, Fire, PlayerMove, PlayerTick, ProcessMove, processTurretMove, releaseAltFire, releaseFire, replicateTurretMove, serverSelectWeapon, serverTurretMove, ServerUse, ToggleBehindView, TribesServerMove
PlayerUsingInventoryStation Source code
state PlayerUsingInventoryStation
AltFire, BeginState, EndState, Fire, inventoryStationSwitchVehiclePosition, Jetpack, playerMove, releaseAltFire, releaseFire, serverInventoryStationSwitchVehiclePosition, Suicide, Tick
PlayerUsingResupplyStation Source code
simulated state PlayerUsingResupplyStation
AltFire, EndState, Fire, Jetpack, PlayerTick, releaseAltFire, releaseFire, ServerUse
PlayerVehicleTurreting Source code
state PlayerVehicleTurreting
AltFire, BeginState, EndState, equipCarryable, equipDeployable, fire, NextWeapon, PlayerMove, playerTick, PrevWeapon, ProcessMove, releaseAltFire, releaseFire, ServerUse, stateServerSwitchVehiclePosition, Suicide, switchVehiclePosition, SwitchWeapon, ToggleBehindView, TribesLongClientAdjustPosition, TribesServerMove, ViewShake
PlayerWaitingInventoryStation Source code
simulated state PlayerWaitingInventoryStation
AltFire, BeginState, Fire, Jetpack, PlayerMove, PlayerTick, releaseAltFire, releaseFire
SPIntroduction Source code
state SPIntroduction
AltFire, BeginState, EndState, Fire, Jetpack, releaseAltFire, releaseFire, serverSelectWeapon, SkipOpeningCutscene, Tick, TurnAround
TribesCountdown Source code
simulated state TribesCountdown extends BaseSpectating
AltFire, BeginState, EndState, Fire, Jetpack, LongClientAdjustPosition, releaseAltFire, releaseFire, Respawn, ServerRestartPlayer, Suicide, Tick, ToggleBehindView, TurnAround
TribesPlayerDriving Source code
state TribesPlayerDriving
altFire, BeginState, EndState, equipCarryable, equipDeployable, fire, GetTravelPawn, NextWeapon, PlayerMove, playerTick, PrevWeapon, ProcessMove, releaseAltFire, releaseFire, ServerUse, stateServerSwitchVehiclePosition, Suicide, switchVehiclePosition, SwitchWeapon, ToggleBehindView, TribesLongClientAdjustPosition, tribesProcessDrive, TribesServerMove
TribesSpectating Source code
simulated state TribesSpectating extends BaseSpectating
AltFire, BeginState, CalcFirstPersonView, EndState, Fire, Jetpack, NextWeapon, PrevWeapon, releaseAltFire, releaseFire, Respawn, ServerReStartPlayer, SwitchWeapon


Variables Detail

adminKey Source code

var string adminKey;

alertnessDecayTime Source code

var float alertnessDecayTime;

alertnessMode Source code

var editconst AlertnessModeType alertnessMode;

animationDebugCounter Source code

var int animationDebugCounter;

armorClassBeforeInventoryAccess Source code

var class<Armor> armorClassBeforeInventoryAccess;

bCountDown Source code

var bool bCountDown;

bDebugSpeedhack Source code

var bool bDebugSpeedhack;

bDropWeapon Source code

var input byte bDropWeapon;

bForcedRespawn Source code

var bool bForcedRespawn;

bHideFirstPersonWeapon Source code

var config bool bHideFirstPersonWeapon;

bJustRespawned Source code

var bool bJustRespawned;

bLoadoutSelection Source code

var input byte bLoadoutSelection;

bObjectives Source code

var input byte bObjectives;

bOldBehindView Source code

var bool bOldBehindView;

bQuickChat Source code

var input byte bQuickChat;

bTeamMarkerColors Source code

var config bool bTeamMarkerColors;

bUseEnabled Source code

var bool bUseEnabled;

bWaitingForRoundEnd Source code

var bool bWaitingForRoundEnd;

bWasUsingDeployable Source code

var bool bWasUsingDeployable;

bZoom Source code

var input byte bZoom;

camera Source code

var PlayerCamera camera;

Character Source code

var Character Character;

ChatCount Source code

var int ChatCount;

ChatSpamGuardEnabled Source code

var config bool ChatSpamGuardEnabled;

ChatSpamMaxMessages Source code

var config int ChatSpamMaxMessages;

ChatSpamMutedTime Source code

var float ChatSpamMutedTime;

ChatSpamMutePeriod Source code

var config float ChatSpamMutePeriod;

ChatSpamThresholdTime Source code

var config float ChatSpamThresholdTime;

ChatWindowSizeIndex Source code

var config int ChatWindowSizeIndex;

ChatWindowSizes Source code

var config Array<int> ChatWindowSizes;

CinematicOverlay Source code

var transient MojoCore.CinematicOverlay CinematicOverlay;

clientSideChar Source code

var transient ClientSideCharacter clientSideChar;

combinedMoves Source code

var int combinedMoves;

commandHUDVisible Source code

var bool commandHUDVisible;

controllingCamera Source code

var PlayerControllerCamera controllingCamera;

correctedMoves Source code

var int correctedMoves;

countDown Source code

var float countDown;

currentHUDClass Source code

var string currentHUDClass;

currentLoadout Source code

var private Loadout currentLoadout;

currentResupply Source code

var ResupplyStation currentResupply;

currentTalkingHeadCam Source code

var private TalkingHeadCamera currentTalkingHeadCam;

CurrentUseableInventoryAccess Source code

var InventoryStationAccess CurrentUseableInventoryAccess;

CurrentUseableObject Source code

var UseableObject CurrentUseableObject;

debugLogLevel Source code

var int debugLogLevel;

detectedEnemyList Source code

var SensorListNode detectedEnemyList;

detectedFriendlyList Source code

var SensorListNode detectedFriendlyList;

dualMoves Source code

var int dualMoves;

ExactPing Source code

var float ExactPing;

gameStatsKey Source code

var string gameStatsKey;

groundMovementMode Source code

var GroundMovementModeType groundMovementMode;

HUDManager Source code

var transient TribesHUDManager HUDManager;

IdentifyRadius Source code

var private float IdentifyRadius;

introCameraOldState Source code

var Name introCameraOldState;

introCameraScript Source code

var Script introCameraScript;

inventoryStation Source code

var InventoryStationAccess inventoryStation;

inventoryStationInterface Source code

var InventoryStationInteraction inventoryStationInterface;

inventoryStationWaitingForCharacter Source code

var bool inventoryStationWaitingForCharacter;

inventoryStationWaitingForCharacterInput Source code

var InventoryStationAccess inventoryStationWaitingForCharacterInput;

InvExtCamOffset Source code

var config Vector InvExtCamOffset;

lastHurt Source code

var Actor lastHurt;

lastIdentified Source code

var Actor lastIdentified;

lastIdentifiedDuration Source code

var float lastIdentifiedDuration;

lastIdentifiedHitLocation Source code

var Vector lastIdentifiedHitLocation;

lastReplicationCallTime Source code

var float lastReplicationCallTime;

LastValidChatTime Source code

var float LastValidChatTime;

lastWeaponClass Source code

var class<Weapon> lastWeaponClass;

livesLeft Source code

var int livesLeft;

lowPriorityPromptText Source code

var string lowPriorityPromptText;

lowPriorityPromptTimeout Source code

var float lowPriorityPromptTimeout;

MaxMessageTextLength Source code

var config int MaxMessageTextLength;

maxSpectatorZoom Source code

var float maxSpectatorZoom;

minSpectatorZoom Source code

var float minSpectatorZoom;

movementDebugCounter Source code

var int movementDebugCounter;

MutedPlayerList Source code

var Array<String> MutedPlayerList;

myStatsKey Source code

var string myStatsKey;

m_identifyFrequency Source code

var private float m_identifyFrequency;

m_identifyRange Source code

var private float m_identifyRange;

m_identifyTime Source code

var private float m_identifyTime;

objectives Source code

var ObjectivesList objectives;

objectivesUpdateRate Source code

var float objectivesUpdateRate;

PendingAdjustment Source code

var ClientAdjustment PendingAdjustment;

PointsOfInterest Source code

var Array<PointOfInterest> PointsOfInterest;

PromptingDataClass Source code

var class<Actor> PromptingDataClass;

PromptingObjectCanBeUsed Source code

var bool PromptingObjectCanBeUsed;

PromptingObjectClass Source code

var class<UseableObject> PromptingObjectClass;

PromptingObjectLocation Source code

var Vector PromptingObjectLocation;

PromptingObjectPromptIndex Source code

var byte PromptingObjectPromptIndex;

PromptingUseableObject Source code

var UseableObject PromptingUseableObject;

radarZoomIndex Source code

var config int radarZoomIndex;

radarZoomScale Source code

var float radarZoomScale;

radarZoomScales Source code

var config Array<float> radarZoomScales;

RenderedRooks Source code

var Array<Actor> RenderedRooks;

replayFromAccumulator Source code

var float replayFromAccumulator;

replayFromEndLocation Source code

var Vector replayFromEndLocation;

replayFromEnergy Source code

var float replayFromEnergy;

replayFromMovement Source code

var Character.MovementState replayFromMovement;

replayFromStartLocation Source code

var Vector replayFromStartLocation;

replayFromVelocity Source code

var Vector replayFromVelocity;

replicateMoveCalls Source code

var int replicateMoveCalls;

ResolutionString Source code

var String ResolutionString;

ResolutionX Source code

var int ResolutionX;

ResolutionY Source code

var int ResolutionY;

respawnDelay Source code

var float respawnDelay;

respawnKey Source code

var string respawnKey;

Rook Source code

var Rook Rook;

roundInfo Source code

var RoundInfo roundInfo;

skinPreferences Source code

var private Array<CustomPlayerLoadout.SkinPreferenceMapping> skinPreferences;

spawnBase Source code

var BaseInfo spawnBase;

SPChatWindowSizeIndex Source code

var config int SPChatWindowSizeIndex;

SPChatWindowSizes Source code

var config Array<int> SPChatWindowSizes;

SpeedhackComparison Source code

var float SpeedhackComparison;

SpeedhackLastAppTime Source code

var float SpeedhackLastAppTime;

SpeedhackLastComparison Source code

var float SpeedhackLastComparison;

talkingHeadScript Source code

var private Script talkingHeadScript;

TimeMarginSlack Source code

var globalconfig float TimeMarginSlack;

TribesFreeMoves Source code

var Array<SavedMove> TribesFreeMoves;

TribesPendingMove Source code

var SavedMove TribesPendingMove;

TribesSavedMoves Source code

var Array<SavedMove> TribesSavedMoves;

vehiclePositionSwitchOneKey Source code

var string vehiclePositionSwitchOneKey;

vehiclePositionSwitchThreeKey Source code

var string vehiclePositionSwitchThreeKey;

vehiclePositionSwitchTwoKey Source code

var string vehiclePositionSwitchTwoKey;

zoomedFOVs Source code

var config Array<float> zoomedFOVs;

zoomedMouseScale Source code

var config Array<float> zoomedMouseScale;

zoomLevel Source code

var config int zoomLevel;

zoomMagnificationLevels Source code

var config Array<float> zoomMagnificationLevels;

zoomSpeed Source code

var config float zoomSpeed;

PlayerCharacterController

commandHUDClass Source code

var(PlayerCharacterController) string commandHUDClass;

countdownHUDClass Source code

var(PlayerCharacterController) string countdownHUDClass;

damageFlashColor Source code

var(PlayerCharacterController) Vector damageFlashColor;
X=Red, Y=Green, Z=Blue, Values should be quite high (> 900)

damageFlashMultiplier Source code

var(PlayerCharacterController) float damageFlashMultiplier;
The multiplier is applied to the amount of damage and then added to the flash color

damageFlashScale Source code

var(PlayerCharacterController) float damageFlashScale;
Lower values = greater effect

gameEndHUDClass Source code

var(PlayerCharacterController) string gameEndHUDClass;

GUIPackage Source code

var(PlayerCharacterController) string GUIPackage;

HelpScreenClass Source code

var(PlayerCharacterController) string HelpScreenClass;

inventoryStationMenuClass Source code

var(PlayerCharacterController) string inventoryStationMenuClass;

maxFlashThreshold Source code

var(PlayerCharacterController) float maxFlashThreshold;
The percentage of damage where the maximum flash occurs

minFlashThreshold Source code

var(PlayerCharacterController) float minFlashThreshold;
The percentage of damage where the minimum flash occurs

MPAdminClass Source code

var(PlayerCharacterController) string MPAdminClass;

MPEscapeMenuClass Source code

var(PlayerCharacterController) string MPEscapeMenuClass;

MPGameStatsClass Source code

var(PlayerCharacterController) string MPGameStatsClass;

MPStatsClass Source code

var(PlayerCharacterController) string MPStatsClass;

MPWeaponStatsClass Source code

var(PlayerCharacterController) string MPWeaponStatsClass;

respawnHUDClass Source code

var(PlayerCharacterController) string respawnHUDClass;

spectatorHUDClass Source code

var(PlayerCharacterController) string spectatorHUDClass;

SPEscapeMenuClass Source code

var(PlayerCharacterController) string SPEscapeMenuClass;

turretHUDClass Source code

var(PlayerCharacterController) string turretHUDClass;

vehicleHUDClass Source code

var(PlayerCharacterController) string vehicleHUDClass;

waitGameStartHUDClass Source code

var(PlayerCharacterController) string waitGameStartHUDClass;

waitRoundEndHUDClass Source code

var(PlayerCharacterController) string waitRoundEndHUDClass;


Enumerations Detail

AlertnessModeType Source code

enum AlertnessModeType
{
AlertnessMode_Default, AlertnessMode_Combat, AlertnessMode_Alert, AlertnessMode_Neutral,
};

EDigitalAxisInput Source code

enum EDigitalAxisInput
{
DAI_Zero, DAI_Positive, DAI_Negative
};

GroundMovementModeType Source code

enum GroundMovementModeType
{
GroundMovementMode_Any, GroundMovementMode_Sprint, GroundMovementMode_Run, GroundMovementMode_Walk, GroundMovementMode_Stand,
};


Structures Detail

ClientAdjustment Source code

struct ClientAdjustment
{
var float accumulator;
var Vector EndLoc;
var float energy;
var Character.MovementState movement;
var name newState;
var Vector NewVel;
var Vector StartLoc;
var float TimeStamp;
};


DynamicTurretRotationProcessingOutput Source code

struct DynamicTurretRotationProcessingOutput
{
var rotator vehicleSpaceRotation;
var rotator worldSpaceNoRollRotation;
};



Functions Detail

activatePack Source code

exec function activatePack ( ) )

activatePack PlayerTeleport Source code

exec function activatePack ( ) )

AddCheats Source code

function AddCheats ( ) )

addDetectedEnemy Source code

function addDetectedEnemy ( Rook detectedEnemy) )

addDetectedFriendly Source code

function addDetectedFriendly ( Rook detectedFriendly) )

addSkinPreferenceRecord Source code

private function int addSkinPreferenceRecord ( Mesh mesh, string skinPath) )

adminvote Source code

exec function adminvote ( string name) )

AltFire Source code

exec function AltFire ( optional float F) )

AltFire AwaitingGameStart Source code

exec function AltFire ( optional float F ) )

AltFire AwaitingNextRound Source code

exec function AltFire ( optional float F ) )

AltFire CameraControlled Source code

exec function AltFire ( optional float F) )

AltFire CharacterMovement 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 PlayerEquippingPreRestart Source code

exec function AltFire ( optional float F ) )

AltFire PlayerRespawn Source code

exec function AltFire ( optional float F) )

AltFire PlayerTeleport Source code

exec function AltFire ( optional float F) )

AltFire PlayerTurreting Source code

exec function AltFire ( optional float F ) )

AltFire PlayerUsingInventoryStation Source code

exec function AltFire ( optional float F ) )

AltFire PlayerUsingResupplyStation Source code

exec function AltFire ( optional float F ) )

AltFire PlayerVehicleTurreting Source code

exec function AltFire ( optional float F ) )

AltFire PlayerWaitingInventoryStation Source code

exec function AltFire ( optional float F ) )

AltFire SPIntroduction Source code

exec function AltFire ( optional float F ) )

AltFire TribesCountdown Source code

exec function AltFire ( optional float F ) )

altFire TribesPlayerDriving Source code

exec function altFire ( optional float F) )

AltFire TribesSpectating Source code

exec function AltFire ( optional float F) )

analogueToDigital Source code

simulated static function EDigitalAxisInput analogueToDigital ( float analogueInput, float maxValue) )

animationDebug Source code

exec function animationDebug ( ) )

AppendFreeMove Source code

function AppendFreeMove ( SavedMove m) )

AppendSavedMove Source code

function AppendSavedMove ( SavedMove m) )

ApplyMessageRestrictions Source code

function ApplyMessageRestrictions ( out String Msg) )

BeginState AwaitingGameStart Source code

function BeginState ( ) )

BeginState AwaitingNextRound Source code

function BeginState ( ) )

BeginState BaseSpectating Source code

function BeginState ( ) )

BeginState CharacterMovement Source code

function BeginState ( ) )

BeginState Dead Source code

function BeginState ( ) )

BeginState GameEnded Source code

function BeginState ( ) )

BeginState PlayerRespawn Source code

function BeginState ( ) )

BeginState PlayerTeleport Source code

function BeginState ( ) )

BeginState PlayerTurreting Source code

function BeginState ( ) )

BeginState PlayerUsingInventoryStation Source code

function BeginState ( ) )

BeginState PlayerVehicleTurreting Source code

function BeginState ( ) )

BeginState PlayerWaitingInventoryStation Source code

function BeginState ( ) )

BeginState SPIntroduction Source code

function BeginState ( ) )

BeginState TribesCountdown Source code

function BeginState ( ) )

BeginState TribesPlayerDriving Source code

function BeginState ( ) )

BeginState TribesSpectating Source code

function BeginState ( ) )

CalcFirstPersonView PlayerEquippingPreRestart Source code

function CalcFirstPersonView ( Vector cameraLocation, Rotator cameraRotation) )

CalcFirstPersonView TribesSpectating Source code

function CalcFirstPersonView ( Vector cameraLocation, Rotator cameraRotation) )

calculateHeight Source code

function int calculateHeight ( float rookZ) )

calculateScreenPosition Source code

simulated function Vector calculateScreenPosition ( class objectClass, Vector objectPos) )

CallServerMove Source code

function CallServerMove ( Vector ClientLoc, SavedMove NewMove, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ) )

CanUseQuickInventoryLoadoutMenu Source code

simulated function bool CanUseQuickInventoryLoadoutMenu ( ) )

changeTeam Source code

function changeTeam ( int i, optional bool bAdminOverride) )

checkAutoWeaponSwitch Source code

function checkAutoWeaponSwitch ( ) )

checkForFireButton Source code

function checkForFireButton ( ) )

CheckSpeedHack Source code

native final function bool CheckSpeedHack ( float DeltaTime )

CleanOutSavedMoves Source code

function CleanOutSavedMoves ( ) )

clientAdjustTurretPosition Source code

function clientAdjustTurretPosition ( float timeStamp, int serverPitch, int serverYaw, int serverTargetPitch, int serverTargetYaw, name newState) )

clientAdjustTurretPosition PlayerTurreting Source code

function clientAdjustTurretPosition ( float timeStamp, int serverPitch, int serverYaw, int serverTargetPitch, int serverTargetYaw, name newState) )

ClientDamagedFrom Source code

simulated function ClientDamagedFrom ( EDirectionType direction, int DamageAmount) )

clientFinishInventoryStationAccess Source code

function clientFinishInventoryStationAccess ( ) )

clientGetSkinPreference Source code

function clientGetSkinPreference ( Mesh mesh) )

ClientGotoState Source code

function ClientGotoState ( name NewState, optional name NewLabel) )

clientInventoryStationAccess Source code

function clientInventoryStationAccess ( InventoryStationAccess inputInventoryStation) )

clientInventoryStationWait Source code

function clientInventoryStationWait ( ) )

clientLoadSkinClasses Source code

function clientLoadSkinClasses ( ) )

ClientRestart Source code

function ClientRestart ( Pawn aPawn, Name currentState) )

ClientSetBehindView Source code

function ClientSetBehindView ( bool B, optional bool bInteractive) )

clientSetCheats Source code

function clientSetCheats ( class<CheatManager> c) )

ClientSetHUD Source code

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

clientSetSkinPreference Source code

function clientSetSkinPreference ( Mesh mesh, String skinPath) )

clientTerminateInventoryStationAccess Source code

function clientTerminateInventoryStationAccess ( ) )

clientTribesSetHUD Source code

function clientTribesSetHUD ( string newHUDType) )

ClientUpdatePosition Source code

function ClientUpdatePosition ( ) )

ClientUpdatePosition PlayerTurreting Source code

function ClientUpdatePosition ( ) )

clientWeaponUseEnergy Source code

simulated function clientWeaponUseEnergy ( float quantity) )

CommonClientAdjustPosition Source code

function bool CommonClientAdjustPosition ( float TimeStamp, Name NewState) )

CycleChatWindowSize Source code

exec simulated function CycleChatWindowSize ( ) )

CycleRadarZoomScale Source code

exec simulated function CycleRadarZoomScale ( ) )

cycleZoomLevel Source code

exec simulated function cycleZoomLevel ( optional bool bReverse) )

debugAnimation Source code

exec function debugAnimation ( ) )

debugMovement Source code

exec function debugMovement ( ) )

debugMovementReplication Source code

exec function debugMovementReplication ( int level) )

debugSwitchSpawnBase Source code

exec function debugSwitchSpawnBase ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

DestroySensorList Source code

function DestroySensorList ( SensorListNode head) )

DestroySensorLists Source code

function DestroySensorLists ( ) )

digitalToAnalogue Source code

simulated static function float digitalToAnalogue ( EDigitalAxisInput digitalInput, float maxValue) )

DisplayDebug Source code

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

doIdentify Source code

simulated function doIdentify ( float delta) )

DropWeapon CharacterMovement Source code

exec function DropWeapon ( ) )

dumpVehicleData Source code

exec function dumpVehicleData ( ) )

dynamicTurretRotationProcessing Source code

static native function DynamicTurretRotationProcessingOutput dynamicTurretRotationProcessing ( rotator moveRotation, rotator mountRotation, float minimumPitch, float maximumPitch, bool yawConstrained, optional bool yawPositiveDirection, optional float yawStart, optional float yawRange )

effectLog Source code

exec function effectLog ( ) )

EndState AwaitingGameStart Source code

function EndState ( ) )

EndState AwaitingNextRound Source code

function EndState ( ) )

EndState CharacterMovement Source code

function EndState ( ) )

EndState GameEnded Source code

function EndState ( ) )

EndState PlayerEquippingPreRestart Source code

function EndState ( ) )

EndState PlayerRespawn Source code

simulated function EndState ( ) )

EndState PlayerTeleport Source code

function EndState ( ) )

EndState PlayerTurreting Source code

function EndState ( ) )

EndState PlayerUsingInventoryStation Source code

function EndState ( ) )

EndState PlayerUsingResupplyStation Source code

function EndState ( ) )

EndState PlayerVehicleTurreting Source code

function EndState ( ) )

EndState SPIntroduction Source code

function EndState ( ) )

EndState TribesCountdown Source code

function EndState ( ) )

EndState TribesPlayerDriving Source code

function EndState ( ) )

EndState TribesSpectating Source code

function EndState ( ) )

enterCombat Source code

function enterCombat ( ) )

equipCarryable Source code

exec simulated function equipCarryable ( ) )

equipCarryable PlayerTeleport Source code

exec function equipCarryable ( ) )

equipCarryable PlayerVehicleTurreting Source code

exec function equipCarryable ( ) )

equipCarryable TribesPlayerDriving Source code

exec function equipCarryable ( ) )

equipCharacter Source code

function equipCharacter ( ) )

equipDeployable Source code

exec simulated function equipDeployable ( ) )

equipDeployable PlayerTeleport Source code

exec function equipDeployable ( ) )

equipDeployable PlayerVehicleTurreting Source code

exec function equipDeployable ( ) )

equipDeployable TribesPlayerDriving Source code

exec function equipDeployable ( ) )

Fire Source code

exec function Fire ( optional float F) )

Fire CameraControlled Source code

exec function Fire ( optional float F ) )

Fire CharacterMovement Source code

exec function Fire ( optional float F ) )

Fire Dead Source code

exec function Fire ( optional float F ) )

Fire GameEnded Source code

exec function Fire ( optional float F ) )

Fire PlayerEquippingPreRestart Source code

exec function Fire ( optional float F) )

Fire PlayerRespawn Source code

exec function Fire ( optional float F ) )

Fire PlayerTeleport Source code

exec function Fire ( optional float F ) )

Fire PlayerTurreting Source code

exec function Fire ( optional float F) )

Fire PlayerUsingInventoryStation Source code

exec function Fire ( optional float F) )

Fire PlayerUsingResupplyStation Source code

exec function Fire ( optional float F) )

fire PlayerVehicleTurreting Source code

exec function fire ( optional float F) )

Fire PlayerWaitingInventoryStation Source code

exec function Fire ( optional float F) )

Fire SPIntroduction Source code

exec function Fire ( optional float F ) )

Fire TribesCountdown Source code

exec function Fire ( optional float F ) )

fire TribesPlayerDriving Source code

exec function fire ( optional float F) )

Fire TribesSpectating Source code

exec function Fire ( optional float F ) )

Force Source code

exec function Force ( String name) )

forceCycleZoomLevel Source code

exec simulated function forceCycleZoomLevel ( optional bool bReverse) )

GameSaved Source code

function GameSaved ( ) )

GetControllerTeam Source code

simulated function TeamInfo GetControllerTeam ( ) )

GetIdentify Source code

simulated function Actor GetIdentify ( ) )

GetLastWeapon Source code

function class<Weapon> GetLastWeapon ( ) )

getOtherTeam Source code

function TeamInfo getOtherTeam ( ) )

getOwnTeam Source code

function TeamInfo getOwnTeam ( ) )

getSkinPreference Source code

function string getSkinPreference ( Mesh mesh) )

getSkinPreferenceRecord Source code

private function int getSkinPreferenceRecord ( Mesh mesh) )

getTeamInfo Source code

function TeamInfo getTeamInfo ( int index) )

GetTravelPawn TribesPlayerDriving Source code

function Pawn GetTravelPawn ( ) )

GivePawn Source code

function GivePawn ( Pawn NewPawn) )

HasCurrentLoadout Source code

function bool HasCurrentLoadout ( ) )

hideTalkingHead Source code

function hideTalkingHead ( Script requestingScript) )

inDebugHud Source code

function bool inDebugHud ( ) )

initHUDObjects Source code

simulated function initHUDObjects ( ) )

InventoryCalcView Source code

simulated function InventoryCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

inventoryStationSwitchVehiclePosition Source code

exec function inventoryStationSwitchVehiclePosition ( byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout) )

inventoryStationSwitchVehiclePosition PlayerUsingInventoryStation Source code

exec function inventoryStationSwitchVehiclePosition ( byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout) )

IsChatSpam Source code

function bool IsChatSpam ( ) )

IsFriendly Source code

simulated function bool IsFriendly ( Actor Other) )

IsFriendlyPRI Source code

function bool IsFriendlyPRI ( PlayerReplicationInfo OtherPRI) )

isInCutscene Source code

function bool isInCutscene ( ) )

isLoopingAnimation Source code

exec function isLoopingAnimation ( ) )

isLoopingArmAnimation Source code

exec function isLoopingArmAnimation ( ) )

isLoopingUpperBodyAnimation Source code

exec function isLoopingUpperBodyAnimation ( ) )

IsMuted Source code

function bool IsMuted ( String PlayerName) )

isPlayingAnimation Source code

exec function isPlayingAnimation ( ) )

isPlayingUpperBodyAnimation Source code

exec function isPlayingUpperBodyAnimation ( ) )

isRookRelevant Source code

function bool isRookRelevant ( Rook sensedRook) )

isSinglePlayer Source code

function bool isSinglePlayer ( ) )

Jetpack Source code

exec function Jetpack ( optional float F ) )

Jetpack CameraControlled Source code

exec function Jetpack ( optional float F ) )

Jetpack Dead Source code

exec function Jetpack ( optional float F ) )

Jetpack GameEnded Source code

exec function Jetpack ( optional float F ) )

Jetpack PlayerEquippingPreRestart Source code

exec function Jetpack ( optional float F) )

Jetpack PlayerRespawn Source code

exec function Jetpack ( optional float F ) )

Jetpack PlayerTeleport Source code

exec function Jetpack ( optional float F ) )

Jetpack PlayerUsingInventoryStation Source code

exec function Jetpack ( optional float F) )

Jetpack PlayerUsingResupplyStation Source code

exec function Jetpack ( optional float F) )

Jetpack PlayerWaitingInventoryStation Source code

exec function Jetpack ( optional float F) )

Jetpack SPIntroduction Source code

exec function Jetpack ( optional float F ) )

Jetpack TribesCountdown Source code

exec function Jetpack ( optional float F ) )

Jetpack TribesSpectating Source code

exec function Jetpack ( optional float F ) )

kickvote Source code

exec function kickvote ( string name) )

LoadInventoryInterface PlayerEquippingPreRestart Source code

function LoadInventoryInterface ( ) )

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 TribesCountdown 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 ) )

loopAnimation Source code

exec function loopAnimation ( string animation) )

loopArmAnimation Source code

exec function loopArmAnimation ( string animation) )

loopUpperBodyAnimation Source code

exec function loopUpperBodyAnimation ( string animation) )

mapvote Source code

exec function mapvote ( string map, string gametype) )

Movement Source code

exec function Movement ( String name) )

movementDebug Source code

exec function movementDebug ( ) )

movementReport Source code

exec function movementReport ( ) )

Mute Source code

exec function Mute ( String PlayerName) )

newLoadout Source code

function newLoadout ( Loadout l) )

NextWeapon Source code

exec simulated function NextWeapon ( ) )

NextWeapon PlayerVehicleTurreting Source code

exec function NextWeapon ( ) )

NextWeapon TribesPlayerDriving Source code

exec function NextWeapon ( ) )

NextWeapon TribesSpectating Source code

exec function NextWeapon ( ) )

NotifyPhysicsVolumeChange CharacterMovement Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifyTakeHit Source code

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

PawnDied Source code

function PawnDied ( Pawn P) )

playAnimation Source code

exec function playAnimation ( string animation) )

PlayerCalcView Source code

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

playerDisconnected Source code

function playerDisconnected ( ) )

PlayerMove CharacterMovement Source code

function PlayerMove ( float DeltaTime) )

playerMove PlayerRespawn Source code

function playerMove ( float deltaTime) )

PlayerMove PlayerTurreting Source code

function PlayerMove ( float DeltaTime ) )

playerMove PlayerUsingInventoryStation Source code

function playerMove ( float deltaTime) )

PlayerMove PlayerVehicleTurreting Source code

function PlayerMove ( float deltaTime) )

PlayerMove PlayerWaitingInventoryStation Source code

function PlayerMove ( float DeltaTime ) )

PlayerMove TribesPlayerDriving Source code

function PlayerMove ( float DeltaTime ) )

PlayerTick Source code

event PlayerTick ( float DeltaTime) )

playerTick CameraControlled Source code

function playerTick ( float deltaSeconds) )

PlayerTick CharacterMovement Source code

function PlayerTick ( float Delta) )

PlayerTick PlayerRespawn Source code

function PlayerTick ( float Delta) )

PlayerTick PlayerTeleport Source code

simulated function PlayerTick ( float Delta) )

PlayerTick PlayerTurreting Source code

function PlayerTick ( float Delta) )

PlayerTick PlayerUsingResupplyStation Source code

simulated function PlayerTick ( float deltaSeconds) )

playerTick PlayerVehicleTurreting Source code

event playerTick ( float deltaTime) )

PlayerTick PlayerWaitingInventoryStation Source code

simulated function PlayerTick ( float deltaSeconds) )

playerTick TribesPlayerDriving Source code

event playerTick ( float deltaTime) )

playFireAnimation Source code

exec function playFireAnimation ( optional string weapon) )

playFlinchAnimation Source code

exec function playFlinchAnimation ( ) )

PlayPainSound Source code

function PlayPainSound ( Character.EClientPainType type) )

playUpperBodyAnimation Source code

exec function playUpperBodyAnimation ( string animation) )

PopFreeMove Source code

function PopFreeMove ( ) )

PopSavedMove Source code

function PopSavedMove ( ) )

Possess Source code

function Possess ( Pawn aPawn) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostLoadGame Source code

function PostLoadGame ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

PrevWeapon Source code

exec simulated function PrevWeapon ( ) )

PrevWeapon PlayerVehicleTurreting Source code

exec function PrevWeapon ( ) )

PrevWeapon TribesPlayerDriving Source code

exec function PrevWeapon ( ) )

PrevWeapon TribesSpectating Source code

exec function PrevWeapon ( ) )

ProcessMove CharacterMovement Source code

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

ProcessMove PlayerTurreting Source code

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

ProcessMove PlayerVehicleTurreting Source code

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

ProcessMove TribesPlayerDriving Source code

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

processTurretMove Source code

function processTurretMove ( float DeltaTime, float aTurn, float aLookUp) )

processTurretMove PlayerTurreting Source code

function processTurretMove ( float DeltaTime, float turn, float lookup) )

ProcessZoom Source code

simulated function ProcessZoom ( float Delta, Character c) )

QuickChat Source code

exec function QuickChat ( String message, String ChatTag, optional bool bLocal, optional String animName) )

releaseAltFire Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire AwaitingGameStart Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire AwaitingNextRound Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire CameraControlled Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire Dead Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire GameEnded Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire PlayerEquippingPreRestart Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire PlayerRespawn Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire PlayerTeleport Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire PlayerTurreting Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire PlayerUsingInventoryStation Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire PlayerUsingResupplyStation Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire PlayerVehicleTurreting Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire PlayerWaitingInventoryStation Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire SPIntroduction Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire TribesCountdown Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire TribesPlayerDriving Source code

exec function releaseAltFire ( optional float F) )

releaseAltFire TribesSpectating Source code

exec function releaseAltFire ( optional float F) )

releaseFire Source code

exec function releaseFire ( optional float F) )

releaseFire CameraControlled Source code

exec function releaseFire ( optional float F ) )

releaseFire Dead Source code

exec function releaseFire ( optional float F) )

releaseFire GameEnded Source code

exec function releaseFire ( optional float F ) )

releaseFire PlayerEquippingPreRestart Source code

exec function releaseFire ( optional float F) )

releaseFire PlayerRespawn Source code

exec function releaseFire ( optional float F) )

releaseFire PlayerTeleport Source code

exec function releaseFire ( optional float F) )

releaseFire PlayerTurreting Source code

exec function releaseFire ( optional float F) )

releaseFire PlayerUsingInventoryStation Source code

exec function releaseFire ( optional float F) )

releaseFire PlayerUsingResupplyStation Source code

exec function releaseFire ( optional float F) )

releaseFire PlayerVehicleTurreting Source code

exec function releaseFire ( optional float F) )

releaseFire PlayerWaitingInventoryStation Source code

exec function releaseFire ( optional float F) )

releaseFire SPIntroduction Source code

exec function releaseFire ( optional float F ) )

releaseFire TribesCountdown Source code

exec function releaseFire ( optional float F ) )

releaseFire TribesPlayerDriving Source code

exec function releaseFire ( optional float F) )

releaseFire TribesSpectating Source code

exec function releaseFire ( optional float F) )

removeDetectedEnemy Source code

function removeDetectedEnemy ( SensorListNode sln) )

removeDetectedFriendly Source code

function removeDetectedFriendly ( SensorListNode sln) )

replicateTurretMove Source code

function replicateTurretMove ( float DeltaTime, float aTurn, float aLookup) )

replicateTurretMove PlayerTurreting Source code

function replicateTurretMove ( float DeltaTime, float turn, float lookup) )

ResetInputState Source code

simulated function ResetInputState ( ) )

ResetSpeedhack Source code

native function ResetSpeedhack ( )

Respawn Source code

exec function Respawn ( optional bool bAllowExit ) )

Respawn PlayerRespawn Source code

exec function Respawn ( optional bool bAllowExit ) )

Respawn PlayerTeleport Source code

exec function Respawn ( optional bool bAllowExit ) )

Respawn TribesCountdown Source code

exec function Respawn ( optional bool bAllowExit ) )

Respawn TribesSpectating Source code

exec function Respawn ( optional bool bAllowExit ) )

saveSkinPreference Source code

function saveSkinPreference ( Mesh mesh, string skinPath) )

Say Source code

exec function Say ( String Msg) )

ScrollChatWindow Source code

exec simulated function ScrollChatWindow ( int NumLines) )

SelectTeleport Source code

function SelectTeleport ( ) )

SendClientAdjustment Source code

event SendClientAdjustment ( ) )

serverActivatePack Source code

function serverActivatePack ( ) )

ServerCancelRespawn Source code

function ServerCancelRespawn ( ) )

serverCommandHUDHidden Source code

function serverCommandHUDHidden ( ) )

serverCommandHUDShown Source code

function serverCommandHUDShown ( ) )

serverDebugMovementReplication Source code

function serverDebugMovementReplication ( int level) )

serverEquipCarryable Source code

function serverEquipCarryable ( ) )

serverEquipDeployable Source code

function serverEquipDeployable ( ) )

serverEquipFallbackWeapon Source code

function serverEquipFallbackWeapon ( ) )

serverFinishEquippingPreRestart Source code

function serverFinishEquippingPreRestart ( class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10) )

serverFinishInventoryStationAccess Source code

function serverFinishInventoryStationAccess ( InventoryStationAccess inputInventoryStation, class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10) )

serverFinishQuickInventoryStationAccess Source code

function serverFinishQuickInventoryStationAccess ( InventoryStationAccess inputInventoryStation, class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10) )

serverInventoryStationSwitchVehiclePosition Source code

function serverInventoryStationSwitchVehiclePosition ( byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout) )

serverInventoryStationSwitchVehiclePosition PlayerUsingInventoryStation Source code

function serverInventoryStationSwitchVehiclePosition ( byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout) )

ServerKillPlayer Source code

function ServerKillPlayer ( ) )

ServerMove CharacterMovement 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 ) )

serverNextWeapon Source code

function serverNextWeapon ( ) )

ServerPlayerSelectRespawn Source code

function ServerPlayerSelectRespawn ( ) )

serverPrevWeapon Source code

function serverPrevWeapon ( ) )

ServerRestartPlayer Source code

function ServerRestartPlayer ( ) )

ServerReStartPlayer AwaitingGameStart Source code

function ServerReStartPlayer ( ) )

ServerRestartPlayer PlayerRespawn Source code

function ServerRestartPlayer ( ) )

ServerRestartPlayer PlayerTeleport Source code

function ServerRestartPlayer ( ) )

ServerRestartPlayer TribesCountdown Source code

function ServerRestartPlayer ( ) )

ServerReStartPlayer TribesSpectating Source code

function ServerReStartPlayer ( ) )

ServerRestartPlayerAtBase Source code

function ServerRestartPlayerAtBase ( BaseInfo Base, optional bool bKeepPawn) )

ServerRestartPlayerInVehicle Source code

function ServerRestartPlayerInVehicle ( int vehicleRespawnIndex, bool bKeepPawn) )

ServerRestartPlayerKeepPawn Source code

function ServerRestartPlayerKeepPawn ( ) )

serverSelectWeapon Source code

function serverSelectWeapon ( Weapon w) )

serverSelectWeapon PlayerTurreting Source code

function serverSelectWeapon ( Weapon w) )

serverSelectWeapon SPIntroduction Source code

function serverSelectWeapon ( Weapon w) )

serverSetForcedRespawn Source code

function serverSetForcedRespawn ( bool bForced) )

serverSetRadarZoomScale Source code

function serverSetRadarZoomScale ( float newRadarZoomScale) )

serverSetSkin Source code

function serverSetSkin ( string skinPath, Mesh mesh) )

serverSpectate Source code

function serverSpectate ( optional string playerName) )

serverSwitchVehiclePosition Source code

function serverSwitchVehiclePosition ( byte position) )

serverTerminateInventoryStationAccess Source code

function serverTerminateInventoryStationAccess ( ) )

ServerToggleBehindView Source code

function ServerToggleBehindView ( ) )

serverToggleReady Source code

function serverToggleReady ( ) )

serverTurretMove Source code

function serverTurretMove ( float timeStamp, float turn, float lookup, int clientPitch, int clientYaw, optional float importantDelta, optional float importantTurn, optional float importantLookup) )

serverTurretMove PlayerTurreting Source code

function serverTurretMove ( float timeStamp, float turn, float lookup, int clientPitch, int clientYaw, optional float importantTimestamp, optional float importantTurn, optional float importantLookup) )

ServerUse CharacterMovement Source code

function ServerUse ( ) )
// ServerUse() // // Called when the user presses the use button. Overriden here because we // want to ensure that we only use the objects of type 'UseableObject' when // it has the higher priority.

ServerUse PlayerTurreting Source code

function ServerUse ( ) )

ServerUse PlayerUsingResupplyStation Source code

function ServerUse ( ) )

ServerUse PlayerVehicleTurreting Source code

function ServerUse ( ) )

ServerUse TribesPlayerDriving Source code

function ServerUse ( ) )

serverVehicleTurretMove Source code

function serverVehicleTurretMove ( int packedMoveRotation, int packedVehicleSpaceRotation) )

ServerViewNextMPObject Source code

function ServerViewNextMPObject ( ) )

ServerViewNextSpectatorStart Source code

function ServerViewNextSpectatorStart ( ) )

setAlertness Source code

exec function setAlertness ( string mode) )

SetCinematicMode Source code

function SetCinematicMode ( bool bCinematic) )

setDebugHud Source code

function setDebugHud ( bool visible) )

SetForcedRespawn Source code

simulated function SetForcedRespawn ( bool bForced) )

setGroundMovement Source code

exec function setGroundMovement ( string mode) )

setIsFemale Source code

function setIsFemale ( bool b) )

SetWeapon Source code

exec function SetWeapon ( class<Weapon> WeaponClass) )

setZoomLevel Source code

exec simulated function setZoomLevel ( int index) )

ShiftWeapon Source code

simulated function ShiftWeapon ( int offset) )

showAdmin Source code

exec function showAdmin ( ) )

showEscapeMenu Source code

exec function showEscapeMenu ( ) )

showEscapeMenu PlayerRespawn Source code

exec function showEscapeMenu ( ) )

showGameStats Source code

exec function showGameStats ( ) )

ShowHelpScreen Source code

exec function ShowHelpScreen ( ) )

showMyStats Source code

exec function showMyStats ( ) )

ShowSubtitle Source code

event ShowSubtitle ( String Subtitle, float lifetime) )

showTalkingHead Source code

function showTalkingHead ( TalkingHeadCamera thc, Script requestingScript) )

showWeaponStats Source code

exec function showWeaponStats ( ) )

SkipOpeningCutscene Source code

exec function bool SkipOpeningCutscene ( ) )

SkipOpeningCutscene CameraControlled Source code

exec simulated function bool SkipOpeningCutscene ( ) )

SkipOpeningCutscene SPIntroduction Source code

exec simulated function bool SkipOpeningCutscene ( ) )

spectate Source code

function spectate ( optional string playerName) )

SpectatePlayer Source code

function SpectatePlayer ( string playerName) )

stateServerSwitchVehiclePosition Source code

function stateServerSwitchVehiclePosition ( byte position) )

stateServerSwitchVehiclePosition PlayerVehicleTurreting Source code

function stateServerSwitchVehiclePosition ( byte position) )

stateServerSwitchVehiclePosition TribesPlayerDriving Source code

function stateServerSwitchVehiclePosition ( byte position) )

stopAnimation Source code

exec function stopAnimation ( ) )

stopArmAnimation Source code

exec function stopArmAnimation ( ) )

stopUpperBodyAnimation Source code

exec function stopUpperBodyAnimation ( ) )

Suicide PlayerUsingInventoryStation Source code

exec function Suicide ( ) )

Suicide PlayerVehicleTurreting Source code

exec function Suicide ( ) )

Suicide TribesCountdown Source code

exec function Suicide ( ) )

Suicide TribesPlayerDriving Source code

exec function Suicide ( ) )

switchTeam Source code

function switchTeam ( optional bool bAdminOverride) )

SwitchToFallbackWeapon Source code

exec function SwitchToFallbackWeapon ( ) )

switchVehiclePosition Source code

exec function switchVehiclePosition ( byte position) )

switchVehiclePosition PlayerVehicleTurreting Source code

exec function switchVehiclePosition ( byte position) )

switchVehiclePosition TribesPlayerDriving Source code

exec function switchVehiclePosition ( byte position) )

SwitchWeapon Source code

exec function SwitchWeapon ( byte F) )

SwitchWeapon PlayerTeleport Source code

exec function SwitchWeapon ( byte F) )

SwitchWeapon PlayerVehicleTurreting Source code

exec function SwitchWeapon ( byte F) )

SwitchWeapon TribesPlayerDriving Source code

exec function SwitchWeapon ( byte F) )

SwitchWeapon TribesSpectating Source code

exec function SwitchWeapon ( byte F) )

teamdamagevote Source code

exec function teamdamagevote ( bool vote) )

TeamQuickChat Source code

exec function TeamQuickChat ( String message, String ChatTag, optional bool bLocal, optional String animName) )

TeamSay Source code

exec function TeamSay ( String Msg) )

Tick Source code

function Tick ( Float Delta) )

Tick CharacterMovement Source code

function Tick ( float Delta) )

Tick PlayerRespawn Source code

function Tick ( float Delta) )

Tick PlayerUsingInventoryStation Source code

function Tick ( float Delta) )

Tick SPIntroduction Source code

function Tick ( float delta) )

Tick TribesCountdown Source code

function Tick ( float Delta) )

Timer Source code

function Timer ( ) )

ToggleBehindView PlayerTurreting Source code

function ToggleBehindView ( ) )

ToggleBehindView PlayerVehicleTurreting Source code

function ToggleBehindView ( ) )

ToggleBehindView TribesCountdown Source code

function ToggleBehindView ( ) )

ToggleBehindView TribesPlayerDriving Source code

function ToggleBehindView ( ) )

toggleDebugHUD Source code

exec function toggleDebugHUD ( ) )

toggleEscapePanel Source code

function toggleEscapePanel ( string menuClass) )

ToggleQuickChat Source code

exec function ToggleQuickChat ( ) )

tournamentvote Source code

exec function tournamentvote ( bool vote) )

TribesAdjustState Source code

function TribesAdjustState ( float Timestamp, Name newState) )

TribesClientAdjustPositionEx Source code

function TribesClientAdjustPositionEx ( float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ) )

TribesDualServerMove Source code

function TribesDualServerMove ( float TimeStamp0, byte ButtonInput, EDigitalAxisInput forward0, EDigitalAxisInput strafe0, int View0, float TimeStamp, EDigitalAxisInput forward, EDigitalAxisInput strafe, int View, vector ClientLoc, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ) )

TribesGetFreeMove Source code

function SavedMove TribesGetFreeMove ( ) )

TribesLongClientAdjustPosition Source code

function TribesLongClientAdjustPosition ( float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ) )

TribesLongClientAdjustPosition PlayerVehicleTurreting Source code

function TribesLongClientAdjustPosition ( float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ) )

TribesLongClientAdjustPosition TribesPlayerDriving Source code

function TribesLongClientAdjustPosition ( float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ) )

TribesMoveAutonomous Source code

function TribesMoveAutonomous ( float DeltaTime, rotator moveRotation, float forward, float strafe, bool ski, bool thrust, bool jump ) )

tribesProcessDrive Source code

function tribesProcessDrive ( float inForward, float inStrafe, rotator directionRotation, bool inThrust, bool inDive) )

tribesProcessDrive TribesPlayerDriving Source code

function tribesProcessDrive ( float inForward, float inStrafe, rotator directionRotation, bool inThrust, bool inDive) )

TribesProcessMove Source code

function TribesProcessMove ( float forward, float strafe, float jump, float ski, float thrust) )

TribesProcessMove CharacterMovement Source code

function TribesProcessMove ( float forward, float strafe, float jump, float ski, float thrust) )

TribesReplicateMove Source code

function TribesReplicateMove ( float forward, float strafe, bool ski, bool thrust, bool jump) )

tribesServerDrive Source code

function tribesServerDrive ( EDigitalAxisInput inForward, EDigitalAxisInput inStrafe, int packedRotation, bool inThrust, bool inDive) )

TribesServerMove Source code

function TribesServerMove ( float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput digitalForward, EDigitalAxisInput digitalStrafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ) )

TribesServerMove PlayerTurreting Source code

function TribesServerMove ( float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ) )

TribesServerMove PlayerVehicleTurreting Source code

function TribesServerMove ( float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ) )

TribesServerMove TribesPlayerDriving Source code

function TribesServerMove ( float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ) )

TribesShortClientAdjustPositionEx Source code

function TribesShortClientAdjustPositionEx ( float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ ) )

TribesShortServerMove Source code

function TribesShortServerMove ( float TimeStamp, Vector ClientLoc, int View ) )

TribesStateServerMove Source code

function TribesStateServerMove ( float Timestamp) )

TribesTalk Source code

exec function TribesTalk ( ) )

TribesTeamTalk Source code

exec function TribesTeamTalk ( ) )

TurnAround SPIntroduction Source code

function TurnAround ( ) )

TurnAround TribesCountdown Source code

function TurnAround ( ) )

UnMute Source code

exec function UnMute ( String PlayerName) )

UnPossess Source code

function UnPossess ( ) )

updateCachedKeyBindings Source code

simulated function updateCachedKeyBindings ( ) )

updateCasts Source code

simulated function updateCasts ( ) )

updateCharacterUserSkin Source code

private function updateCharacterUserSkin ( ) )

updatePhysicsConfiguration Source code

exec function updatePhysicsConfiguration ( ) )

UpdateScreenRes Source code

function UpdateScreenRes ( ) )

UpdateUseableObject Source code

function UpdateUseableObject ( ) )

Use Source code

exec function Use ( ) )

use CameraControlled Source code

exec function use ( ) )

ViewShake PlayerVehicleTurreting Source code

function ViewShake ( float deltaTime) )

whack Source code

exec function whack ( ) )

WorldToScreen Source code

simulated function bool WorldToScreen ( out Vector inputVector) )


Defaultproperties

defaultproperties
{
	
    MaxResponseTime=1.0
    MaxTimeMargin=1.0
	TimeMarginSlack=0.001


	
	bNetNotify					= true


	CheatClass					= class'TribesCheatManager'
	DefaultFOV					= 95


	spectatorHUDClass			= "TribesGUI.TribesSpectatorHUD"
	countdownHUDClass			= "TribesGUI.TribesCountdownHUD"
	gameEndHUDClass				= ""
	respawnHUDClass				= "TribesGUI.TribesRespawnHUD"
	vehicleHUDClass				= "TribesGUI.TribesVehicleHUD"
	turretHUDClass				= "TribesGUI.TribesTurretHUD"
	inventoryStationMenuClass	= "TribesGUI.TribesInventorySelectionMenu"
	waitRoundEndHUDClass		= "TribesGUI.TribesAwaitRoundEndHUD"
	waitGameStartHUDClass		= "TribesGUI.TribesAwaitGameStartHUD"
	commandHUDClass				= "TribesGUI.TribesCommandHUD"
	HelpScreenClass				= "TribesGUI.TribesHelpScreen"
	GUIPackage					= "TribesGUI"
	SPEscapeMenuClass			= "TribesSPEscapeMenu"
	MPEscapeMenuClass			= "TribesMPEscapeMenu"
	MPStatsClass				= "TribesMPStatsPanel"
	MPWeaponStatsClass			= "TribesMPWeaponStatsPanel"
	MPGameStatsClass			= "TribesMPPlayersPanel"
	MPAdminClass				= "TribesMPAdminPanel"


	MovementObjectClass			= "Gameplay.CharacterPhysicsObject"


	PlayerReplicationInfoClass	= class'Gameplay.TribesReplicationInfo'


	m_identifyFrequency			= 0.1
	m_identifyRange				= 5000


    alertnessMode               = AlertnessMode_Default;
    alertnessDecayTime          = 10


    groundMovementMode          = GroundMovementMode_Any;


	damageFlashColor			= (X=900,Y=0,Z=0)
	damageFlashScale			= 0.3
	maxFlashThreshold			= 0.5
	minFlashThreshold			= 0.1
	damageFlashMultiplier		= 1


	livesLeft				    = -1


	IdentifyRadius				= 32


	InvExtCamOffset				= (X=-200,Y=0,Z=210)


	bUseEnabled					= true
	debugLogLevel				= 0
    SpectateSpeed=+1200.0
	maxSpectatorZoom			= 30
	minSpectatorZoom			= 6


	ChatSpamGuardEnabled		= true
	ChatSpamMaxMessages			= 4
	ChatSpamThresholdTime		= 4
	ChatSpamMutePeriod			= 8
	MaxMessageTextLength		= 196
}

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Creation time: st 23.5.2018 00:10:33.731 - Created with UnCodeX