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
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,
|
Functions Summary |
| | activatePack ()))
|
| | activatePack ())) PlayerTeleport |
| | AddCheats ()))
|
| | addDetectedEnemy (Rook detectedEnemy))
|
| | addDetectedFriendly (Rook detectedFriendly))
|
| int | addSkinPreferenceRecord (Mesh mesh, string skinPath))
|
| | adminvote (string name))
|
| | AltFire (optional float F))
|
| | AltFire (optional float F )) AwaitingGameStart |
| | AltFire (optional float F )) AwaitingNextRound |
| | AltFire (optional float F)) CameraControlled |
| | AltFire (optional float F)) CharacterMovement |
| | AltFire (optional float F)) Dead |
| | AltFire (optional float F )) GameEnded |
| | AltFire (optional float F )) PlayerEquippingPreRestart |
| | AltFire (optional float F)) PlayerRespawn |
| | AltFire (optional float F)) PlayerTeleport |
| | AltFire (optional float F )) PlayerTurreting |
| | AltFire (optional float F )) PlayerUsingInventoryStation |
| | AltFire (optional float F )) PlayerUsingResupplyStation |
| | AltFire (optional float F )) PlayerVehicleTurreting |
| | AltFire (optional float F )) PlayerWaitingInventoryStation |
| | AltFire (optional float F )) SPIntroduction |
| | AltFire (optional float F )) TribesCountdown |
| | altFire (optional float F)) TribesPlayerDriving |
| | AltFire (optional float F)) TribesSpectating |
| EDigitalAxisInput | analogueToDigital (float analogueInput, float maxValue))
|
| | animationDebug ()))
|
| | AppendFreeMove (SavedMove m))
|
| | AppendSavedMove (SavedMove m))
|
| | ApplyMessageRestrictions (out String Msg))
|
| | BeginState ())) AwaitingGameStart |
| | BeginState ())) AwaitingNextRound |
| | BeginState ())) BaseSpectating |
| | BeginState ())) CharacterMovement |
| | BeginState ())) Dead |
| | BeginState ())) GameEnded |
| | BeginState ())) PlayerRespawn |
| | BeginState ())) PlayerTeleport |
| | BeginState ())) PlayerTurreting |
| | BeginState ())) PlayerUsingInventoryStation |
| | BeginState ())) PlayerVehicleTurreting |
| | BeginState ())) PlayerWaitingInventoryStation |
| | BeginState ())) SPIntroduction |
| | BeginState ())) TribesCountdown |
| | BeginState ())) TribesPlayerDriving |
| | BeginState ())) TribesSpectating |
| | CalcFirstPersonView (Vector cameraLocation, Rotator cameraRotation)) PlayerEquippingPreRestart |
| | CalcFirstPersonView (Vector cameraLocation, Rotator cameraRotation)) TribesSpectating |
| int | calculateHeight (float rookZ))
|
| Vector | calculateScreenPosition (class objectClass, Vector objectPos))
|
| | CallServerMove (Vector ClientLoc, SavedMove NewMove, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData
))
|
| bool | CanUseQuickInventoryLoadoutMenu ()))
|
| | changeTeam (int i, optional bool bAdminOverride))
|
| | checkAutoWeaponSwitch ()))
|
| | checkForFireButton ()))
|
| bool | CheckSpeedHack (float DeltaTime)
|
| | CleanOutSavedMoves ()))
|
| | clientAdjustTurretPosition (float timeStamp, int serverPitch, int serverYaw, int serverTargetPitch, int serverTargetYaw, name newState))
|
| | clientAdjustTurretPosition (float timeStamp, int serverPitch, int serverYaw, int serverTargetPitch, int serverTargetYaw, name newState)) PlayerTurreting |
| | ClientDamagedFrom (EDirectionType direction, int DamageAmount))
|
| | clientFinishInventoryStationAccess ()))
|
| | clientGetSkinPreference (Mesh mesh))
|
| | ClientGotoState (name NewState, optional name NewLabel))
|
| | clientInventoryStationAccess (InventoryStationAccess inputInventoryStation))
|
| | clientInventoryStationWait ()))
|
| | clientLoadSkinClasses ()))
|
| | ClientRestart (Pawn aPawn, Name currentState))
|
| | ClientSetBehindView (bool B, optional bool bInteractive))
|
| | clientSetCheats (class<CheatManager> c))
|
| | ClientSetHUD (class<HUD> newHUDType, optional class<Scoreboard> newScoringType))
|
| | clientSetSkinPreference (Mesh mesh, String skinPath))
|
| | clientTerminateInventoryStationAccess ()))
|
| | clientTribesSetHUD (string newHUDType))
|
| | ClientUpdatePosition ()))
|
| | ClientUpdatePosition ())) PlayerTurreting |
| | clientWeaponUseEnergy (float quantity))
|
| bool | CommonClientAdjustPosition (float TimeStamp, Name NewState))
|
| | CycleChatWindowSize ()))
|
| | CycleRadarZoomScale ()))
|
| | cycleZoomLevel (optional bool bReverse))
|
| | debugAnimation ()))
|
| | debugMovement ()))
|
| | debugMovementReplication (int level))
|
| | debugSwitchSpawnBase ()))
|
| | Destroyed ()))
|
| | DestroySensorList (SensorListNode head))
|
| | DestroySensorLists ()))
|
| float | digitalToAnalogue (EDigitalAxisInput digitalInput, float maxValue))
|
| | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
|
| | doIdentify (float delta))
|
| | DropWeapon ())) CharacterMovement |
| | dumpVehicleData ()))
|
| DynamicTurretRotationProcessingOutput | dynamicTurretRotationProcessing (rotator moveRotation, rotator mountRotation, float minimumPitch, float maximumPitch, bool yawConstrained, optional bool yawPositiveDirection, optional float yawStart, optional float yawRange)
|
| | effectLog ()))
|
| | EndState ())) AwaitingGameStart |
| | EndState ())) AwaitingNextRound |
| | EndState ())) CharacterMovement |
| | EndState ())) GameEnded |
| | EndState ())) PlayerEquippingPreRestart |
| | EndState ())) PlayerRespawn |
| | EndState ())) PlayerTeleport |
| | EndState ())) PlayerTurreting |
| | EndState ())) PlayerUsingInventoryStation |
| | EndState ())) PlayerUsingResupplyStation |
| | EndState ())) PlayerVehicleTurreting |
| | EndState ())) SPIntroduction |
| | EndState ())) TribesCountdown |
| | EndState ())) TribesPlayerDriving |
| | EndState ())) TribesSpectating |
| | enterCombat ()))
|
| | equipCarryable ()))
|
| | equipCarryable ())) PlayerTeleport |
| | equipCarryable ())) PlayerVehicleTurreting |
| | equipCarryable ())) TribesPlayerDriving |
| | equipCharacter ()))
|
| | equipDeployable ()))
|
| | equipDeployable ())) PlayerTeleport |
| | equipDeployable ())) PlayerVehicleTurreting |
| | equipDeployable ())) TribesPlayerDriving |
| | Fire (optional float F))
|
| | Fire (optional float F )) CameraControlled |
| | Fire (optional float F )) CharacterMovement |
| | Fire (optional float F )) Dead |
| | Fire (optional float F )) GameEnded |
| | Fire (optional float F)) PlayerEquippingPreRestart |
| | Fire (optional float F )) PlayerRespawn |
| | Fire (optional float F )) PlayerTeleport |
| | Fire (optional float F)) PlayerTurreting |
| | Fire (optional float F)) PlayerUsingInventoryStation |
| | Fire (optional float F)) PlayerUsingResupplyStation |
| | fire (optional float F)) PlayerVehicleTurreting |
| | Fire (optional float F)) PlayerWaitingInventoryStation |
| | Fire (optional float F )) SPIntroduction |
| | Fire (optional float F )) TribesCountdown |
| | fire (optional float F)) TribesPlayerDriving |
| | Fire (optional float F )) TribesSpectating |
| | Force (String name))
|
| | forceCycleZoomLevel (optional bool bReverse))
|
| | GameSaved ()))
|
| TeamInfo | GetControllerTeam ()))
|
| Actor | GetIdentify ()))
|
| class<Weapon> | GetLastWeapon ()))
|
| TeamInfo | getOtherTeam ()))
|
| TeamInfo | getOwnTeam ()))
|
| string | getSkinPreference (Mesh mesh))
|
| int | getSkinPreferenceRecord (Mesh mesh))
|
| TeamInfo | getTeamInfo (int index))
|
| Pawn | GetTravelPawn ())) TribesPlayerDriving |
| | GivePawn (Pawn NewPawn))
|
| bool | HasCurrentLoadout ()))
|
| | hideTalkingHead (Script requestingScript))
|
| bool | inDebugHud ()))
|
| | initHUDObjects ()))
|
| | InventoryCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
|
| | inventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout))
|
| | inventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout)) PlayerUsingInventoryStation |
| bool | IsChatSpam ()))
|
| bool | IsFriendly (Actor Other))
|
| bool | IsFriendlyPRI (PlayerReplicationInfo OtherPRI))
|
| bool | isInCutscene ()))
|
| | isLoopingAnimation ()))
|
| | isLoopingArmAnimation ()))
|
| | isLoopingUpperBodyAnimation ()))
|
| bool | IsMuted (String PlayerName))
|
| | isPlayingAnimation ()))
|
| | isPlayingUpperBodyAnimation ()))
|
| bool | isRookRelevant (Rook sensedRook))
|
| bool | isSinglePlayer ()))
|
| | Jetpack (optional float F ))
|
| | Jetpack (optional float F )) CameraControlled |
| | Jetpack (optional float F )) Dead |
| | Jetpack (optional float F )) GameEnded |
| | Jetpack (optional float F)) PlayerEquippingPreRestart |
| | Jetpack (optional float F )) PlayerRespawn |
| | Jetpack (optional float F )) PlayerTeleport |
| | Jetpack (optional float F)) PlayerUsingInventoryStation |
| | Jetpack (optional float F)) PlayerUsingResupplyStation |
| | Jetpack (optional float F)) PlayerWaitingInventoryStation |
| | Jetpack (optional float F )) SPIntroduction |
| | Jetpack (optional float F )) TribesCountdown |
| | Jetpack (optional float F )) TribesSpectating |
| | kickvote (string name))
|
| | LoadInventoryInterface ())) PlayerEquippingPreRestart |
| | LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ
))
|
| | LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ )) TribesCountdown |
| | loopAnimation (string animation))
|
| | loopArmAnimation (string animation))
|
| | loopUpperBodyAnimation (string animation))
|
| | mapvote (string map, string gametype))
|
| | Movement (String name))
|
| | movementDebug ()))
|
| | movementReport ()))
|
| | Mute (String PlayerName))
|
| | newLoadout (Loadout l))
|
| | NextWeapon ()))
|
| | NextWeapon ())) PlayerVehicleTurreting |
| | NextWeapon ())) TribesPlayerDriving |
| | NextWeapon ())) TribesSpectating |
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) CharacterMovement |
| | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
|
| | PawnDied (Pawn P))
|
| | playAnimation (string animation))
|
| | PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
|
| | playerDisconnected ()))
|
| | PlayerMove (float DeltaTime)) CharacterMovement |
| | playerMove (float deltaTime)) PlayerRespawn |
| | PlayerMove (float DeltaTime )) PlayerTurreting |
| | playerMove (float deltaTime)) PlayerUsingInventoryStation |
| | PlayerMove (float deltaTime)) PlayerVehicleTurreting |
| | PlayerMove (float DeltaTime )) PlayerWaitingInventoryStation |
| | PlayerMove (float DeltaTime )) TribesPlayerDriving |
| | PlayerTick (float DeltaTime))
|
| | playerTick (float deltaSeconds)) CameraControlled |
| | PlayerTick (float Delta)) CharacterMovement |
| | PlayerTick (float Delta)) PlayerRespawn |
| | PlayerTick (float Delta)) PlayerTeleport |
| | PlayerTick (float Delta)) PlayerTurreting |
| | PlayerTick (float deltaSeconds)) PlayerUsingResupplyStation |
| | playerTick (float deltaTime)) PlayerVehicleTurreting |
| | PlayerTick (float deltaSeconds)) PlayerWaitingInventoryStation |
| | playerTick (float deltaTime)) TribesPlayerDriving |
| | playFireAnimation (optional string weapon))
|
| | playFlinchAnimation ()))
|
| | PlayPainSound (Character.EClientPainType type))
|
| | playUpperBodyAnimation (string animation))
|
| | PopFreeMove ()))
|
| | PopSavedMove ()))
|
| | Possess (Pawn aPawn))
|
| | PostBeginPlay ()))
|
| | PostLoadGame ()))
|
| | PostNetReceive ()))
|
| | PrevWeapon ()))
|
| | PrevWeapon ())) PlayerVehicleTurreting |
| | PrevWeapon ())) TribesPlayerDriving |
| | PrevWeapon ())) TribesSpectating |
| | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) CharacterMovement |
| | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerTurreting |
| | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerVehicleTurreting |
| | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) TribesPlayerDriving |
| | processTurretMove (float DeltaTime, float aTurn, float aLookUp))
|
| | processTurretMove (float DeltaTime, float turn, float lookup)) PlayerTurreting |
| | ProcessZoom (float Delta, Character c))
|
| | QuickChat (String message, String ChatTag, optional bool bLocal, optional String animName))
|
| | releaseAltFire (optional float F))
|
| | releaseAltFire (optional float F)) AwaitingGameStart |
| | releaseAltFire (optional float F)) AwaitingNextRound |
| | releaseAltFire (optional float F)) CameraControlled |
| | releaseAltFire (optional float F)) Dead |
| | releaseAltFire (optional float F)) GameEnded |
| | releaseAltFire (optional float F)) PlayerEquippingPreRestart |
| | releaseAltFire (optional float F)) PlayerRespawn |
| | releaseAltFire (optional float F)) PlayerTeleport |
| | releaseAltFire (optional float F)) PlayerTurreting |
| | releaseAltFire (optional float F)) PlayerUsingInventoryStation |
| | releaseAltFire (optional float F)) PlayerUsingResupplyStation |
| | releaseAltFire (optional float F)) PlayerVehicleTurreting |
| | releaseAltFire (optional float F)) PlayerWaitingInventoryStation |
| | releaseAltFire (optional float F)) SPIntroduction |
| | releaseAltFire (optional float F)) TribesCountdown |
| | releaseAltFire (optional float F)) TribesPlayerDriving |
| | releaseAltFire (optional float F)) TribesSpectating |
| | releaseFire (optional float F))
|
| | releaseFire (optional float F )) CameraControlled |
| | releaseFire (optional float F)) Dead |
| | releaseFire (optional float F )) GameEnded |
| | releaseFire (optional float F)) PlayerEquippingPreRestart |
| | releaseFire (optional float F)) PlayerRespawn |
| | releaseFire (optional float F)) PlayerTeleport |
| | releaseFire (optional float F)) PlayerTurreting |
| | releaseFire (optional float F)) PlayerUsingInventoryStation |
| | releaseFire (optional float F)) PlayerUsingResupplyStation |
| | releaseFire (optional float F)) PlayerVehicleTurreting |
| | releaseFire (optional float F)) PlayerWaitingInventoryStation |
| | releaseFire (optional float F )) SPIntroduction |
| | releaseFire (optional float F )) TribesCountdown |
| | releaseFire (optional float F)) TribesPlayerDriving |
| | releaseFire (optional float F)) TribesSpectating |
| | removeDetectedEnemy (SensorListNode sln))
|
| | removeDetectedFriendly (SensorListNode sln))
|
| | replicateTurretMove (float DeltaTime, float aTurn, float aLookup))
|
| | replicateTurretMove (float DeltaTime, float turn, float lookup)) PlayerTurreting |
| | ResetInputState ()))
|
| | ResetSpeedhack ()
|
| | Respawn (optional bool bAllowExit ))
|
| | Respawn (optional bool bAllowExit )) PlayerRespawn |
| | Respawn (optional bool bAllowExit )) PlayerTeleport |
| | Respawn (optional bool bAllowExit )) TribesCountdown |
| | Respawn (optional bool bAllowExit )) TribesSpectating |
| | saveSkinPreference (Mesh mesh, string skinPath))
|
| | Say (String Msg))
|
| | ScrollChatWindow (int NumLines))
|
| | SelectTeleport ()))
|
| | SendClientAdjustment ()))
|
| | serverActivatePack ()))
|
| | ServerCancelRespawn ()))
|
| | serverCommandHUDHidden ()))
|
| | serverCommandHUDShown ()))
|
| | serverDebugMovementReplication (int level))
|
| | serverEquipCarryable ()))
|
| | serverEquipDeployable ()))
|
| | serverEquipFallbackWeapon ()))
|
| | 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 (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 (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 (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout))
|
| | serverInventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout)) PlayerUsingInventoryStation |
| | ServerKillPlayer ()))
|
| | 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 |
| | serverNextWeapon ()))
|
| | ServerPlayerSelectRespawn ()))
|
| | serverPrevWeapon ()))
|
| | ServerRestartPlayer ()))
|
| | ServerReStartPlayer ())) AwaitingGameStart |
| | ServerRestartPlayer ())) PlayerRespawn |
| | ServerRestartPlayer ())) PlayerTeleport |
| | ServerRestartPlayer ())) TribesCountdown |
| | ServerReStartPlayer ())) TribesSpectating |
| | ServerRestartPlayerAtBase (BaseInfo Base, optional bool bKeepPawn))
|
| | ServerRestartPlayerInVehicle (int vehicleRespawnIndex, bool bKeepPawn))
|
| | ServerRestartPlayerKeepPawn ()))
|
| | serverSelectWeapon (Weapon w))
|
| | serverSelectWeapon (Weapon w)) PlayerTurreting |
| | serverSelectWeapon (Weapon w)) SPIntroduction |
| | serverSetForcedRespawn (bool bForced))
|
| | serverSetRadarZoomScale (float newRadarZoomScale))
|
| | serverSetSkin (string skinPath, Mesh mesh))
|
| | serverSpectate (optional string playerName))
|
| | serverSwitchVehiclePosition (byte position))
|
| | serverTerminateInventoryStationAccess ()))
|
| | ServerToggleBehindView ()))
|
| | serverToggleReady ()))
|
| | serverTurretMove (float timeStamp, float turn, float lookup, int clientPitch, int clientYaw, optional float importantDelta, optional float importantTurn, optional float importantLookup))
|
| | serverTurretMove (float timeStamp, float turn, float lookup, int clientPitch, int clientYaw, optional float importantTimestamp, optional float importantTurn, optional float importantLookup)) PlayerTurreting |
| | ServerUse ())) CharacterMovement |
| | ServerUse ())) PlayerTurreting |
| | ServerUse ())) PlayerUsingResupplyStation |
| | ServerUse ())) PlayerVehicleTurreting |
| | ServerUse ())) TribesPlayerDriving |
| | serverVehicleTurretMove (int packedMoveRotation, int packedVehicleSpaceRotation))
|
| | ServerViewNextMPObject ()))
|
| | ServerViewNextSpectatorStart ()))
|
| | setAlertness (string mode))
|
| | SetCinematicMode (bool bCinematic))
|
| | setDebugHud (bool visible))
|
| | SetForcedRespawn (bool bForced))
|
| | setGroundMovement (string mode))
|
| | setIsFemale (bool b))
|
| | SetWeapon (class<Weapon> WeaponClass))
|
| | setZoomLevel (int index))
|
| | ShiftWeapon (int offset))
|
| | showAdmin ()))
|
| | showEscapeMenu ()))
|
| | showEscapeMenu ())) PlayerRespawn |
| | showGameStats ()))
|
| | ShowHelpScreen ()))
|
| | showMyStats ()))
|
| | ShowSubtitle (String Subtitle, float lifetime))
|
| | showTalkingHead (TalkingHeadCamera thc, Script requestingScript))
|
| | showWeaponStats ()))
|
| bool | SkipOpeningCutscene ()))
|
| bool | SkipOpeningCutscene ())) CameraControlled |
| bool | SkipOpeningCutscene ())) SPIntroduction |
| | spectate (optional string playerName))
|
| | SpectatePlayer (string playerName))
|
| | stateServerSwitchVehiclePosition (byte position))
|
| | stateServerSwitchVehiclePosition (byte position)) PlayerVehicleTurreting |
| | stateServerSwitchVehiclePosition (byte position)) TribesPlayerDriving |
| | stopAnimation ()))
|
| | stopArmAnimation ()))
|
| | stopUpperBodyAnimation ()))
|
| | Suicide ())) PlayerUsingInventoryStation |
| | Suicide ())) PlayerVehicleTurreting |
| | Suicide ())) TribesCountdown |
| | Suicide ())) TribesPlayerDriving |
| | switchTeam (optional bool bAdminOverride))
|
| | SwitchToFallbackWeapon ()))
|
| | switchVehiclePosition (byte position))
|
| | switchVehiclePosition (byte position)) PlayerVehicleTurreting |
| | switchVehiclePosition (byte position)) TribesPlayerDriving |
| | SwitchWeapon (byte F))
|
| | SwitchWeapon (byte F)) PlayerTeleport |
| | SwitchWeapon (byte F)) PlayerVehicleTurreting |
| | SwitchWeapon (byte F)) TribesPlayerDriving |
| | SwitchWeapon (byte F)) TribesSpectating |
| | teamdamagevote (bool vote))
|
| | TeamQuickChat (String message, String ChatTag, optional bool bLocal, optional String animName))
|
| | TeamSay (String Msg))
|
| | Tick (Float Delta))
|
| | Tick (float Delta)) CharacterMovement |
| | Tick (float Delta)) PlayerRespawn |
| | Tick (float Delta)) PlayerUsingInventoryStation |
| | Tick (float delta)) SPIntroduction |
| | Tick (float Delta)) TribesCountdown |
| | Timer ()))
|
| | ToggleBehindView ())) PlayerTurreting |
| | ToggleBehindView ())) PlayerVehicleTurreting |
| | ToggleBehindView ())) TribesCountdown |
| | ToggleBehindView ())) TribesPlayerDriving |
| | toggleDebugHUD ()))
|
| | toggleEscapePanel (string menuClass))
|
| | ToggleQuickChat ()))
|
| | tournamentvote (bool vote))
|
| | TribesAdjustState (float Timestamp, Name newState))
|
| | 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 (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
))
|
| SavedMove | TribesGetFreeMove ()))
|
| | 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 (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 |
| | 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 |
| | TribesMoveAutonomous (float DeltaTime, rotator moveRotation, float forward, float strafe, bool ski, bool thrust, bool jump
))
|
| | tribesProcessDrive (float inForward, float inStrafe, rotator directionRotation, bool inThrust, bool inDive))
|
| | tribesProcessDrive (float inForward, float inStrafe, rotator directionRotation, bool inThrust, bool inDive)) TribesPlayerDriving |
| | TribesProcessMove (float forward, float strafe, float jump, float ski, float thrust))
|
| | TribesProcessMove (float forward, float strafe, float jump, float ski, float thrust)) CharacterMovement |
| | TribesReplicateMove (float forward, float strafe, bool ski, bool thrust, bool jump))
|
| | tribesServerDrive (EDigitalAxisInput inForward, EDigitalAxisInput inStrafe, int packedRotation, bool inThrust, bool inDive))
|
| | TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput digitalForward, EDigitalAxisInput digitalStrafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData
))
|
| | TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData )) PlayerTurreting |
| | TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData )) PlayerVehicleTurreting |
| | TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData )) TribesPlayerDriving |
| | 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 (float TimeStamp, Vector ClientLoc, int View
))
|
| | TribesStateServerMove (float Timestamp))
|
| | TribesTalk ()))
|
| | TribesTeamTalk ()))
|
| | TurnAround ())) SPIntroduction |
| | TurnAround ())) TribesCountdown |
| | UnMute (String PlayerName))
|
| | UnPossess ()))
|
| | updateCachedKeyBindings ()))
|
| | updateCasts ()))
|
| | updateCharacterUserSkin ()))
|
| | updatePhysicsConfiguration ()))
|
| | UpdateScreenRes ()))
|
| | UpdateUseableObject ()))
|
| | Use ()))
|
| | use ())) CameraControlled |
| | ViewShake (float deltaTime)) PlayerVehicleTurreting |
| | whack ()))
|
| bool | 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 |
CharacterMovement Source code |
simulated state CharacterMovement
|
AltFire, BeginState, DropWeapon, EndState, Fire, NotifyPhysicsVolumeChange, PlayerMove, PlayerTick, ProcessMove, ServerMove, ServerUse, Tick, TribesProcessMove |
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 |
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 |
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 |
var string adminKey;
var float alertnessDecayTime;
var int animationDebugCounter;
armorClassBeforeInventoryAccess Source code
var
class<
Armor> armorClassBeforeInventoryAccess;
var bool bCountDown;
var bool bDebugSpeedhack;
var input byte bDropWeapon;
var bool bForcedRespawn;
bHideFirstPersonWeapon Source code
var config bool bHideFirstPersonWeapon;
var bool bJustRespawned;
var input byte bLoadoutSelection;
var input byte bObjectives;
var bool bOldBehindView;
var input byte bQuickChat;
var config bool bTeamMarkerColors;
var bool bUseEnabled;
var bool bWaitingForRoundEnd;
var bool bWasUsingDeployable;
var input byte bZoom;
var int ChatCount;
var config bool ChatSpamGuardEnabled;
var config int ChatSpamMaxMessages;
var float ChatSpamMutedTime;
var config float ChatSpamMutePeriod;
var config float ChatSpamThresholdTime;
var config int ChatWindowSizeIndex;
var config Array<int> ChatWindowSizes;
var int combinedMoves;
var bool commandHUDVisible;
var int correctedMoves;
var float countDown;
var string currentHUDClass;
var private
Loadout currentLoadout;
CurrentUseableInventoryAccess Source code
var int debugLogLevel;
var int dualMoves;
var float ExactPing;
var string gameStatsKey;
var private float IdentifyRadius;
var Name introCameraOldState;
inventoryStationInterface Source code
inventoryStationWaitingForCharacter Source code
var bool inventoryStationWaitingForCharacter;
inventoryStationWaitingForCharacterInput Source code
var config
Vector InvExtCamOffset;
var
Actor lastIdentified;
lastIdentifiedDuration Source code
var float lastIdentifiedDuration;
lastIdentifiedHitLocation Source code
var
Vector lastIdentifiedHitLocation;
lastReplicationCallTime Source code
var float lastReplicationCallTime;
var float LastValidChatTime;
var
class<
Weapon> lastWeaponClass;
var int livesLeft;
var string lowPriorityPromptText;
lowPriorityPromptTimeout Source code
var float lowPriorityPromptTimeout;
var config int MaxMessageTextLength;
var float maxSpectatorZoom;
var float minSpectatorZoom;
var int movementDebugCounter;
var Array<String> MutedPlayerList;
var string myStatsKey;
var private float m_identifyFrequency;
var private float m_identifyRange;
var private float m_identifyTime;
var float objectivesUpdateRate;
var
class<
Actor> PromptingDataClass;
PromptingObjectCanBeUsed Source code
var bool PromptingObjectCanBeUsed;
PromptingObjectLocation Source code
var
Vector PromptingObjectLocation;
PromptingObjectPromptIndex Source code
var byte PromptingObjectPromptIndex;
PromptingUseableObject Source code
var config int radarZoomIndex;
var float radarZoomScale;
var config Array<float> radarZoomScales;
var Array<
Actor> RenderedRooks;
var float replayFromAccumulator;
var
Vector replayFromEndLocation;
var float replayFromEnergy;
replayFromStartLocation Source code
var
Vector replayFromStartLocation;
var
Vector replayFromVelocity;
var int replicateMoveCalls;
var String ResolutionString;
var int ResolutionX;
var int ResolutionY;
var float respawnDelay;
var string respawnKey;
var config int SPChatWindowSizeIndex;
var config Array<int> SPChatWindowSizes;
var float SpeedhackComparison;
var float SpeedhackLastAppTime;
SpeedhackLastComparison Source code
var float SpeedhackLastComparison;
var private
Script talkingHeadScript;
var globalconfig float TimeMarginSlack;
vehiclePositionSwitchOneKey Source code
var string vehiclePositionSwitchOneKey;
vehiclePositionSwitchThreeKey Source code
var string vehiclePositionSwitchThreeKey;
vehiclePositionSwitchTwoKey Source code
var string vehiclePositionSwitchTwoKey;
var config Array<float> zoomedFOVs;
var config Array<float> zoomedMouseScale;
var config int zoomLevel;
zoomMagnificationLevels Source code
var config Array<float> zoomMagnificationLevels;
var config float zoomSpeed;
PlayerCharacterController
inventoryStationMenuClass Source code
enum
AlertnessModeType
{
AlertnessMode_Default,
AlertnessMode_Combat,
AlertnessMode_Alert,
AlertnessMode_Neutral,
};
GroundMovementModeType Source code
enum
GroundMovementModeType
{
GroundMovementMode_Any,
GroundMovementMode_Sprint,
GroundMovementMode_Run,
GroundMovementMode_Walk,
GroundMovementMode_Stand,
};
DynamicTurretRotationProcessingOutput Source code
exec function activatePack ( ) )
activatePack PlayerTeleport Source code
exec function activatePack ( ) )
function AddCheats ( ) )
function addDetectedEnemy (
Rook detectedEnemy) )
function addDetectedFriendly (
Rook detectedFriendly) )
addSkinPreferenceRecord Source code
private function int addSkinPreferenceRecord ( Mesh mesh, string skinPath) )
exec function adminvote ( string name) )
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) )
exec function AltFire ( optional float F) )
exec function AltFire ( optional float F ) )
AltFire PlayerEquippingPreRestart Source code
exec function AltFire ( optional float F ) )
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) )
simulated static
function EDigitalAxisInput analogueToDigital (
float analogueInput,
float maxValue) )
exec function animationDebug ( ) )
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 ( ) )
function BeginState ( ) )
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) )
function int calculateHeight ( float rookZ) )
calculateScreenPosition Source code
simulated
function Vector calculateScreenPosition (
class objectClass,
Vector objectPos) )
function CallServerMove (
Vector ClientLoc,
SavedMove NewMove,
optional
byte CompressedImportantTimeDelta,
optional
int ImportantMoveData
) )
CanUseQuickInventoryLoadoutMenu Source code
simulated function bool CanUseQuickInventoryLoadoutMenu ( ) )
function changeTeam ( int i, optional bool bAdminOverride) )
function checkAutoWeaponSwitch ( ) )
function checkForFireButton ( ) )
native final function bool CheckSpeedHack ( float DeltaTime )
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) )
simulated
function ClientDamagedFrom (
EDirectionType direction,
int DamageAmount) )
clientFinishInventoryStationAccess Source code
function clientFinishInventoryStationAccess ( ) )
clientGetSkinPreference Source code
function clientGetSkinPreference ( Mesh mesh) )
function ClientGotoState ( name NewState, optional name NewLabel) )
clientInventoryStationAccess Source code
clientInventoryStationWait Source code
function clientInventoryStationWait ( ) )
function clientLoadSkinClasses ( ) )
function ClientRestart (
Pawn aPawn,
Name currentState) )
function ClientSetBehindView ( bool B, optional bool bInteractive) )
function ClientSetHUD (
class<
HUD> newHUDType, optional
class<
Scoreboard> newScoringType) )
clientSetSkinPreference Source code
function clientSetSkinPreference ( Mesh mesh, String skinPath) )
clientTerminateInventoryStationAccess Source code
function clientTerminateInventoryStationAccess ( ) )
function clientTribesSetHUD ( string newHUDType) )
function ClientUpdatePosition ( ) )
ClientUpdatePosition PlayerTurreting Source code
function ClientUpdatePosition ( ) )
simulated function clientWeaponUseEnergy ( float quantity) )
CommonClientAdjustPosition Source code
function bool CommonClientAdjustPosition ( float TimeStamp, Name NewState) )
exec simulated function CycleChatWindowSize ( ) )
exec simulated function CycleRadarZoomScale ( ) )
exec simulated function cycleZoomLevel ( optional bool bReverse) )
exec function debugAnimation ( ) )
exec function debugMovement ( ) )
debugMovementReplication Source code
exec function debugMovementReplication ( int level) )
exec function debugSwitchSpawnBase ( ) )
simulated function Destroyed ( ) )
function DestroySensorLists ( ) )
simulated static
function float digitalToAnalogue (
EDigitalAxisInput digitalInput,
float maxValue) )
simulated
function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
simulated function doIdentify ( float delta) )
DropWeapon CharacterMovement Source code
exec function DropWeapon ( ) )
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 )
exec function effectLog ( ) )
EndState AwaitingGameStart Source code
function EndState ( ) )
EndState AwaitingNextRound Source code
function EndState ( ) )
EndState CharacterMovement Source code
function EndState ( ) )
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 ( ) )
function enterCombat ( ) )
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 ( ) )
function equipCharacter ( ) )
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 ( ) )
exec function Fire ( optional float F) )
exec function Fire ( optional float F ) )
Fire CharacterMovement Source code
exec function Fire ( optional float F ) )
exec function Fire ( optional float F ) )
exec function Fire ( optional float F ) )
Fire PlayerEquippingPreRestart Source code
exec function Fire ( optional float F) )
exec function Fire ( optional float F ) )
exec function Fire ( optional float F ) )
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) )
exec function Fire ( optional float F ) )
exec function Fire ( optional float F ) )
fire TribesPlayerDriving Source code
exec function fire ( optional float F) )
exec function Fire ( optional float F ) )
exec function Force ( String name) )
exec simulated function forceCycleZoomLevel ( optional bool bReverse) )
function GameSaved ( ) )
simulated
function TeamInfo GetControllerTeam ( ) )
simulated
function Actor GetIdentify ( ) )
function class<
Weapon> GetLastWeapon ( ) )
function string getSkinPreference ( Mesh mesh) )
getSkinPreferenceRecord Source code
private function int getSkinPreferenceRecord ( Mesh mesh) )
function TeamInfo getTeamInfo (
int index) )
GetTravelPawn TribesPlayerDriving Source code
function Pawn GetTravelPawn ( ) )
function GivePawn (
Pawn NewPawn) )
function bool HasCurrentLoadout ( ) )
function hideTalkingHead (
Script requestingScript) )
function bool inDebugHud ( ) )
simulated function initHUDObjects ( ) )
simulated
function InventoryCalcView ( out
actor ViewActor, out
vector CameraLocation, out
rotator CameraRotation ) )
inventoryStationSwitchVehiclePosition Source code
inventoryStationSwitchVehiclePosition PlayerUsingInventoryStation Source code
function bool IsChatSpam ( ) )
simulated
function bool IsFriendly (
Actor Other) )
function bool isInCutscene ( ) )
exec function isLoopingAnimation ( ) )
exec function isLoopingArmAnimation ( ) )
isLoopingUpperBodyAnimation Source code
exec function isLoopingUpperBodyAnimation ( ) )
function bool IsMuted ( String PlayerName) )
exec function isPlayingAnimation ( ) )
isPlayingUpperBodyAnimation Source code
exec function isPlayingUpperBodyAnimation ( ) )
function bool isRookRelevant (
Rook sensedRook) )
function bool isSinglePlayer ( ) )
exec
function Jetpack ( optional
float F ) )
Jetpack CameraControlled Source code
exec
function Jetpack ( optional
float F ) )
exec
function Jetpack ( optional
float F ) )
exec
function Jetpack ( optional
float F ) )
Jetpack PlayerEquippingPreRestart Source code
exec
function Jetpack ( optional
float F) )
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 ) )
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
) )
exec function loopAnimation ( string animation) )
exec function loopArmAnimation ( string animation) )
loopUpperBodyAnimation Source code
exec function loopUpperBodyAnimation ( string animation) )
exec function mapvote ( string map, string gametype) )
exec function Movement ( String name) )
exec function movementDebug ( ) )
exec function movementReport ( ) )
exec function Mute ( String PlayerName) )
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 ) )
function PawnDied (
Pawn P) )
exec function playAnimation ( string animation) )
simulated event PlayerCalcView ( out
actor ViewActor, out
vector CameraLocation, out
rotator CameraRotation ) )
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 ) )
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) )
exec
function playFireAnimation ( optional
string weapon) )
exec function playFlinchAnimation ( ) )
playUpperBodyAnimation Source code
exec function playUpperBodyAnimation ( string animation) )
function PopFreeMove ( ) )
function PopSavedMove ( ) )
function Possess (
Pawn aPawn) )
simulated function PostBeginPlay ( ) )
function PostLoadGame ( ) )
simulated function PostNetReceive ( ) )
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
ProcessMove PlayerTurreting Source code
ProcessMove PlayerVehicleTurreting Source code
ProcessMove TribesPlayerDriving Source code
function processTurretMove ( float DeltaTime, float aTurn, float aLookUp) )
processTurretMove PlayerTurreting Source code
function processTurretMove ( float DeltaTime, float turn, float lookup) )
simulated
function ProcessZoom (
float Delta,
Character c) )
exec
function QuickChat (
String message,
String ChatTag, optional
bool bLocal, optional
String animName) )
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) )
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) )
exec function releaseFire ( optional float F) )
releaseFire CameraControlled Source code
exec function releaseFire ( optional float F ) )
exec function releaseFire ( optional float F) )
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) )
removeDetectedFriendly Source code
function replicateTurretMove ( float DeltaTime, float aTurn, float aLookup) )
replicateTurretMove PlayerTurreting Source code
function replicateTurretMove ( float DeltaTime, float turn, float lookup) )
simulated function ResetInputState ( ) )
native function ResetSpeedhack ( )
exec function Respawn ( optional bool bAllowExit ) )
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 ) )
function saveSkinPreference ( Mesh mesh, string skinPath) )
exec
function Say (
String Msg) )
exec simulated function ScrollChatWindow ( int NumLines) )
function SelectTeleport ( ) )
event SendClientAdjustment ( ) )
function serverActivatePack ( ) )
function ServerCancelRespawn ( ) )
serverCommandHUDHidden Source code
function serverCommandHUDHidden ( ) )
function serverCommandHUDShown ( ) )
serverDebugMovementReplication Source code
function serverDebugMovementReplication ( int level) )
function serverEquipCarryable ( ) )
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
serverInventoryStationSwitchVehiclePosition PlayerUsingInventoryStation 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
) )
function serverNextWeapon ( ) )
ServerPlayerSelectRespawn Source code
function ServerPlayerSelectRespawn ( ) )
function serverPrevWeapon ( ) )
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 ( ) )
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) )
function serverSetSkin ( string skinPath, Mesh mesh) )
function serverSpectate ( optional string playerName) )
serverSwitchVehiclePosition Source code
function serverSwitchVehiclePosition ( byte position) )
serverTerminateInventoryStationAccess Source code
function serverTerminateInventoryStationAccess ( ) )
ServerToggleBehindView Source code
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) )
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 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 ( ) )
exec function setAlertness ( string mode) )
function SetCinematicMode ( bool bCinematic) )
function setDebugHud ( bool visible) )
simulated function SetForcedRespawn ( bool bForced) )
exec function setGroundMovement ( string mode) )
function setIsFemale ( bool b) )
exec
function SetWeapon (
class<
Weapon>
WeaponClass) )
exec simulated function setZoomLevel ( int index) )
simulated function ShiftWeapon ( int offset) )
exec function showAdmin ( ) )
exec function showEscapeMenu ( ) )
showEscapeMenu PlayerRespawn Source code
exec function showEscapeMenu ( ) )
exec function showGameStats ( ) )
exec function ShowHelpScreen ( ) )
exec function showMyStats ( ) )
event ShowSubtitle ( String Subtitle, float lifetime) )
exec function showWeaponStats ( ) )
exec function bool SkipOpeningCutscene ( ) )
SkipOpeningCutscene CameraControlled Source code
exec simulated function bool SkipOpeningCutscene ( ) )
SkipOpeningCutscene SPIntroduction Source code
exec simulated function bool SkipOpeningCutscene ( ) )
function spectate ( optional string playerName) )
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) )
exec function stopAnimation ( ) )
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 ( ) )
function switchTeam ( optional bool bAdminOverride) )
SwitchToFallbackWeapon Source code
exec function SwitchToFallbackWeapon ( ) )
exec function switchVehiclePosition ( byte position) )
switchVehiclePosition PlayerVehicleTurreting Source code
exec function switchVehiclePosition ( byte position) )
switchVehiclePosition TribesPlayerDriving Source code
exec function switchVehiclePosition ( byte position) )
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) )
exec function teamdamagevote ( bool vote) )
exec
function TeamQuickChat (
String message,
String ChatTag, optional
bool bLocal, optional
String animName) )
exec
function TeamSay (
String Msg) )
function Tick ( Float Delta) )
Tick CharacterMovement Source code
function Tick ( float Delta) )
function Tick ( float Delta) )
Tick PlayerUsingInventoryStation Source code
function Tick ( float Delta) )
function Tick ( float delta) )
function Tick ( float Delta) )
ToggleBehindView PlayerTurreting Source code
function ToggleBehindView ( ) )
ToggleBehindView PlayerVehicleTurreting Source code
function ToggleBehindView ( ) )
ToggleBehindView TribesCountdown Source code
function ToggleBehindView ( ) )
ToggleBehindView TribesPlayerDriving Source code
function ToggleBehindView ( ) )
exec function toggleDebugHUD ( ) )
function toggleEscapePanel ( string menuClass) )
exec function ToggleQuickChat ( ) )
exec function tournamentvote ( bool vote) )
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
) )
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
) )
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
) )
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) )
tribesProcessDrive TribesPlayerDriving Source code
function tribesProcessDrive (
float inForward,
float inStrafe,
rotator directionRotation,
bool inThrust,
bool inDive) )
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) )
function TribesReplicateMove ( float forward, float strafe, bool ski, bool thrust, bool jump) )
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
) )
function TribesShortServerMove (
float TimeStamp,
Vector ClientLoc,
int View
) )
function TribesStateServerMove ( float Timestamp) )
exec function TribesTalk ( ) )
exec function TribesTeamTalk ( ) )
TurnAround SPIntroduction Source code
function TurnAround ( ) )
TurnAround TribesCountdown Source code
function TurnAround ( ) )
exec function UnMute ( String PlayerName) )
function UnPossess ( ) )
updateCachedKeyBindings Source code
simulated function updateCachedKeyBindings ( ) )
simulated function updateCasts ( ) )
updateCharacterUserSkin Source code
private function updateCharacterUserSkin ( ) )
updatePhysicsConfiguration Source code
exec function updatePhysicsConfiguration ( ) )
function UpdateScreenRes ( ) )
function UpdateUseableObject ( ) )
exec function Use ( ) )
exec function use ( ) )
ViewShake PlayerVehicleTurreting Source code
function ViewShake ( float deltaTime) )
exec function whack ( ) )
simulated
function bool WorldToScreen ( out
Vector inputVector) )
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