Engine.PlayerController
- Extends
- LicenseeController
- Modifiers
- config ( user ) native nativereplication
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.LicenseeController
|
+-- Engine.PlayerController
Direct Known Subclasses:
Admin, Camera, MessagingSpectator, U2PlayerController
Inherited Contants from Engine.LicenseeController |
BeginLabel, CantMoveState, Debug_AI, Debug_AIAttacks, Debug_AIEvents, Debug_AIMovement, Event_ActorRangeTransition, Event_AnimEnd, Event_EnemyInLeapRange, Event_EnemyInMeleeRange, Event_EnemyInvalid, Event_EnemyNotInMeleeRange, Event_EnemyNotVisible, Event_EnemyRangeTransition, Event_HearNoise, Event_NotifyBump, Event_NotifyHitWall, Event_SeeAlertFriend, Event_SeeEnemy, Event_SeeFriend, Event_SeeOther, Event_Tick, Event_Timer, Event_Trigger, LandedHardState |
Inherited Variables from Engine.Controller |
ActorRangeCounter, AdjustLoc, AimRotation, AudioRadiusModifier, AudioVolumeModifier, bAdjusting, bAltFire, bControlAnimations, bDuck, bEnemyAcquired, bFire, bGodMode, bIsBot, bIsPlayer, bJump, bLeanForward, bLeanLeft, bLeanRight, bLeanUp, bLOSflag, bNoTact, bPlayerCanFire, bPreparingMove, bRun, bShouldPossess, bSlowAudioOcclusion, bSpecialJump, bTacticalDir, ControllerEnemy, ControllerTarget, CosMinFacingTargetAngle, CurrentCoverSpot, CurrentPath, CurrentPathDir, DefaultMoveSpeed, Destination, FallWaitTime, FearLocations, FinishRotationThreshold, FocalPoint, Focus, FovAngle, GoalList[4], GroundPitchTime, Handedness, home, InRangeActor, InRangebSendInitialEvent, InRangeDistance, LastEnemyDetectedLocation, LastEnemyDetectedTime, LastEnemyDetectionLocation, LastEnemySeeingLocation, LastEnemySeenLocation, LastEnemySeenTime, LastInRangeResult, LastRange, LastRangeEnemy, LeapCounter, MeleeCounter, MinHitWall, MoveAtFinalDestinationDistance, MoveFinalDestinationActor, MoveResult, MoveTarget, MoveTimer, nextController, OldMessageTime, Pawn, PawnClass, PendingMover, PlayerReplicationInfo, PlayerReplicationInfoClass, RangeCounter, Ranges, RouteCache[16], RouteDist, RouteGoal, SightCounter, StartSpot, StrafeTimer, TacticalMoveType, ViewX, ViewY, ViewZ, VoicePitch, VoiceType |
Functions Summary |
| | ActivateInventoryItem (class InvItem )) @LandedHardState |
| | ActivateItem ())) @LandedHardState |
| bool | AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )) @LandedHardState |
| | AdjustRadius (float MaxMove)) @LandedHardState |
| | AdjustView (float DeltaTime )) @LandedHardState |
| | Admin (string CommandLine )) @LandedHardState |
| | AltFire ())) @DeadState |
| | AltFire ())) @GameEndedState |
| | AltFire ())) @LandedHardState |
| | AltFire ())) @PlayerWaitingState |
| | AltFire ())) @SpectatingState |
| | BeginState ())) @DeadState |
| | BeginState ())) @GameEndedState |
| | BeginState ())) @PlayerClimbingState |
| | BeginState ())) @PlayerFlyingState |
| | BeginState ())) @PlayerSpideringState |
| | BeginState ())) @PlayerSwimmingState |
| | BeginState ())) @PlayerWaitingState |
| | BeginState ())) @PlayerWalkingState |
| | BeginState ())) @SpectatingState |
| | BeginState ())) PlayerDriving |
| | BehindView (Bool B )) @LandedHardState |
| | CalcBehindView (out vector CameraLocation, out rotator CameraRotation, float Dist)) @LandedHardState |
| | CalcFirstPersonView (out vector CameraLocation, out rotator CameraRotation )) @LandedHardState |
| bool | CanJumpOffLadder ()))
|
| | ChangeAlwaysMouseLook (Bool B))
|
| | ChangedWeapon ())) @LandedHardState |
| | ChangeName (coerce string S )) @LandedHardState |
| | ChangeSetHand (string S )) @LandedHardState |
| | ChangeStairLook (bool B ))
|
| | ChangeTeam (int N )) @LandedHardState |
| | ChangeTeam (int N )) @PlayerWaitingState |
| | CheckBob (float DeltaTime, float Speed2D, vector Y)) @LandedHardState |
| | ClearProgressMessages ())) @LandedHardState |
| | ClientAdjustGlow (float scale, vector fog )) @LandedHardState |
| | ClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase
)) @LandedHardState |
| | ClientDying (class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum))
|
| | ClientFlash (float scale, vector fog )) @LandedHardState |
| | ClientGotoState (name NewState, name NewLabel)) @LandedHardState |
| | ClientHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate) @LandedHardState |
| | ClientInstantFlash (float scale, vector fog )) @LandedHardState |
| | ClientMessage (coerce string S, optional Name Type )) @LandedHardState |
| | ClientPlaySound (sound ASound, optional bool bVolumeControl )) @LandedHardState |
| | ClientReliablePlaySound (sound ASound, optional bool bVolumeControl )) @LandedHardState |
| | ClientReplicateSkins (Material Skin1, optional Material Skin2, optional Material Skin3, optional Material Skin4)) @LandedHardState |
| | ClientSendEvent (string Event )) @LandedHardState |
| | ClientSetBehindView (bool B)) @LandedHardState |
| | ClientSetFixedCamera (bool B)) @LandedHardState |
| | ClientSetHUD (class<HUD> newHUDType, class<Scoreboard> newScoringType)) @LandedHardState |
| | ClientSetMusic (string NewSong, EMusicTransition NewTransition )) @LandedHardState |
| | ClientShake (float Magnitude, ptional float Duration)) @LandedHardState |
| | ClientTravel (string URL, ETravelType TravelType, bool bItems) @LandedHardState |
| | ClientUpdatePosition ())) @LandedHardState |
| | ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)) @LandedHardState |
| int | CompressAccel (int C)) @LandedHardState |
| string | ConsoleCommand (string Command) @LandedHardState |
| | CopyToClipboard (string Text) @LandedHardState |
| | Destroyed ())) @LandedHardState |
| | EndState ())) @DeadState |
| | EndState ())) @PlayerClimbingState |
| | EndState ())) @PlayerSpideringState |
| | EndState ())) @PlayerWaitingState |
| | EndState ())) @PlayerWalkingState |
| | EndState ())) @SpectatingState |
| | EndState ())) PlayerDriving |
| | EndZoom ())) @LandedHardState |
| | EnterStartState ())) @LandedHardState |
| | FindGoodView ())) @DeadState |
| | FindGoodView ())) @GameEndedState |
| int | FindStairRotation (float DeltaTime) @LandedHardState |
| | Fire ())) @DeadState |
| | Fire ())) @GameEndedState |
| | Fire ())) @LandedHardState |
| | Fire ())) @PlayerWaitingState |
| | Fire ())) @SpectatingState |
| | FixFOV ())) @LandedHardState |
| | ForceDeathUpdate ())) @LandedHardState |
| | FOV (float F)) @LandedHardState |
| vector | GetAccel (vector X, vector Y, vector Z )) @PlayerSwimmingState |
| vector | GetAccel (vector X, vector Y, vector Z )) @PlayerWalkingState |
| string | GetDefaultURL (string Option) @LandedHardState |
| LevelInfo | GetEntryLevel () @LandedHardState |
| int | GetFacingDirection ())) @LandedHardState |
| SavedMove | GetFreeMove ())) @LandedHardState |
| string | GetNGSecret ()))
|
| string | GetPlayerNetworkAddress () @LandedHardState |
| rotator | GetViewRotation ()))
|
| | GetWeapon (class NewWeaponClass )) @LandedHardState |
| | HandleMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot
)) @LandedHardState |
| | HandlePickup (Pickup pick)) @LandedHardState |
| | HandleWalking ())) @LandedHardState |
| | HandleWalking ())) @PlayerFlyingState |
| | HandleWalking ())) @PlayerSwimmingState |
| | InitInputSystem ())) @LandedHardState |
| | Jump (optional float F )) @LandedHardState |
| | Jump (optional float F )) @PlayerWaitingState |
| | LaunchActorOutofWater ())) @PlayerSwimmingState |
| | LocalTravel (string URL )) @LandedHardState |
| | 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
)) @LandedHardState |
| | Mark ())) @LandedHardState |
| | MoveAutonomous (float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, eDoubleClickDir DoubleClickMove, vector newAccel, rotator DeltaRot
)) @LandedHardState |
| | Name (coerce string S )) @LandedHardState |
| | NextWeapon ())) @LandedHardState |
| | NextWeapon ())) @SpectatingState |
| bool | NotifyHitWall (vector HitNormal, actor HitActor)) @PlayerSpideringState |
| bool | NotifyLanded (vector HitNormal)) @LandedHardState |
| bool | NotifyLanded (vector HitNormal)) @PlayerSpideringState |
| bool | NotifyLanded (vector HitNormal)) @PlayerSwimmingState |
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) @PlayerClimbingState |
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) @PlayerSpideringState |
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) @PlayerSwimmingState |
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) @PlayerWalkingState |
| | NotifyStanceChange (byte NewStance, float HeightAdjust )) @LandedHardState |
| bool | OKToCheat (optional bool bQuiet )) @LandedHardState |
| string | PasteFromClipboard () @LandedHardState |
| | Pause ())) @LandedHardState |
| | PawnDied ())) @LandedHardState |
| | PlayBeepSound () @LandedHardState |
| | PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )) @LandedHardState |
| | PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )) PlayerDriving |
| | PlayerMove (float DeltaTime)) @BaseSpectatingState |
| | PlayerMove (float DeltaTime)) @DeadState |
| | PlayerMove (float DeltaTime)) @GameEndedState |
| | PlayerMove (float DeltaTime) @LandedHardState |
| | PlayerMove (float DeltaTime )) @PlayerClimbingState |
| | PlayerMove (float DeltaTime)) @PlayerFlyingState |
| | PlayerMove (float DeltaTime)) @PlayerHelicopteringState |
| | PlayerMove (float DeltaTime )) @PlayerSpideringState |
| | PlayerMove (float DeltaTime)) @PlayerSwimmingState |
| | PlayerMove (float DeltaTime )) @PlayerWalkingState |
| | PlayerMove (float DeltaTime )) PlayerDriving |
| | PlayerTick (float DeltaTime )) @LandedHardState |
| | Possess (Pawn aPawn )) @LandedHardState |
| | PossessMatinee (Pawn P )) @LandedHardState |
| | PostBeginPlay ())) @LandedHardState |
| | PreClientTravel ())) @LandedHardState |
| | PrevItem ())) @LandedHardState |
| | PrevWeapon ())) @LandedHardState |
| | PrevWeapon ())) @SpectatingState |
| | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) @BaseSpectatingState |
| | ProcessMove (float DeltaTime, vector newAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) @LandedHardState |
| | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) @PlayerClimbingState |
| | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) @PlayerSpideringState |
| | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) @PlayerSwimmingState |
| | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) @PlayerWalkingState |
| | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerDriving |
| | QuickLoad ())) @LandedHardState |
| | QuickSave ())) @LandedHardState |
| | ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )) @LandedHardState |
| | ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot
)) @LandedHardState |
| | Replication ())) @LandedHardState |
| | Reset ())) @LandedHardState |
| | ResetFOV ())) @LandedHardState |
| | ResetKeyboard () @LandedHardState |
| | Restart ())) @LandedHardState |
| | RestartLevel ())) @LandedHardState |
| | Say (string Msg )) @LandedHardState |
| | SendEvent (string Event) @LandedHardState |
| | ServerMove (float TimeStamp, vector Accel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel )) @DeadState |
| | ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel )) @GameEndedState |
| | ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool bJumped, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel
)) @LandedHardState |
| | ServerReStartGame ())) @GameEndedState |
| | ServerRestartGame ())) @LandedHardState |
| | ServerRestartPlayer ())) @DeadState |
| | ServerReStartPlayer ())) @PlayerWaitingState |
| | ServerSetHandedness (float hand)) @LandedHardState |
| | ServerThrowWeapon ())) @LandedHardState |
| | SetAirControl (float F ))
|
| | SetAutoSaveIndex (int i) @LandedHardState |
| | SetFOVAngle (float newFOV)) @LandedHardState |
| | SetHand ())) @LandedHardState |
| | SetMasterVolume (int Volume )) @LandedHardState |
| | SetMovementVars (vector Accel )) @PlayerSwimmingState |
| | SetMovementVars (vector Accel )) @PlayerWalkingState |
| | SetNGSecret (string newSecret))
|
| bool | SetPause (BOOL bPause, optional int Key )) @LandedHardState |
| | SetProgressMessage (int Index, string S, color C )) @LandedHardState |
| | SetProgressTime (float T )) @LandedHardState |
| | SetViewTarget (Actor NewViewTarget) @LandedHardState |
| | ShakeView (float Magnitude, ptional float Duration) @LandedHardState |
| | ShortClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase
)) @LandedHardState |
| | ShortServerMove (float TimeStamp, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, byte ClientRoll, int View
)) @LandedHardState |
| | SpawnDefaultHUD ())) @LandedHardState |
| | Speech (int Type, int Index, int Callsign )) @LandedHardState |
| | StartZoom ())) @LandedHardState |
| | StopZoom ())) @LandedHardState |
| | Suicide ())) @LandedHardState |
| | Suicide ())) @PlayerWaitingState |
| | SwitchLevel (string URL )) @LandedHardState |
| | SwitchTeam ())) @LandedHardState |
| | SwitchWeapon (byte F )) @LandedHardState |
| | TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type )) @LandedHardState |
| | TeamSay (string Msg )) @LandedHardState |
| | TestShake (float Magnitude, ptional float Duration) @LandedHardState |
| | ThrowWeapon ())) @GameEndedState |
| | ThrowWeapon ())) @LandedHardState |
| | Timer ())) @DeadState |
| | Timer ())) @GameEndedState |
| | Timer ())) @PlayerSwimmingState |
| | ToggleZoom ())) @LandedHardState |
| | TravelPostAccept ())) @LandedHardState |
| | TurnAround ())) @LandedHardState |
| bool | TurnTowardNearestEnemy () @LandedHardState |
| | Typing (bool bTyping )) @LandedHardState |
| | UnPossess ())) @LandedHardState |
| | UnPossessMatinee ())) @LandedHardState |
| | Unuse () @LandedHardState |
| | UpdateBob (float F)) @LandedHardState |
| | UpdateRotation (float DeltaTime, float maxPitch)) @LandedHardState |
| | UpdateRotation (float DeltaTime, float maxPitch)) @PlayerSpideringState |
| | UpdateURL (string NewOption, string NewValue, bool bSaveDefault) @LandedHardState |
| | Use () @LandedHardState |
| | VeryShortClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase
)) @LandedHardState |
| | ViewFlash (float DeltaTime)) @LandedHardState |
| | ViewShake (float DeltaTime)) @LandedHardState |
| bool | WantsSmoothedView ())) @PlayerSwimmingState |
| vector | WeaponBob (float BobDamping)) @LandedHardState |
Inherited Functions from Engine.LicenseeController |
AddDebugFlag, AnimEnd, BeginState, DebugAI, DebugAIAttacks, DebugAIEvents, DebugAIForced, DebugAIMovement, EndState, Freeze, GetDebugFlags, GetPlayerName, GetTrackStateChanges, GetWalkingPctScale, HandleLandedHard, InitLicenseePawn, LandedHardDone, MantleBegin, MantleEnd, NotifyStateChange, PawnDied, Possess, PostBeginPlay, RemoveDebugFlag, SetDebugFlags, SetTrackStateChanges, ToggleDebugFlag, UnFreeze |
Inherited Functions from Engine.Controller |
ActorRangeTransition, ActorReachable, AddController, AddFearLocation, AdjustAim, AdjustDesireFor, AdjustView, AIHearSound, AllowHitAnimations, AllowHitSounds, AtDestinationActor, AtDestinationPoint, BeginState, BotVoiceMessage, CanHelp, CanRespawn, CanSee, ChangedWeapon, CheckActorInRange, CheckMeleeAttackRange, ClearControllerTarget, ClearLastSeenTimes, ClearPaths, ClearReferencesTo, ClientDying, ClientGameEnded, ClientSetLocation, ClientSetRotation, ClientVoiceMessage, DamageAttitudeTo, DeferTo, Desireability, Destroyed, DisplayDebug, EAdjustJump, EnableRotation, EndClimbLadder, EnemyDetected, EnemyInLeapRange, EnemyInMeleeRange, EnemyInvalid, EnemyNotInMeleeRange, EnemyNotVisible, EnemyRangeTransition, FearThisSpot, FearTimer, FindBestInventoryPath, FindCoverSpot, FindPathToActor, FindPathToPoint, FindPathTowardNearest, FindRandomDest, FinishRotation, FireAt, GetAimingLocation, GetAimRotation, GetAttackRating, GetAttackStyle, GetAttitudeTo, GetbDuck, GetbRun, GetDefenseStyle, GetDuckFlag, GetFacingDirection, GetFireRating, GetLastEnemyDetectedLocation, GetLastEnemyDetectedTime, GetLastEnemyDetectionLocation, GetLastEnemySeeingLocation, GetLastEnemySeenLocation, GetLastEnemySeenTime, GetRunFlag, GetSkill, GetStateInfoString, GetTacticalMoveType, GetTarget, GetTimeSinceEnemyLastDetected, GetTimeSinceEnemyLastSeen, GetViewRotation, HandleHelpMessageFrom, HandleKnockDown, HandlePanic, HandlePickup, HearNoise, InitPlayerReplicationInfo, IsFacingTarget, IsFrozen, IsHandlingLatentMove, IsMobile, IsPreparedToAttack, IsPreparedToFire, IsPreparedToMelee, IsRealPlayer, IsStationary, LevelChange, LineOfSightTo, LongFall, MayFall, MoverFinished, MoveToActor, MoveToPoint, NotifyAddInventory, NotifyBump, NotifyHeadVolumeChange, NotifyHitMover, NotifyHitWall, NotifyInvalidLanding, NotifyKilled, NotifyLanded, NotifyPhysicsVolumeChange, NotifyRemoveInventory, NotifyStanceChange, NotifyTakeHit, NotifyValidLanding, PawnDied, PawnIsInPain, PickAnyTarget, PickTarget, PickWallAdjust, PointReachable, Possess, PostBeginPlay, PreBeginPlay, PrepareForMove, PressingAltFire, PressingFire, RemoveController, RenderOverlays, Replication, Reset, Restart, RestartLevel, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, SendMessage, SendVoiceMessage, ServerReStartPlayer, SetActorRangeTest, SetDuckFlag, SetFall, SetFrozen, SetLastEnemyDetectedLocation, SetRunFlag, SetStationary, ShakeView, ShotFiredNotification, SpecialPathing, StartFalling, StopMovement, StopWaiting, SwitchToBestWeapon, TimeSinceTargetLastSeen, UnderLift, Unuse, UpdateTactics, Use, ValidCoverActor, ValidEnemy, ValidPawn, WaitForLanding, WaitForMover, WantsSmoothedView, WeaponBob, WeaponPreference, WouldReactToNoise, WouldReactToSeeing, _SetControllerEnemy, _SetControllerTarget |
@PlayerHelicopteringState Source code |
state @PlayerHelicopteringState extends @PlayerFlyingState
|
PlayerMove |
@PlayerSwimmingState Source code |
state @PlayerSwimmingState
|
BeginState, GetAccel, HandleWalking, LaunchActorOutofWater, NotifyLanded, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, SetMovementVars, Timer, WantsSmoothedView |
const BaseSpectatingState = 'BaseSpectating';
const PlayerClimbingState = 'PlayerClimbing';
const PlayerFlyingState = 'PlayerFlying';
PlayerHelicopteringState Source code
const PlayerHelicopteringState = 'PlayerHelicoptering';
const PlayerSpideringState = 'PlayerSpidering';
const PlayerSwimmingState = 'PlayerSwimming';
const PlayerWaitingState = 'PlayerWaiting';
const PlayerWalkingState = 'PlayerWalking';
const SpectatingState = 'Spectating';
const WaitingForPawnState = 'WaitingForPawn';
var input float aBaseX;
var input float aBaseY;
var input float aBaseZ;
var input float aForward;
var float AimingHelp;
var input float aLookUp;
var input float aMouseX;
var input float aMouseY;
var globalconfig int AnnouncerVolume;
var float AppliedBob;
var input float aStrafe;
var input float aTurn;
var input float aUp;
var globalconfig bool bAlwaysLevel;
var globalconfig bool bAlwaysMouseLook;
var bool bBehindView;
var bool bCenterView;
var bool bCheatFlying;
var globalconfig bool bCheatsEnabled;
var bool bFixedCamera;
var bool bForwardPressed;
var bool bFreeCamera;
var input byte bFreeLook;
var bool bFrozen;
var bool bIsTyping;
var bool bJumped;
var globalconfig bool bKeyboardLook;
var input byte bLook;
var globalconfig bool bLookUpStairs;
var bool bMatineePossess;
var globalconfig bool bNeverSwitchOnPickup;
var globalconfig float Bob;
var float bobtime;
var bool bOnlySpectator;
var bool bPressedJump;
var bool bSetTurnRot;
var input byte bSnapLevel;
var globalconfig bool bSnapToLevel;
var input byte bStrafe;
var input byte bTurn180;
var input byte bTurnToNearest;
var bool bUpdatePosition;
var bool bUpdating;
var bool bUpPressed;
var bool bZeroRoll;
var bool bZooming;
var float CameraDist;
var float CheatFlyingSpeed;
var float ClientUpdateTime;
var float ConstantGlowScale;
var float CurrentDistanceFogEnd;
var float CurrentTimeStamp;
var globalconfig float DefaultFOV;
var int DemoViewPitch;
var int DemoViewYaw;
var float DesiredFlashScale;
var globalconfig float DesiredFOV;
var config int EnemyTurnSpeed;
var array<
class<
Object>> ExecManagerClasses;
var array<
Object> ExecManagers;
var int GroundPitch;
var float InstantFlash;
var float LandBob;
var
color LastDistanceFogColor;
var float LastDistanceFogEnd;
var float LastDistanceFogStart;
var float LastPlaySound;
var float LastUpdateTime;
var int LastZone;
var globalconfig float MaxTimeMargin;
var int Misc1;
var int Misc2;
var globalconfig bool ngSecretSet;
var globalconfig private string ngWorldSecret;
var localized string NoPauseMessage;
var float OrthoZoom;
var localized string OwnCamera;
var
color ProgressColor[
4];
var string ProgressMessage[4];
var float ProgressTimeOut;
var localized string QuickSaveString;
ReceivedSecretChecksum Source code
var bool ReceivedSecretChecksum;
var int RendMap;
var float ServerTimeStamp;
var float ShakeDuration;
var float ShakeMagX;
var float ShakeMagY;
var const float ShakePeriodX;
var const float ShakePeriodY;
var float ShakeTime;
var int ShowFlags;
var globalconfig bool ShowSubtitles;
var string Song;
SpectatingAccelerationScale Source code
var globalconfig float SpectatingAccelerationScale;
var float TargetEyeHeight;
TargetWeaponViewOffset Source code
var
vector TargetWeaponViewOffset;
var float TimeMargin;
TimeSinceLastFogChange Source code
var float TimeSinceLastFogChange;
var localized string ViewingFrom;
var const
actor ViewTarget;
var float WaitDelay;
var globalconfig name WeaponPriority[50];
var int WeaponUpdate;
var float ZoomLevel;
ActivateInventoryItem @LandedHardState Source code
exec function ActivateInventoryItem ( class InvItem ) )
ActivateItem @LandedHardState Source code
exec function ActivateItem ( ) )
AdjustAim @LandedHardState Source code
function bool AdjustAim (
class<
Projectile> ProjectileClass,
float ProjSpeed,
vector ProjStart,
float WeaponFireSpread,
bool bLeadTarget,
bool bWarnTarget,
bool bTossed,
bool bTrySplash ) )
AdjustRadius @LandedHardState Source code
function AdjustRadius ( float MaxMove) )
AdjustView @LandedHardState Source code
function AdjustView ( float DeltaTime ) )
Admin @LandedHardState Source code
exec
function Admin (
string CommandLine ) )
exec function AltFire ( ) )
AltFire @GameEndedState Source code
exec function AltFire ( ) )
AltFire @LandedHardState Source code
exec function AltFire ( ) )
AltFire @PlayerWaitingState Source code
exec function AltFire ( ) )
AltFire @SpectatingState Source code
exec function AltFire ( ) )
event BeginState ( ) )
BeginState @GameEndedState Source code
event BeginState ( ) )
BeginState @PlayerClimbingState Source code
event BeginState ( ) )
BeginState @PlayerFlyingState Source code
event BeginState ( ) )
BeginState @PlayerSpideringState Source code
event BeginState ( ) )
BeginState @PlayerSwimmingState Source code
event BeginState ( ) )
BeginState @PlayerWaitingState Source code
event BeginState ( ) )
BeginState @PlayerWalkingState Source code
event BeginState ( ) )
BeginState @SpectatingState Source code
event BeginState ( ) )
BeginState PlayerDriving Source code
event BeginState ( ) )
BehindView @LandedHardState Source code
exec function BehindView ( Bool B ) )
CalcBehindView @LandedHardState Source code
function CalcBehindView (
out vector CameraLocation,
out rotator CameraRotation,
float Dist) )
CalcFirstPersonView @LandedHardState Source code
function CalcFirstPersonView (
out vector CameraLocation,
out rotator CameraRotation ) )
function bool CanJumpOffLadder ( ) )
function ChangeAlwaysMouseLook ( Bool B) )
ChangedWeapon @LandedHardState Source code
function ChangedWeapon ( ) )
ChangeName @LandedHardState Source code
function ChangeName ( coerce string S ) )
ChangeSetHand @LandedHardState Source code
function ChangeSetHand ( string S ) )
function ChangeStairLook ( bool B ) )
ChangeTeam @LandedHardState Source code
function ChangeTeam ( int N ) )
ChangeTeam @PlayerWaitingState Source code
function ChangeTeam ( int N ) )
CheckBob @LandedHardState Source code
function CheckBob (
float DeltaTime,
float Speed2D,
vector Y) )
ClearProgressMessages @LandedHardState Source code
exec function ClearProgressMessages ( ) )
ClientAdjustGlow @LandedHardState Source code
function ClientAdjustGlow (
float scale,
vector fog ) )
ClientAdjustPosition @LandedHardState Source code
function ClientAdjustPosition (
float TimeStamp,
name newState,
EPhysics newPhysics,
float NewLocX,
float NewLocY,
float NewLocZ,
float NewVelX,
float NewVelY,
float NewVelZ,
Actor NewBase
) )
ClientFlash @LandedHardState Source code
ClientGotoState @LandedHardState Source code
function ClientGotoState ( name NewState, name NewLabel) )
ClientHearSound @LandedHardState Source code
native
event ClientHearSound (
actor Actor,
int Id,
sound S,
vector SoundLocation,
vector Parameters,
bool Attenuate )
ClientInstantFlash @LandedHardState Source code
function ClientInstantFlash (
float scale,
vector fog ) )
ClientMessage @LandedHardState Source code
event ClientMessage ( coerce string S, optional Name Type ) )
ClientPlaySound @LandedHardState Source code
simulated function ClientPlaySound ( sound ASound, optional bool bVolumeControl ) )
ClientReliablePlaySound @LandedHardState Source code
simulated function ClientReliablePlaySound ( sound ASound, optional bool bVolumeControl ) )
ClientReplicateSkins @LandedHardState Source code
ClientSendEvent @LandedHardState Source code
final function ClientSendEvent ( string Event ) )
ClientSetBehindView @LandedHardState Source code
function ClientSetBehindView ( bool B) )
ClientSetFixedCamera @LandedHardState Source code
function ClientSetFixedCamera ( bool B) )
ClientSetHUD @LandedHardState Source code
function ClientSetHUD (
class<
HUD> newHUDType,
class<
Scoreboard> newScoringType) )
ClientSetMusic @LandedHardState Source code
ClientShake @LandedHardState Source code
simulated private function ClientShake ( float Magnitude,optional float Duration) )
ClientTravel @LandedHardState Source code
native
event ClientTravel (
string URL,
ETravelType TravelType,
bool bItems )
ClientUpdatePosition @LandedHardState Source code
function ClientUpdatePosition ( ) )
ClientVoiceMessage @LandedHardState Source code
CompressAccel @LandedHardState Source code
function int CompressAccel ( int C) )
ConsoleCommand @LandedHardState Source code
native function string ConsoleCommand ( string Command )
CopyToClipboard @LandedHardState Source code
native function CopyToClipboard ( string Text )
Destroyed @LandedHardState Source code
simulated event Destroyed ( ) )
event EndState ( ) )
EndState @PlayerClimbingState Source code
event EndState ( ) )
EndState @PlayerSpideringState Source code
event EndState ( ) )
EndState @PlayerWaitingState Source code
event EndState ( ) )
EndState @PlayerWalkingState Source code
event EndState ( ) )
EndState @SpectatingState Source code
event EndState ( ) )
EndState PlayerDriving Source code
event EndState ( ) )
EndZoom @LandedHardState Source code
function EndZoom ( ) )
EnterStartState @LandedHardState Source code
function EnterStartState ( ) )
FindGoodView @DeadState Source code
function FindGoodView ( ) )
FindGoodView @GameEndedState Source code
function FindGoodView ( ) )
FindStairRotation @LandedHardState Source code
native(524) final function int FindStairRotation ( float DeltaTime )
exec function Fire ( ) )
exec function Fire ( ) )
exec function Fire ( ) )
Fire @PlayerWaitingState Source code
exec function Fire ( ) )
exec function Fire ( ) )
FixFOV @LandedHardState Source code
function FixFOV ( ) )
ForceDeathUpdate @LandedHardState Source code
function ForceDeathUpdate ( ) )
exec function FOV ( float F) )
GetAccel @PlayerSwimmingState Source code
GetAccel @PlayerWalkingState Source code
GetDefaultURL @LandedHardState Source code
native final function string GetDefaultURL ( string Option )
GetEntryLevel @LandedHardState Source code
native final
function LevelInfo GetEntryLevel ( )
GetFacingDirection @LandedHardState Source code
function int GetFacingDirection ( ) )
GetFreeMove @LandedHardState Source code
function string GetNGSecret ( ) )
GetPlayerNetworkAddress @LandedHardState Source code
native final function string GetPlayerNetworkAddress ( )
function rotator GetViewRotation ( ) )
GetWeapon @LandedHardState Source code
exec
function GetWeapon (
class<
Weapon>
NewWeaponClass ) )
HandleMove @LandedHardState Source code
HandlePickup @LandedHardState Source code
function HandlePickup (
Pickup pick) )
HandleWalking @LandedHardState Source code
function HandleWalking ( ) )
HandleWalking @PlayerFlyingState Source code
function HandleWalking ( ) )
HandleWalking @PlayerSwimmingState Source code
function HandleWalking ( ) )
InitInputSystem @LandedHardState Source code
event InitInputSystem ( ) )
exec function Jump ( optional float F ) )
Jump @PlayerWaitingState Source code
exec function Jump ( optional float F ) )
LaunchActorOutofWater @PlayerSwimmingState Source code
function LaunchActorOutofWater ( ) )
LocalTravel @LandedHardState Source code
exec
function LocalTravel (
string URL ) )
LongClientAdjustPosition @LandedHardState 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 Mark ( ) )
MoveAutonomous @LandedHardState Source code
final
function MoveAutonomous (
float DeltaTime,
bool NewbRun,
bool NewbDuck,
bool NewbPressedJump,
eDoubleClickDir DoubleClickMove,
vector newAccel,
rotator DeltaRot
) )
exec function Name ( coerce string S ) )
NextWeapon @LandedHardState Source code
exec function NextWeapon ( ) )
NextWeapon @SpectatingState Source code
exec function NextWeapon ( ) )
NotifyHitWall @PlayerSpideringState Source code
event bool NotifyHitWall (
vector HitNormal,
actor HitActor) )
NotifyLanded @LandedHardState Source code
event bool NotifyLanded (
vector HitNormal) )
NotifyLanded @PlayerSpideringState Source code
event bool NotifyLanded (
vector HitNormal) )
NotifyLanded @PlayerSwimmingState Source code
event bool NotifyLanded (
vector HitNormal) )
NotifyPhysicsVolumeChange @PlayerClimbingState Source code
event bool NotifyPhysicsVolumeChange (
PhysicsVolume NewVolume ) )
NotifyPhysicsVolumeChange @PlayerSpideringState Source code
event bool NotifyPhysicsVolumeChange (
PhysicsVolume NewVolume ) )
NotifyPhysicsVolumeChange @PlayerSwimmingState Source code
event bool NotifyPhysicsVolumeChange (
PhysicsVolume NewVolume ) )
NotifyPhysicsVolumeChange @PlayerWalkingState Source code
event bool NotifyPhysicsVolumeChange (
PhysicsVolume NewVolume ) )
NotifyStanceChange @LandedHardState Source code
function NotifyStanceChange ( byte NewStance, float HeightAdjust ) )
OKToCheat @LandedHardState Source code
function bool OKToCheat ( optional bool bQuiet ) )
PasteFromClipboard @LandedHardState Source code
native function string PasteFromClipboard ( )
Pause @LandedHardState Source code
exec function Pause ( ) )
PawnDied @LandedHardState Source code
function PawnDied ( ) )
PlayBeepSound @LandedHardState Source code
simulated function PlayBeepSound ( )
PlayerCalcView @LandedHardState Source code
event PlayerCalcView (
out actor ViewActor,
out vector CameraLocation,
out rotator CameraRotation ) )
PlayerCalcView PlayerDriving Source code
event PlayerCalcView (
out actor ViewActor,
out vector CameraLocation,
out rotator CameraRotation ) )
PlayerMove @BaseSpectatingState Source code
function PlayerMove ( float DeltaTime) )
function PlayerMove ( float DeltaTime) )
PlayerMove @GameEndedState Source code
function PlayerMove ( float DeltaTime) )
PlayerMove @LandedHardState Source code
function PlayerMove ( float DeltaTime )
PlayerMove @PlayerClimbingState Source code
function PlayerMove ( float DeltaTime ) )
PlayerMove @PlayerFlyingState Source code
function PlayerMove ( float DeltaTime) )
PlayerMove @PlayerHelicopteringState Source code
function PlayerMove ( float DeltaTime) )
PlayerMove @PlayerSpideringState Source code
function PlayerMove ( float DeltaTime ) )
PlayerMove @PlayerSwimmingState Source code
function PlayerMove ( float DeltaTime) )
PlayerMove @PlayerWalkingState Source code
function PlayerMove ( float DeltaTime ) )
PlayerMove PlayerDriving Source code
function PlayerMove ( float DeltaTime ) )
PlayerTick @LandedHardState Source code
event PlayerTick ( float DeltaTime ) )
Possess @LandedHardState Source code
function Possess (
Pawn aPawn ) )
PossessMatinee @LandedHardState Source code
function PossessMatinee (
Pawn P ) )
PostBeginPlay @LandedHardState Source code
event PostBeginPlay ( ) )
PreClientTravel @LandedHardState Source code
event PreClientTravel ( ) )
PrevItem @LandedHardState Source code
exec function PrevItem ( ) )
PrevWeapon @LandedHardState Source code
exec function PrevWeapon ( ) )
PrevWeapon @SpectatingState Source code
exec function PrevWeapon ( ) )
ProcessMove @BaseSpectatingState Source code
ProcessMove @LandedHardState Source code
ProcessMove @PlayerClimbingState Source code
ProcessMove @PlayerSpideringState Source code
ProcessMove @PlayerSwimmingState Source code
ProcessMove @PlayerWalkingState Source code
ProcessMove PlayerDriving Source code
QuickLoad @LandedHardState Source code
exec function QuickLoad ( ) )
QuickSave @LandedHardState Source code
exec function QuickSave ( ) )
ReceiveLocalizedMessage @LandedHardState Source code
ReplicateMove @LandedHardState Source code
Replication @LandedHardState Source code
event Replication ( ) )
Reset @LandedHardState Source code
function Reset ( ) )
ResetFOV @LandedHardState Source code
function ResetFOV ( ) )
ResetKeyboard @LandedHardState Source code
native(544) final function ResetKeyboard ( )
Restart @LandedHardState Source code
function Restart ( ) )
RestartLevel @LandedHardState Source code
exec function RestartLevel ( ) )
exec function Say ( string Msg ) )
SendEvent @LandedHardState Source code
native final function SendEvent ( string Event )
function ServerMove (
float TimeStamp,
vector Accel,
vector ClientLoc,
bool NewbRun,
bool NewbDuck,
bool NewbJumpStatus,
eDoubleClickDir DoubleClickMove,
byte ClientRoll,
int View,
optional
byte OldTimeDelta,
optional
int OldAccel
) )
ServerMove @GameEndedState Source code
function ServerMove (
float TimeStamp,
vector InAccel,
vector ClientLoc,
bool NewbRun,
bool NewbDuck,
bool NewbJumpStatus,
eDoubleClickDir DoubleClickMove,
byte ClientRoll,
int View,
optional
byte OldTimeDelta,
optional
int OldAccel
) )
ServerMove @LandedHardState Source code
function ServerMove (
float TimeStamp,
vector InAccel,
vector ClientLoc,
bool NewbRun,
bool NewbDuck,
bool bJumped,
eDoubleClickDir DoubleClickMove,
byte ClientRoll,
int View,
optional
byte OldTimeDelta,
optional
int OldAccel
) )
ServerReStartGame @GameEndedState Source code
function ServerReStartGame ( ) )
ServerRestartGame @LandedHardState Source code
function ServerRestartGame ( ) )
ServerRestartPlayer @DeadState Source code
function ServerRestartPlayer ( ) )
ServerReStartPlayer @PlayerWaitingState Source code
function ServerReStartPlayer ( ) )
ServerSetHandedness @LandedHardState Source code
function ServerSetHandedness ( float hand) )
ServerThrowWeapon @LandedHardState Source code
function ServerThrowWeapon ( ) )
exec function SetAirControl ( float F ) )
SetAutoSaveIndex @LandedHardState Source code
function SetAutoSaveIndex ( int i )
SetFOVAngle @LandedHardState Source code
function SetFOVAngle ( float newFOV) )
SetHand @LandedHardState Source code
function SetHand ( ) )
SetMasterVolume @LandedHardState Source code
exec
function SetMasterVolume (
int Volume ) )
SetMovementVars @PlayerSwimmingState Source code
function SetMovementVars (
vector Accel ) )
SetMovementVars @PlayerWalkingState Source code
function SetMovementVars (
vector Accel ) )
function SetNGSecret ( string newSecret) )
SetPause @LandedHardState Source code
function bool SetPause ( BOOL bPause, optional int Key ) )
SetProgressMessage @LandedHardState Source code
exec
event SetProgressMessage (
int Index,
string S,
color C ) )
SetProgressTime @LandedHardState Source code
exec event SetProgressTime ( float T ) )
SetViewTarget @LandedHardState Source code
native
function SetViewTarget (
Actor NewViewTarget )
ShakeView @LandedHardState Source code
simulated function ShakeView ( float Magnitude,optional float Duration )
ShortClientAdjustPosition @LandedHardState Source code
function ShortClientAdjustPosition (
float TimeStamp,
name newState,
EPhysics newPhysics,
float NewLocX,
float NewLocY,
float NewLocZ,
Actor NewBase
) )
ShortServerMove @LandedHardState Source code
function ShortServerMove (
float TimeStamp,
vector ClientLoc,
bool NewbRun,
bool NewbDuck,
bool NewbJumpStatus,
byte ClientRoll,
int View
) )
SpawnDefaultHUD @LandedHardState Source code
function SpawnDefaultHUD ( ) )
Speech @LandedHardState Source code
exec function Speech ( int Type, int Index, int Callsign ) )
StartZoom @LandedHardState Source code
function StartZoom ( ) )
StopZoom @LandedHardState Source code
function StopZoom ( ) )
Suicide @LandedHardState Source code
exec function Suicide ( ) )
Suicide @PlayerWaitingState Source code
exec function Suicide ( ) )
SwitchLevel @LandedHardState Source code
exec
function SwitchLevel (
string URL ) )
SwitchTeam @LandedHardState Source code
exec function SwitchTeam ( ) )
SwitchWeapon @LandedHardState Source code
exec function SwitchWeapon ( byte F ) )
TeamMessage @LandedHardState Source code
TeamSay @LandedHardState Source code
exec function TeamSay ( string Msg ) )
TestShake @LandedHardState Source code
exec function TestShake ( float Magnitude,optional float Duration )
ThrowWeapon @GameEndedState Source code
exec function ThrowWeapon ( ) )
ThrowWeapon @LandedHardState Source code
exec function ThrowWeapon ( ) )
event Timer ( ) )
event Timer ( ) )
Timer @PlayerSwimmingState Source code
event Timer ( ) )
ToggleZoom @LandedHardState Source code
function ToggleZoom ( ) )
TravelPostAccept @LandedHardState Source code
event TravelPostAccept ( ) )
TurnAround @LandedHardState Source code
function TurnAround ( ) )
TurnTowardNearestEnemy @LandedHardState Source code
function bool TurnTowardNearestEnemy ( )
Typing @LandedHardState Source code
function Typing ( bool bTyping ) )
UnPossess @LandedHardState Source code
function UnPossess ( ) )
UnPossessMatinee @LandedHardState Source code
function UnPossessMatinee ( ) )
Unuse @LandedHardState Source code
exec function Unuse ( )
UpdateBob @LandedHardState Source code
function UpdateBob ( float F) )
UpdateRotation @LandedHardState Source code
function UpdateRotation ( float DeltaTime, float maxPitch) )
UpdateRotation @PlayerSpideringState Source code
function UpdateRotation ( float DeltaTime, float maxPitch) )
UpdateURL @LandedHardState Source code
native(546) final function UpdateURL ( string NewOption, string NewValue, bool bSaveDefault )
exec function Use ( )
VeryShortClientAdjustPosition @LandedHardState Source code
function VeryShortClientAdjustPosition (
float TimeStamp,
float NewLocX,
float NewLocY,
float NewLocZ,
Actor NewBase
) )
ViewFlash @LandedHardState Source code
function ViewFlash ( float DeltaTime) )
ViewShake @LandedHardState Source code
function ViewShake ( float DeltaTime) )
WantsSmoothedView @PlayerSwimmingState Source code
function bool WantsSmoothedView ( ) )
WeaponBob @LandedHardState Source code
function vector WeaponBob (
float BobDamping) )
defaultproperties
{
bAlwaysMouseLook=true
bKeyboardLook=true
bNeverSwitchOnPickup=true
WeaponPriority(0)='weaponInvTakkra'
WeaponPriority(1)='weaponInvFlamethrower'
WeaponPriority(2)='weaponInvLeechGun'
WeaponPriority(3)='weaponInvDispersion'
WeaponPriority(4)='weaponInvPistol'
WeaponPriority(5)='weaponInvEnergyRifle'
WeaponPriority(6)='weaponInvSniperRifle'
WeaponPriority(7)='weaponInvShotgun'
WeaponPriority(8)='weaponInvGrenadeLauncher'
WeaponPriority(9)='weaponInvRocketLauncher'
WeaponPriority(10)='weaponInvAssaultRifle'
WeaponPriority(11)='weaponInvSingularityCannon'
WeaponPriority(12)='weaponInvLaserRifle'
WeaponPriority(13)='weaponTutorialInvGrenadeLauncher'
bCheatsEnabled=true
bZeroRoll=true
OrthoZoom=40000.000000
CameraDist=9.000000
DesiredFOV=90.000000
DefaultFOV=90.000000
FlashScale=(X=1.000000,Y=1.000000,Z=1.000000)
AnnouncerVolume=4
MaxTimeMargin=1.000000
QuickSaveString="Quick Saving"
NoPauseMessage="Game is not pauseable"
ViewingFrom="Now viewing from"
OwnCamera="Now viewing from own camera"
LocalMessageClass=Class'Engine.LocalMessage'
Bob=0.045000
ShakePeriodX=31.000000
ShakePeriodY=29.000000
EnemyTurnSpeed=45000
InputClass=Class'Engine.PlayerInput'
SpectatingAccelerationScale=0.025000
ShowSubtitles=true
FovAngle=85.000000
bIsPlayer=true
NetPriority=3.000000
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}
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Creation time: sk 3-1-2016 10:48:31.635 - Created with
UnCodeX