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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

Constants Summary
BaseSpectatingState='BaseSpectating'
PlayerClimbingState='PlayerClimbing'
PlayerFlyingState='PlayerFlying'
PlayerHelicopteringState='PlayerHelicoptering'
PlayerSpideringState='PlayerSpidering'
PlayerSwimmingState='PlayerSwimming'
PlayerWaitingState='PlayerWaiting'
PlayerWalkingState='PlayerWalking'
SpectatingState='Spectating'
WaitingForPawnState='WaitingForPawn'
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 Contants from Engine.Controller
DeadState, FearTimerName, GameEndedState

Variables Summary
floataBaseX
floataBaseY
floataBaseZ
floataForward
floatAimingHelp
floataLookUp
floataMouseX
floataMouseY
intAnnouncerVolume
floatAppliedBob
floataStrafe
floataTurn
floataUp
boolbAlwaysLevel
boolbAlwaysMouseLook
boolbBehindView
boolbCenterView
boolbCheatFlying
boolbCheatsEnabled
boolbFixedCamera
boolbForwardPressed
boolbFreeCamera
bytebFreeLook
boolbFrozen
boolbIsTyping
boolbJumped
boolbKeyboardLook
bytebLook
boolbLookUpStairs
boolbMatineePossess
boolbNeverSwitchOnPickup
floatBob
floatbobtime
boolbOnlySpectator
boolbPressedJump
boolbSetTurnRot
bytebSnapLevel
boolbSnapToLevel
bytebStrafe
bytebTurn180
bytebTurnToNearest
boolbUpdatePosition
boolbUpdating
boolbUpPressed
boolbZeroRoll
boolbZooming
floatCameraDist
floatCheatFlyingSpeed
floatClientUpdateTime
vectorConstantGlowFog
floatConstantGlowScale
floatCurrentDistanceFogEnd
floatCurrentTimeStamp
floatDefaultFOV
intDemoViewPitch
intDemoViewYaw
vectorDesiredFlashFog
floatDesiredFlashScale
floatDesiredFOV
EDoubleClickDirDoubleClickDir
intEnemyTurnSpeed
array<class<Object>>ExecManagerClasses
array<Object>ExecManagers
vectorFlashFog
vectorFlashScale
SavedMoveFreeMoves
GameReplicationInfoGameReplicationInfo
intGroundPitch
class<PlayerInput>InputClass
floatInstantFlash
vectorInstantFog
floatLandBob
colorLastDistanceFogColor
floatLastDistanceFogEnd
floatLastDistanceFogStart
floatLastPlaySound
floatLastUpdateTime
intLastZone
vectorLeanOffset
class<LocalMessage>LocalMessageClass
floatMaxTimeMargin
intMisc1
intMisc2
HUDmyHUD
PlayerControllernextPlayerController
boolngSecretSet
stringngWorldSecret
stringNoPauseMessage
WeaponOldClientWeapon
vectorOldFloor
floatOrthoZoom
stringOwnCamera
SavedMovePendingMove
playerPlayer
PlayerInputPlayerInput
colorProgressColor[4]
stringProgressMessage[4]
floatProgressTimeOut
stringQuickSaveString
boolReceivedSecretChecksum
intRendMap
SavedMoveSavedMoves
floatServerTimeStamp
floatShakeDuration
floatShakeMagX
floatShakeMagY
vectorShakeOffset
floatShakePeriodX
floatShakePeriodY
floatShakeTime
intShowFlags
boolShowSubtitles
stringSong
floatSpectatingAccelerationScale
floatTargetEyeHeight
rotatorTargetViewRotation
vectorTargetWeaponViewOffset
floatTimeMargin
floatTimeSinceLastFogChange
EMusicTransitionTransition
rotatorTurnRot180
PawnTurnTarget
stringViewingFrom
actorViewTarget
floatWaitDelay
vectorWalkBob
nameWeaponPriority[50]
intWeaponUpdate
floatZoomLevel
Inherited Variables from Engine.LicenseeController
bDebugForced, bTrackStateChanges, DebugFlags, LastStateChangeContextLineNum, LastStateChangeContextNameStr, LastStateChangeLabel, LPawn
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

Enumerations Summary
Inherited Enumerations from Engine.Controller
EAttitude, EMoveResult, EPathResult, EStopFiringInfo

Structures Summary
Inherited Structures from Engine.Controller
TFearLocationInfo

Functions Summary
function ActivateInventoryItem (class InvItem ))
@LandedHardState
function ActivateItem ()))
@LandedHardState
functionbool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
@LandedHardState
function AdjustRadius (float MaxMove))
@LandedHardState
function AdjustView (float DeltaTime ))
@LandedHardState
function Admin (string CommandLine ))
@LandedHardState
function AltFire ()))
@DeadState
function AltFire ()))
@GameEndedState
function AltFire ()))
@LandedHardState
function AltFire ()))
@PlayerWaitingState
function AltFire ()))
@SpectatingState
event BeginState ()))
@DeadState
event BeginState ()))
@GameEndedState
event BeginState ()))
@PlayerClimbingState
event BeginState ()))
@PlayerFlyingState
event BeginState ()))
@PlayerSpideringState
event BeginState ()))
@PlayerSwimmingState
event BeginState ()))
@PlayerWaitingState
event BeginState ()))
@PlayerWalkingState
event BeginState ()))
@SpectatingState
event BeginState ()))
PlayerDriving
function BehindView (Bool B ))
@LandedHardState
function CalcBehindView (out vector CameraLocation, out rotator CameraRotation, float Dist))
@LandedHardState
function CalcFirstPersonView (out vector CameraLocation, out rotator CameraRotation ))
@LandedHardState
functionbool CanJumpOffLadder ()))
function ChangeAlwaysMouseLook (Bool B))
function ChangedWeapon ()))
@LandedHardState
function ChangeName (coerce string S ))
@LandedHardState
function ChangeSetHand (string S ))
@LandedHardState
function ChangeStairLook (bool B ))
function ChangeTeam (int N ))
@LandedHardState
function ChangeTeam (int N ))
@PlayerWaitingState
function CheckBob (float DeltaTime, float Speed2D, vector Y))
@LandedHardState
function ClearProgressMessages ()))
@LandedHardState
function ClientAdjustGlow (float scale, vector fog ))
@LandedHardState
function ClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase ))
@LandedHardState
function ClientDying (class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum))
function ClientFlash (float scale, vector fog ))
@LandedHardState
function ClientGotoState (name NewState, name NewLabel))
@LandedHardState
event ClientHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate)
@LandedHardState
function ClientInstantFlash (float scale, vector fog ))
@LandedHardState
event ClientMessage (coerce string S, optional Name Type ))
@LandedHardState
function ClientPlaySound (sound ASound, optional bool bVolumeControl ))
@LandedHardState
function ClientReliablePlaySound (sound ASound, optional bool bVolumeControl ))
@LandedHardState
function ClientReplicateSkins (Material Skin1, optional Material Skin2, optional Material Skin3, optional Material Skin4))
@LandedHardState
function ClientSendEvent (string Event ))
@LandedHardState
function ClientSetBehindView (bool B))
@LandedHardState
function ClientSetFixedCamera (bool B))
@LandedHardState
function ClientSetHUD (class<HUD> newHUDType, class<Scoreboard> newScoringType))
@LandedHardState
function ClientSetMusic (string NewSong, EMusicTransition NewTransition ))
@LandedHardState
function ClientShake (float Magnitude, ptional float Duration))
@LandedHardState
event ClientTravel (string URL, ETravelType TravelType, bool bItems)
@LandedHardState
function ClientUpdatePosition ()))
@LandedHardState
function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID))
@LandedHardState
functionint CompressAccel (int C))
@LandedHardState
functionstring ConsoleCommand (string Command)
@LandedHardState
function CopyToClipboard (string Text)
@LandedHardState
event Destroyed ()))
@LandedHardState
event EndState ()))
@DeadState
event EndState ()))
@PlayerClimbingState
event EndState ()))
@PlayerSpideringState
event EndState ()))
@PlayerWaitingState
event EndState ()))
@PlayerWalkingState
event EndState ()))
@SpectatingState
event EndState ()))
PlayerDriving
function EndZoom ()))
@LandedHardState
function EnterStartState ()))
@LandedHardState
function FindGoodView ()))
@DeadState
function FindGoodView ()))
@GameEndedState
functionint FindStairRotation (float DeltaTime)
@LandedHardState
function Fire ()))
@DeadState
function Fire ()))
@GameEndedState
function Fire ()))
@LandedHardState
function Fire ()))
@PlayerWaitingState
function Fire ()))
@SpectatingState
function FixFOV ()))
@LandedHardState
function ForceDeathUpdate ()))
@LandedHardState
function FOV (float F))
@LandedHardState
functionvector GetAccel (vector X, vector Y, vector Z ))
@PlayerSwimmingState
functionvector GetAccel (vector X, vector Y, vector Z ))
@PlayerWalkingState
functionstring GetDefaultURL (string Option)
@LandedHardState
functionLevelInfo GetEntryLevel ()
@LandedHardState
functionint GetFacingDirection ()))
@LandedHardState
functionSavedMove GetFreeMove ()))
@LandedHardState
functionstring GetNGSecret ()))
functionstring GetPlayerNetworkAddress ()
@LandedHardState
functionrotator GetViewRotation ()))
function GetWeapon (class NewWeaponClass ))
@LandedHardState
function HandleMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ))
@LandedHardState
function HandlePickup (Pickup pick))
@LandedHardState
function HandleWalking ()))
@LandedHardState
function HandleWalking ()))
@PlayerFlyingState
function HandleWalking ()))
@PlayerSwimmingState
event InitInputSystem ()))
@LandedHardState
function Jump (optional float F ))
@LandedHardState
function Jump (optional float F ))
@PlayerWaitingState
function LaunchActorOutofWater ()))
@PlayerSwimmingState
function LocalTravel (string URL ))
@LandedHardState
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 ))
@LandedHardState
function Mark ()))
@LandedHardState
function MoveAutonomous (float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, eDoubleClickDir DoubleClickMove, vector newAccel, rotator DeltaRot ))
@LandedHardState
function Name (coerce string S ))
@LandedHardState
function NextWeapon ()))
@LandedHardState
function NextWeapon ()))
@SpectatingState
eventbool NotifyHitWall (vector HitNormal, actor HitActor))
@PlayerSpideringState
eventbool NotifyLanded (vector HitNormal))
@LandedHardState
eventbool NotifyLanded (vector HitNormal))
@PlayerSpideringState
eventbool NotifyLanded (vector HitNormal))
@PlayerSwimmingState
eventbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
@PlayerClimbingState
eventbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
@PlayerSpideringState
eventbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
@PlayerSwimmingState
eventbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
@PlayerWalkingState
function NotifyStanceChange (byte NewStance, float HeightAdjust ))
@LandedHardState
functionbool OKToCheat (optional bool bQuiet ))
@LandedHardState
functionstring PasteFromClipboard ()
@LandedHardState
function Pause ()))
@LandedHardState
function PawnDied ()))
@LandedHardState
function PlayBeepSound ()
@LandedHardState
event PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
@LandedHardState
event PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
PlayerDriving
function PlayerMove (float DeltaTime))
@BaseSpectatingState
function PlayerMove (float DeltaTime))
@DeadState
function PlayerMove (float DeltaTime))
@GameEndedState
function PlayerMove (float DeltaTime)
@LandedHardState
function PlayerMove (float DeltaTime ))
@PlayerClimbingState
function PlayerMove (float DeltaTime))
@PlayerFlyingState
function PlayerMove (float DeltaTime))
@PlayerHelicopteringState
function PlayerMove (float DeltaTime ))
@PlayerSpideringState
function PlayerMove (float DeltaTime))
@PlayerSwimmingState
function PlayerMove (float DeltaTime ))
@PlayerWalkingState
function PlayerMove (float DeltaTime ))
PlayerDriving
event PlayerTick (float DeltaTime ))
@LandedHardState
function Possess (Pawn aPawn ))
@LandedHardState
function PossessMatinee (Pawn P ))
@LandedHardState
event PostBeginPlay ()))
@LandedHardState
event PreClientTravel ()))
@LandedHardState
function PrevItem ()))
@LandedHardState
function PrevWeapon ()))
@LandedHardState
function PrevWeapon ()))
@SpectatingState
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
@BaseSpectatingState
function ProcessMove (float DeltaTime, vector newAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
@LandedHardState
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
@PlayerClimbingState
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
@PlayerSpideringState
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
@PlayerSwimmingState
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
@PlayerWalkingState
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerDriving
function QuickLoad ()))
@LandedHardState
function QuickSave ()))
@LandedHardState
event ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
@LandedHardState
function ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ))
@LandedHardState
event Replication ()))
@LandedHardState
function Reset ()))
@LandedHardState
function ResetFOV ()))
@LandedHardState
function ResetKeyboard ()
@LandedHardState
function Restart ()))
@LandedHardState
function RestartLevel ()))
@LandedHardState
function Say (string Msg ))
@LandedHardState
function SendEvent (string Event)
@LandedHardState
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 ))
@DeadState
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 ))
@GameEndedState
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 ))
@LandedHardState
function ServerReStartGame ()))
@GameEndedState
function ServerRestartGame ()))
@LandedHardState
function ServerRestartPlayer ()))
@DeadState
function ServerReStartPlayer ()))
@PlayerWaitingState
function ServerSetHandedness (float hand))
@LandedHardState
function ServerThrowWeapon ()))
@LandedHardState
function SetAirControl (float F ))
function SetAutoSaveIndex (int i)
@LandedHardState
function SetFOVAngle (float newFOV))
@LandedHardState
function SetHand ()))
@LandedHardState
function SetMasterVolume (int Volume ))
@LandedHardState
function SetMovementVars (vector Accel ))
@PlayerSwimmingState
function SetMovementVars (vector Accel ))
@PlayerWalkingState
function SetNGSecret (string newSecret))
functionbool SetPause (BOOL bPause, optional int Key ))
@LandedHardState
event SetProgressMessage (int Index, string S, color C ))
@LandedHardState
event SetProgressTime (float T ))
@LandedHardState
function SetViewTarget (Actor NewViewTarget)
@LandedHardState
function ShakeView (float Magnitude, ptional float Duration)
@LandedHardState
function ShortClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ))
@LandedHardState
function ShortServerMove (float TimeStamp, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, byte ClientRoll, int View ))
@LandedHardState
function SpawnDefaultHUD ()))
@LandedHardState
function Speech (int Type, int Index, int Callsign ))
@LandedHardState
function StartZoom ()))
@LandedHardState
function StopZoom ()))
@LandedHardState
function Suicide ()))
@LandedHardState
function Suicide ()))
@PlayerWaitingState
function SwitchLevel (string URL ))
@LandedHardState
function SwitchTeam ()))
@LandedHardState
function SwitchWeapon (byte F ))
@LandedHardState
event TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type ))
@LandedHardState
function TeamSay (string Msg ))
@LandedHardState
function TestShake (float Magnitude, ptional float Duration)
@LandedHardState
function ThrowWeapon ()))
@GameEndedState
function ThrowWeapon ()))
@LandedHardState
event Timer ()))
@DeadState
event Timer ()))
@GameEndedState
event Timer ()))
@PlayerSwimmingState
function ToggleZoom ()))
@LandedHardState
event TravelPostAccept ()))
@LandedHardState
function TurnAround ()))
@LandedHardState
functionbool TurnTowardNearestEnemy ()
@LandedHardState
function Typing (bool bTyping ))
@LandedHardState
function UnPossess ()))
@LandedHardState
function UnPossessMatinee ()))
@LandedHardState
function Unuse ()
@LandedHardState
function UpdateBob (float F))
@LandedHardState
function UpdateRotation (float DeltaTime, float maxPitch))
@LandedHardState
function UpdateRotation (float DeltaTime, float maxPitch))
@PlayerSpideringState
function UpdateURL (string NewOption, string NewValue, bool bSaveDefault)
@LandedHardState
function Use ()
@LandedHardState
function VeryShortClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ))
@LandedHardState
function ViewFlash (float DeltaTime))
@LandedHardState
function ViewShake (float DeltaTime))
@LandedHardState
functionbool WantsSmoothedView ()))
@PlayerSwimmingState
functionvector 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

States Summary
@BaseSpectatingState Source code
state @BaseSpectatingState
PlayerMove, ProcessMove
@DeadState Source code
state @DeadState
AltFire, BeginState, EndState, FindGoodView, Fire, PlayerMove, ServerMove, ServerRestartPlayer, Timer
@GameEndedState Source code
state @GameEndedState
AltFire, BeginState, FindGoodView, Fire, PlayerMove, ServerMove, ServerReStartGame, ThrowWeapon, Timer
@PlayerClimbingState Source code
state @PlayerClimbingState
BeginState, EndState, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove
@PlayerFlyingState Source code
state @PlayerFlyingState
BeginState, HandleWalking, PlayerMove
@PlayerHelicopteringState Source code
state @PlayerHelicopteringState extends @PlayerFlyingState
PlayerMove
@PlayerSpideringState Source code
state @PlayerSpideringState
BeginState, EndState, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, UpdateRotation
@PlayerSwimmingState Source code
state @PlayerSwimmingState
BeginState, GetAccel, HandleWalking, LaunchActorOutofWater, NotifyLanded, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, SetMovementVars, Timer, WantsSmoothedView
@PlayerWaitingState Source code
auto state @PlayerWaitingState extends @BaseSpectatingState
AltFire, BeginState, ChangeTeam, EndState, Fire, Jump, ServerReStartPlayer, Suicide
@PlayerWalkingState Source code
state @PlayerWalkingState
BeginState, EndState, GetAccel, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, SetMovementVars
@SpectatingState Source code
state @SpectatingState extends @BaseSpectatingState
AltFire, BeginState, EndState, Fire, NextWeapon, PrevWeapon
PlayerDriving Source code
state PlayerDriving
BeginState, EndState, PlayerCalcView, PlayerMove, ProcessMove


Constants Detail

BaseSpectatingState Source code

const BaseSpectatingState = 'BaseSpectating';

PlayerClimbingState Source code

const PlayerClimbingState = 'PlayerClimbing';

PlayerFlyingState Source code

const PlayerFlyingState = 'PlayerFlying';

PlayerHelicopteringState Source code

const PlayerHelicopteringState = 'PlayerHelicoptering';

PlayerSpideringState Source code

const PlayerSpideringState = 'PlayerSpidering';

PlayerSwimmingState Source code

const PlayerSwimmingState = 'PlayerSwimming';

PlayerWaitingState Source code

const PlayerWaitingState = 'PlayerWaiting';

PlayerWalkingState Source code

const PlayerWalkingState = 'PlayerWalking';

SpectatingState Source code

const SpectatingState = 'Spectating';

WaitingForPawnState Source code

const WaitingForPawnState = 'WaitingForPawn';


Variables Detail

aBaseX Source code

var input float aBaseX;

aBaseY Source code

var input float aBaseY;

aBaseZ Source code

var input float aBaseZ;

aForward Source code

var input float aForward;

AimingHelp Source code

var float AimingHelp;

aLookUp Source code

var input float aLookUp;

aMouseX Source code

var input float aMouseX;

aMouseY Source code

var input float aMouseY;

AnnouncerVolume Source code

var globalconfig int AnnouncerVolume;

AppliedBob Source code

var float AppliedBob;

aStrafe Source code

var input float aStrafe;

aTurn Source code

var input float aTurn;

aUp Source code

var input float aUp;

bAlwaysLevel Source code

var globalconfig bool bAlwaysLevel;

bAlwaysMouseLook Source code

var globalconfig bool bAlwaysMouseLook;

bBehindView Source code

var bool bBehindView;

bCenterView Source code

var bool bCenterView;

bCheatFlying Source code

var bool bCheatFlying;

bCheatsEnabled Source code

var globalconfig bool bCheatsEnabled;

bFixedCamera Source code

var bool bFixedCamera;

bForwardPressed Source code

var bool bForwardPressed;

bFreeCamera Source code

var bool bFreeCamera;

bFreeLook Source code

var input byte bFreeLook;

bFrozen Source code

var bool bFrozen;

bIsTyping Source code

var bool bIsTyping;

bJumped Source code

var bool bJumped;

bKeyboardLook Source code

var globalconfig bool bKeyboardLook;

bLook Source code

var input byte bLook;

bLookUpStairs Source code

var globalconfig bool bLookUpStairs;

bMatineePossess Source code

var bool bMatineePossess;

bNeverSwitchOnPickup Source code

var globalconfig bool bNeverSwitchOnPickup;

Bob Source code

var globalconfig float Bob;

bobtime Source code

var float bobtime;

bOnlySpectator Source code

var bool bOnlySpectator;

bPressedJump Source code

var bool bPressedJump;

bSetTurnRot Source code

var bool bSetTurnRot;

bSnapLevel Source code

var input byte bSnapLevel;

bSnapToLevel Source code

var globalconfig bool bSnapToLevel;

bStrafe Source code

var input byte bStrafe;

bTurn180 Source code

var input byte bTurn180;

bTurnToNearest Source code

var input byte bTurnToNearest;

bUpdatePosition Source code

var bool bUpdatePosition;

bUpdating Source code

var bool bUpdating;

bUpPressed Source code

var bool bUpPressed;

bZeroRoll Source code

var bool bZeroRoll;

bZooming Source code

var bool bZooming;

CameraDist Source code

var float CameraDist;

CheatFlyingSpeed Source code

var float CheatFlyingSpeed;

ClientUpdateTime Source code

var float ClientUpdateTime;

ConstantGlowFog Source code

var vector ConstantGlowFog;

ConstantGlowScale Source code

var float ConstantGlowScale;

CurrentDistanceFogEnd Source code

var float CurrentDistanceFogEnd;

CurrentTimeStamp Source code

var float CurrentTimeStamp;

DefaultFOV Source code

var globalconfig float DefaultFOV;

DemoViewPitch Source code

var int DemoViewPitch;

DemoViewYaw Source code

var int DemoViewYaw;

DesiredFlashFog Source code

var vector DesiredFlashFog;

DesiredFlashScale Source code

var float DesiredFlashScale;

DesiredFOV Source code

var globalconfig float DesiredFOV;

DoubleClickDir Source code

var EDoubleClickDir DoubleClickDir;

EnemyTurnSpeed Source code

var config int EnemyTurnSpeed;

ExecManagerClasses Source code

var array<class<Object>> ExecManagerClasses;

ExecManagers Source code

var array<Object> ExecManagers;

FlashFog Source code

var vector FlashFog;

FlashScale Source code

var vector FlashScale;

FreeMoves Source code

var SavedMove FreeMoves;

GameReplicationInfo Source code

var GameReplicationInfo GameReplicationInfo;

GroundPitch Source code

var int GroundPitch;

InputClass Source code

var class<PlayerInput> InputClass;

InstantFlash Source code

var float InstantFlash;

InstantFog Source code

var vector InstantFog;

LandBob Source code

var float LandBob;

LastDistanceFogColor Source code

var color LastDistanceFogColor;

LastDistanceFogEnd Source code

var float LastDistanceFogEnd;

LastDistanceFogStart Source code

var float LastDistanceFogStart;

LastPlaySound Source code

var float LastPlaySound;

LastUpdateTime Source code

var float LastUpdateTime;

LastZone Source code

var int LastZone;

LeanOffset Source code

var vector LeanOffset;

LocalMessageClass Source code

var class<LocalMessage> LocalMessageClass;

MaxTimeMargin Source code

var globalconfig float MaxTimeMargin;

Misc1 Source code

var int Misc1;

Misc2 Source code

var int Misc2;

myHUD Source code

var HUD myHUD;

nextPlayerController Source code

var const PlayerController nextPlayerController;

ngSecretSet Source code

var globalconfig bool ngSecretSet;

ngWorldSecret Source code

var globalconfig private string ngWorldSecret;

NoPauseMessage Source code

var localized string NoPauseMessage;

OldClientWeapon Source code

var Weapon OldClientWeapon;

OldFloor Source code

var vector OldFloor;

OrthoZoom Source code

var float OrthoZoom;

OwnCamera Source code

var localized string OwnCamera;

PendingMove Source code

var SavedMove PendingMove;

Player Source code

var const player Player;

PlayerInput Source code

var transient PlayerInput PlayerInput;

ProgressColor[4] Source code

var color ProgressColor[4];

ProgressMessage[4] Source code

var string ProgressMessage[4];

ProgressTimeOut Source code

var float ProgressTimeOut;

QuickSaveString Source code

var localized string QuickSaveString;

ReceivedSecretChecksum Source code

var bool ReceivedSecretChecksum;

RendMap Source code

var int RendMap;

SavedMoves Source code

var SavedMove SavedMoves;

ServerTimeStamp Source code

var float ServerTimeStamp;

ShakeDuration Source code

var float ShakeDuration;

ShakeMagX Source code

var float ShakeMagX;

ShakeMagY Source code

var float ShakeMagY;

ShakeOffset Source code

var vector ShakeOffset;

ShakePeriodX Source code

var const float ShakePeriodX;

ShakePeriodY Source code

var const float ShakePeriodY;

ShakeTime Source code

var float ShakeTime;

ShowFlags Source code

var int ShowFlags;

ShowSubtitles Source code

var globalconfig bool ShowSubtitles;

Song Source code

var string Song;

SpectatingAccelerationScale Source code

var globalconfig float SpectatingAccelerationScale;

TargetEyeHeight Source code

var float TargetEyeHeight;

TargetViewRotation Source code

var rotator TargetViewRotation;

TargetWeaponViewOffset Source code

var vector TargetWeaponViewOffset;

TimeMargin Source code

var float TimeMargin;

TimeSinceLastFogChange Source code

var float TimeSinceLastFogChange;

Transition Source code

var EMusicTransition Transition;

TurnRot180 Source code

var rotator TurnRot180;

TurnTarget Source code

var Pawn TurnTarget;

ViewingFrom Source code

var localized string ViewingFrom;

ViewTarget Source code

var const actor ViewTarget;

WaitDelay Source code

var float WaitDelay;

WalkBob Source code

var vector WalkBob;

WeaponPriority[50] Source code

var globalconfig name WeaponPriority[50];

WeaponUpdate Source code

var int WeaponUpdate;

ZoomLevel Source code

var float ZoomLevel;


Functions Detail

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 ) )

AltFire @DeadState Source code

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 ( ) )

BeginState @DeadState Source code

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 ) )

CanJumpOffLadder Source code

function bool CanJumpOffLadder ( ) )

ChangeAlwaysMouseLook Source code

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 ) )

ChangeStairLook Source code

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 ) )

ClientDying Source code

function ClientDying ( class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum) )

ClientFlash @LandedHardState Source code

function ClientFlash ( float scale, vector fog ) )

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

function ClientReplicateSkins ( Material Skin1, optional Material Skin2, optional Material Skin3, optional Material Skin4) )

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

function ClientSetMusic ( string NewSong, EMusicTransition NewTransition ) )

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

function ClientVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID) )

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 ( ) )

EndState @DeadState Source code

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 )

Fire @DeadState Source code

exec function Fire ( ) )

Fire @GameEndedState Source code

exec function Fire ( ) )

Fire @LandedHardState Source code

exec function Fire ( ) )

Fire @PlayerWaitingState Source code

exec function Fire ( ) )

Fire @SpectatingState Source code

exec function Fire ( ) )

FixFOV @LandedHardState Source code

function FixFOV ( ) )

ForceDeathUpdate @LandedHardState Source code

function ForceDeathUpdate ( ) )

FOV @LandedHardState Source code

exec function FOV ( float F) )

GetAccel @PlayerSwimmingState Source code

function vector GetAccel ( vector X, vector Y, vector Z ) )

GetAccel @PlayerWalkingState Source code

function vector GetAccel ( vector X, vector Y, vector Z ) )

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

final function SavedMove GetFreeMove ( ) )

GetNGSecret Source code

function string GetNGSecret ( ) )

GetPlayerNetworkAddress @LandedHardState Source code

native final function string GetPlayerNetworkAddress ( )

GetViewRotation Source code

function rotator GetViewRotation ( ) )

GetWeapon @LandedHardState Source code

exec function GetWeapon ( class<Weapon> NewWeaponClass ) )

HandleMove @LandedHardState Source code

protected function HandleMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ) )

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 ( ) )

Jump @LandedHardState Source code

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 ) )

Mark @LandedHardState Source code

exec function Mark ( ) )

MoveAutonomous @LandedHardState Source code

final function MoveAutonomous ( float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, eDoubleClickDir DoubleClickMove, vector newAccel, rotator DeltaRot ) )

Name @LandedHardState Source code

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) )

PlayerMove @DeadState Source code

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

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

ProcessMove @LandedHardState Source code

function ProcessMove ( float DeltaTime, vector newAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove @PlayerClimbingState Source code

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

ProcessMove @PlayerSpideringState Source code

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

ProcessMove @PlayerSwimmingState Source code

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

ProcessMove @PlayerWalkingState Source code

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

ProcessMove PlayerDriving Source code

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

QuickLoad @LandedHardState Source code

exec function QuickLoad ( ) )

QuickSave @LandedHardState Source code

exec function QuickSave ( ) )

ReceiveLocalizedMessage @LandedHardState Source code

event ReceiveLocalizedMessage ( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) )

ReplicateMove @LandedHardState Source code

function ReplicateMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ) )

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 ( ) )

Say @LandedHardState Source code

exec function Say ( string Msg ) )

SendEvent @LandedHardState Source code

native final function SendEvent ( string Event )

ServerMove @DeadState Source code

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 ( ) )

SetAirControl Source code

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 ) )

SetNGSecret Source code

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

event TeamMessage ( PlayerReplicationInfo PRI, coerce string S, name Type ) )

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 ( ) )

Timer @DeadState Source code

event Timer ( ) )

Timer @GameEndedState Source code

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 )

Use @LandedHardState Source code

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

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