U2.U2PlayerController
- Extends
- PlayerController
- Modifiers
- config ( User )
Core.Object
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+-- Engine.Actor
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+-- Engine.Controller
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+-- Engine.LicenseeController
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+-- Engine.PlayerController
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+-- U2.U2PlayerController
Direct Known Subclasses:
U2PlayerTestController
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.PlayerController |
aBaseX, aBaseY, aBaseZ, aForward, AimingHelp, aLookUp, aMouseX, aMouseY, AnnouncerVolume, AppliedBob, aStrafe, aTurn, aUp, bAlwaysLevel, bAlwaysMouseLook, bBehindView, bCenterView, bCheatFlying, bCheatsEnabled, bFixedCamera, bForwardPressed, bFreeCamera, bFreeLook, bFrozen, bIsTyping, bJumped, bKeyboardLook, bLook, bLookUpStairs, bMatineePossess, bNeverSwitchOnPickup, Bob, bobtime, bOnlySpectator, bPressedJump, bSetTurnRot, bSnapLevel, bSnapToLevel, bStrafe, bTurn180, bTurnToNearest, bUpdatePosition, bUpdating, bUpPressed, bZeroRoll, bZooming, CameraDist, CheatFlyingSpeed, ClientUpdateTime, ConstantGlowFog, ConstantGlowScale, CurrentDistanceFogEnd, CurrentTimeStamp, DefaultFOV, DemoViewPitch, DemoViewYaw, DesiredFlashFog, DesiredFlashScale, DesiredFOV, DoubleClickDir, EnemyTurnSpeed, ExecManagerClasses, ExecManagers, FlashFog, FlashScale, FreeMoves, GameReplicationInfo, GroundPitch, InputClass, InstantFlash, InstantFog, LandBob, LastDistanceFogColor, LastDistanceFogEnd, LastDistanceFogStart, LastPlaySound, LastUpdateTime, LastZone, LeanOffset, LocalMessageClass, MaxTimeMargin, Misc1, Misc2, myHUD, nextPlayerController, ngSecretSet, ngWorldSecret, NoPauseMessage, OldClientWeapon, OldFloor, OrthoZoom, OwnCamera, PendingMove, Player, PlayerInput, ProgressColor[4], ProgressMessage[4], ProgressTimeOut, QuickSaveString, ReceivedSecretChecksum, RendMap, SavedMoves, ServerTimeStamp, ShakeDuration, ShakeMagX, ShakeMagY, ShakeOffset, ShakePeriodX, ShakePeriodY, ShakeTime, ShowFlags, ShowSubtitles, Song, SpectatingAccelerationScale, TargetEyeHeight, TargetViewRotation, TargetWeaponViewOffset, TimeMargin, TimeSinceLastFogChange, Transition, TurnRot180, TurnTarget, ViewingFrom, ViewTarget, WaitDelay, WalkBob, WeaponPriority[50], WeaponUpdate, ZoomLevel |
Enumerations Summary |
ELeanDir Lean_None,
Lean_Forward,
Lean_Left,
Lean_Right,
Lean_Up,
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Structures Summary |
WeaponInfo WeaponName, Priority, Weapon |
Functions Summary |
| | ActivateInventoryItem (class InvItem ))
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| bool | ActorHeadInWater (Actor SourceActor, vector Loc ))
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| | AddBots (optional int N ))
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| | AltFire ()))
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| | AltFire () @LevelTransitionState |
| | AltFire ())) @PlayerClimbingState |
| bool | AutoSaveEnabledA1 ()
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| bool | AutoSaveEnabledA2 ()
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| bool | AutoSaveEnabledA3 ()
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| bool | AutoSaveEnabledA4 ()
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| bool | AutoSaveEnabledB1 ()
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| bool | AutoSaveEnabledB2 ()
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| bool | AutoSaveEnabledB3 ()
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| bool | AutoSaveEnabledB4 ()
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| bool | AutoSaveEnabledC1 ()
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| bool | AutoSaveEnabledC2 ()
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| bool | AutoSaveEnabledC3 ()
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| bool | AutoSaveEnabledC4 ()
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| bool | AutoSaveEnabledD1 ()
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| bool | AutoSaveEnabledD2 ()
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| bool | AutoSaveEnabledD3 ()
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| bool | AutoSaveEnabledD4 ()
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| bool | AutoSaveEnabledE1 ()
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| bool | AutoSaveEnabledE2 ()
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| bool | AutoSaveEnabledE3 ()
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| bool | AutoSaveEnabledE4 ()
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| bool | AutoSaveEnabledF1 ()
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| bool | AutoSaveEnabledF2 ()
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| bool | AutoSaveEnabledF3 ()
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| bool | AutoSaveEnabledF4 ()
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| bool | AutoSaveEnabledG1 ()
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| | BeginState ())) @BaseSpectatingState |
| | BeginState ())) @CantMoveState |
| | BeginState ())) @DeadState |
| | BeginState ())) @GameEndedState |
| | BeginState ())) @ImpaledState |
| | BeginState ())) @LevelTransitionState |
| | BeginState ())) @MantlingState |
| | BeginState ())) @PlayerClimbingState |
| | BeginState ())) @PlayerEndLevelImmediatelyState |
| | BeginState ())) @PlayerFlyingState |
| | BeginState ())) @PlayerSwimmingState |
| | BeginState ())) @PlayerWalkingState |
| | CalcFirstPersonView (out vector CameraLocation, out rotator CameraRotation ))
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| bool | CanCrouch ())) @MantlingState |
| bool | CanDodge ()))
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| bool | CanLean ()))
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| bool | CanLean ())) @PlayerClimbingState |
| bool | CanLean ())) @PlayerSwimmingState |
| bool | CanLean ())) @PlayerWalkingState |
| | CheckBob (float DeltaTime, float Speed2D, vector Y))
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| | ClearProgressMessages ()))
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| | ClearWeaponEffects ()))
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| | ClientHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate
))
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| | ClientPlayTakeHit (vector HitLocation, byte Damage, class<DamageType> DamageType, bool bServerGuessWeapon ))
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| | ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID))
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| | DeactivateInventoryItem (class InvItem ))
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| | DialogInitiate (Actor Other, optional name Topic, optional Actor WaitingActor ))
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| | DialogTerminate ()))
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| | EnableProne ()))
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| bool | EncroachingOn (actor Other ))
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| | EndState ())) @MantlingState |
| | EndState ())) @PlayerEndLevelImmediatelyState |
| | EndState ())) @PlayerFlyingState |
| | Fire ()))
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| | Fire ())) @GameEndedState |
| | Fire () @LevelTransitionState |
| | Fire ())) @PlayerClimbingState |
| | Freeze ()))
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| | Freeze () @CantMoveState |
| vector | GetAccel (vector X, vector Y, vector Z )) @MantlingState |
| float | GetAmmoClipPct ()))
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| float | GetAmmoTotalPct ()))
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| string | GetArtifactString ()))
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| bool | GetAutoTaunt ()))
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| string | GetClipRoundsRemaining ()))
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| string | GetClipSize ()))
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| float | GetHealthPct ()))
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| string | GetHealthString ()))
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| bool | GetInstantRocket ()))
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| ELeanDir | GetLeanDir ()))
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| vector | GetLeanLeftRightVector ()))
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| array<string> | GetObjectives ()))
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| bool | GetPlayVoiceMessages ()))
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| string | GetPowerSuitMaxString ()))
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| float | GetPowerSuitPct ()))
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| string | GetPowerSuitPowerString ()))
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| string | GetPowerSuitString ()))
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| string | GetTotalAmmoString ()))
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| float | GetUIAlpha ()
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| float | GetWalkingPctScale ()))
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| WeaponPanel | GetWeaponPanel ()))
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| string | GetWeaponString ()))
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| | HandleMissionFailed (Pawn ViewTarget ))
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| | HandleMissionFailed (Pawn ViewTarget) @DeadState |
| | HandleWalking ()))
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| bool | HandlingCrosshair ()))
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| | HighlightPendingWeapon (Pawn P ))
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| bool | InLeanMode ()))
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| bool | IsFrozen ())) @CantMoveState |
| | LandedHardDone ())) @LandedHardState |
| | LeanBegin (ELeanDir NewLeanDir ))
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| | LeanEnd ()))
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| | LeanReset ()))
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| bool | LeanTransition ()))
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| | LevelChange ()))
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| | Loaded ()))
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| | LoadLeftHand ()))
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| | MantleBegin ())) @PlayerWalkingState |
| | MantleEnd ())) @MantlingState |
| | NextWeapon ()))
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| | NotifyAddInventory (inventory AddedItem))
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| | NotifyImpaled ()))
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| bool | NotifyLanded (vector HitNormal )) @PlayerWalkingState |
| | NotifyRemoveInventory (inventory RemovedItem))
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| | NotifyTakeHit (Pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum ))
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| | NotifyUnImpaled ()))
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| | PlayerCalcView (out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
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| | PlayerEndLevel ()))
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| | PlayerMove (float DeltaTime )) @CantMoveState |
| | PlayerMove (float DeltaTime )) @ImpaledState |
| | PlayerMove (float DeltaTime )) @LandedHardState |
| | PlayerMove (float DeltaTime) @LevelTransitionState |
| | PlayerMove (float DeltaTime )) @MantlingState |
| | PlayerMove (float DeltaTime )) @PlayerClimbingState |
| | PlayerMove (float DeltaTime )) @PlayerFlyingState |
| | PlayerMove (float DeltaTime )) @PlayerSwimmingState |
| | PlayerTick (float DeltaTime ))
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| | PlayerTick (float DeltaTime )) @CantMoveState |
| | PlayerTick (float DeltaTime )) @DeadState |
| | PlayerTick (float DeltaTime )) @MantlingState |
| | PlayWinMessage (bool bWinner))
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| | Possess (Pawn P ))
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| | PostBeginPlay ()))
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| bool | PressingAnyLeanKey ()))
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| bool | PressingSelectedLeanKey ()))
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| | PrevWeapon ()))
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| | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot )) @PlayerWalkingState |
| | QuickLoad ()))
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| | QuickSave ()))
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| | Reload ()))
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| | RenderOverlays (Canvas Canvas ))
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| bool | SaveEnabled ()))
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| | SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType))
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| | ServerAddBots (int N ))
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| | ServerReload ()))
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| | ServerSetInstantRocket (bool B))
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| | ServerSetTaunt (bool B))
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| | ServerTaunt (name Sequence ))
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| | SetAutoSaveIndex (int i ))
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| | SetAutoTaunt (bool B))
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| | SetDesiredLeanOffset ()))
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| | SetInstantRocket (bool B))
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| | SetLevelAction ())) @DeadState |
| | SetLevelAction ())) @MissionFailedState |
| | SetMovementVars (vector NewAccel ))
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| | SetMovementVars (vector NewAccel )) @MantlingState |
| | SetPlayVoiceMessages (bool B ))
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| | SetUIAlpha (float A)
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| | SetViewTarget (Actor NewViewTarget ))
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| bool | SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode ))
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| | SwitchWeapon (byte F ))
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| | Taunt (name Sequence ))
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| | TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type ))
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| bool | ThirdPerson ()))
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| | ThrowWeapon ()))
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| | ThrowWeapon () @LevelTransitionState |
| | ToggleLeanForward ()))
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| | ToggleLeanLeft ()))
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| | ToggleLeanRight ()))
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| | ToggleLeanUp ()))
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| bool | TurnTowardNearestEnemy ()))
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| | UnFreeze ()
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| | UnFreeze ())) @CantMoveState |
| | UnPossessMatinee ()))
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| | Unuse ()))
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| | Use ()))
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| bool | ViewingSelf ()))
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Inherited Functions from Engine.PlayerController |
ActivateInventoryItem, ActivateItem, AdjustAim, AdjustRadius, AdjustView, Admin, AltFire, BeginState, BehindView, CalcBehindView, CalcFirstPersonView, CanJumpOffLadder, ChangeAlwaysMouseLook, ChangedWeapon, ChangeName, ChangeSetHand, ChangeStairLook, ChangeTeam, CheckBob, ClearProgressMessages, ClientAdjustGlow, ClientAdjustPosition, ClientDying, ClientFlash, ClientGotoState, ClientHearSound, ClientInstantFlash, ClientMessage, ClientPlaySound, ClientReliablePlaySound, ClientReplicateSkins, ClientSendEvent, ClientSetBehindView, ClientSetFixedCamera, ClientSetHUD, ClientSetMusic, ClientShake, ClientTravel, ClientUpdatePosition, ClientVoiceMessage, CompressAccel, ConsoleCommand, CopyToClipboard, Destroyed, EndState, EndZoom, EnterStartState, FindGoodView, FindStairRotation, Fire, FixFOV, ForceDeathUpdate, FOV, GetAccel, GetDefaultURL, GetEntryLevel, GetFacingDirection, GetFreeMove, GetNGSecret, GetPlayerNetworkAddress, GetViewRotation, GetWeapon, HandleMove, HandlePickup, HandleWalking, InitInputSystem, Jump, LaunchActorOutofWater, LocalTravel, LongClientAdjustPosition, Mark, MoveAutonomous, Name, NextWeapon, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, NotifyStanceChange, OKToCheat, PasteFromClipboard, Pause, PawnDied, PlayBeepSound, PlayerCalcView, PlayerMove, PlayerTick, Possess, PossessMatinee, PostBeginPlay, PreClientTravel, PrevItem, PrevWeapon, ProcessMove, QuickLoad, QuickSave, ReceiveLocalizedMessage, ReplicateMove, Replication, Reset, ResetFOV, ResetKeyboard, Restart, RestartLevel, Say, SendEvent, ServerMove, ServerReStartGame, ServerRestartPlayer, ServerSetHandedness, ServerThrowWeapon, SetAirControl, SetAutoSaveIndex, SetFOVAngle, SetHand, SetMasterVolume, SetMovementVars, SetNGSecret, SetPause, SetProgressMessage, SetProgressTime, SetViewTarget, ShakeView, ShortClientAdjustPosition, ShortServerMove, SpawnDefaultHUD, Speech, StartZoom, StopZoom, Suicide, SwitchLevel, SwitchTeam, SwitchWeapon, TeamMessage, TeamSay, TestShake, ThrowWeapon, Timer, ToggleZoom, TravelPostAccept, TurnAround, TurnTowardNearestEnemy, Typing, UnPossess, UnPossessMatinee, Unuse, UpdateBob, UpdateRotation, UpdateURL, Use, VeryShortClientAdjustPosition, ViewFlash, ViewShake, WantsSmoothedView, WeaponBob |
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 |
const ImpaledState = 'Impaled';
const LeanRate = 256.0;
const LeanTraceFudge = 16.0;
const LeanWalkingPctScale = 1.0;
const LevelTransitionState = 'LevelTransition';
const MantlingState = 'Mantling';
const MissionFailedState = 'MissionFailed';
PlayerEndLevelImmediatelyState Source code
const PlayerEndLevelImmediatelyState = 'PlayerEndLevelImmediately';
var float AmmoFlashTime;
var globalconfig int AutoSaveIndex;
var bool bAltWeaponKick;
var globalconfig bool bAutoTaunt;
var globalconfig bool bInstantRocket;
var globalconfig bool bNoAutoTaunts;
var globalconfig bool bNoMatureLanguage;
var globalconfig bool bNoVoiceMessages;
var globalconfig bool bNoVoices;
var globalconfig bool bNoVoiceTaunts;
var bool bReleaseLeanKeys;
var bool bRising;
var bool bWantsToLean;
var bool bWeaponKickDisabled;
var bool bWeaponKicking;
var
vector LadderMoveLocation;
var
vector LastAutoAimLocation;
var float LastLeaningCheck;
var float LastWeaponKickTime;
var name UnFreezeState;
var float WeaponKickPercent;
Music
var(Music) array<string> DeathMusic;
U2PlayerController
enum
ELeanDir
{
Lean_None,
Lean_Forward,
Lean_Left,
Lean_Right,
Lean_Up,
};
exec function ActivateInventoryItem ( class InvItem ) )
function bool ActorHeadInWater (
Actor SourceActor,
vector Loc ) )
exec function AddBots ( optional int N ) )
exec function AltFire ( ) )
AltFire @LevelTransitionState Source code
exec function AltFire ( )
AltFire @PlayerClimbingState Source code
exec function AltFire ( ) )
function bool AutoSaveEnabledA1 ( )
function bool AutoSaveEnabledA2 ( )
function bool AutoSaveEnabledA3 ( )
function bool AutoSaveEnabledA4 ( )
function bool AutoSaveEnabledB1 ( )
function bool AutoSaveEnabledB2 ( )
function bool AutoSaveEnabledB3 ( )
function bool AutoSaveEnabledB4 ( )
function bool AutoSaveEnabledC1 ( )
function bool AutoSaveEnabledC2 ( )
function bool AutoSaveEnabledC3 ( )
function bool AutoSaveEnabledC4 ( )
function bool AutoSaveEnabledD1 ( )
function bool AutoSaveEnabledD2 ( )
function bool AutoSaveEnabledD3 ( )
function bool AutoSaveEnabledD4 ( )
function bool AutoSaveEnabledE1 ( )
function bool AutoSaveEnabledE2 ( )
function bool AutoSaveEnabledE3 ( )
function bool AutoSaveEnabledE4 ( )
function bool AutoSaveEnabledF1 ( )
function bool AutoSaveEnabledF2 ( )
function bool AutoSaveEnabledF3 ( )
function bool AutoSaveEnabledF4 ( )
function bool AutoSaveEnabledG1 ( )
BeginState @BaseSpectatingState Source code
event BeginState ( ) )
BeginState @CantMoveState Source code
event BeginState ( ) )
event BeginState ( ) )
BeginState @GameEndedState Source code
event BeginState ( ) )
BeginState @ImpaledState Source code
event BeginState ( ) )
BeginState @LevelTransitionState Source code
event BeginState ( ) )
BeginState @MantlingState Source code
event BeginState ( ) )
BeginState @PlayerClimbingState Source code
event BeginState ( ) )
BeginState @PlayerEndLevelImmediatelyState Source code
event BeginState ( ) )
BeginState @PlayerFlyingState Source code
event BeginState ( ) )
BeginState @PlayerSwimmingState Source code
event BeginState ( ) )
BeginState @PlayerWalkingState Source code
event BeginState ( ) )
function CalcFirstPersonView (
out vector CameraLocation,
out rotator CameraRotation ) )
CanCrouch @MantlingState Source code
function bool CanCrouch ( ) )
function bool CanDodge ( ) )
function bool CanLean ( ) )
CanLean @PlayerClimbingState Source code
function bool CanLean ( ) )
CanLean @PlayerSwimmingState Source code
function bool CanLean ( ) )
CanLean @PlayerWalkingState Source code
function bool CanLean ( ) )
function CheckBob (
float DeltaTime,
float Speed2D,
vector Y) )
exec function ClearProgressMessages ( ) )
function ClearWeaponEffects ( ) )
simulated
event ClientHearSound (
actor Actor,
int Id,
sound S,
vector SoundLocation,
vector Parameters,
bool Attenuate
) )
DeactivateInventoryItem Source code
exec function DeactivateInventoryItem ( class InvItem ) )
function DialogInitiate (
Actor Other, optional
name Topic, optional
Actor WaitingActor ) )
function DialogTerminate ( ) )
function EnableProne ( ) )
event bool EncroachingOn (
actor Other ) )
EndState @MantlingState Source code
event EndState ( ) )
EndState @PlayerEndLevelImmediatelyState Source code
event EndState ( ) )
EndState @PlayerFlyingState Source code
event EndState ( ) )
exec function Fire ( ) )
exec function Fire ( ) )
Fire @LevelTransitionState Source code
exec function Fire ( )
Fire @PlayerClimbingState Source code
exec function Fire ( ) )
function Freeze ( ) )
function Freeze ( )
GetAccel @MantlingState Source code
simulated function float GetAmmoClipPct ( ) )
simulated function float GetAmmoTotalPct ( ) )
simulated function string GetArtifactString ( ) )
simulated function bool GetAutoTaunt ( ) )
GetClipRoundsRemaining Source code
simulated function string GetClipRoundsRemaining ( ) )
simulated function string GetClipSize ( ) )
simulated function float GetHealthPct ( ) )
simulated function string GetHealthString ( ) )
function bool GetInstantRocket ( ) )
GetLeanLeftRightVector Source code
function vector GetLeanLeftRightVector ( ) )
simulated function array<string> GetObjectives ( ) )
simulated function bool GetPlayVoiceMessages ( ) )
simulated function string GetPowerSuitMaxString ( ) )
simulated function float GetPowerSuitPct ( ) )
GetPowerSuitPowerString Source code
simulated function string GetPowerSuitPowerString ( ) )
simulated function string GetPowerSuitString ( ) )
simulated function string GetTotalAmmoString ( ) )
simulated function float GetUIAlpha ( )
function float GetWalkingPctScale ( ) )
simulated function string GetWeaponString ( ) )
function HandleMissionFailed (
Pawn ViewTarget ) )
HandleMissionFailed @DeadState Source code
function HandleMissionFailed (
Pawn ViewTarget )
function HandleWalking ( ) )
function bool HandlingCrosshair ( ) )
HighlightPendingWeapon Source code
function HighlightPendingWeapon (
Pawn P ) )
function bool InLeanMode ( ) )
IsFrozen @CantMoveState Source code
function bool IsFrozen ( ) )
LandedHardDone @LandedHardState Source code
function LandedHardDone ( ) )
function LeanBegin (
ELeanDir NewLeanDir ) )
function LeanEnd ( ) )
function LeanReset ( ) )
function bool LeanTransition ( ) )
exec function Loaded ( ) )
function LoadLeftHand ( ) )
MantleBegin @PlayerWalkingState Source code
event MantleBegin ( ) )
MantleEnd @MantlingState Source code
event MantleEnd ( ) )
exec function NextWeapon ( ) )
function NotifyAddInventory (
inventory AddedItem) )
function NotifyImpaled ( ) )
NotifyLanded @PlayerWalkingState Source code
event bool NotifyLanded (
vector HitNormal ) )
function NotifyRemoveInventory (
inventory RemovedItem) )
function NotifyUnImpaled ( ) )
event PlayerCalcView (
out Actor ViewActor,
out vector CameraLocation,
out rotator CameraRotation ) )
function PlayerEndLevel ( ) )
PlayerMove @CantMoveState Source code
function PlayerMove ( float DeltaTime ) )
PlayerMove @ImpaledState Source code
function PlayerMove ( float DeltaTime ) )
PlayerMove @LandedHardState Source code
function PlayerMove ( float DeltaTime ) )
PlayerMove @LevelTransitionState Source code
function PlayerMove ( float DeltaTime )
PlayerMove @MantlingState Source code
function PlayerMove ( float DeltaTime ) )
PlayerMove @PlayerClimbingState Source code
function PlayerMove ( float DeltaTime ) )
PlayerMove @PlayerFlyingState Source code
function PlayerMove ( float DeltaTime ) )
PlayerMove @PlayerSwimmingState Source code
function PlayerMove ( float DeltaTime ) )
event PlayerTick ( float DeltaTime ) )
PlayerTick @CantMoveState Source code
event PlayerTick ( float DeltaTime ) )
event PlayerTick ( float DeltaTime ) )
PlayerTick @MantlingState Source code
event PlayerTick ( float DeltaTime ) )
function PlayWinMessage ( bool bWinner) )
function Possess (
Pawn P ) )
event PostBeginPlay ( ) )
function bool PressingAnyLeanKey ( ) )
PressingSelectedLeanKey Source code
function bool PressingSelectedLeanKey ( ) )
exec function PrevWeapon ( ) )
ProcessMove @PlayerWalkingState Source code
exec function QuickLoad ( ) )
exec function QuickSave ( ) )
exec function Reload ( ) )
function bool SaveEnabled ( ) )
function SendMessage (
PlayerReplicationInfo Recipient,
name MessageType,
byte MessageID,
float Wait,
name BroadcastType) )
function ServerAddBots ( int N ) )
function ServerReload ( ) )
ServerSetInstantRocket Source code
function ServerSetInstantRocket ( bool B) )
function ServerSetTaunt ( bool B) )
function ServerTaunt ( name Sequence ) )
function SetAutoSaveIndex ( int i ) )
function SetAutoTaunt ( bool B) )
function SetDesiredLeanOffset ( ) )
exec function SetInstantRocket ( bool B) )
SetLevelAction @DeadState Source code
function SetLevelAction ( ) )
SetLevelAction @MissionFailedState Source code
function SetLevelAction ( ) )
function SetMovementVars (
vector NewAccel ) )
SetMovementVars @MantlingState Source code
function SetMovementVars (
vector NewAccel ) )
simulated function SetPlayVoiceMessages ( bool B ) )
simulated function SetUIAlpha ( float A )
function SetViewTarget (
Actor NewViewTarget ) )
exec function bool SwitchToBestWeapon ( optional out float Rating, optional out byte bUseAltMode ) )
exec function SwitchWeapon ( byte F ) )
exec function Taunt ( name Sequence ) )
simulated function bool ThirdPerson ( ) )
exec function ThrowWeapon ( ) )
ThrowWeapon @LevelTransitionState Source code
exec function ThrowWeapon ( )
function ToggleLeanForward ( ) )
function ToggleLeanLeft ( ) )
function ToggleLeanRight ( ) )
function ToggleLeanUp ( ) )
TurnTowardNearestEnemy Source code
function bool TurnTowardNearestEnemy ( ) )
function UnFreeze ( )
UnFreeze @CantMoveState Source code
function UnFreeze ( ) )
function UnPossessMatinee ( ) )
exec function Unuse ( ) )
exec function Use ( ) )
function bool ViewingSelf ( ) )
defaultproperties
{
bIgnoreNextWhenZoomed=true
ProneWeaponKickRatio=0.500000
UIAlpha=255
AutoSaveIndex=22
DeathMusic(0)="DEATH_1.ogg"
DeathMusic(1)="DEATH_2.ogg"
DeathMusic(2)="DEATH_3.ogg"
DeathMusic(3)="DEATH_4.ogg"
ExecManagerClasses(0)=Class'U2.CheatManager'
ExecManagerClasses(1)=Class'U2.AdminManager'
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 10:48:35.138 - Created with
UnCodeX