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U2.U2PlayerController

Extends
PlayerController
Modifiers
config ( User )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.PlayerController
            |   
            +-- U2.U2PlayerController

Direct Known Subclasses:

U2PlayerTestController

Constants Summary
ImpaledState='Impaled'
LeanRate=256.0
LeanTraceFudge=16.0
LeanWalkingPctScale=1.0
LevelTransitionState='LevelTransition'
MantlingState='Mantling'
MissionFailedState='MissionFailed'
PlayerEndLevelImmediatelyState='PlayerEndLevelImmediately'
Inherited Contants from Engine.PlayerController
BaseSpectatingState, PlayerClimbingState, PlayerFlyingState, PlayerHelicopteringState, PlayerSpideringState, PlayerSwimmingState, PlayerWaitingState, PlayerWalkingState, SpectatingState, WaitingForPawnState
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

Variables Summary
floatAmmoFlashTime
intAutoSaveIndex
boolbAltWeaponKick
boolbAutoTaunt
boolbInstantRocket
boolbNoAutoTaunts
boolbNoMatureLanguage
boolbNoVoiceMessages
boolbNoVoices
boolbNoVoiceTaunts
boolbReleaseLeanKeys
boolbRising
boolbWantsToLean
boolbWeaponKickDisabled
boolbWeaponKicking
vectorDesiredLeanOffset
vectorLadderMoveLocation
vectorLastAutoAimLocation
ELeanDirLastLeanDir
floatLastLeaningCheck
floatLastWeaponKickTime
ELeanDirLeanDir
NavigationPointStartSpot
U2PawnU2P
nameUnFreezeState
vectorWeaponKickOffset
floatWeaponKickPercent
array<WeaponInfo>WeaponOrder1
array<WeaponInfo>WeaponOrder2
array<WeaponInfo>WeaponOrder3
array<WeaponInfo>WeaponOrder4
array<WeaponInfo>WeaponOrder5
Music
array<string>DeathMusic
U2PlayerController
boolbIgnoreNextWhenZoomed
floatProneWeaponKickRatio
byteUIAlpha
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
Inherited Variables from Engine.LicenseeController
bDebugForced, bTrackStateChanges, DebugFlags, LastStateChangeContextLineNum, LastStateChangeContextNameStr, LastStateChangeLabel, LPawn

Enumerations Summary
ELeanDir
Lean_None, Lean_Forward, Lean_Left, Lean_Right, Lean_Up,

Structures Summary
WeaponInfo
WeaponName, Priority, Weapon

Functions Summary
function ActivateInventoryItem (class InvItem ))
functionbool ActorHeadInWater (Actor SourceActor, vector Loc ))
function AddBots (optional int N ))
function AltFire ()))
function AltFire ()
@LevelTransitionState
function AltFire ()))
@PlayerClimbingState
functionbool AutoSaveEnabledA1 ()
functionbool AutoSaveEnabledA2 ()
functionbool AutoSaveEnabledA3 ()
functionbool AutoSaveEnabledA4 ()
functionbool AutoSaveEnabledB1 ()
functionbool AutoSaveEnabledB2 ()
functionbool AutoSaveEnabledB3 ()
functionbool AutoSaveEnabledB4 ()
functionbool AutoSaveEnabledC1 ()
functionbool AutoSaveEnabledC2 ()
functionbool AutoSaveEnabledC3 ()
functionbool AutoSaveEnabledC4 ()
functionbool AutoSaveEnabledD1 ()
functionbool AutoSaveEnabledD2 ()
functionbool AutoSaveEnabledD3 ()
functionbool AutoSaveEnabledD4 ()
functionbool AutoSaveEnabledE1 ()
functionbool AutoSaveEnabledE2 ()
functionbool AutoSaveEnabledE3 ()
functionbool AutoSaveEnabledE4 ()
functionbool AutoSaveEnabledF1 ()
functionbool AutoSaveEnabledF2 ()
functionbool AutoSaveEnabledF3 ()
functionbool AutoSaveEnabledF4 ()
functionbool AutoSaveEnabledG1 ()
event BeginState ()))
@BaseSpectatingState
event BeginState ()))
@CantMoveState
event BeginState ()))
@DeadState
event BeginState ()))
@GameEndedState
event BeginState ()))
@ImpaledState
event BeginState ()))
@LevelTransitionState
event BeginState ()))
@MantlingState
event BeginState ()))
@PlayerClimbingState
event BeginState ()))
@PlayerEndLevelImmediatelyState
event BeginState ()))
@PlayerFlyingState
event BeginState ()))
@PlayerSwimmingState
event BeginState ()))
@PlayerWalkingState
function CalcFirstPersonView (out vector CameraLocation, out rotator CameraRotation ))
functionbool CanCrouch ()))
@MantlingState
functionbool CanDodge ()))
functionbool CanLean ()))
functionbool CanLean ()))
@PlayerClimbingState
functionbool CanLean ()))
@PlayerSwimmingState
functionbool CanLean ()))
@PlayerWalkingState
function CheckBob (float DeltaTime, float Speed2D, vector Y))
function ClearProgressMessages ()))
function ClearWeaponEffects ()))
event ClientHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate ))
function ClientPlayTakeHit (vector HitLocation, byte Damage, class<DamageType> DamageType, bool bServerGuessWeapon ))
function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID))
function DeactivateInventoryItem (class InvItem ))
function DialogInitiate (Actor Other, optional name Topic, optional Actor WaitingActor ))
function DialogTerminate ()))
function EnableProne ()))
eventbool EncroachingOn (actor Other ))
event EndState ()))
@MantlingState
event EndState ()))
@PlayerEndLevelImmediatelyState
event EndState ()))
@PlayerFlyingState
function Fire ()))
function Fire ()))
@GameEndedState
function Fire ()
@LevelTransitionState
function Fire ()))
@PlayerClimbingState
function Freeze ()))
function Freeze ()
@CantMoveState
functionvector GetAccel (vector X, vector Y, vector Z ))
@MantlingState
functionfloat GetAmmoClipPct ()))
functionfloat GetAmmoTotalPct ()))
functionstring GetArtifactString ()))
functionbool GetAutoTaunt ()))
functionstring GetClipRoundsRemaining ()))
functionstring GetClipSize ()))
functionfloat GetHealthPct ()))
functionstring GetHealthString ()))
functionbool GetInstantRocket ()))
functionELeanDir GetLeanDir ()))
functionvector GetLeanLeftRightVector ()))
functionarray<string> GetObjectives ()))
functionbool GetPlayVoiceMessages ()))
functionstring GetPowerSuitMaxString ()))
functionfloat GetPowerSuitPct ()))
functionstring GetPowerSuitPowerString ()))
functionstring GetPowerSuitString ()))
functionstring GetTotalAmmoString ()))
functionfloat GetUIAlpha ()
functionfloat GetWalkingPctScale ()))
functionWeaponPanel GetWeaponPanel ()))
functionstring GetWeaponString ()))
function HandleMissionFailed (Pawn ViewTarget ))
function HandleMissionFailed (Pawn ViewTarget)
@DeadState
function HandleWalking ()))
functionbool HandlingCrosshair ()))
function HighlightPendingWeapon (Pawn P ))
functionbool InLeanMode ()))
functionbool IsFrozen ()))
@CantMoveState
function LandedHardDone ()))
@LandedHardState
function LeanBegin (ELeanDir NewLeanDir ))
function LeanEnd ()))
function LeanReset ()))
functionbool LeanTransition ()))
function LevelChange ()))
function Loaded ()))
function LoadLeftHand ()))
event MantleBegin ()))
@PlayerWalkingState
event MantleEnd ()))
@MantlingState
function NextWeapon ()))
function NotifyAddInventory (inventory AddedItem))
function NotifyImpaled ()))
eventbool NotifyLanded (vector HitNormal ))
@PlayerWalkingState
function NotifyRemoveInventory (inventory RemovedItem))
function NotifyTakeHit (Pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum ))
function NotifyUnImpaled ()))
event PlayerCalcView (out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function PlayerEndLevel ()))
function PlayerMove (float DeltaTime ))
@CantMoveState
function PlayerMove (float DeltaTime ))
@ImpaledState
function PlayerMove (float DeltaTime ))
@LandedHardState
function PlayerMove (float DeltaTime)
@LevelTransitionState
function PlayerMove (float DeltaTime ))
@MantlingState
function PlayerMove (float DeltaTime ))
@PlayerClimbingState
function PlayerMove (float DeltaTime ))
@PlayerFlyingState
function PlayerMove (float DeltaTime ))
@PlayerSwimmingState
event PlayerTick (float DeltaTime ))
event PlayerTick (float DeltaTime ))
@CantMoveState
event PlayerTick (float DeltaTime ))
@DeadState
event PlayerTick (float DeltaTime ))
@MantlingState
function PlayWinMessage (bool bWinner))
function Possess (Pawn P ))
event PostBeginPlay ()))
functionbool PressingAnyLeanKey ()))
functionbool PressingSelectedLeanKey ()))
function PrevWeapon ()))
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ))
@PlayerWalkingState
function QuickLoad ()))
function QuickSave ()))
function Reload ()))
event RenderOverlays (Canvas Canvas ))
functionbool SaveEnabled ()))
function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType))
function ServerAddBots (int N ))
function ServerReload ()))
function ServerSetInstantRocket (bool B))
function ServerSetTaunt (bool B))
function ServerTaunt (name Sequence ))
function SetAutoSaveIndex (int i ))
function SetAutoTaunt (bool B))
function SetDesiredLeanOffset ()))
function SetInstantRocket (bool B))
function SetLevelAction ()))
@DeadState
function SetLevelAction ()))
@MissionFailedState
function SetMovementVars (vector NewAccel ))
function SetMovementVars (vector NewAccel ))
@MantlingState
function SetPlayVoiceMessages (bool B ))
function SetUIAlpha (float A)
function SetViewTarget (Actor NewViewTarget ))
functionbool SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode ))
function SwitchWeapon (byte F ))
function Taunt (name Sequence ))
event TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type ))
functionbool ThirdPerson ()))
function ThrowWeapon ()))
function ThrowWeapon ()
@LevelTransitionState
function ToggleLeanForward ()))
function ToggleLeanLeft ()))
function ToggleLeanRight ()))
function ToggleLeanUp ()))
functionbool TurnTowardNearestEnemy ()))
function UnFreeze ()
function UnFreeze ()))
@CantMoveState
function UnPossessMatinee ()))
function Unuse ()))
function Use ()))
functionbool ViewingSelf ()))
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

States Summary
@BaseSpectatingState Source code
state @BaseSpectatingState
BeginState
@CantMoveState Source code
state @CantMoveState
BeginState, Freeze, IsFrozen, PlayerMove, PlayerTick, UnFreeze
@DeadState Source code
state @DeadState
BeginState, HandleMissionFailed, PlayerTick, SetLevelAction
@GameEndedState Source code
state @GameEndedState
BeginState, Fire
@ImpaledState Source code
state @ImpaledState extends @CantMoveState
BeginState, PlayerMove
@LandedHardState Source code
state @LandedHardState
LandedHardDone, PlayerMove
@LevelTransitionState Source code
state @LevelTransitionState
AltFire, BeginState, Fire, PlayerMove, ThrowWeapon
@MantlingState Source code
state @MantlingState
BeginState, CanCrouch, EndState, GetAccel, MantleEnd, PlayerMove, PlayerTick, SetMovementVars
@MissionFailedState Source code
state @MissionFailedState extends @DeadState
SetLevelAction
@PlayerClimbingState Source code
state @PlayerClimbingState
AltFire, BeginState, CanLean, Fire, PlayerMove
@PlayerEndLevelImmediatelyState Source code
state @PlayerEndLevelImmediatelyState extends @GameEndedState
BeginState, EndState
@PlayerFlyingState Source code
state @PlayerFlyingState
BeginState, EndState, PlayerMove
@PlayerSwimmingState Source code
state @PlayerSwimmingState
BeginState, CanLean, PlayerMove
@PlayerWalkingState Source code
state @PlayerWalkingState
BeginState, CanLean, MantleBegin, NotifyLanded, ProcessMove


Constants Detail

ImpaledState Source code

const ImpaledState = 'Impaled';

LeanRate Source code

const LeanRate = 256.0;

LeanTraceFudge Source code

const LeanTraceFudge = 16.0;

LeanWalkingPctScale Source code

const LeanWalkingPctScale = 1.0;

LevelTransitionState Source code

const LevelTransitionState = 'LevelTransition';

MantlingState Source code

const MantlingState = 'Mantling';

MissionFailedState Source code

const MissionFailedState = 'MissionFailed';

PlayerEndLevelImmediatelyState Source code

const PlayerEndLevelImmediatelyState = 'PlayerEndLevelImmediately';


Variables Detail

AmmoFlashTime Source code

var float AmmoFlashTime;

AutoSaveIndex Source code

var globalconfig int AutoSaveIndex;

bAltWeaponKick Source code

var bool bAltWeaponKick;

bAutoTaunt Source code

var globalconfig bool bAutoTaunt;

bInstantRocket Source code

var globalconfig bool bInstantRocket;

bNoAutoTaunts Source code

var globalconfig bool bNoAutoTaunts;

bNoMatureLanguage Source code

var globalconfig bool bNoMatureLanguage;

bNoVoiceMessages Source code

var globalconfig bool bNoVoiceMessages;

bNoVoices Source code

var globalconfig bool bNoVoices;

bNoVoiceTaunts Source code

var globalconfig bool bNoVoiceTaunts;

bReleaseLeanKeys Source code

var bool bReleaseLeanKeys;

bRising Source code

var bool bRising;

bWantsToLean Source code

var bool bWantsToLean;

bWeaponKickDisabled Source code

var bool bWeaponKickDisabled;

bWeaponKicking Source code

var bool bWeaponKicking;

DesiredLeanOffset Source code

var vector DesiredLeanOffset;

LadderMoveLocation Source code

var vector LadderMoveLocation;

LastAutoAimLocation Source code

var vector LastAutoAimLocation;

LastLeanDir Source code

var ELeanDir LastLeanDir;

LastLeaningCheck Source code

var float LastLeaningCheck;

LastWeaponKickTime Source code

var float LastWeaponKickTime;

LeanDir Source code

var ELeanDir LeanDir;

StartSpot Source code

var NavigationPoint StartSpot;

U2P Source code

var U2Pawn U2P;

UnFreezeState Source code

var name UnFreezeState;

WeaponKickOffset Source code

var vector WeaponKickOffset;

WeaponKickPercent Source code

var float WeaponKickPercent;

WeaponOrder1 Source code

var array<WeaponInfo> WeaponOrder1;

WeaponOrder2 Source code

var array<WeaponInfo> WeaponOrder2;

WeaponOrder3 Source code

var array<WeaponInfo> WeaponOrder3;

WeaponOrder4 Source code

var array<WeaponInfo> WeaponOrder4;

WeaponOrder5 Source code

var array<WeaponInfo> WeaponOrder5;

Music

DeathMusic Source code

var(Music) array<string> DeathMusic;

U2PlayerController

bIgnoreNextWhenZoomed Source code

var(U2PlayerController) globalconfig bool bIgnoreNextWhenZoomed;

ProneWeaponKickRatio Source code

var(U2PlayerController) float ProneWeaponKickRatio;

UIAlpha Source code

var(U2PlayerController) globalconfig byte UIAlpha;


Enumerations Detail

ELeanDir Source code

enum ELeanDir
{
Lean_None, Lean_Forward, Lean_Left, Lean_Right, Lean_Up,
};


Structures Detail

WeaponInfo Source code

struct WeaponInfo
{
var config byte Priority;
var Weapon Weapon;
var config string WeaponName;
};

Weapon:


Functions Detail

ActivateInventoryItem Source code

exec function ActivateInventoryItem ( class InvItem ) )

ActorHeadInWater Source code

function bool ActorHeadInWater ( Actor SourceActor, vector Loc ) )

AddBots Source code

exec function AddBots ( optional int N ) )

AltFire Source code

exec function AltFire ( ) )

AltFire @LevelTransitionState Source code

exec function AltFire ( )

AltFire @PlayerClimbingState Source code

exec function AltFire ( ) )

AutoSaveEnabledA1 Source code

function bool AutoSaveEnabledA1 ( )

AutoSaveEnabledA2 Source code

function bool AutoSaveEnabledA2 ( )

AutoSaveEnabledA3 Source code

function bool AutoSaveEnabledA3 ( )

AutoSaveEnabledA4 Source code

function bool AutoSaveEnabledA4 ( )

AutoSaveEnabledB1 Source code

function bool AutoSaveEnabledB1 ( )

AutoSaveEnabledB2 Source code

function bool AutoSaveEnabledB2 ( )

AutoSaveEnabledB3 Source code

function bool AutoSaveEnabledB3 ( )

AutoSaveEnabledB4 Source code

function bool AutoSaveEnabledB4 ( )

AutoSaveEnabledC1 Source code

function bool AutoSaveEnabledC1 ( )

AutoSaveEnabledC2 Source code

function bool AutoSaveEnabledC2 ( )

AutoSaveEnabledC3 Source code

function bool AutoSaveEnabledC3 ( )

AutoSaveEnabledC4 Source code

function bool AutoSaveEnabledC4 ( )

AutoSaveEnabledD1 Source code

function bool AutoSaveEnabledD1 ( )

AutoSaveEnabledD2 Source code

function bool AutoSaveEnabledD2 ( )

AutoSaveEnabledD3 Source code

function bool AutoSaveEnabledD3 ( )

AutoSaveEnabledD4 Source code

function bool AutoSaveEnabledD4 ( )

AutoSaveEnabledE1 Source code

function bool AutoSaveEnabledE1 ( )

AutoSaveEnabledE2 Source code

function bool AutoSaveEnabledE2 ( )

AutoSaveEnabledE3 Source code

function bool AutoSaveEnabledE3 ( )

AutoSaveEnabledE4 Source code

function bool AutoSaveEnabledE4 ( )

AutoSaveEnabledF1 Source code

function bool AutoSaveEnabledF1 ( )

AutoSaveEnabledF2 Source code

function bool AutoSaveEnabledF2 ( )

AutoSaveEnabledF3 Source code

function bool AutoSaveEnabledF3 ( )

AutoSaveEnabledF4 Source code

function bool AutoSaveEnabledF4 ( )

AutoSaveEnabledG1 Source code

function bool AutoSaveEnabledG1 ( )

BeginState @BaseSpectatingState Source code

event BeginState ( ) )

BeginState @CantMoveState Source code

event BeginState ( ) )

BeginState @DeadState Source code

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 ( ) )

CalcFirstPersonView Source code

function CalcFirstPersonView ( out vector CameraLocation, out rotator CameraRotation ) )

CanCrouch @MantlingState Source code

function bool CanCrouch ( ) )

CanDodge Source code

function bool CanDodge ( ) )

CanLean Source code

function bool CanLean ( ) )

CanLean @PlayerClimbingState Source code

function bool CanLean ( ) )

CanLean @PlayerSwimmingState Source code

function bool CanLean ( ) )

CanLean @PlayerWalkingState Source code

function bool CanLean ( ) )

CheckBob Source code

function CheckBob ( float DeltaTime, float Speed2D, vector Y) )

ClearProgressMessages Source code

exec function ClearProgressMessages ( ) )

ClearWeaponEffects Source code

function ClearWeaponEffects ( ) )

ClientHearSound Source code

simulated event ClientHearSound ( actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate ) )

ClientPlayTakeHit Source code

function ClientPlayTakeHit ( vector HitLocation, byte Damage, class<DamageType> DamageType, bool bServerGuessWeapon ) )

ClientVoiceMessage Source code

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

DeactivateInventoryItem Source code

exec function DeactivateInventoryItem ( class InvItem ) )

DialogInitiate Source code

function DialogInitiate ( Actor Other, optional name Topic, optional Actor WaitingActor ) )

DialogTerminate Source code

function DialogTerminate ( ) )

EnableProne Source code

function EnableProne ( ) )

EncroachingOn Source code

event bool EncroachingOn ( actor Other ) )

EndState @MantlingState Source code

event EndState ( ) )

EndState @PlayerEndLevelImmediatelyState Source code

event EndState ( ) )

EndState @PlayerFlyingState Source code

event EndState ( ) )

Fire Source code

exec function Fire ( ) )

Fire @GameEndedState Source code

exec function Fire ( ) )

Fire @LevelTransitionState Source code

exec function Fire ( )

Fire @PlayerClimbingState Source code

exec function Fire ( ) )

Freeze Source code

function Freeze ( ) )

Freeze @CantMoveState Source code

function Freeze ( )

GetAccel @MantlingState Source code

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

GetAmmoClipPct Source code

simulated function float GetAmmoClipPct ( ) )

GetAmmoTotalPct Source code

simulated function float GetAmmoTotalPct ( ) )

GetArtifactString Source code

simulated function string GetArtifactString ( ) )

GetAutoTaunt Source code

simulated function bool GetAutoTaunt ( ) )

GetClipRoundsRemaining Source code

simulated function string GetClipRoundsRemaining ( ) )

GetClipSize Source code

simulated function string GetClipSize ( ) )

GetHealthPct Source code

simulated function float GetHealthPct ( ) )

GetHealthString Source code

simulated function string GetHealthString ( ) )

GetInstantRocket Source code

function bool GetInstantRocket ( ) )

GetLeanDir Source code

function ELeanDir GetLeanDir ( ) )

GetLeanLeftRightVector Source code

function vector GetLeanLeftRightVector ( ) )

GetObjectives Source code

simulated function array<string> GetObjectives ( ) )

GetPlayVoiceMessages Source code

simulated function bool GetPlayVoiceMessages ( ) )

GetPowerSuitMaxString Source code

simulated function string GetPowerSuitMaxString ( ) )

GetPowerSuitPct Source code

simulated function float GetPowerSuitPct ( ) )

GetPowerSuitPowerString Source code

simulated function string GetPowerSuitPowerString ( ) )

GetPowerSuitString Source code

simulated function string GetPowerSuitString ( ) )

GetTotalAmmoString Source code

simulated function string GetTotalAmmoString ( ) )

GetUIAlpha Source code

simulated function float GetUIAlpha ( )

GetWalkingPctScale Source code

function float GetWalkingPctScale ( ) )

GetWeaponPanel Source code

function WeaponPanel GetWeaponPanel ( ) )

GetWeaponString Source code

simulated function string GetWeaponString ( ) )

HandleMissionFailed Source code

function HandleMissionFailed ( Pawn ViewTarget ) )

HandleMissionFailed @DeadState Source code

function HandleMissionFailed ( Pawn ViewTarget )

HandleWalking Source code

function HandleWalking ( ) )

HandlingCrosshair Source code

function bool HandlingCrosshair ( ) )

HighlightPendingWeapon Source code

function HighlightPendingWeapon ( Pawn P ) )

InLeanMode Source code

function bool InLeanMode ( ) )

IsFrozen @CantMoveState Source code

function bool IsFrozen ( ) )

LandedHardDone @LandedHardState Source code

function LandedHardDone ( ) )

LeanBegin Source code

function LeanBegin ( ELeanDir NewLeanDir ) )

LeanEnd Source code

function LeanEnd ( ) )

LeanReset Source code

function LeanReset ( ) )

LeanTransition Source code

function bool LeanTransition ( ) )

LevelChange Source code

function LevelChange ( ) )

Loaded Source code

exec function Loaded ( ) )

LoadLeftHand Source code

function LoadLeftHand ( ) )

MantleBegin @PlayerWalkingState Source code

event MantleBegin ( ) )

MantleEnd @MantlingState Source code

event MantleEnd ( ) )

NextWeapon Source code

exec function NextWeapon ( ) )

NotifyAddInventory Source code

function NotifyAddInventory ( inventory AddedItem) )

NotifyImpaled Source code

function NotifyImpaled ( ) )

NotifyLanded @PlayerWalkingState Source code

event bool NotifyLanded ( vector HitNormal ) )

NotifyRemoveInventory Source code

function NotifyRemoveInventory ( inventory RemovedItem) )

NotifyTakeHit Source code

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

NotifyUnImpaled Source code

function NotifyUnImpaled ( ) )

PlayerCalcView Source code

event PlayerCalcView ( out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

PlayerEndLevel Source code

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 ) )

PlayerTick Source code

event PlayerTick ( float DeltaTime ) )

PlayerTick @CantMoveState Source code

event PlayerTick ( float DeltaTime ) )

PlayerTick @DeadState Source code

event PlayerTick ( float DeltaTime ) )

PlayerTick @MantlingState Source code

event PlayerTick ( float DeltaTime ) )

PlayWinMessage Source code

function PlayWinMessage ( bool bWinner) )

Possess Source code

function Possess ( Pawn P ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PressingAnyLeanKey Source code

function bool PressingAnyLeanKey ( ) )

PressingSelectedLeanKey Source code

function bool PressingSelectedLeanKey ( ) )

PrevWeapon Source code

exec function PrevWeapon ( ) )

ProcessMove @PlayerWalkingState Source code

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

QuickLoad Source code

exec function QuickLoad ( ) )

QuickSave Source code

exec function QuickSave ( ) )

Reload Source code

exec function Reload ( ) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas ) )

SaveEnabled Source code

function bool SaveEnabled ( ) )

SendMessage Source code

function SendMessage ( PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType) )

ServerAddBots Source code

function ServerAddBots ( int N ) )

ServerReload Source code

function ServerReload ( ) )

ServerSetInstantRocket Source code

function ServerSetInstantRocket ( bool B) )

ServerSetTaunt Source code

function ServerSetTaunt ( bool B) )
!CDH/MJL function ClientReplicateSkins(texture Skin1, optional texture Skin2, optional texture Skin3, optional texture Skin4) { local class C; // do nothing (just loading other player skins onto client) log("Getting "$Skin1$", "$Skin2$", "$Skin3$", "$Skin4); }

ServerTaunt Source code

function ServerTaunt ( name Sequence ) )

SetAutoSaveIndex Source code

function SetAutoSaveIndex ( int i ) )

SetAutoTaunt Source code

function SetAutoTaunt ( bool B) )

SetDesiredLeanOffset Source code

function SetDesiredLeanOffset ( ) )

SetInstantRocket Source code

exec function SetInstantRocket ( bool B) )

SetLevelAction @DeadState Source code

function SetLevelAction ( ) )

SetLevelAction @MissionFailedState Source code

function SetLevelAction ( ) )

SetMovementVars Source code

function SetMovementVars ( vector NewAccel ) )

SetMovementVars @MantlingState Source code

function SetMovementVars ( vector NewAccel ) )

SetPlayVoiceMessages Source code

simulated function SetPlayVoiceMessages ( bool B ) )

SetUIAlpha Source code

simulated function SetUIAlpha ( float A )

SetViewTarget Source code

function SetViewTarget ( Actor NewViewTarget ) )

SwitchToBestWeapon Source code

exec function bool SwitchToBestWeapon ( optional out float Rating, optional out byte bUseAltMode ) )

SwitchWeapon Source code

exec function SwitchWeapon ( byte F ) )

Taunt Source code

exec function Taunt ( name Sequence ) )

TeamMessage Source code

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

ThirdPerson Source code

simulated function bool ThirdPerson ( ) )

ThrowWeapon Source code

exec function ThrowWeapon ( ) )

ThrowWeapon @LevelTransitionState Source code

exec function ThrowWeapon ( )

ToggleLeanForward Source code

function ToggleLeanForward ( ) )

ToggleLeanLeft Source code

function ToggleLeanLeft ( ) )

ToggleLeanRight Source code

function ToggleLeanRight ( ) )

ToggleLeanUp Source code

function ToggleLeanUp ( ) )

TurnTowardNearestEnemy Source code

function bool TurnTowardNearestEnemy ( ) )

UnFreeze Source code

function UnFreeze ( )

UnFreeze @CantMoveState Source code

function UnFreeze ( ) )

UnPossessMatinee Source code

function UnPossessMatinee ( ) )

Unuse Source code

exec function Unuse ( ) )

Use Source code

exec function Use ( ) )

ViewingSelf Source code

function bool ViewingSelf ( ) )


Defaultproperties

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