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U2.U2PlayerTestController

Extends
U2PlayerController
Modifiers
config ( User )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.PlayerController
            |   
            +-- U2.U2PlayerController
               |   
               +-- U2.U2PlayerTestController

Direct Known Subclasses:

U2PlayerNetTestController

Constants Summary
MaxCheatSpeed=16.0
MaxFixCollisionHeight=100
TeleportFixedState='TeleportFixed'
Inherited Contants from U2.U2PlayerController
ImpaledState, LeanRate, LeanTraceFudge, LeanWalkingPctScale, LevelTransitionState, MantlingState, MissionFailedState, PlayerEndLevelImmediatelyState
Inherited Contants from Engine.PlayerController
BaseSpectatingState, PlayerClimbingState, PlayerFlyingState, PlayerHelicopteringState, PlayerSpideringState, PlayerSwimmingState, PlayerWaitingState, PlayerWalkingState, SpectatingState, WaitingForPawnState

Variables Summary
boolbBehindViewEnabled
boolbNPCsFrozen
boolbNPCsLocked
boolbServosEnabled
boolbSetSpeedCheatOn
boolbTimeDemoEnabled
boolbTraceDebugEnabled
intCreatureIndex
intCurrentRMode
floatCurrentSpeed
HitActorDebugInfoManagerDebugInfoManager
class<HitActorDebugInfoManager>DebugInfoManagerClass
ScoreboardInfoManagerDebugScoreboard
ActorLockedActor
intPlayerClassStringIndex
EPhysicsSavedPhysics
class<ScoreboardInfoManager>ScoreboardInfoManagerClass
U2PlayerTestController
CreatureInfoTCreatureList[96]
stringGoodiesList[32]
ColorNPCShowColor
FontNPCShowFont
floatNPCShowTime
intShowViewTraceLen
stringSummonPackageStrings[16]
Inherited Variables from U2.U2PlayerController
AmmoFlashTime, AutoSaveIndex, bAltWeaponKick, bAutoTaunt, bIgnoreNextWhenZoomed, bInstantRocket, bNoAutoTaunts, bNoMatureLanguage, bNoVoiceMessages, bNoVoices, bNoVoiceTaunts, bReleaseLeanKeys, bRising, bWantsToLean, bWeaponKickDisabled, bWeaponKicking, DeathMusic, DesiredLeanOffset, LadderMoveLocation, LastAutoAimLocation, LastLeanDir, LastLeaningCheck, LastWeaponKickTime, LeanDir, ProneWeaponKickRatio, StartSpot, U2P, UIAlpha, UnFreezeState, WeaponKickOffset, WeaponKickPercent, WeaponOrder1, WeaponOrder2, WeaponOrder3, WeaponOrder4, WeaponOrder5
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
Inherited Enumerations from U2.U2PlayerController
ELeanDir

Structures Summary
ActorInfoT
ActorClass, Count, bStatic
CreatureInfoT
CatStr, NameStr, StatusStr
Inherited Structures from U2.U2PlayerController
WeaponInfo

Functions Summary
function Actors (optional bool bVerbose ))
function AddActors (int NumActors, string ActorClassString ))
function AIFlags (int DebugFlags ))
function Anywhere (optional name TargetName ))
event BeginState ()))
@TeleportFixedState
function BehindView (Bool B ))
function BeMyMonkey ()))
function BumpBrightness ()))
function BumpContrast ()))
function BumpGamma ()))
functionbool CheckNamedOrHitActor (string SourceFunctionName, Actor NamedOrHitActor, name TargetName ))
function ClearOrders (optional name TargetName ))
function Damage (int DamageAmount, optional name TargetName ))
function DamageNPCs (int DamageAmount ))
function DebugFlags (int DebugFlags, optional name TargetName ))
event Destroyed ()))
function DestroyLines ()))
function Difficulty (byte Difficulty ))
function Distance (name A1Name, optional name A2Name ))
function DoDumpAnims (name TargetName, bool bBaseOnly ))
function DoEdActor (coerce string S ))
function DoFindPath (name SourcePawnName, name TargetActorName, optional bool bClearSpecialColliders ))
function DoFixCollision (Actor A ))
function DoKillActor (Actor TargetActor ))
function DoKillNPCs (bool bKillActive, bool bKillDormant, class<Pawn> PawnClass, Pawn ExceptPawn, bool bCarcasses ))
function DoReachSpecInfo (name NPName1, name NPName2 ))
function DoSetWeapon (string WeaponClassString, name TargetName, bool bKeepInv ))
function DoTeleport ()))
function DoTeleport ()))
@TeleportFixedState
function DoToggleDebugFlag (name TargetName, int DebugFlag ))
function DoUnTeleport ()))
@TeleportFixedState
function DoVerifyPaths2 ()))
function Dummy ()))
function DumpActorInv (Actor A ))
function DumpActorList (array<ActorInfoT> ActorList, bool bShowStatic ))
function DumpAIEvents ()))
function DumpAll (class DumpClass ))
function DumpAnims (optional name TargetName ))
function DumpAnimsBase (optional name TargetName ))
function DumpEvents ()))
function DumpInv (name TargetName ))
function DumpNPs ()))
function DumpSounds (name TargetName ))
function DumpStaticMeshCollision ()))
function DumpTags ()))
function EdActor (name N ))
function EdHitActor ()))
function EnableFreeOrders (bool bEnable ))
function Fall (optional name TargetName ))
function FearMe ()))
functionActor FindOrSummonActor (string ActorClass ))
function FindPath (name TargetActorName, optional bool bClearSpecialColliders ))
function FindPathFrom (name SourcePawnName, name TargetActorName, name TargetName, optional bool bClearSpecialColliders ))
function FixCollision (optional name TargetName ))
function FixSkins ()))
function ForceTraceEnable ()))
function FOV (float F ))
function FreezeNPC (bool bVal, optional name TargetName ))
function GetFloorInfo (optional name TargetName ))
functionActor GetHitActor ()))
functionActor GetLockedOrHitActor (bool bNeedsMesh, optional bool bVerbose ))
functionActor GetNamedActor (name N ))
functionActor GetNamedLockedOrHitActor (optional name N, optional bool bNeedsMesh, optional bool bVerbose ))
functionActor GetNamedOrHitActor (optional name N ))
functionActor GetNamedOrLockedActor (optional name N ))
functionHitActorDebugInfoManager GetTracerInstance ()))
function GibHitNPC ()))
function GibNPCs ()))
function GodEx (optional name TargetName ))
function Goodies (int First, int Last ))
function GotoActor (name ObjectName ))
function HandleThere (name TargetName, float Speed, ETacticalMoveType TMT ))
function Here (optional float Speed ))
function Here1 (optional float Speed ))
function Here2 (optional float Speed ))
function HideCCs (string TargetClassStr ))
function HurtMe (int Damage ))
function InvertMouse ()))
function JumpTo (int x, int y, int z ))
function KillActiveNPCs ()))
function KillActor (name TargetName ))
function KillDormantNPCs ()))
function KillHitActor ()))
function KillHitNPC ()))
function KillNPCs (optional string DummyStr ))
function KillNPCsExcept (optional name ExceptName ))
function KillPawnsEx (class PawnClass ))
function KillTimers ()))
functionclass<ObjectLoadPackageClass (string ClassName ))
function LockNPC (bool bVal, optional name TargetName ))
function LockTargetActor (optional name TargetName ))
function ManCannon (int Momentum ))
function NextLevel ()))
function NPCNext ()))
function NPCPrev ()))
function NPCSet (int Index ))
function NPCShow ()))
function NPCSum (optional int Index ))
functionbool OKToCheat (optional bool bQuiet ))
function Open (string MapName ))
function Phoenix ()))
function PO ()))
event PostBeginPlay ()))
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ))
@TeleportFixedState
function ReachSpecInfo (name NPName1, name NPName2 ))
function ReloadScripts (optional name TargetName ))
function SetCCs (class<Actor> TargetClass, bool bShow ))
function SetCol (name TargetClass, bool bNewColActors, bool bNewBlockActors, bool bNewBlockPlayers ))
function SetEnemy (optional name TargetName ))
function SetEyeHeight (float NewEyeHeight ))
function SetFOV (float F ))
function SetHealth (int NewHealth, optional name TargetName ))
function SetMyEnemy (optional name TargetName ))
function SetMyHealth (int NewHealth ))
function SetNPCSprites (bool bSprite ))
function SetOrders (name Orders, optional name TargetName, optional float OrdersThreshold ))
function SetParticleDensity (int D ))
function SetPlayerModel (optional string ClassNameStr ))
function SetScript (name CommandFileName, optional name TargetName, optional name StartLabelName ))
function SetScripts (optional string CommandFileString ))
function SetSkill (float NewSkill, optional name TargetPawnName ))
function SetSpeed (float F ))
function SetStaticMeshBA (bool bVal ))
function SetStaticMeshBNZE (bool bVal ))
function SetStaticMeshBP (bool bVal ))
function SetStaticMeshCA (bool bVal ))
function SetStaticMeshCW (bool bVal ))
function SetTeam (int InTeamNumber, optional name TargetName ))
function SetTestMoveTargets (name TargetName, Actor NewMoveTarget, float Speed, ETacticalMoveType TMT ))
function SetWeapon (string WeaponClassString, optional bool bKeepInv ))
function SetWeaponFire (bool bFire ))
function SetWeaponFor (string WeaponClassString, name TargetName, optional bool bKeepInv ))
function SetWeaponTick (bool bTick ))
function ShowCCs (string TargetClassStr ))
function ShowCover (float Distance, optional name EnemyName ))
function ShowReachSpecInfo (ReachSpec RS ))
function ShowTeams ()))
function ShowVal (string Str, float Val ))
function ShowViewLine ()))
function ShowViewTrace (optional bool bUseExtents ))
function ShowViewTraceExtents (bool bUseExtents, vector Extents ))
function SizeActor (name TargetName, int NewRadius, int NewHeight, optional float NewDrawScale ))
function SizeNamedLockedOrHitTarget (name TargetName, int NewRadius, int NewHeight, float NewDrawScale, bool bQuiet ))
function SizePawns (name ClassName, int NewRadius, int NewHeight, optional float NewDrawScale ))
function StopScenes ()))
function Sum (string ClassName ))
functionObject SummonPackageClass (string ClassName, optional bool bUseViewRotation ))
function SumNextNPCWithStats ()))
function SumTeam (byte ATeam, string ClassName ))
function SumVR (string ClassName ))
function Teleport ()))
function TestAssert ()))
function TestFall (optional name TargetPawnName ))
function TestHit (name TargetName ))
function TestLOS (name TargetName ))
function TestNavErrors (bool bScriptedStateMoves, bool bMoveTarget, bool bMinZ ))
function TestNPList ()))
function There (name TargetName, optional float Speed ))
function There1 (name TargetName, optional float Speed ))
function There2 (name TargetName, optional float Speed ))
function ToggleBehindView ()))
function ToggleCC (optional name TargetName ))
function ToggleDebugAI (optional name TargetName ))
function ToggleDebugAIAttacks (optional name TargetName ))
function ToggleDebugAIEvents (optional name TargetName ))
function ToggleDebugDialog ()))
function ToggleFOV (float F ))
function ToggleFreezeNPCs ()))
function ToggleFreezeView ()))
function ToggleHUD ()))
function ToggleImpacts ()))
function ToggleInfiniteAmmo ()))
function ToggleInvisibility ()))
function ToggleLockNPCs ()))
function TogglePawnInvulnerability (Pawn P ))
function ToggleReloads ()))
function ToggleRMode ()))
function ToggleScoreboard ()))
function ToggleServos ()))
function ToggleShowAll ()))
function ToggleShowClass (name ClassToShow, optional bool bForce ))
function ToggleShowKPs ()))
function ToggleShowNPs ()))
function ToggleSpeed ()))
function ToggleSubtitles ()))
function ToggleTicks (name ClassToShow ))
function ToggleTimeDemo ()))
function TraceLock (optional name TargetName ))
function TraceToggle (optional name TargetName ))
function TraceToggleAgentInfo ()))
function TraceToggleConsole ()))
function TraceToggleLevel ()))
function TraceToggleLog ()))
function TriggerPawns (name TriggerEvent, optional name TriggeringActorName ))
function TriggerTarget (name TriggerEvent, optional name TargetActorName ))
function UIOpenMap (string MapName ))
function UnTeleport ()
function UnTeleport ()))
@TeleportFixedState
function VerifyPaths2 ()))
function Where (optional name TargetName ))
Inherited Functions from U2.U2PlayerController
ActivateInventoryItem, ActorHeadInWater, AddBots, AltFire, AutoSaveEnabledA1, AutoSaveEnabledA2, AutoSaveEnabledA3, AutoSaveEnabledA4, AutoSaveEnabledB1, AutoSaveEnabledB2, AutoSaveEnabledB3, AutoSaveEnabledB4, AutoSaveEnabledC1, AutoSaveEnabledC2, AutoSaveEnabledC3, AutoSaveEnabledC4, AutoSaveEnabledD1, AutoSaveEnabledD2, AutoSaveEnabledD3, AutoSaveEnabledD4, AutoSaveEnabledE1, AutoSaveEnabledE2, AutoSaveEnabledE3, AutoSaveEnabledE4, AutoSaveEnabledF1, AutoSaveEnabledF2, AutoSaveEnabledF3, AutoSaveEnabledF4, AutoSaveEnabledG1, BeginState, CalcFirstPersonView, CanCrouch, CanDodge, CanLean, CheckBob, ClearProgressMessages, ClearWeaponEffects, ClientHearSound, ClientPlayTakeHit, ClientVoiceMessage, DeactivateInventoryItem, DialogInitiate, DialogTerminate, EnableProne, EncroachingOn, EndState, Fire, Freeze, GetAccel, GetAmmoClipPct, GetAmmoTotalPct, GetArtifactString, GetAutoTaunt, GetClipRoundsRemaining, GetClipSize, GetHealthPct, GetHealthString, GetInstantRocket, GetLeanDir, GetLeanLeftRightVector, GetObjectives, GetPlayVoiceMessages, GetPowerSuitMaxString, GetPowerSuitPct, GetPowerSuitPowerString, GetPowerSuitString, GetTotalAmmoString, GetUIAlpha, GetWalkingPctScale, GetWeaponPanel, GetWeaponString, HandleMissionFailed, HandleWalking, HandlingCrosshair, HighlightPendingWeapon, InLeanMode, IsFrozen, LandedHardDone, LeanBegin, LeanEnd, LeanReset, LeanTransition, LevelChange, Loaded, LoadLeftHand, MantleBegin, MantleEnd, NextWeapon, NotifyAddInventory, NotifyImpaled, NotifyLanded, NotifyRemoveInventory, NotifyTakeHit, NotifyUnImpaled, PlayerCalcView, PlayerEndLevel, PlayerMove, PlayerTick, PlayWinMessage, Possess, PostBeginPlay, PressingAnyLeanKey, PressingSelectedLeanKey, PrevWeapon, ProcessMove, QuickLoad, QuickSave, Reload, RenderOverlays, SaveEnabled, SendMessage, ServerAddBots, ServerReload, ServerSetInstantRocket, ServerSetTaunt, ServerTaunt, SetAutoSaveIndex, SetAutoTaunt, SetDesiredLeanOffset, SetInstantRocket, SetLevelAction, SetMovementVars, SetPlayVoiceMessages, SetUIAlpha, SetViewTarget, SwitchToBestWeapon, SwitchWeapon, Taunt, TeamMessage, ThirdPerson, ThrowWeapon, ToggleLeanForward, ToggleLeanLeft, ToggleLeanRight, ToggleLeanUp, TurnTowardNearestEnemy, UnFreeze, UnPossessMatinee, Unuse, Use, 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

States Summary
@TeleportFixedState Source code
state @TeleportFixedState extends @PlayerWalkingState
BeginState, DoTeleport, DoUnTeleport, ProcessMove, UnTeleport


Constants Detail

MaxCheatSpeed Source code

const MaxCheatSpeed = 16.0;

MaxFixCollisionHeight Source code

const MaxFixCollisionHeight = 100;

TeleportFixedState Source code

const TeleportFixedState = 'TeleportFixed';


Variables Detail

bBehindViewEnabled Source code

var private bool bBehindViewEnabled;

bNPCsFrozen Source code

var private bool bNPCsFrozen;

bNPCsLocked Source code

var private bool bNPCsLocked;

bServosEnabled Source code

var private bool bServosEnabled;

bSetSpeedCheatOn Source code

var bool bSetSpeedCheatOn;

bTimeDemoEnabled Source code

var private bool bTimeDemoEnabled;

bTraceDebugEnabled Source code

var private bool bTraceDebugEnabled;

CreatureIndex Source code

var int CreatureIndex;

CurrentRMode Source code

var private int CurrentRMode;

CurrentSpeed Source code

var float CurrentSpeed;

DebugInfoManager Source code

var HitActorDebugInfoManager DebugInfoManager;

DebugInfoManagerClass Source code

var private class<HitActorDebugInfoManager> DebugInfoManagerClass;

DebugScoreboard Source code

var ScoreboardInfoManager DebugScoreboard;

LockedActor Source code

var private Actor LockedActor;

PlayerClassStringIndex Source code

var private int PlayerClassStringIndex;

SavedPhysics Source code

var EPhysics SavedPhysics;

ScoreboardInfoManagerClass Source code

var private class<ScoreboardInfoManager> ScoreboardInfoManagerClass;

U2PlayerTestController

CreatureList[96] Source code

var(U2PlayerTestController) private globalconfig CreatureInfoT CreatureList[96];

GoodiesList[32] Source code

var(U2PlayerTestController) private globalconfig string GoodiesList[32];

NPCShowColor Source code

var(U2PlayerTestController) config Color NPCShowColor;

NPCShowFont Source code

var(U2PlayerTestController) config Font NPCShowFont;

NPCShowTime Source code

var(U2PlayerTestController) config float NPCShowTime;

ShowViewTraceLen Source code

var(U2PlayerTestController) globalconfig int ShowViewTraceLen;

SummonPackageStrings[16] Source code

var(U2PlayerTestController) private globalconfig string SummonPackageStrings[16];


Structures Detail

ActorInfoT Source code

struct ActorInfoT
{
var class ActorClass;
var bool bStatic;
var int Count;
};


CreatureInfoT Source code

struct CreatureInfoT
{
var string CatStr;
var string NameStr;
var string StatusStr;
};



Functions Detail

Actors Source code

exec function Actors ( optional bool bVerbose ) )

AddActors Source code

exec function AddActors ( int NumActors, string ActorClassString ) )

AIFlags Source code

exec function AIFlags ( int DebugFlags ) )

Anywhere Source code

exec function Anywhere ( optional name TargetName ) )

BeginState @TeleportFixedState Source code

event BeginState ( ) )

BehindView Source code

exec function BehindView ( Bool B ) )

BeMyMonkey Source code

exec function BeMyMonkey ( ) )

BumpBrightness Source code

exec function BumpBrightness ( ) )

BumpContrast Source code

exec function BumpContrast ( ) )

BumpGamma Source code

exec function BumpGamma ( ) )

CheckNamedOrHitActor Source code

function bool CheckNamedOrHitActor ( string SourceFunctionName, Actor NamedOrHitActor, name TargetName ) )

ClearOrders Source code

exec function ClearOrders ( optional name TargetName ) )

Damage Source code

exec function Damage ( int DamageAmount, optional name TargetName ) )

DamageNPCs Source code

exec function DamageNPCs ( int DamageAmount ) )

DebugFlags Source code

exec function DebugFlags ( int DebugFlags, optional name TargetName ) )

Destroyed Source code

simulated event Destroyed ( ) )

DestroyLines Source code

exec function DestroyLines ( ) )

Difficulty Source code

exec function Difficulty ( byte Difficulty ) )

Distance Source code

exec function Distance ( name A1Name, optional name A2Name ) )

DoDumpAnims Source code

function DoDumpAnims ( name TargetName, bool bBaseOnly ) )

DoEdActor Source code

function DoEdActor ( coerce string S ) )

DoFindPath Source code

function DoFindPath ( name SourcePawnName, name TargetActorName, optional bool bClearSpecialColliders ) )

DoFixCollision Source code

function DoFixCollision ( Actor A ) )

DoKillActor Source code

function DoKillActor ( Actor TargetActor ) )

DoKillNPCs Source code

function DoKillNPCs ( bool bKillActive, bool bKillDormant, class<Pawn> PawnClass, Pawn ExceptPawn, bool bCarcasses ) )

DoReachSpecInfo Source code

function DoReachSpecInfo ( name NPName1, name NPName2 ) )

DoSetWeapon Source code

function DoSetWeapon ( string WeaponClassString, name TargetName, bool bKeepInv ) )

DoTeleport Source code

simulated function DoTeleport ( ) )

DoTeleport @TeleportFixedState Source code

function DoTeleport ( ) )

DoToggleDebugFlag Source code

function DoToggleDebugFlag ( name TargetName, int DebugFlag ) )

DoUnTeleport @TeleportFixedState Source code

function DoUnTeleport ( ) )

DoVerifyPaths2 Source code

function DoVerifyPaths2 ( ) )

Dummy Source code

exec function Dummy ( ) )

DumpActorInv Source code

function DumpActorInv ( Actor A ) )

DumpActorList Source code

function DumpActorList ( array<ActorInfoT> ActorList, bool bShowStatic ) )

DumpAIEvents Source code

exec function DumpAIEvents ( ) )

DumpAll Source code

exec function DumpAll ( class<Actor> DumpClass ) )

DumpAnims Source code

exec function DumpAnims ( optional name TargetName ) )

DumpAnimsBase Source code

exec function DumpAnimsBase ( optional name TargetName ) )

DumpEvents Source code

exec function DumpEvents ( ) )

DumpInv Source code

exec function DumpInv ( name TargetName ) )

DumpNPs Source code

exec function DumpNPs ( ) )

DumpSounds Source code

exec function DumpSounds ( name TargetName ) )

DumpStaticMeshCollision Source code

exec function DumpStaticMeshCollision ( ) )

DumpTags Source code

exec function DumpTags ( ) )

EdActor Source code

exec function EdActor ( name N ) )

EdHitActor Source code

exec function EdHitActor ( ) )

EnableFreeOrders Source code

exec function EnableFreeOrders ( bool bEnable ) )

Fall Source code

exec function Fall ( optional name TargetName ) )

FearMe Source code

exec function FearMe ( ) )

FindOrSummonActor Source code

function Actor FindOrSummonActor ( string ActorClass ) )

FindPath Source code

exec function FindPath ( name TargetActorName, optional bool bClearSpecialColliders ) )

FindPathFrom Source code

exec function FindPathFrom ( name SourcePawnName, name TargetActorName, name TargetName, optional bool bClearSpecialColliders ) )

FixCollision Source code

exec function FixCollision ( optional name TargetName ) )

FixSkins Source code

exec function FixSkins ( ) )

ForceTraceEnable Source code

function ForceTraceEnable ( ) )

FOV Source code

exec function FOV ( float F ) )

FreezeNPC Source code

exec function FreezeNPC ( bool bVal, optional name TargetName ) )

GetFloorInfo Source code

exec function GetFloorInfo ( optional name TargetName ) )

GetHitActor Source code

function Actor GetHitActor ( ) )

GetLockedOrHitActor Source code

function Actor GetLockedOrHitActor ( bool bNeedsMesh, optional bool bVerbose ) )

GetNamedActor Source code

function Actor GetNamedActor ( name N ) )

GetNamedLockedOrHitActor Source code

function Actor GetNamedLockedOrHitActor ( optional name N, optional bool bNeedsMesh, optional bool bVerbose ) )

GetNamedOrHitActor Source code

function Actor GetNamedOrHitActor ( optional name N ) )

GetNamedOrLockedActor Source code

function Actor GetNamedOrLockedActor ( optional name N ) )

GetTracerInstance Source code

function HitActorDebugInfoManager GetTracerInstance ( ) )

GibHitNPC Source code

exec function GibHitNPC ( ) )

GibNPCs Source code

exec function GibNPCs ( ) )

GodEx Source code

exec function GodEx ( optional name TargetName ) )

Goodies Source code

exec function Goodies ( int First, int Last ) )

GotoActor Source code

exec function GotoActor ( name ObjectName ) )

HandleThere Source code

function HandleThere ( name TargetName, float Speed, ETacticalMoveType TMT ) )

Here Source code

exec function Here ( optional float Speed ) )

Here1 Source code

exec function Here1 ( optional float Speed ) )

Here2 Source code

exec function Here2 ( optional float Speed ) )

HideCCs Source code

exec function HideCCs ( string TargetClassStr ) )

HurtMe Source code

exec function HurtMe ( int Damage ) )

InvertMouse Source code

exec function InvertMouse ( ) )

JumpTo Source code

exec function JumpTo ( int x, int y, int z ) )

KillActiveNPCs Source code

exec function KillActiveNPCs ( ) )

KillActor Source code

exec function KillActor ( name TargetName ) )

KillDormantNPCs Source code

exec function KillDormantNPCs ( ) )

KillHitActor Source code

exec function KillHitActor ( ) )

KillHitNPC Source code

exec function KillHitNPC ( ) )

KillNPCs Source code

exec function KillNPCs ( optional string DummyStr ) )

KillNPCsExcept Source code

exec function KillNPCsExcept ( optional name ExceptName ) )

KillPawnsEx Source code

exec function KillPawnsEx ( class<Pawn> PawnClass ) )

KillTimers Source code

exec function KillTimers ( ) )

LoadPackageClass Source code

static function class<Object> LoadPackageClass ( string ClassName ) )

LockNPC Source code

exec function LockNPC ( bool bVal, optional name TargetName ) )

LockTargetActor Source code

exec function LockTargetActor ( optional name TargetName ) )

ManCannon Source code

exec function ManCannon ( int Momentum ) )

NextLevel Source code

exec function NextLevel ( ) )

NPCNext Source code

exec function NPCNext ( ) )

NPCPrev Source code

exec function NPCPrev ( ) )

NPCSet Source code

exec function NPCSet ( int Index ) )

NPCShow Source code

exec function NPCShow ( ) )

NPCSum Source code

exec function NPCSum ( optional int Index ) )

OKToCheat Source code

function bool OKToCheat ( optional bool bQuiet ) )

Open Source code

exec function Open ( string MapName ) )

Phoenix Source code

exec function Phoenix ( ) )

PO Source code

exec function PO ( ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

ProcessMove @TeleportFixedState Source code

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

ReachSpecInfo Source code

exec function ReachSpecInfo ( name NPName1, name NPName2 ) )

ReloadScripts Source code

exec function ReloadScripts ( optional name TargetName ) )

SetCCs Source code

function SetCCs ( class<Actor> TargetClass, bool bShow ) )

SetCol Source code

exec function SetCol ( name TargetClass, bool bNewColActors, bool bNewBlockActors, bool bNewBlockPlayers ) )

SetEnemy Source code

exec function SetEnemy ( optional name TargetName ) )

SetEyeHeight Source code

exec function SetEyeHeight ( float NewEyeHeight ) )

SetFOV Source code

exec function SetFOV ( float F ) )

SetHealth Source code

exec function SetHealth ( int NewHealth, optional name TargetName ) )

SetMyEnemy Source code

exec function SetMyEnemy ( optional name TargetName ) )

SetMyHealth Source code

exec function SetMyHealth ( int NewHealth ) )

SetNPCSprites Source code

exec function SetNPCSprites ( bool bSprite ) )

SetOrders Source code

exec function SetOrders ( name Orders, optional name TargetName, optional float OrdersThreshold ) )

SetParticleDensity Source code

exec function SetParticleDensity ( int D ) )

SetPlayerModel Source code

exec function SetPlayerModel ( optional string ClassNameStr ) )

SetScript Source code

exec function SetScript ( name CommandFileName, optional name TargetName, optional name StartLabelName ) )

SetScripts Source code

exec function SetScripts ( optional string CommandFileString ) )

SetSkill Source code

exec function SetSkill ( float NewSkill, optional name TargetPawnName ) )

SetSpeed Source code

exec function SetSpeed ( float F ) )

SetStaticMeshBA Source code

exec function SetStaticMeshBA ( bool bVal ) )

SetStaticMeshBNZE Source code

exec function SetStaticMeshBNZE ( bool bVal ) )

SetStaticMeshBP Source code

exec function SetStaticMeshBP ( bool bVal ) )

SetStaticMeshCA Source code

exec function SetStaticMeshCA ( bool bVal ) )

SetStaticMeshCW Source code

exec function SetStaticMeshCW ( bool bVal ) )

SetTeam Source code

exec function SetTeam ( int InTeamNumber, optional name TargetName ) )

SetTestMoveTargets Source code

function SetTestMoveTargets ( name TargetName, Actor NewMoveTarget, float Speed, ETacticalMoveType TMT ) )

SetWeapon Source code

exec function SetWeapon ( string WeaponClassString, optional bool bKeepInv ) )

SetWeaponFire Source code

exec function SetWeaponFire ( bool bFire ) )

SetWeaponFor Source code

exec function SetWeaponFor ( string WeaponClassString, name TargetName, optional bool bKeepInv ) )

SetWeaponTick Source code

exec function SetWeaponTick ( bool bTick ) )

ShowCCs Source code

exec function ShowCCs ( string TargetClassStr ) )

ShowCover Source code

exec function ShowCover ( float Distance, optional name EnemyName ) )

ShowReachSpecInfo Source code

function ShowReachSpecInfo ( ReachSpec RS ) )

ShowTeams Source code

exec function ShowTeams ( ) )

ShowVal Source code

function ShowVal ( string Str, float Val ) )

ShowViewLine Source code

exec function ShowViewLine ( ) )

ShowViewTrace Source code

exec function ShowViewTrace ( optional bool bUseExtents ) )

ShowViewTraceExtents Source code

function ShowViewTraceExtents ( bool bUseExtents, vector Extents ) )

SizeActor Source code

exec function SizeActor ( name TargetName, int NewRadius, int NewHeight, optional float NewDrawScale ) )

SizeNamedLockedOrHitTarget Source code

function SizeNamedLockedOrHitTarget ( name TargetName, int NewRadius, int NewHeight, float NewDrawScale, bool bQuiet ) )

SizePawns Source code

exec function SizePawns ( name ClassName, int NewRadius, int NewHeight, optional float NewDrawScale ) )

StopScenes Source code

exec function StopScenes ( ) )

Sum Source code

exec function Sum ( string ClassName ) )

SummonPackageClass Source code

function Object SummonPackageClass ( string ClassName, optional bool bUseViewRotation ) )

SumNextNPCWithStats Source code

exec function SumNextNPCWithStats ( ) )

SumTeam Source code

exec function SumTeam ( byte ATeam, string ClassName ) )

SumVR Source code

exec function SumVR ( string ClassName ) )

Teleport Source code

exec function Teleport ( ) )

TestAssert Source code

exec function TestAssert ( ) )

TestFall Source code

exec function TestFall ( optional name TargetPawnName ) )

TestHit Source code

exec function TestHit ( name TargetName ) )

TestLOS Source code

exec function TestLOS ( name TargetName ) )

TestNavErrors Source code

exec function TestNavErrors ( bool bScriptedStateMoves, bool bMoveTarget, bool bMinZ ) )

TestNPList Source code

exec function TestNPList ( ) )

There Source code

exec function There ( name TargetName, optional float Speed ) )

There1 Source code

exec function There1 ( name TargetName, optional float Speed ) )

There2 Source code

exec function There2 ( name TargetName, optional float Speed ) )

ToggleBehindView Source code

exec function ToggleBehindView ( ) )

ToggleCC Source code

exec function ToggleCC ( optional name TargetName ) )

ToggleDebugAI Source code

exec function ToggleDebugAI ( optional name TargetName ) )

ToggleDebugAIAttacks Source code

exec function ToggleDebugAIAttacks ( optional name TargetName ) )

ToggleDebugAIEvents Source code

exec function ToggleDebugAIEvents ( optional name TargetName ) )

ToggleDebugDialog Source code

exec function ToggleDebugDialog ( ) )

ToggleFOV Source code

exec function ToggleFOV ( float F ) )

ToggleFreezeNPCs Source code

exec function ToggleFreezeNPCs ( ) )

ToggleFreezeView Source code

exec function ToggleFreezeView ( ) )

ToggleHUD Source code

exec function ToggleHUD ( ) )

ToggleImpacts Source code

exec function ToggleImpacts ( ) )

ToggleInfiniteAmmo Source code

exec function ToggleInfiniteAmmo ( ) )

ToggleInvisibility Source code

exec function ToggleInvisibility ( ) )

ToggleLockNPCs Source code

exec function ToggleLockNPCs ( ) )

TogglePawnInvulnerability Source code

function TogglePawnInvulnerability ( Pawn P ) )

ToggleReloads Source code

exec function ToggleReloads ( ) )

ToggleRMode Source code

exec function ToggleRMode ( ) )

ToggleScoreboard Source code

exec function ToggleScoreboard ( ) )

ToggleServos Source code

exec function ToggleServos ( ) )

ToggleShowAll Source code

exec function ToggleShowAll ( ) )

ToggleShowClass Source code

exec function ToggleShowClass ( name ClassToShow, optional bool bForce ) )

ToggleShowKPs Source code

exec function ToggleShowKPs ( ) )

ToggleShowNPs Source code

exec function ToggleShowNPs ( ) )

ToggleSpeed Source code

exec function ToggleSpeed ( ) )

ToggleSubtitles Source code

exec function ToggleSubtitles ( ) )

ToggleTicks Source code

exec function ToggleTicks ( name ClassToShow ) )

ToggleTimeDemo Source code

exec function ToggleTimeDemo ( ) )

TraceLock Source code

exec function TraceLock ( optional name TargetName ) )

TraceToggle Source code

exec function TraceToggle ( optional name TargetName ) )

TraceToggleAgentInfo Source code

exec function TraceToggleAgentInfo ( ) )

TraceToggleConsole Source code

exec function TraceToggleConsole ( ) )

TraceToggleLevel Source code

exec function TraceToggleLevel ( ) )

TraceToggleLog Source code

exec function TraceToggleLog ( ) )

TriggerPawns Source code

exec function TriggerPawns ( name TriggerEvent, optional name TriggeringActorName ) )

TriggerTarget Source code

exec function TriggerTarget ( name TriggerEvent, optional name TargetActorName ) )

UIOpenMap Source code

exec function UIOpenMap ( string MapName ) )

UnTeleport Source code

exec function UnTeleport ( )

UnTeleport @TeleportFixedState Source code

exec function UnTeleport ( ) )

VerifyPaths2 Source code

exec function VerifyPaths2 ( ) )

Where Source code

exec function Where ( optional name TargetName ) )


Defaultproperties

defaultproperties
{
	SummonPackageStrings(0)="Engine"
	SummonPackageStrings(1)="U2"
	SummonPackageStrings(2)="U2Pawns"
	SummonPackageStrings(3)="U2Weapons"
	SummonPackageStrings(4)="U2Decorations"
	SummonPackageStrings(5)="U2XMP"
	SummonPackageStrings(7)="Legend"
	SummonPackageStrings(8)="ParticleSystems"
	SummonPackageStrings(13)="U2Test"
	GoodiesList(0)="U2Weapons.weaponInvAssaultRifle"
	GoodiesList(1)="U2Weapons.weaponInvRocketLauncher"
	GoodiesList(2)="U2Weapons.weaponInvPistol"
	GoodiesList(3)="U2Weapons.weaponInvFlamethrower"
	GoodiesList(4)="U2Weapons.weaponInvGrenadeLauncher"
	GoodiesList(5)="U2Weapons.weaponInvLeechGun"
	GoodiesList(6)="U2Weapons.weaponInvEnergyRifle"
	GoodiesList(7)="U2Weapons.weaponInvShotgun"
	GoodiesList(8)="U2Weapons.weaponInvSingularityCannon"
	GoodiesList(9)="U2Weapons.weaponInvSniperRifle"
	GoodiesList(10)="U2Weapons.weaponInvLaserRifle"
	GoodiesList(11)="U2Weapons.weaponInvTakkra"
	GoodiesList(12)="U2Weapons.ammoInvGrenadeConcussion"
	GoodiesList(13)="U2Weapons.ammoInvGrenadeEMP"
	GoodiesList(14)="U2Weapons.ammoInvGrenadeFragment"
	GoodiesList(15)="U2Weapons.ammoInvGrenadeIncendiary"
	GoodiesList(16)="U2Weapons.ammoInvGrenadeSmoke"
	GoodiesList(17)="U2Weapons.ammoInvGrenadeToxic"
	GoodiesList(20)="U2XMP.FieldGeneratorDeployable"
	GoodiesList(21)="U2XMP.RocketTurretDeployable"
	GoodiesList(22)="U2XMP.AutoTurretDeployable"
	GoodiesList(23)="U2XMP.ProximitySensorDeployable"
	CreatureList(0)=(CatStr="Main-Walk",StatusStr="N/A")
	CreatureList(1)=(CatStr="Main-Walk",NameStr="U2Pawns.U2AraknidLight")
	CreatureList(2)=(CatStr="Main-Walk",NameStr="U2Pawns.U2AraknidMedium")
	CreatureList(3)=(CatStr="Main-Walk",NameStr="U2Pawns.U2AraknidHeavy")
	CreatureList(4)=(CatStr="Main-Walk",NameStr="U2Pawns.U2Izarian")
	CreatureList(6)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MarineLight")
	CreatureList(7)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MarineMedium")
	CreatureList(8)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MarineHeavy")
	CreatureList(9)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MercFemLight")
	CreatureList(10)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MercFemMedium")
	CreatureList(11)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MercFemHeavy")
	CreatureList(12)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MercJapLight")
	CreatureList(13)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MercJapMedium")
	CreatureList(14)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MercJapHeavy")
	CreatureList(15)=(CatStr="Main-Walk",NameStr="U2Pawns.U2SkaarjLight")
	CreatureList(16)=(CatStr="Main-Walk",NameStr="U2Pawns.U2SkaarjMedium")
	CreatureList(17)=(CatStr="Main-Walk",NameStr="U2Pawns.U2SkaarjHeavy")
	CreatureList(25)=(CatStr="Main-Walk",NameStr="U2Pawns.U2Tosc")
	CreatureList(26)=(CatStr="Main-Hover",NameStr="U2Pawns.U2DrakkDroid")
	CreatureList(27)=(CatStr="Main-Hover",NameStr="U2Pawns.U2DrakkLight")
	CreatureList(28)=(CatStr="Main-Hover",NameStr="U2Pawns.U2DrakkMedium")
	CreatureList(29)=(CatStr="Main-Hover",NameStr="U2Pawns.U2DrakkBoss")
	CreatureList(36)=(CatStr="Misc-Walk",NameStr="U2Pawns.Aida")
	CreatureList(37)=(CatStr="Misc-Walk",NameStr="U2Pawns.Isaak")
	CreatureList(38)=(CatStr="Misc-Walk",NameStr="U2Pawns.Neban")
	CreatureList(39)=(CatStr="Misc-Walk",NameStr="U2Pawns.U2KaiClothed")
	CreatureList(40)=(CatStr="Misc-Walk",NameStr="U2Pawns.U2CivilianScientist")
	CreatureList(41)=(CatStr="Misc-Walk",NameStr="U2Pawns.U2ColonistHumanFemaleA")
	CreatureList(42)=(CatStr="Misc-Walk",NameStr="U2Pawns.U2ColonistHumanMaleA")
	CreatureList(43)=(CatStr="Misc-Walk",NameStr="U2Pawns.U2SpecialCivilian")
	CreatureList(44)=(CatStr="Misc-Walk",NameStr="U2Pawns.RaffTrainingBot")
	CreatureList(51)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Cockroach")
	CreatureList(52)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Cyprid")
	CreatureList(53)=(CatStr="Other-Walk",NameStr="U2Pawns.U2MegaParata")
	CreatureList(54)=(CatStr="Other-Walk",NameStr="U2Pawns.U2MegaSnipe")
	CreatureList(55)=(CatStr="Other-Walk",NameStr="U2Pawns.U2MiniMukhogg")
	CreatureList(56)=(CatStr="Other-Walk",NameStr="U2Pawns.U2MiniRammer")
	CreatureList(57)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Mukhogg")
	CreatureList(58)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Parata")
	CreatureList(59)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Rammer")
	CreatureList(60)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Seagoat")
	CreatureList(61)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Snipe")
	CreatureList(71)=(CatStr="Other-Fly",NameStr="U2Pawns.U2FlyingSnake")
	CreatureList(72)=(CatStr="Other-Fly",NameStr="U2Pawns.U2Hummer")
	CreatureList(73)=(CatStr="Other-Fly",NameStr="U2Pawns.U2Spore")
	CreatureList(80)=(CatStr="Other-Fly",NameStr="U2Pawns.U2Diver")
	CreatureList(81)=(CatStr="Other-Swim",NameStr="U2Pawns.U2Bellowfish")
	CreatureList(82)=(CatStr="Other-Swim",NameStr="U2Pawns.U2KillerSprout")
	CreatureList(83)=(CatStr="Other-Swim",NameStr="U2Pawns.U2KillerTadpole")
	CreatureList(84)=(CatStr="Other-Swim",NameStr="U2Pawns.U2PinwheelFish")
	CreatureList(85)=(CatStr="Other-Swim",NameStr="U2Pawns.U2Schoolfish")
	CreatureList(86)=(CatStr="Other-Swim",NameStr="U2Pawns.U2Uglyfish")
	CreatureList(87)=(CatStr="Other-Swim",NameStr="U2Pawns.U2WaterDipper")
	ShowViewTraceLen=65535
	DebugInfoManagerClass=Class'U2.HitActorDebugInfoManager'
	ScoreboardInfoManagerClass=Class'U2.ScoreboardInfoManager'
	bServosEnabled=true
	CurrentRMode=5
	CreatureIndex=1
	NPCShowTime=1.000000
	NPCShowColor=(B=255,G=255,A=255)
     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 10:48:35.207 - Created with UnCodeX