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UTGame.DemoPlayerController

Extends
GamePlayerController
Modifiers
dependson ( DemoCamMod_ScreenShake ) config ( Game )

DemoPlayerController Demo specific playercontroller implements physics spectating state for demoing purpose Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.PlayerController
         |   
         +-- GameFramework.GamePlayerController
            |   
            +-- UTGame.DemoPlayerController

Constants Summary
Inherited Contants from Engine.PlayerController
CLIENTADJUSTUPDATECOST, MAXCLIENTUPDATEINTERVAL, MAXNEARZEROVELOCITYSQUARED, MAXPOSITIONERRORSQUARED, MAXVEHICLEPOSITIONERRORSQUARED

Variables Summary
floatHoldDistance
QuatHoldOrientation
CameraAnimLastPlayedCameraAnim
DemoPlayerController
floatChangeHoldDistanceIncrement
DemoCamMod_ScreenShake.ScreenShakeStructExplosionShake
floatHoldDistanceMax
floatHoldDistanceMin
RB_RadialImpulseComponentImpulseComponent
RB_HandlePhysicsGrabber
floatThrowImpulse
floatWeaponImpulse
Inherited Variables from Engine.PlayerController
AcknowledgedPawn, bAdminExecPipeCheck, bAimingHelp, bCameraPositionLocked, bCheatFlying, bCheckRelevancyThroughPortals, bCheckSoundOcclusion, bCinemaDisableInputLook, bCinemaDisableInputMove, bCinematicMode, bClientDemo, bConfirmSetHUD, bDoubleJump, bDuck, bDynamicNetSpeed, bFrozen, bIgnoreLookInput, bIgnoreMoveInput, bIsControllerConnected, bIsExternalUIOpen, bIsUsingStreamingVolumes, BlendedTargetViewRotation, bLogHearSoundOverflow, bNeverSwitchOnPickup, bPendingDestroy, bPendingNotifyLoadedWorld, bPressedJump, bReceivedUniqueId, bReplicateAllPawns, bRun, bShortConnectTimeOut, bUpdatePosition, bUpdating, bWasSaturated, bWasSpeedHack, CameraClass, CheatClass, CheatManager, ClientCap, ClientHUDClass, ClientScoringClass, ClientUpdateTime, CurrentPlayerData, CurrentPlayerSettings, CurrentTimeStamp, CylinderComponent, DebugCameraControllerClass, DebugCameraControllerRef, DebugTextList, DefaultFOV, DesiredFOV, DoubleClickDir, DynamicPingThreshold, FailedPathStart, ForceFeedbackManager, ForceFeedbackManagerClassName, FOVAngle, FreeMoves, GameplayVoiceMuteList, GroundPitch, HashResponseCache, HearSoundActiveComponents, HearSoundPoolComponents, HiddenActors, HUDResetCount, InputClass, InputRequests, InteractDistance, Interactions, LastAckedAccel, LastActiveTime, LastBroadcastString[4], LastBroadcastTime, LastGoodMoveAckTime, LastPingUpdate, LastSpectatorStateSynchTime, LastSpeedHackLog, LastUpdateTime, LODDistanceFactor, MaxClientNetSpeed, MaxConcurrentHearSounds, MaxResponseTime, MaxTimeMargin, MinRespawnDelay, MyCoverReplicator, myHUD, NetPlayerIndex, NoPauseMessage, OldFloor, OldPing, OnlinePlayerData, OnlineSub, OwnCamera, PendingAdjustment, PendingMapChangeLevelNames, PendingMove, Player, PlayerCamera, PlayerInput, PlayerOwnerDataStoreClass, ProgressMessage[2], ProgressTimeOut, QuickSaveString, RealViewTarget, SavedMoveClass, SavedMoves, ServerTimeStamp, SpectatorCameraSpeed, TargetEyeHeight, TargetViewRotation, TimeMargin, ViewingFrom, ViewTarget, VoiceInterface, VoiceMuteList, VoicePacketFilter, WaitDelay

Enumerations Summary
Inherited Enumerations from Engine.PlayerController
EInputMatchAction, EInputTypes, EProgressMessageType

Structures Summary
Inherited Structures from Engine.PlayerController
ClientAdjustment, DebugTextInfo, InputEntry, InputMatchRequest

Functions Summary
function BeginState (Name PreviousStateName))
PhysicsSpectator
function CameraShake (float Duration, vector newRotAmplitude, vector newRotFrequency, vector newLocAmplitude, vector newLocFrequency, float newFOVAmplitude, float newFOVFrequency ))
functionbool CanRestartPlayer ()))
PhysicsSpectator
function EndState (Name NextStateName))
PhysicsSpectator
event InitInputSystem ()))
function Jump ()))
PhysicsSpectator
function NextWeapon ()))
function OnDemoCameraShake (SeqAct_DemoCameraShake inAction ))
function OnPlayCameraAnim (UTSeqAct_PlayCameraAnim InAction))
function OnStopCameraAnim (UTSeqAct_StopCameraAnim InAction))
function PlayCameraShake (DemoCamMod_ScreenShake.ScreenShakeStruct ScreenShake ))
function PlayerTick (float DeltaTime))
function PlayLocalizedShake (DemoCamMod_ScreenShake.ScreenShakeStruct ScreenShake, vector ShakeLocation, float ShakeRadius ))
function PrevWeapon ()))
function ServerChangeTeam (int N ))
PhysicsSpectator
function ServerRestartPlayer ()))
PhysicsSpectator
function ServerSuicide ()))
PhysicsSpectator
function StartAltFire (optional byte FireModeNum ))
function StartFire (optional byte FireModeNum ))
function StopAltFire (optional byte FireModeNum ))
function TogglePhysicsMode ()))
function TogglePhysicsMode ()))
PhysicsSpectator
function TriggerExplosion ()))
Inherited Functions from GameFramework.GamePlayerController
ClientDisplayChapterTitle, DisplayChapterTitle, GetChapterStrings
Inherited Functions from Engine.PlayerController
AcknowledgePossession, AddCheats, AddDebugText, AdjustFOV, AimHelpDot, AimingHelp, AllowTextMessage, AskForPawn, BeginState, CallServerMove, Camera, CameraLookAtFinished, CameraShake, CanAllPlayersPlayOnline, CanRestartPlayer, CanUnpauseControllerConnected, CanUnpauseExternalUI, CanViewUserCreatedContent, CauseEvent, CE, ChangeTeam, CheckJumpOrDuck, CheckSpeedHack, CleanOutSavedMoves, CleanUpAudioComponents, CleanupPRI, ClearAckedMoves, ClearDoubleClick, ClearInviteDelegates, ClearOnlineDelegates, ClearProgressMessages, ClientAckGoodMove, ClientAdjustMusicTrackVolume, ClientAdjustPosition, ClientArbitratedMatchEnded, ClientCapBandwidth, ClientClearProgressMessages, ClientCommitMapChange, ClientConvolve, ClientCrossFadeMusicTrack_PlayTrack, ClientDrawCoordinateSystem, ClientFadeOutMusicTrack, ClientFlushLevelStreaming, ClientForceGarbageCollection, ClientGameEnded, ClientGotoState, ClientHearSound, ClientIgnoreLookInput, ClientIgnoreMoveInput, ClientInitializeDataStores, ClientMessage, ClientMutePlayer, ClientPlayActorFaceFXAnim, ClientPlayForceFeedbackWaveform, ClientPlaySound, ClientPrepareMapChange, ClientRegisterForArbitration, ClientRegisterHostStatGuid, ClientReset, ClientRestart, ClientSeamlessTravel, ClientSetBlockOnAsyncLoading, ClientSetCameraMode, ClientSetCinematicMode, ClientSetHostUniqueId, ClientSetHUD, ClientSetOnlineStatus, ClientSetProgressMessage, ClientSetProgressTime, ClientSetTravelGuid, ClientSetViewTarget, ClientStartNetworkedVoice, ClientStopForceFeedbackWaveform, ClientStopNetworkedVoice, ClientTravel, ClientTravelTimeExpired, ClientUnmutePlayer, ClientUpdateLevelStreamingStatus, ClientUpdatePosition, ClientVoiceMessage, ClientWasKicked, ClientWriteArbitrationEndGameData, ClientWriteOnlinePlayerScores, CompressAccel, ConditionalPause, ConsoleCommand, ConsoleKey, ConvolveTimeout, CopyToClipboard, DebugPause, DelayedClientSetViewTarget, DelayedPrepareMapChange, DemoPlaybackNotify, DemoSetHUD, DemoSyncPawn, Destroyed, Disconnect, DisplayDebug, DrawDebugTextList, DrawHUD, DualServerMove, EnableCheats, EnableDebugCamera, EndState, EnterStartState, FellOutOfWorld, FindGoodView, FindStairRotation, FindVehicleToDrive, FixFOV, ForceDeathUpdate, FOV, GameHasEnded, GameplayMutePlayer, GameplayUnmutePlayer, GetAdjustedAimFor, GetDefaultURL, GetFOVAngle, GetFreeMove, GetPlayerControllerFromNetId, GetPlayerNetworkAddress, GetPlayerViewPoint, GetPooledAudioComponent, GetRumbleScale, GetSeamlessTravelActorList, GetServerNetworkAddress, GetTriggerUseList, GetUIController, GetViewTarget, GivePawn, HandlePickup, HandleWalking, HasClientLoadedCurrentWorld, HearSoundFinished, IgnoreLookInput, IgnoreMoveInput, IncrementNumberOfMatchesPlayed, InitInputSystem, InitUniquePlayerId, InviteHasEnoughSpace, IsControllerTiltActive, IsDead, IsKeyboardAvailable, IsLocalPlayerController, IsLookInputIgnored, IsMouseAvailable, IsMoveInputIgnored, IsPaused, IsPlayerMuted, IsShowingSubtitles, IsSpectating, Jump, KickWarning, Kismet_ClientPlaySound, Kismet_ClientStopSound, LevelStreamingStatusChanged, LimitSpectatorVelocity, LimitViewRotation, ListCE, ListConsoleEvents, LocalTravel, LongClientAdjustPosition, MoveAutonomous, Mutate, NextWeapon, NotifyChangedWeapon, NotifyConnectionError, NotifyDirectorControl, NotifyInviteFailed, NotifyLanded, NotifyLoadedWorld, NotifyNotAllPlayersCanJoinInvite, NotifyNotEnoughSpaceInInvite, NotifyPhysicsVolumeChange, NotifyTakeHit, OldServerMove, OnArbitrationRegisterComplete, OnConsoleCommand, OnControllerChanged, OnDestroy, OnDestroyForInviteComplete, OnEndForInviteComplete, OnExternalUIChanged, OnForceFeedback, OnGameInviteAccepted, OnInviteJoinComplete, OnRegisterHostStatGuidComplete, OnSetCameraTarget, OnToggleCinematicMode, OnToggleHUD, OnToggleInput, PasteFromClipboard, Pause, PawnDied, PerformedUseAction, PlayBeepSound, PlayerMove, PlayerTick, Possess, PostBeginPlay, PreClientTravel, PreRender, PrevWeapon, ProcessConvolveResponse, ProcessDrive, ProcessMove, ProcessViewRotation, QuickLoad, QuickSave, ReceivedPlayer, ReceiveLocalizedMessage, RegisterPlayerDataStores, RegisterPlayerRanking, RemoveDebugText, ReplicatedEvent, ReplicateMove, Reset, ResetCameraMode, ResetFOV, ResetPlayerMovementInput, ResetTimeMargin, Restart, RestartLevel, SaveActorConfig, SaveClassConfig, Say, SeamlessTravelFrom, SeamlessTravelTo, SendClientAdjustment, SendToConsole, ServerAcknowledgePossession, ServerCamera, ServerCauseEvent, ServerChangeName, ServerChangeTeam, ServerConfirmSetHUD, ServerDestroy, ServerDrive, ServerGivePawn, ServerMove, ServerMutate, ServerMutePlayer, ServerNotifyLoadedWorld, ServerPause, ServerProcessConvolve, ServerRegisterClientStatGuid, ServerRegisteredForArbitration, ServerRegisterPlayerRanking, ServerRestartGame, ServerReStartPlayer, ServerSay, ServerSendMusicInfo, ServerSetClientDemo, ServerSetNetSpeed, ServerSetSpectatorLocation, ServerSetUniquePlayerId, ServerShortTimeout, ServerSpeech, ServerSuicide, ServerTeamSay, ServerThrowWeapon, ServerUnmutePlayer, ServerUpdateLevelVisibility, ServerUpdatePing, ServerUse, ServerUTrace, ServerVerifyViewTarget, ServerViewNextPlayer, ServerViewPrevPlayer, ServerViewSelf, ServerWritenArbitrationEndGameData, SetAllowMatureLanguage, SetAudioGroupVolume, SetCameraMode, SetCinematicMode, SetControllerTiltActive, SetControllerTiltDesiredIfAvailable, SetFOV, SetHUD, SetName, SetNetSpeed, SetOnlyUseControllerTiltInput, SetPause, SetPlayerDataProvider, SetProgressMessage, SetProgressTime, SetRumbleScale, SetShowSubtitles, SetUseTiltForwardAndBack, SetViewTarget, ShortClientAdjustPosition, ShowMenu, SoakPause, SpawnCoverReplicator, SpawnDefaultHUD, SpawnPlayerCamera, Speech, StartAltFire, StartClientDemoRec, StartFire, StartServerDemoRec, StopAltFire, StopFire, Suicide, SwitchLevel, SwitchTeam, TeamMessage, TeamSay, ThrowWeapon, Timer, TriggerInteracted, UnPossess, UnregisterPlayerDataStores, UpdatePing, UpdateRotation, UpdateStateFromAdjustment, UpdateURL, Use, UsingFirstPersonCamera, UTrace, VeryShortClientAdjustPosition, ViewAPlayer, ViewShake

States Summary
PhysicsSpectator Source code
state PhysicsSpectator extends BaseSpectating
BeginState, CanRestartPlayer, EndState, Jump, ServerChangeTeam, ServerRestartPlayer, ServerSuicide, TogglePhysicsMode
PlayerWaiting Source code
auto state PlayerWaiting
/** Start as PhysicsSpectator by default */


Variables Detail

HoldDistance Source code

var float HoldDistance;

HoldOrientation Source code

var Quat HoldOrientation;

LastPlayedCameraAnim Source code

var transient protected CameraAnim LastPlayedCameraAnim;
Ref to the last CameraAnim that was played via Kismet.

DemoPlayerController

ChangeHoldDistanceIncrement Source code

var(DemoPlayerController) float ChangeHoldDistanceIncrement;

ExplosionShake Source code

var(DemoPlayerController) DemoCamMod_ScreenShake.ScreenShakeStruct ExplosionShake;

HoldDistanceMax Source code

var(DemoPlayerController) float HoldDistanceMax;

HoldDistanceMin Source code

var(DemoPlayerController) float HoldDistanceMin;

ImpulseComponent Source code

var(DemoPlayerController) const editconst RB_RadialImpulseComponent ImpulseComponent;
Impulse component to trigger explosions

PhysicsGrabber Source code

var(DemoPlayerController) RB_Handle PhysicsGrabber;

ThrowImpulse Source code

var(DemoPlayerController) float ThrowImpulse;

WeaponImpulse Source code

var(DemoPlayerController) float WeaponImpulse;


Functions Detail

BeginState PhysicsSpectator Source code

function BeginState ( Name PreviousStateName) )

CameraShake Source code

function CameraShake ( float Duration, vector newRotAmplitude, vector newRotFrequency, vector newLocAmplitude, vector newLocFrequency, float newFOVAmplitude, float newFOVFrequency ) )
FIXMELAURENT: backward compatibilty with old camera shakes. (Used by AnimNotifies).

CanRestartPlayer PhysicsSpectator Source code

function bool CanRestartPlayer ( ) )

EndState PhysicsSpectator Source code

function EndState ( Name NextStateName) )

InitInputSystem Source code

event InitInputSystem ( ) )

Jump PhysicsSpectator Source code

exec function Jump ( ) )

NextWeapon Source code

exec function NextWeapon ( ) )

OnDemoCameraShake Source code

simulated function OnDemoCameraShake ( SeqAct_DemoCameraShake inAction ) )
Scripting hook for camera shakes.

OnPlayCameraAnim Source code

function OnPlayCameraAnim ( UTSeqAct_PlayCameraAnim InAction) )

OnStopCameraAnim Source code

function OnStopCameraAnim ( UTSeqAct_StopCameraAnim InAction) )

PlayCameraShake Source code

function PlayCameraShake ( DemoCamMod_ScreenShake.ScreenShakeStruct ScreenShake ) )
Play Camera Shake

PlayerTick Source code

function PlayerTick ( float DeltaTime) )

PlayLocalizedShake Source code

function PlayLocalizedShake ( DemoCamMod_ScreenShake.ScreenShakeStruct ScreenShake, vector ShakeLocation, float ShakeRadius ) )

PrevWeapon Source code

exec function PrevWeapon ( ) )

ServerChangeTeam PhysicsSpectator Source code

reliable server function ServerChangeTeam ( int N ) )

ServerRestartPlayer PhysicsSpectator Source code

reliable server function ServerRestartPlayer ( ) )

ServerSuicide PhysicsSpectator Source code

reliable server function ServerSuicide ( ) )

StartAltFire Source code

exec function StartAltFire ( optional byte FireModeNum ) )

StartFire Source code

exec function StartFire ( optional byte FireModeNum ) )

StopAltFire Source code

exec function StopAltFire ( optional byte FireModeNum ) )

TogglePhysicsMode Source code

exec function TogglePhysicsMode ( ) )
Switch between walking physics to flying

TogglePhysicsMode PhysicsSpectator Source code

exec function TogglePhysicsMode ( ) )

TriggerExplosion Source code

exec function TriggerExplosion ( ) )


Defaultproperties

defaultproperties
{
   WeaponImpulse=600.000000
   HoldDistanceMin=50.000000
   HoldDistanceMax=750.000000
   ThrowImpulse=800.000000
   ChangeHoldDistanceIncrement=50.000000
   Begin Object Class=RB_Handle Name=RB_Handle0 ObjName=RB_Handle0 Archetype=RB_Handle'Engine.Default__RB_Handle'
      Name="RB_Handle0"
      ObjectArchetype=RB_Handle'Engine.Default__RB_Handle'
   End Object
   PhysicsGrabber=RB_Handle0
   Begin Object Class=RB_RadialImpulseComponent Name=ImpulseComponent0 ObjName=ImpulseComponent0 Archetype=RB_RadialImpulseComponent'Engine.Default__RB_RadialImpulseComponent'
      ImpulseFalloff=RIF_Linear
      ImpulseStrength=2000.000000
      ImpulseRadius=250.000000
      Name="ImpulseComponent0"
      ObjectArchetype=RB_RadialImpulseComponent'Engine.Default__RB_RadialImpulseComponent'
   End Object
   ImpulseComponent=ImpulseComponent0
   ExplosionShake=(TimeDuration=1.000000,RotAmplitude=(X=100.000000,Y=100.000000,Z=200.000000),RotFrequency=(X=10.000000,Y=10.000000,Z=25.000000),LocAmplitude=(X=0.000000,Y=3.000000,Z=5.000000),LocFrequency=(X=1.000000,Y=10.000000,Z=20.000000),FOVAmplitude=2.000000,FOVFrequency=5.000000)
   CameraClass=Class'UTGame.DemoPlayerCamera'
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'GameFramework.Default__GamePlayerController:CollisionCylinder'
      ObjectArchetype=CylinderComponent'GameFramework.Default__GamePlayerController:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'GameFramework.Default__GamePlayerController:Sprite'
      ObjectArchetype=SpriteComponent'GameFramework.Default__GamePlayerController:Sprite'
   End Object
   Components(0)=Sprite
   Components(1)=CollisionCylinder
   Components(2)=RB_Handle0
   Components(3)=ImpulseComponent0
   CollisionComponent=CollisionCylinder
   Name="Default__DemoPlayerController"
   ObjectArchetype=GamePlayerController'GameFramework.Default__GamePlayerController'
}

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Creation time: sk 18-3-2018 10:00:36.156 - Created with UnCodeX