| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.LicenseeController
|
+-- Engine.PlayerController
Admin, Camera, MessagingSpectator, U2PlayerController
| Constants Summary | ||
|---|---|---|
| BaseSpectatingState | = | 'BaseSpectating' |
| PlayerClimbingState | = | 'PlayerClimbing' |
| PlayerFlyingState | = | 'PlayerFlying' |
| PlayerHelicopteringState | = | 'PlayerHelicoptering' |
| PlayerSpideringState | = | 'PlayerSpidering' |
| PlayerSwimmingState | = | 'PlayerSwimming' |
| PlayerWaitingState | = | 'PlayerWaiting' |
| PlayerWalkingState | = | 'PlayerWalking' |
| SpectatingState | = | 'Spectating' |
| WaitingForPawnState | = | 'WaitingForPawn' |
| Inherited Contants from Engine.Controller |
|---|
| DeadState, FearTimerName, GameEndedState |
| Inherited Variables from Engine.LicenseeController |
|---|
| bDebugForced, bTrackStateChanges, DebugFlags, LastStateChangeContextLineNum, LastStateChangeContextNameStr, LastStateChangeLabel, LPawn |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Controller |
|---|
| EAttitude, EMoveResult, EPathResult, EStopFiringInfo |
| Structures Summary |
|---|
| Inherited Structures from Engine.Controller |
|---|
| TFearLocationInfo |
| Functions Summary | ||
|---|---|---|
![]() | ActivateInventoryItem (class InvItem )) @LandedHardState | |
![]() | ActivateItem ())) @LandedHardState | |
![]() | bool | AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )) @LandedHardState |
![]() | AdjustRadius (float MaxMove)) @LandedHardState | |
![]() | AdjustView (float DeltaTime )) @LandedHardState | |
![]() | Admin (string CommandLine )) @LandedHardState | |
![]() | AltFire ())) @DeadState | |
![]() | AltFire ())) @GameEndedState | |
![]() | AltFire ())) @LandedHardState | |
![]() | AltFire ())) @PlayerWaitingState | |
![]() | AltFire ())) @SpectatingState | |
![]() | BeginState ())) @DeadState | |
![]() | BeginState ())) @GameEndedState | |
![]() | BeginState ())) @PlayerClimbingState | |
![]() | BeginState ())) @PlayerFlyingState | |
![]() | BeginState ())) @PlayerSpideringState | |
![]() | BeginState ())) @PlayerSwimmingState | |
![]() | BeginState ())) @PlayerWaitingState | |
![]() | BeginState ())) @PlayerWalkingState | |
![]() | BeginState ())) @SpectatingState | |
![]() | BeginState ())) PlayerDriving | |
![]() | BehindView (Bool B )) @LandedHardState | |
![]() | CalcBehindView (out vector CameraLocation, out rotator CameraRotation, float Dist)) @LandedHardState | |
![]() | CalcFirstPersonView (out vector CameraLocation, out rotator CameraRotation )) @LandedHardState | |
![]() | bool | CanJumpOffLadder ())) |
![]() | ChangeAlwaysMouseLook (Bool B)) | |
![]() | ChangedWeapon ())) @LandedHardState | |
![]() | ChangeName (coerce string S )) @LandedHardState | |
![]() | ChangeSetHand (string S )) @LandedHardState | |
![]() | ChangeStairLook (bool B )) | |
![]() | ChangeTeam (int N )) @LandedHardState | |
![]() | ChangeTeam (int N )) @PlayerWaitingState | |
![]() | CheckBob (float DeltaTime, float Speed2D, vector Y)) @LandedHardState | |
![]() | ClearProgressMessages ())) @LandedHardState | |
![]() | ClientAdjustGlow (float scale, vector fog )) @LandedHardState | |
![]() | ClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase
)) @LandedHardState | |
![]() | ClientDying (class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum)) | |
![]() | ClientFlash (float scale, vector fog )) @LandedHardState | |
![]() | ClientGotoState (name NewState, name NewLabel)) @LandedHardState | |
![]() | ClientHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate) @LandedHardState | |
![]() | ClientInstantFlash (float scale, vector fog )) @LandedHardState | |
![]() | ClientMessage (coerce string S, optional Name Type )) @LandedHardState | |
![]() | ClientPlaySound (sound ASound, optional bool bVolumeControl )) @LandedHardState | |
![]() | ClientReliablePlaySound (sound ASound, optional bool bVolumeControl )) @LandedHardState | |
![]() | ClientReplicateSkins (Material Skin1, optional Material Skin2, optional Material Skin3, optional Material Skin4)) @LandedHardState | |
![]() | ClientSendEvent (string Event )) @LandedHardState | |
![]() | ClientSetBehindView (bool B)) @LandedHardState | |
![]() | ClientSetFixedCamera (bool B)) @LandedHardState | |
![]() | ClientSetHUD (class<HUD> newHUDType, class<Scoreboard> newScoringType)) @LandedHardState | |
![]() | ClientSetMusic (string NewSong, EMusicTransition NewTransition )) @LandedHardState | |
![]() | ClientShake (float Magnitude, ptional float Duration)) @LandedHardState | |
![]() | ClientTravel (string URL, ETravelType TravelType, bool bItems) @LandedHardState | |
![]() | ClientUpdatePosition ())) @LandedHardState | |
![]() | ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)) @LandedHardState | |
![]() | int | CompressAccel (int C)) @LandedHardState |
![]() | string | ConsoleCommand (string Command) @LandedHardState |
![]() | CopyToClipboard (string Text) @LandedHardState | |
![]() | Destroyed ())) @LandedHardState | |
![]() | EndState ())) @DeadState | |
![]() | EndState ())) @PlayerClimbingState | |
![]() | EndState ())) @PlayerSpideringState | |
![]() | EndState ())) @PlayerWaitingState | |
![]() | EndState ())) @PlayerWalkingState | |
![]() | EndState ())) @SpectatingState | |
![]() | EndState ())) PlayerDriving | |
![]() | EndZoom ())) @LandedHardState | |
![]() | EnterStartState ())) @LandedHardState | |
![]() | FindGoodView ())) @DeadState | |
![]() | FindGoodView ())) @GameEndedState | |
![]() | int | FindStairRotation (float DeltaTime) @LandedHardState |
![]() | Fire ())) @DeadState | |
![]() | Fire ())) @GameEndedState | |
![]() | Fire ())) @LandedHardState | |
![]() | Fire ())) @PlayerWaitingState | |
![]() | Fire ())) @SpectatingState | |
![]() | FixFOV ())) @LandedHardState | |
![]() | ForceDeathUpdate ())) @LandedHardState | |
![]() | FOV (float F)) @LandedHardState | |
![]() | vector | GetAccel (vector X, vector Y, vector Z )) @PlayerSwimmingState |
![]() | vector | GetAccel (vector X, vector Y, vector Z )) @PlayerWalkingState |
![]() | string | GetDefaultURL (string Option) @LandedHardState |
![]() | LevelInfo | GetEntryLevel () @LandedHardState |
![]() | int | GetFacingDirection ())) @LandedHardState |
![]() | SavedMove | GetFreeMove ())) @LandedHardState |
![]() | string | GetNGSecret ())) |
![]() | string | GetPlayerNetworkAddress () @LandedHardState |
![]() | rotator | GetViewRotation ())) |
![]() | GetWeapon (class @LandedHardState | |
![]() | HandleMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot
)) @LandedHardState | |
![]() | HandlePickup (Pickup pick)) @LandedHardState | |
![]() | HandleWalking ())) @LandedHardState | |
![]() | HandleWalking ())) @PlayerFlyingState | |
![]() | HandleWalking ())) @PlayerSwimmingState | |
![]() | InitInputSystem ())) @LandedHardState | |
![]() | Jump (optional float F )) @LandedHardState | |
![]() | Jump (optional float F )) @PlayerWaitingState | |
![]() | LaunchActorOutofWater ())) @PlayerSwimmingState | |
![]() | LocalTravel (string URL )) @LandedHardState | |
![]() | LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ
)) @LandedHardState | |
![]() | Mark ())) @LandedHardState | |
![]() | MoveAutonomous (float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, eDoubleClickDir DoubleClickMove, vector newAccel, rotator DeltaRot
)) @LandedHardState | |
![]() | Name (coerce string S )) @LandedHardState | |
![]() | NextWeapon ())) @LandedHardState | |
![]() | NextWeapon ())) @SpectatingState | |
![]() | bool | NotifyHitWall (vector HitNormal, actor HitActor)) @PlayerSpideringState |
![]() | bool | NotifyLanded (vector HitNormal)) @LandedHardState |
![]() | bool | NotifyLanded (vector HitNormal)) @PlayerSpideringState |
![]() | bool | NotifyLanded (vector HitNormal)) @PlayerSwimmingState |
![]() | bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) @PlayerClimbingState |
![]() | bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) @PlayerSpideringState |
![]() | bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) @PlayerSwimmingState |
![]() | bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) @PlayerWalkingState |
![]() | NotifyStanceChange (byte NewStance, float HeightAdjust )) @LandedHardState | |
![]() | bool | OKToCheat (optional bool bQuiet )) @LandedHardState |
![]() | string | PasteFromClipboard () @LandedHardState |
![]() | Pause ())) @LandedHardState | |
![]() | PawnDied ())) @LandedHardState | |
![]() | PlayBeepSound () @LandedHardState | |
![]() | PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )) @LandedHardState | |
![]() | PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )) PlayerDriving | |
![]() | PlayerMove (float DeltaTime)) @BaseSpectatingState | |
![]() | PlayerMove (float DeltaTime)) @DeadState | |
![]() | PlayerMove (float DeltaTime)) @GameEndedState | |
![]() | PlayerMove (float DeltaTime) @LandedHardState | |
![]() | PlayerMove (float DeltaTime )) @PlayerClimbingState | |
![]() | PlayerMove (float DeltaTime)) @PlayerFlyingState | |
![]() | PlayerMove (float DeltaTime)) @PlayerHelicopteringState | |
![]() | PlayerMove (float DeltaTime )) @PlayerSpideringState | |
![]() | PlayerMove (float DeltaTime)) @PlayerSwimmingState | |
![]() | PlayerMove (float DeltaTime )) @PlayerWalkingState | |
![]() | PlayerMove (float DeltaTime )) PlayerDriving | |
![]() | PlayerTick (float DeltaTime )) @LandedHardState | |
![]() | Possess (Pawn aPawn )) @LandedHardState | |
![]() | PossessMatinee (Pawn P )) @LandedHardState | |
![]() | PostBeginPlay ())) @LandedHardState | |
![]() | PreClientTravel ())) @LandedHardState | |
![]() | PrevItem ())) @LandedHardState | |
![]() | PrevWeapon ())) @LandedHardState | |
![]() | PrevWeapon ())) @SpectatingState | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) @BaseSpectatingState | |
![]() | ProcessMove (float DeltaTime, vector newAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) @LandedHardState | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) @PlayerClimbingState | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) @PlayerSpideringState | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) @PlayerSwimmingState | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) @PlayerWalkingState | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerDriving | |
![]() | QuickLoad ())) @LandedHardState | |
![]() | QuickSave ())) @LandedHardState | |
![]() | ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )) @LandedHardState | |
![]() | ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot
)) @LandedHardState | |
![]() | Replication ())) @LandedHardState | |
![]() | Reset ())) @LandedHardState | |
![]() | ResetFOV ())) @LandedHardState | |
![]() | ResetKeyboard () @LandedHardState | |
![]() | Restart ())) @LandedHardState | |
![]() | RestartLevel ())) @LandedHardState | |
![]() | Say (string Msg )) @LandedHardState | |
![]() | SendEvent (string Event) @LandedHardState | |
![]() | ServerMove (float TimeStamp, vector Accel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel )) @DeadState | |
![]() | ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel )) @GameEndedState | |
![]() | ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool bJumped, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel
)) @LandedHardState | |
![]() | ServerReStartGame ())) @GameEndedState | |
![]() | ServerRestartGame ())) @LandedHardState | |
![]() | ServerRestartPlayer ())) @DeadState | |
![]() | ServerReStartPlayer ())) @PlayerWaitingState | |
![]() | ServerSetHandedness (float hand)) @LandedHardState | |
![]() | ServerThrowWeapon ())) @LandedHardState | |
![]() | SetAirControl (float F )) | |
![]() | SetAutoSaveIndex (int i) @LandedHardState | |
![]() | SetFOVAngle (float newFOV)) @LandedHardState | |
![]() | SetHand ())) @LandedHardState | |
![]() | SetMasterVolume (int Volume )) @LandedHardState | |
![]() | SetMovementVars (vector Accel )) @PlayerSwimmingState | |
![]() | SetMovementVars (vector Accel )) @PlayerWalkingState | |
![]() | SetNGSecret (string newSecret)) | |
![]() | bool | SetPause (BOOL bPause, optional int Key )) @LandedHardState |
![]() | SetProgressMessage (int Index, string S, color C )) @LandedHardState | |
![]() | SetProgressTime (float T )) @LandedHardState | |
![]() | SetViewTarget (Actor NewViewTarget) @LandedHardState | |
![]() | ShakeView (float Magnitude, ptional float Duration) @LandedHardState | |
![]() | ShortClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase
)) @LandedHardState | |
![]() | ShortServerMove (float TimeStamp, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, byte ClientRoll, int View
)) @LandedHardState | |
![]() | SpawnDefaultHUD ())) @LandedHardState | |
![]() | Speech (int Type, int Index, int Callsign )) @LandedHardState | |
![]() | StartZoom ())) @LandedHardState | |
![]() | StopZoom ())) @LandedHardState | |
![]() | Suicide ())) @LandedHardState | |
![]() | Suicide ())) @PlayerWaitingState | |
![]() | SwitchLevel (string URL )) @LandedHardState | |
![]() | SwitchTeam ())) @LandedHardState | |
![]() | SwitchWeapon (byte F )) @LandedHardState | |
![]() | TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type )) @LandedHardState | |
![]() | TeamSay (string Msg )) @LandedHardState | |
![]() | TestShake (float Magnitude, ptional float Duration) @LandedHardState | |
![]() | ThrowWeapon ())) @GameEndedState | |
![]() | ThrowWeapon ())) @LandedHardState | |
![]() | Timer ())) @DeadState | |
![]() | Timer ())) @GameEndedState | |
![]() | Timer ())) @PlayerSwimmingState | |
![]() | ToggleZoom ())) @LandedHardState | |
![]() | TravelPostAccept ())) @LandedHardState | |
![]() | TurnAround ())) @LandedHardState | |
![]() | bool | TurnTowardNearestEnemy () @LandedHardState |
![]() | Typing (bool bTyping )) @LandedHardState | |
![]() | UnPossess ())) @LandedHardState | |
![]() | UnPossessMatinee ())) @LandedHardState | |
![]() | Unuse () @LandedHardState | |
![]() | UpdateBob (float F)) @LandedHardState | |
![]() | UpdateRotation (float DeltaTime, float maxPitch)) @LandedHardState | |
![]() | UpdateRotation (float DeltaTime, float maxPitch)) @PlayerSpideringState | |
![]() | UpdateURL (string NewOption, string NewValue, bool bSaveDefault) @LandedHardState | |
![]() | Use () @LandedHardState | |
![]() | VeryShortClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase
)) @LandedHardState | |
![]() | ViewFlash (float DeltaTime)) @LandedHardState | |
![]() | ViewShake (float DeltaTime)) @LandedHardState | |
![]() | bool | WantsSmoothedView ())) @PlayerSwimmingState |
![]() | vector | WeaponBob (float BobDamping)) @LandedHardState |
| States Summary |
|---|
| @BaseSpectatingState Source code |
|---|
|
state @BaseSpectatingState |
| PlayerMove, ProcessMove |
| @DeadState Source code |
|---|
|
state @DeadState |
| AltFire, BeginState, EndState, FindGoodView, Fire, PlayerMove, ServerMove, ServerRestartPlayer, Timer |
| @GameEndedState Source code |
|---|
|
state @GameEndedState |
| AltFire, BeginState, FindGoodView, Fire, PlayerMove, ServerMove, ServerReStartGame, ThrowWeapon, Timer |
| @PlayerClimbingState Source code |
|---|
|
state @PlayerClimbingState |
| BeginState, EndState, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove |
| @PlayerFlyingState Source code |
|---|
|
state @PlayerFlyingState |
| BeginState, HandleWalking, PlayerMove |
| @PlayerHelicopteringState Source code |
|---|
|
state @PlayerHelicopteringState extends @PlayerFlyingState |
| PlayerMove |
| @PlayerSpideringState Source code |
|---|
|
state @PlayerSpideringState |
| BeginState, EndState, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, UpdateRotation |
| @PlayerSwimmingState Source code |
|---|
|
state @PlayerSwimmingState |
| BeginState, GetAccel, HandleWalking, LaunchActorOutofWater, NotifyLanded, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, SetMovementVars, Timer, WantsSmoothedView |
| @PlayerWaitingState Source code |
|---|
|
auto state @PlayerWaitingState extends @BaseSpectatingState |
| AltFire, BeginState, ChangeTeam, EndState, Fire, Jump, ServerReStartPlayer, Suicide |
| @PlayerWalkingState Source code |
|---|
|
state @PlayerWalkingState |
| BeginState, EndState, GetAccel, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, SetMovementVars |
| @SpectatingState Source code |
|---|
|
state @SpectatingState extends @BaseSpectatingState |
| AltFire, BeginState, EndState, Fire, NextWeapon, PrevWeapon |
| PlayerDriving Source code |
|---|
|
state PlayerDriving |
| BeginState, EndState, PlayerCalcView, PlayerMove, ProcessMove |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Functions Detail |
|---|
ActivateInventoryItem @LandedHardState Source code
ActivateItem @LandedHardState Source code
AdjustAim @LandedHardState Source code
AdjustRadius @LandedHardState Source code
AdjustView @LandedHardState Source code
Admin @LandedHardState Source code
AltFire @DeadState Source code
AltFire @GameEndedState Source code
AltFire @LandedHardState Source code
AltFire @PlayerWaitingState Source code
AltFire @SpectatingState Source code
BeginState @DeadState Source code
BeginState @GameEndedState Source code
BeginState @PlayerClimbingState Source code
BeginState @PlayerFlyingState Source code
BeginState @PlayerSpideringState Source code
BeginState @PlayerSwimmingState Source code
BeginState @PlayerWaitingState Source code
BeginState @PlayerWalkingState Source code
BeginState @SpectatingState Source code
BeginState PlayerDriving Source code
BehindView @LandedHardState Source code
CalcBehindView @LandedHardState Source code
CalcFirstPersonView @LandedHardState Source code
CanJumpOffLadder Source code
ChangeAlwaysMouseLook Source code
ChangedWeapon @LandedHardState Source code
ChangeName @LandedHardState Source code
ChangeSetHand @LandedHardState Source code
ChangeStairLook Source code
ChangeTeam @LandedHardState Source code
ChangeTeam @PlayerWaitingState Source code
CheckBob @LandedHardState Source code
ClearProgressMessages @LandedHardState Source code
ClientAdjustGlow @LandedHardState Source code
ClientAdjustPosition @LandedHardState Source code
ClientDying Source code
ClientFlash @LandedHardState Source code
ClientGotoState @LandedHardState Source code
ClientHearSound @LandedHardState Source code
ClientInstantFlash @LandedHardState Source code
ClientMessage @LandedHardState Source code
ClientPlaySound @LandedHardState Source code
ClientReliablePlaySound @LandedHardState Source code
ClientReplicateSkins @LandedHardState Source code
ClientSendEvent @LandedHardState Source code
ClientSetBehindView @LandedHardState Source code
ClientSetFixedCamera @LandedHardState Source code
ClientSetHUD @LandedHardState Source code
ClientSetMusic @LandedHardState Source code
ClientShake @LandedHardState Source code
ClientTravel @LandedHardState Source code
ClientUpdatePosition @LandedHardState Source code
ClientVoiceMessage @LandedHardState Source code
CompressAccel @LandedHardState Source code
ConsoleCommand @LandedHardState Source code
CopyToClipboard @LandedHardState Source code
Destroyed @LandedHardState Source code
EndState @DeadState Source code
EndState @PlayerClimbingState Source code
EndState @PlayerSpideringState Source code
EndState @PlayerWaitingState Source code
EndState @PlayerWalkingState Source code
EndState @SpectatingState Source code
EndState PlayerDriving Source code
EndZoom @LandedHardState Source code
EnterStartState @LandedHardState Source code
FindGoodView @DeadState Source code
FindGoodView @GameEndedState Source code
FindStairRotation @LandedHardState Source code
Fire @DeadState Source code
Fire @GameEndedState Source code
Fire @LandedHardState Source code
Fire @PlayerWaitingState Source code
Fire @SpectatingState Source code
FixFOV @LandedHardState Source code
ForceDeathUpdate @LandedHardState Source code
FOV @LandedHardState Source code
GetAccel @PlayerSwimmingState Source code
GetAccel @PlayerWalkingState Source code
GetDefaultURL @LandedHardState Source code
GetEntryLevel @LandedHardState Source code
GetFacingDirection @LandedHardState Source code
GetFreeMove @LandedHardState Source code
GetNGSecret Source code
GetPlayerNetworkAddress @LandedHardState Source code
GetViewRotation Source code
GetWeapon @LandedHardState Source code
HandleMove @LandedHardState Source code
HandlePickup @LandedHardState Source code
HandleWalking @LandedHardState Source code
HandleWalking @PlayerFlyingState Source code
HandleWalking @PlayerSwimmingState Source code
InitInputSystem @LandedHardState Source code
Jump @LandedHardState Source code
Jump @PlayerWaitingState Source code
LaunchActorOutofWater @PlayerSwimmingState Source code
LocalTravel @LandedHardState Source code
LongClientAdjustPosition @LandedHardState Source code
Mark @LandedHardState Source code
MoveAutonomous @LandedHardState Source code
Name @LandedHardState Source code
NextWeapon @LandedHardState Source code
NextWeapon @SpectatingState Source code
NotifyHitWall @PlayerSpideringState Source code
NotifyLanded @LandedHardState Source code
NotifyLanded @PlayerSpideringState Source code
NotifyLanded @PlayerSwimmingState Source code
NotifyPhysicsVolumeChange @PlayerClimbingState Source code
NotifyPhysicsVolumeChange @PlayerSpideringState Source code
NotifyPhysicsVolumeChange @PlayerSwimmingState Source code
NotifyPhysicsVolumeChange @PlayerWalkingState Source code
NotifyStanceChange @LandedHardState Source code
OKToCheat @LandedHardState Source code
PasteFromClipboard @LandedHardState Source code
Pause @LandedHardState Source code
PawnDied @LandedHardState Source code
PlayBeepSound @LandedHardState Source code
PlayerCalcView @LandedHardState Source code
PlayerCalcView PlayerDriving Source code
PlayerMove @BaseSpectatingState Source code
PlayerMove @DeadState Source code
PlayerMove @GameEndedState Source code
PlayerMove @LandedHardState Source code
PlayerMove @PlayerClimbingState Source code
PlayerMove @PlayerFlyingState Source code
PlayerMove @PlayerHelicopteringState Source code
PlayerMove @PlayerSpideringState Source code
PlayerMove @PlayerSwimmingState Source code
PlayerMove @PlayerWalkingState Source code
PlayerMove PlayerDriving Source code
PlayerTick @LandedHardState Source code
Possess @LandedHardState Source code
PossessMatinee @LandedHardState Source code
PostBeginPlay @LandedHardState Source code
PreClientTravel @LandedHardState Source code
PrevItem @LandedHardState Source code
PrevWeapon @LandedHardState Source code
PrevWeapon @SpectatingState Source code
ProcessMove @BaseSpectatingState Source code
ProcessMove @LandedHardState Source code
ProcessMove @PlayerClimbingState Source code
ProcessMove @PlayerSpideringState Source code
ProcessMove @PlayerSwimmingState Source code
ProcessMove @PlayerWalkingState Source code
ProcessMove PlayerDriving Source code
QuickLoad @LandedHardState Source code
QuickSave @LandedHardState Source code
ReceiveLocalizedMessage @LandedHardState Source code
ReplicateMove @LandedHardState Source code
Replication @LandedHardState Source code
Reset @LandedHardState Source code
ResetFOV @LandedHardState Source code
ResetKeyboard @LandedHardState Source code
Restart @LandedHardState Source code
RestartLevel @LandedHardState Source code
Say @LandedHardState Source code
SendEvent @LandedHardState Source code
ServerMove @DeadState Source code
ServerMove @GameEndedState Source code
ServerMove @LandedHardState Source code
ServerReStartGame @GameEndedState Source code
ServerRestartGame @LandedHardState Source code
ServerRestartPlayer @DeadState Source code
ServerReStartPlayer @PlayerWaitingState Source code
ServerSetHandedness @LandedHardState Source code
ServerThrowWeapon @LandedHardState Source code
SetAirControl Source code
SetAutoSaveIndex @LandedHardState Source code
SetFOVAngle @LandedHardState Source code
SetHand @LandedHardState Source code
SetMasterVolume @LandedHardState Source code
SetMovementVars @PlayerSwimmingState Source code
SetMovementVars @PlayerWalkingState Source code
SetNGSecret Source code
SetPause @LandedHardState Source code
SetProgressMessage @LandedHardState Source code
SetProgressTime @LandedHardState Source code
SetViewTarget @LandedHardState Source code
ShakeView @LandedHardState Source code
ShortClientAdjustPosition @LandedHardState Source code
ShortServerMove @LandedHardState Source code
SpawnDefaultHUD @LandedHardState Source code
Speech @LandedHardState Source code
StartZoom @LandedHardState Source code
StopZoom @LandedHardState Source code
Suicide @LandedHardState Source code
Suicide @PlayerWaitingState Source code
SwitchLevel @LandedHardState Source code
SwitchTeam @LandedHardState Source code
SwitchWeapon @LandedHardState Source code
TeamMessage @LandedHardState Source code
TeamSay @LandedHardState Source code
TestShake @LandedHardState Source code
ThrowWeapon @GameEndedState Source code
ThrowWeapon @LandedHardState Source code
Timer @DeadState Source code
Timer @GameEndedState Source code
Timer @PlayerSwimmingState Source code
ToggleZoom @LandedHardState Source code
TravelPostAccept @LandedHardState Source code
TurnAround @LandedHardState Source code
TurnTowardNearestEnemy @LandedHardState Source code
Typing @LandedHardState Source code
UnPossess @LandedHardState Source code
UnPossessMatinee @LandedHardState Source code
Unuse @LandedHardState Source code
UpdateBob @LandedHardState Source code
UpdateRotation @LandedHardState Source code
UpdateRotation @PlayerSpideringState Source code
UpdateURL @LandedHardState Source code
Use @LandedHardState Source code
VeryShortClientAdjustPosition @LandedHardState Source code
ViewFlash @LandedHardState Source code
ViewShake @LandedHardState Source code
WantsSmoothedView @PlayerSwimmingState Source code
WeaponBob @LandedHardState Source code| Defaultproperties |
|---|
defaultproperties
{
bAlwaysMouseLook=true
bKeyboardLook=true
bNeverSwitchOnPickup=true
WeaponPriority(0)='weaponInvTakkra'
WeaponPriority(1)='weaponInvFlamethrower'
WeaponPriority(2)='weaponInvLeechGun'
WeaponPriority(3)='weaponInvDispersion'
WeaponPriority(4)='weaponInvPistol'
WeaponPriority(5)='weaponInvEnergyRifle'
WeaponPriority(6)='weaponInvSniperRifle'
WeaponPriority(7)='weaponInvShotgun'
WeaponPriority(8)='weaponInvGrenadeLauncher'
WeaponPriority(9)='weaponInvRocketLauncher'
WeaponPriority(10)='weaponInvAssaultRifle'
WeaponPriority(11)='weaponInvSingularityCannon'
WeaponPriority(12)='weaponInvLaserRifle'
WeaponPriority(13)='weaponTutorialInvGrenadeLauncher'
bCheatsEnabled=true
bZeroRoll=true
OrthoZoom=40000.000000
CameraDist=9.000000
DesiredFOV=90.000000
DefaultFOV=90.000000
FlashScale=(X=1.000000,Y=1.000000,Z=1.000000)
AnnouncerVolume=4
MaxTimeMargin=1.000000
QuickSaveString="Quick Saving"
NoPauseMessage="Game is not pauseable"
ViewingFrom="Now viewing from"
OwnCamera="Now viewing from own camera"
LocalMessageClass=Class'Engine.LocalMessage'
Bob=0.045000
ShakePeriodX=31.000000
ShakePeriodY=29.000000
EnemyTurnSpeed=45000
InputClass=Class'Engine.PlayerInput'
SpectatingAccelerationScale=0.025000
ShowSubtitles=true
FovAngle=85.000000
bIsPlayer=true
NetPriority=3.000000
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}
|
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