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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.LicenseeController
|
+-- Engine.PlayerController
|
+-- U2.U2PlayerController
U2PlayerTestController
| Constants Summary | ||
|---|---|---|
| ImpaledState | = | 'Impaled' |
| LeanRate | = | 256.0 |
| LeanTraceFudge | = | 16.0 |
| LeanWalkingPctScale | = | 1.0 |
| LevelTransitionState | = | 'LevelTransition' |
| MantlingState | = | 'Mantling' |
| MissionFailedState | = | 'MissionFailed' |
| PlayerEndLevelImmediatelyState | = | 'PlayerEndLevelImmediately' |
| Variables Summary | |
|---|---|
| float | AmmoFlashTime |
| int | AutoSaveIndex |
| bool | bAltWeaponKick |
| bool | bAutoTaunt |
| bool | bInstantRocket |
| bool | bNoAutoTaunts |
| bool | bNoMatureLanguage |
| bool | bNoVoiceMessages |
| bool | bNoVoices |
| bool | bNoVoiceTaunts |
| bool | bReleaseLeanKeys |
| bool | bRising |
| bool | bWantsToLean |
| bool | bWeaponKickDisabled |
| bool | bWeaponKicking |
| vector | DesiredLeanOffset |
| vector | LadderMoveLocation |
| vector | LastAutoAimLocation |
| ELeanDir | LastLeanDir |
| float | LastLeaningCheck |
| float | LastWeaponKickTime |
| ELeanDir | LeanDir |
| NavigationPoint | StartSpot |
| U2Pawn | U2P |
| name | UnFreezeState |
| vector | WeaponKickOffset |
| float | WeaponKickPercent |
| array<WeaponInfo> | WeaponOrder1 |
| array<WeaponInfo> | WeaponOrder2 |
| array<WeaponInfo> | WeaponOrder3 |
| array<WeaponInfo> | WeaponOrder4 |
| array<WeaponInfo> | WeaponOrder5 |
| Music | |
| array<string> | DeathMusic |
| U2PlayerController | |
| bool | bIgnoreNextWhenZoomed |
| float | ProneWeaponKickRatio |
| byte | UIAlpha |
| 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 | ||
|---|---|---|
![]() | ActivateInventoryItem (class InvItem )) | |
![]() | bool | ActorHeadInWater (Actor SourceActor, vector Loc )) |
![]() | AddBots (optional int N )) | |
![]() | AltFire ())) | |
![]() | AltFire () @LevelTransitionState | |
![]() | AltFire ())) @PlayerClimbingState | |
![]() | bool | AutoSaveEnabledA1 () |
![]() | bool | AutoSaveEnabledA2 () |
![]() | bool | AutoSaveEnabledA3 () |
![]() | bool | AutoSaveEnabledA4 () |
![]() | bool | AutoSaveEnabledB1 () |
![]() | bool | AutoSaveEnabledB2 () |
![]() | bool | AutoSaveEnabledB3 () |
![]() | bool | AutoSaveEnabledB4 () |
![]() | bool | AutoSaveEnabledC1 () |
![]() | bool | AutoSaveEnabledC2 () |
![]() | bool | AutoSaveEnabledC3 () |
![]() | bool | AutoSaveEnabledC4 () |
![]() | bool | AutoSaveEnabledD1 () |
![]() | bool | AutoSaveEnabledD2 () |
![]() | bool | AutoSaveEnabledD3 () |
![]() | bool | AutoSaveEnabledD4 () |
![]() | bool | AutoSaveEnabledE1 () |
![]() | bool | AutoSaveEnabledE2 () |
![]() | bool | AutoSaveEnabledE3 () |
![]() | bool | AutoSaveEnabledE4 () |
![]() | bool | AutoSaveEnabledF1 () |
![]() | bool | AutoSaveEnabledF2 () |
![]() | bool | AutoSaveEnabledF3 () |
![]() | bool | AutoSaveEnabledF4 () |
![]() | bool | AutoSaveEnabledG1 () |
![]() | BeginState ())) @BaseSpectatingState | |
![]() | BeginState ())) @CantMoveState | |
![]() | BeginState ())) @DeadState | |
![]() | BeginState ())) @GameEndedState | |
![]() | BeginState ())) @ImpaledState | |
![]() | BeginState ())) @LevelTransitionState | |
![]() | BeginState ())) @MantlingState | |
![]() | BeginState ())) @PlayerClimbingState | |
![]() | BeginState ())) @PlayerEndLevelImmediatelyState | |
![]() | BeginState ())) @PlayerFlyingState | |
![]() | BeginState ())) @PlayerSwimmingState | |
![]() | BeginState ())) @PlayerWalkingState | |
![]() | CalcFirstPersonView (out vector CameraLocation, out rotator CameraRotation )) | |
![]() | bool | CanCrouch ())) @MantlingState |
![]() | bool | CanDodge ())) |
![]() | bool | CanLean ())) |
![]() | bool | CanLean ())) @PlayerClimbingState |
![]() | bool | CanLean ())) @PlayerSwimmingState |
![]() | bool | CanLean ())) @PlayerWalkingState |
![]() | CheckBob (float DeltaTime, float Speed2D, vector Y)) | |
![]() | ClearProgressMessages ())) | |
![]() | ClearWeaponEffects ())) | |
![]() | ClientHearSound (actor Actor, int Id, sound S, vector SoundLocation, vector Parameters, bool Attenuate
)) | |
![]() | ClientPlayTakeHit (vector HitLocation, byte Damage, class<DamageType> DamageType, bool bServerGuessWeapon )) | |
![]() | ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)) | |
![]() | DeactivateInventoryItem (class InvItem )) | |
![]() | DialogInitiate (Actor Other, optional name Topic, optional Actor WaitingActor )) | |
![]() | DialogTerminate ())) | |
![]() | EnableProne ())) | |
![]() | bool | EncroachingOn (actor Other )) |
![]() | EndState ())) @MantlingState | |
![]() | EndState ())) @PlayerEndLevelImmediatelyState | |
![]() | EndState ())) @PlayerFlyingState | |
![]() | Fire ())) | |
![]() | Fire ())) @GameEndedState | |
![]() | Fire () @LevelTransitionState | |
![]() | Fire ())) @PlayerClimbingState | |
![]() | Freeze ())) | |
![]() | Freeze () @CantMoveState | |
![]() | vector | GetAccel (vector X, vector Y, vector Z )) @MantlingState |
![]() | float | GetAmmoClipPct ())) |
![]() | float | GetAmmoTotalPct ())) |
![]() | string | GetArtifactString ())) |
![]() | bool | GetAutoTaunt ())) |
![]() | string | GetClipRoundsRemaining ())) |
![]() | string | GetClipSize ())) |
![]() | float | GetHealthPct ())) |
![]() | string | GetHealthString ())) |
![]() | bool | GetInstantRocket ())) |
![]() | ELeanDir | GetLeanDir ())) |
![]() | vector | GetLeanLeftRightVector ())) |
![]() | array<string> | GetObjectives ())) |
![]() | bool | GetPlayVoiceMessages ())) |
![]() | string | GetPowerSuitMaxString ())) |
![]() | float | GetPowerSuitPct ())) |
![]() | string | GetPowerSuitPowerString ())) |
![]() | string | GetPowerSuitString ())) |
![]() | string | GetTotalAmmoString ())) |
![]() | float | GetUIAlpha () |
![]() | float | GetWalkingPctScale ())) |
![]() | WeaponPanel | GetWeaponPanel ())) |
![]() | string | GetWeaponString ())) |
![]() | HandleMissionFailed (Pawn ViewTarget )) | |
![]() | HandleMissionFailed (Pawn ViewTarget) @DeadState | |
![]() | HandleWalking ())) | |
![]() | bool | HandlingCrosshair ())) |
![]() | HighlightPendingWeapon (Pawn P )) | |
![]() | bool | InLeanMode ())) |
![]() | bool | IsFrozen ())) @CantMoveState |
![]() | LandedHardDone ())) @LandedHardState | |
![]() | LeanBegin (ELeanDir NewLeanDir )) | |
![]() | LeanEnd ())) | |
![]() | LeanReset ())) | |
![]() | bool | LeanTransition ())) |
![]() | LevelChange ())) | |
![]() | Loaded ())) | |
![]() | LoadLeftHand ())) | |
![]() | MantleBegin ())) @PlayerWalkingState | |
![]() | MantleEnd ())) @MantlingState | |
![]() | NextWeapon ())) | |
![]() | NotifyAddInventory (inventory AddedItem)) | |
![]() | NotifyImpaled ())) | |
![]() | bool | NotifyLanded (vector HitNormal )) @PlayerWalkingState |
![]() | NotifyRemoveInventory (inventory RemovedItem)) | |
![]() | NotifyTakeHit (Pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum )) | |
![]() | NotifyUnImpaled ())) | |
![]() | PlayerCalcView (out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation )) | |
![]() | PlayerEndLevel ())) | |
![]() | PlayerMove (float DeltaTime )) @CantMoveState | |
![]() | PlayerMove (float DeltaTime )) @ImpaledState | |
![]() | PlayerMove (float DeltaTime )) @LandedHardState | |
![]() | PlayerMove (float DeltaTime) @LevelTransitionState | |
![]() | PlayerMove (float DeltaTime )) @MantlingState | |
![]() | PlayerMove (float DeltaTime )) @PlayerClimbingState | |
![]() | PlayerMove (float DeltaTime )) @PlayerFlyingState | |
![]() | PlayerMove (float DeltaTime )) @PlayerSwimmingState | |
![]() | PlayerTick (float DeltaTime )) | |
![]() | PlayerTick (float DeltaTime )) @CantMoveState | |
![]() | PlayerTick (float DeltaTime )) @DeadState | |
![]() | PlayerTick (float DeltaTime )) @MantlingState | |
![]() | PlayWinMessage (bool bWinner)) | |
![]() | Possess (Pawn P )) | |
![]() | PostBeginPlay ())) | |
![]() | bool | PressingAnyLeanKey ())) |
![]() | bool | PressingSelectedLeanKey ())) |
![]() | PrevWeapon ())) | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot )) @PlayerWalkingState | |
![]() | QuickLoad ())) | |
![]() | QuickSave ())) | |
![]() | Reload ())) | |
![]() | RenderOverlays (Canvas Canvas )) | |
![]() | bool | SaveEnabled ())) |
![]() | SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)) | |
![]() | ServerAddBots (int N )) | |
![]() | ServerReload ())) | |
![]() | ServerSetInstantRocket (bool B)) | |
![]() | ServerSetTaunt (bool B)) | |
![]() | ServerTaunt (name Sequence )) | |
![]() | SetAutoSaveIndex (int i )) | |
![]() | SetAutoTaunt (bool B)) | |
![]() | SetDesiredLeanOffset ())) | |
![]() | SetInstantRocket (bool B)) | |
![]() | SetLevelAction ())) @DeadState | |
![]() | SetLevelAction ())) @MissionFailedState | |
![]() | SetMovementVars (vector NewAccel )) | |
![]() | SetMovementVars (vector NewAccel )) @MantlingState | |
![]() | SetPlayVoiceMessages (bool B )) | |
![]() | SetUIAlpha (float A) | |
![]() | SetViewTarget (Actor NewViewTarget )) | |
![]() | bool | SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode )) |
![]() | SwitchWeapon (byte F )) | |
![]() | Taunt (name Sequence )) | |
![]() | TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type )) | |
![]() | bool | ThirdPerson ())) |
![]() | ThrowWeapon ())) | |
![]() | ThrowWeapon () @LevelTransitionState | |
![]() | ToggleLeanForward ())) | |
![]() | ToggleLeanLeft ())) | |
![]() | ToggleLeanRight ())) | |
![]() | ToggleLeanUp ())) | |
![]() | bool | TurnTowardNearestEnemy ())) |
![]() | UnFreeze () | |
![]() | UnFreeze ())) @CantMoveState | |
![]() | UnPossessMatinee ())) | |
![]() | Unuse ())) | |
![]() | Use ())) | |
![]() | bool | ViewingSelf ())) |
| 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 |
|---|
| Variables Detail |
|---|
| Enumerations Detail |
|---|
| Structures Detail |
|---|
Weapon:
| Functions Detail |
|---|
ActivateInventoryItem Source code
ActorHeadInWater Source code
AddBots Source code
AltFire Source code
AltFire @LevelTransitionState Source code
AltFire @PlayerClimbingState Source code
AutoSaveEnabledA1 Source code
AutoSaveEnabledA2 Source code
AutoSaveEnabledA3 Source code
AutoSaveEnabledA4 Source code
AutoSaveEnabledB1 Source code
AutoSaveEnabledB2 Source code
AutoSaveEnabledB3 Source code
AutoSaveEnabledB4 Source code
AutoSaveEnabledC1 Source code
AutoSaveEnabledC2 Source code
AutoSaveEnabledC3 Source code
AutoSaveEnabledC4 Source code
AutoSaveEnabledD1 Source code
AutoSaveEnabledD2 Source code
AutoSaveEnabledD3 Source code
AutoSaveEnabledD4 Source code
AutoSaveEnabledE1 Source code
AutoSaveEnabledE2 Source code
AutoSaveEnabledE3 Source code
AutoSaveEnabledE4 Source code
AutoSaveEnabledF1 Source code
AutoSaveEnabledF2 Source code
AutoSaveEnabledF3 Source code
AutoSaveEnabledF4 Source code
AutoSaveEnabledG1 Source code
BeginState @BaseSpectatingState Source code
BeginState @CantMoveState Source code
BeginState @DeadState Source code
BeginState @GameEndedState Source code
BeginState @ImpaledState Source code
BeginState @LevelTransitionState Source code
BeginState @MantlingState Source code
BeginState @PlayerClimbingState Source code
BeginState @PlayerEndLevelImmediatelyState Source code
BeginState @PlayerFlyingState Source code
BeginState @PlayerSwimmingState Source code
BeginState @PlayerWalkingState Source code
CalcFirstPersonView Source code
CanCrouch @MantlingState Source code
CanDodge Source code
CanLean Source code
CanLean @PlayerClimbingState Source code
CanLean @PlayerSwimmingState Source code
CanLean @PlayerWalkingState Source code
CheckBob Source code
ClearProgressMessages Source code
ClearWeaponEffects Source code
ClientHearSound Source code
ClientPlayTakeHit Source code
ClientVoiceMessage Source code
DeactivateInventoryItem Source code
DialogInitiate Source code
DialogTerminate Source code
EnableProne Source code
EncroachingOn Source code
EndState @MantlingState Source code
EndState @PlayerEndLevelImmediatelyState Source code
EndState @PlayerFlyingState Source code
Fire Source code
Fire @GameEndedState Source code
Fire @LevelTransitionState Source code
Fire @PlayerClimbingState Source code
Freeze Source code
Freeze @CantMoveState Source code
GetAccel @MantlingState Source code
GetAmmoClipPct Source code
GetAmmoTotalPct Source code
GetArtifactString Source code
GetAutoTaunt Source code
GetClipRoundsRemaining Source code
GetClipSize Source code
GetHealthPct Source code
GetHealthString Source code
GetInstantRocket Source code
GetLeanDir Source code
GetLeanLeftRightVector Source code
GetObjectives Source code
GetPlayVoiceMessages Source code
GetPowerSuitMaxString Source code
GetPowerSuitPct Source code
GetPowerSuitPowerString Source code
GetPowerSuitString Source code
GetTotalAmmoString Source code
GetUIAlpha Source code
GetWalkingPctScale Source code
GetWeaponPanel Source code
GetWeaponString Source code
HandleMissionFailed Source code
HandleMissionFailed @DeadState Source code
HandleWalking Source code
HandlingCrosshair Source code
HighlightPendingWeapon Source code
InLeanMode Source code
IsFrozen @CantMoveState Source code
LandedHardDone @LandedHardState Source code
LeanBegin Source code
LeanEnd Source code
LeanReset Source code
LeanTransition Source code
LevelChange Source code
Loaded Source code
LoadLeftHand Source code
MantleBegin @PlayerWalkingState Source code
MantleEnd @MantlingState Source code
NextWeapon Source code
NotifyAddInventory Source code
NotifyImpaled Source code
NotifyLanded @PlayerWalkingState Source code
NotifyRemoveInventory Source code
NotifyTakeHit Source code
NotifyUnImpaled Source code
PlayerCalcView Source code
PlayerEndLevel Source code
PlayerMove @CantMoveState Source code
PlayerMove @ImpaledState Source code
PlayerMove @LandedHardState Source code
PlayerMove @LevelTransitionState Source code
PlayerMove @MantlingState Source code
PlayerMove @PlayerClimbingState Source code
PlayerMove @PlayerFlyingState Source code
PlayerMove @PlayerSwimmingState Source code
PlayerTick Source code
PlayerTick @CantMoveState Source code
PlayerTick @DeadState Source code
PlayerTick @MantlingState Source code
PlayWinMessage Source code
Possess Source code
PostBeginPlay Source code
PressingAnyLeanKey Source code
PressingSelectedLeanKey Source code
PrevWeapon Source code
ProcessMove @PlayerWalkingState Source code
QuickLoad Source code
QuickSave Source code
Reload Source code
RenderOverlays Source code
SaveEnabled Source code
SendMessage Source code
ServerAddBots Source code
ServerReload Source code
ServerSetInstantRocket Source code
ServerSetTaunt Source code!CDH/MJL function ClientReplicateSkins(texture Skin1, optional texture Skin2, optional texture Skin3, optional texture Skin4) { local classC; // do nothing (just loading other player skins onto client) log("Getting "$Skin1$", "$Skin2$", "$Skin3$", "$Skin4); }
ServerTaunt Source code
SetAutoSaveIndex Source code
SetAutoTaunt Source code
SetDesiredLeanOffset Source code
SetInstantRocket Source code
SetLevelAction @DeadState Source code
SetLevelAction @MissionFailedState Source code
SetMovementVars Source code
SetMovementVars @MantlingState Source code
SetPlayVoiceMessages Source code
SetUIAlpha Source code
SetViewTarget Source code
SwitchToBestWeapon Source code
SwitchWeapon Source code
Taunt Source code
TeamMessage Source code
ThirdPerson Source code
ThrowWeapon Source code
ThrowWeapon @LevelTransitionState Source code
ToggleLeanForward Source code
ToggleLeanLeft Source code
ToggleLeanRight Source code
ToggleLeanUp Source code
TurnTowardNearestEnemy Source code
UnFreeze Source code
UnFreeze @CantMoveState Source code
UnPossessMatinee Source code
Unuse Source code
Use Source code
ViewingSelf Source code| 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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