Always snap to grid
UE1:CSPlayer (RTNP)
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| Object >> Actor >> Pawn >> PlayerPawn >> UnrealIPlayer >> CSPlayer |
Contents |
- Package:
- UDSDemo
- Known direct subclass:
- CSHuman
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
The Unreal Director's Suite Release version: Jan 7th, 1999
[ CSPlayer ]
This is our new player class. It holds all the additional information needed to handle a cut sequence. It also has some of the specific code needed for the include ladder's mod.
MOD AUTHORS
If you have not already begun primary coding on your mod, I suggest just using this file to begin your new player class. If your mod already has extensive changes to the UrealIPlayer class, the you will need to merge this file in. You will also need to alter all of the other UDS classes to reference your particular new player class.
[edit] Properties
[edit] AdjVelocity
Type: Object.Vector
How to adjust his movement.
[edit] bCamDebug
Type: bool
Are we viewing a camera
[edit] bCanEsc
Type: bool
Can the player ESC this sequence
[edit] bCSCameraMode
Type: bool
Are we in Camera Mode
[edit] bCSInDebug
Type: bool
Are we debugging
[edit] bIsActing
Type: bool
Ignore movement commands
[edit] CSAbortSpeed
Type: float
When we abort, set the speed here
[edit] CSCamera
Type: CS_Camera
Where is the Camera pointed
[edit] CSDebug1
Type: string
[edit] CSDebug2
Type: string
Big ass hack, but UnrealScript doesn't allow
[edit] CSDebug3
Type: string
Array's of strings (as far as I can tell
[edit] CSDebug4
Type: string
[edit] CSDebug5
Type: string
[edit] CSDebug6
Type: string
[edit] CSDebugCnt
Type: int
Which debug line to drop shit in
[edit] CSLastAction
Type: string
The name of the last action command
[edit] CSMoveTarget
Type: CS_SpikeTape
Where is the player susposed to be going.
[edit] CSShotList
Type: CS_ShotList
What shotlist is currently in charge.
[edit] oldhudMode
Type: int
what is the old hud mode
[edit] Functions
[edit] Exec functions
[edit] AltFire
Overrides: PlayerPawn.AltFire
[edit] CamAdj
[edit] CamMove
[edit] DebugCS
[edit] Fire
Overrides: PlayerPawn.Fire
[edit] GotoCamera
[edit] ListCameras
[edit] ResetView
[edit] ShowMenu
Overrides: PlayerPawn.ShowMenu
[edit] Events
[edit] PlayerCalcView
Overrides: PlayerPawn.PlayerCalcView
[edit] Other instance functions
[edit] AdjustPlayer
[edit] CS_AddDebug
[edit] Freeze
[edit] POVFirstPerson
[edit] POVGotoLocation
[edit] POVThirdPerson
[edit] ResetScriptedMove
[edit] ScriptedMove
[edit] States
[edit] LadderClimbing
Ignores: Bump, HearNoise, SeePlayer, TakeDamage
[edit] LadderClimbing.AnimEnd
Overrides: Actor.AnimEnd (global)
[edit] LadderClimbing.BeginState
Overrides: Object.BeginState (global)
[edit] LadderClimbing.PlayerTick
Overrides: PlayerPawn.PlayerTick (global)
[edit] LadderClimbing.PlayerMove
[edit] LadderClimbing.ProcessMove
Overrides: PlayerPawn.ProcessMove (global)
[edit] PlayerActing
Ignores: Bump, HearNoise, SeePlayer
[edit] PlayerActing.AnimEnd
Overrides: Actor.AnimEnd (global)
[edit] PlayerActing.BeginState
Overrides: Object.BeginState (global)
[edit] PlayerActing.EndState
Overrides: Object.EndState (global)
[edit] PlayerActing.Landed
Overrides: PlayerPawn.Landed (global)
[edit] PlayerActing.PlayerTick
Overrides: PlayerPawn.PlayerTick (global)
[edit] PlayerActing.ZoneChange
Overrides: Actor.ZoneChange (global)
[edit] PlayerActing.FeignDeath
Overrides: PlayerPawn.FeignDeath (global)
[edit] PlayerActing.PlayerMove
[edit] PlayerActing.ProcessMove
Overrides: PlayerPawn.ProcessMove (global)
[edit] PlayerWalking
[edit] PlayerWalking.PlayerMove
Overrides: PlayerPawn.PlayerWalking.PlayerMove
