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UE1:CSPlayer (RTNP)

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RTNP Object >> Actor >> Pawn >> PlayerPawn >> UnrealIPlayer >> CSPlayer

Contents

Package: 
UDSDemo
Known direct subclass:
CSHuman

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

exec function AltFire (optional float F)

Overrides: PlayerPawn.AltFire


[edit] CamAdj

exec function CamAdj (int p, int r, int y)


[edit] CamMove

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


[edit] DebugCS

exec function DebugCS ()


[edit] Fire

exec function Fire (optional float F)

Overrides: PlayerPawn.Fire


[edit] GotoCamera

exec function GotoCamera (name CName)


[edit] ListCameras

exec function ListCameras ()


[edit] ResetView

exec function ResetView ()


[edit] ShowMenu

exec function ShowMenu ()

Overrides: PlayerPawn.ShowMenu


[edit] Events

[edit] PlayerCalcView

event PlayerCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)

Overrides: PlayerPawn.PlayerCalcView


[edit] Other instance functions

[edit] AdjustPlayer

function string AdjustPlayer ()


[edit] CS_AddDebug

function CS_AddDebug (string msg)


[edit] Freeze

function Freeze (bool value)


[edit] POVFirstPerson

function POVFirstPerson ()


[edit] POVGotoLocation

function POVGotoLocation (CS_Camera Camera)


[edit] POVThirdPerson

function POVThirdPerson (bool letterboxed)


[edit] ResetScriptedMove

function ResetScriptedMove ()


[edit] ScriptedMove

function ScriptedMove (Object.Vector NewVelocity)


[edit] States

[edit] LadderClimbing

Ignores: Bump, HearNoise, SeePlayer, TakeDamage

[edit] LadderClimbing.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] LadderClimbing.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] LadderClimbing.PlayerTick

event PlayerTick (float DeltaTime)

Overrides: PlayerPawn.PlayerTick (global)


[edit] LadderClimbing.PlayerMove

function PlayerMove (float DeltaTime)


[edit] LadderClimbing.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDodgeDir DodgeMove, Object.Rotator DeltaRot)

Overrides: PlayerPawn.ProcessMove (global)


[edit] PlayerActing

Ignores: Bump, HearNoise, SeePlayer

[edit] PlayerActing.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] PlayerActing.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] PlayerActing.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] PlayerActing.Landed

event Landed (Object.Vector HitNormal)

Overrides: PlayerPawn.Landed (global)


[edit] PlayerActing.PlayerTick

event PlayerTick (float DeltaTime)

Overrides: PlayerPawn.PlayerTick (global)


[edit] PlayerActing.ZoneChange

event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


[edit] PlayerActing.FeignDeath

exec function FeignDeath ()

Overrides: PlayerPawn.FeignDeath (global)


[edit] PlayerActing.PlayerMove

function PlayerMove (float DeltaTime)


[edit] PlayerActing.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDodgeDir DodgeMove, Object.Rotator DeltaRot)

Overrides: PlayerPawn.ProcessMove (global)


[edit] PlayerWalking

[edit] PlayerWalking.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerPawn.PlayerWalking.PlayerMove


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