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UE2:Controller instance functions (U2XMP)

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U2XMP Object >> Actor >> Controller (instance functions)

Contents

Controller instance functions in other games:
U2, UE2Runtime, UT2003, UT2004, UT3, UDK
Other member categories for this class:
functions, internal variables

Instance functions[edit]

AddFearLocation[edit]

function AddFearLocation (Object.Vector FearLocation, float FearDuration)


AdjustAim[edit]

function bool AdjustAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)


AdjustDesireFor[edit]

function float AdjustDesireFor (Pickup P)


AdjustView[edit]

function AdjustView (float DeltaTime)


AllowHitAnimations[edit]

function bool AllowHitAnimations ()


AllowHitSounds[edit]

function bool AllowHitSounds ()


BotVoiceMessage[edit]

function BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)


CanHelp[edit]

function bool CanHelp ()


CanRespawn[edit]

function bool CanRespawn ()


ChangedWeapon[edit]

function ChangedWeapon ()


ClearControllerTarget[edit]

function ClearControllerTarget ()


ClearLastSeenTimes[edit]

function ClearLastSeenTimes ()


ClearReferencesTo[edit]

function ClearReferencesTo (Pawn P)


ClientDying[edit]

function ClientDying (class<DamageTypeDamageType, Object.Vector HitLocation, Pawn InstigatedBy, Object.Vector Momentum)


ClientGameEnded[edit]

function ClientGameEnded ()


ClientSetLocation[edit]

function ClientSetLocation (Object.Vector NewLocation, Object.Rotator NewRotation)


ClientSetRotation[edit]

function ClientSetRotation (Object.Rotator NewRotation)


ClientVoiceMessage[edit]

function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)


DamageAttitudeTo[edit]

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)


DeferTo[edit]

function bool DeferTo (Controller Other)


DisplayDebug[edit]

function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Actor.DisplayDebug


EnableRotation[edit]

function EnableRotation (bool bVal)


EnemyDetected[edit]

function EnemyDetected (Object.Vector DetectedLocation)


FearThisSpot[edit]

function FearThisSpot (Actor ASpot)


FearTimer[edit]

function FearTimer ()


FireAt[edit]

function FireAt (Actor A)


GetAimingLocation[edit]

function bool GetAimingLocation (out Object.Vector TargetLocation)


GetAimRotation[edit]

function Object.Rotator GetAimRotation ()


GetAttackRating[edit]

function float GetAttackRating (Pawn Other)


GetAttackStyle[edit]

function float GetAttackStyle (Actor TargetActor)


GetbDuck[edit]

function byte GetbDuck ()


GetbRun[edit]

function byte GetbRun ()


GetDefenseStyle[edit]

function float GetDefenseStyle (Actor TargetActor)


GetDuckFlag[edit]

function byte GetDuckFlag ()


GetFacingDirection[edit]

function int GetFacingDirection ()


GetFireRating[edit]

function float GetFireRating ()


GetLastEnemyDetectedLocation[edit]

function Object.Vector GetLastEnemyDetectedLocation ()


GetLastEnemyDetectedTime[edit]

function float GetLastEnemyDetectedTime ()


GetLastEnemyDetectionLocation[edit]

function Object.Vector GetLastEnemyDetectionLocation ()


GetLastEnemySeeingLocation[edit]

function Object.Vector GetLastEnemySeeingLocation ()


GetLastEnemySeenLocation[edit]

function Object.Vector GetLastEnemySeenLocation ()


GetLastEnemySeenTime[edit]

function float GetLastEnemySeenTime ()


GetRunFlag[edit]

function byte GetRunFlag ()


GetSkill[edit]

function float GetSkill ()

Overrides: Actor.GetSkill


GetStateInfoString[edit]

function string GetStateInfoString ()


GetTacticalMoveType[edit]

function Actor.ETacticalMoveType GetTacticalMoveType ()


GetTarget[edit]

function Actor GetTarget ()


GetTimeSinceEnemyLastDetected[edit]

function float GetTimeSinceEnemyLastDetected ()


GetTimeSinceEnemyLastSeen[edit]

function float GetTimeSinceEnemyLastSeen ()


GetViewRotation[edit]

function Object.Rotator GetViewRotation ()


HandleHelpMessageFrom[edit]

function HandleHelpMessageFrom (Controller Other)


HandleKnockDown[edit]

function HandleKnockDown ()


HandlePanic[edit]

function HandlePanic ()


HandlePickup[edit]

function HandlePickup (Pickup pick)


InitPlayerReplicationInfo[edit]

function InitPlayerReplicationInfo ()


IsFacingTarget[edit]

function bool IsFacingTarget (Actor Target, float CosMinFacingAngle)


IsFrozen[edit]

function bool IsFrozen ()


IsMobile[edit]

function bool IsMobile ()


IsPreparedToAttack[edit]

function bool IsPreparedToAttack (bool bOwner)


IsPreparedToFire[edit]

function bool IsPreparedToFire (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating)


IsPreparedToMelee[edit]

function bool IsPreparedToMelee (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating)


IsRealPlayer[edit]

function bool IsRealPlayer ()

Overrides: Actor.IsRealPlayer


IsStationary[edit]

function bool IsStationary ()


LevelChange[edit]

function LevelChange ()


MoverFinished[edit]

function MoverFinished ()


NotifyAddInventory[edit]

function NotifyAddInventory (Inventory NewItem)


NotifyInvalidLanding[edit]

function NotifyInvalidLanding (Actor.CheckResult Hit)


NotifyKilled[edit]

function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageTypeDamageType)


NotifyRemoveInventory[edit]

function NotifyRemoveInventory (Inventory RemovedItem)


NotifyStanceChange[edit]

function NotifyStanceChange (byte NewStance, float HeightAdjust)


NotifyTakeHit[edit]

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypeDamageType, Object.Vector Momentum)


NotifyValidLanding[edit]

function NotifyValidLanding (Actor.CheckResult Hit)


PawnDied[edit]

function PawnDied ()


PawnIsInPain[edit]

function PawnIsInPain (PhysicsVolume PainVolume)


Possess[edit]

function Possess (Pawn aPawn)


PressingAltFire[edit]

function bool PressingAltFire ()


PressingFire[edit]

function bool PressingFire ()


Reset[edit]

function Reset ()

Overrides: Actor.Reset


Restart[edit]

function Restart ()


SendMessage[edit]

function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)


SendVoiceMessage[edit]

function SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype)


ServerReStartPlayer[edit]

function ServerReStartPlayer ()


SetActorRangeTest[edit]

function SetActorRangeTest (Actor Target, float Range, bool bSendInitialEvent)


SetControllerEnemy[edit]

function SetControllerEnemy (Pawn Enemy)


SetControllerTarget[edit]

function SetControllerTarget (Actor Target)


SetDuckFlag[edit]

function SetDuckFlag (byte Val)


SetFall[edit]

function SetFall ()


SetFrozen[edit]

function SetFrozen (bool bVal)


SetLastEnemyDetectedLocation[edit]

function SetLastEnemyDetectedLocation (Object.Vector DetectedLocation)


SetRunFlag[edit]

function SetRunFlag (byte Val)


SetStationary[edit]

function SetStationary (bool bVal, optional bool bStayStationaryVal)


ShakeView[edit]

function ShakeView (float Magnitude, optional float Duration)


ShotFiredNotification[edit]

function ShotFiredNotification (Pawn Shooter, Object.Vector FireDir, class<ProjectileProjectileClass, float ProjSpeed)


StartFalling[edit]

function StartFalling ()


StopFiring[edit]

function StopFiring (float SuggestedFireAgainDelay, EStopFiringInfo SFInfo)


StopMovement[edit]

function StopMovement (bool bKillAcceleration, bool bKillVelocity)

Overrides: Actor.StopMovement


TimeSinceTargetLastSeen[edit]

function float TimeSinceTargetLastSeen (Actor TargetActor)


UnderLift[edit]

function UnderLift (Mover M)


ValidEnemy[edit]

function bool ValidEnemy (Pawn P)


ValidPawn[edit]

function bool ValidPawn (Pawn P)


WaitForMover[edit]

function WaitForMover (Mover M)


WantsSmoothedView[edit]

function bool WantsSmoothedView ()


WeaponBob[edit]

function Object.Vector WeaponBob (float BobDamping)


WeaponPreference[edit]

function float WeaponPreference (Weapon W)


WouldReactToNoise[edit]

function bool WouldReactToNoise (float Loudness, Actor NoiseMaker)


WouldReactToSeeing[edit]

function bool WouldReactToSeeing (Pawn Seen)