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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

AddFearLocation

function AddFearLocation (Object.Vector FearLocation, float FearDuration)


AdjustAim

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


AdjustDesireFor

function float AdjustDesireFor (Pickup P)


AdjustView

function AdjustView (float DeltaTime)


AllowHitAnimations

function bool AllowHitAnimations ()


AllowHitSounds

function bool AllowHitSounds ()


BotVoiceMessage

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


CanHelp

function bool CanHelp ()


CanRespawn

function bool CanRespawn ()


ChangedWeapon

function ChangedWeapon ()


ClearControllerTarget

function ClearControllerTarget ()


ClearLastSeenTimes

function ClearLastSeenTimes ()


ClearReferencesTo

function ClearReferencesTo (Pawn P)


ClientDying

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


ClientGameEnded

function ClientGameEnded ()


ClientSetLocation

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


ClientSetRotation

function ClientSetRotation (Object.Rotator NewRotation)


ClientVoiceMessage

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


DamageAttitudeTo

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


DeferTo

function bool DeferTo (Controller Other)


DisplayDebug

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

Overrides: Actor.DisplayDebug


EnableRotation

function EnableRotation (bool bVal)


EnemyDetected

function EnemyDetected (Object.Vector DetectedLocation)


FearThisSpot

function FearThisSpot (Actor ASpot)


FearTimer

function FearTimer ()


FireAt

function FireAt (Actor A)


GetAimingLocation

function bool GetAimingLocation (out Object.Vector TargetLocation)


GetAimRotation

function Object.Rotator GetAimRotation ()


GetAttackRating

function float GetAttackRating (Pawn Other)


GetAttackStyle

function float GetAttackStyle (Actor TargetActor)


GetbDuck

function byte GetbDuck ()


GetbRun

function byte GetbRun ()


GetDefenseStyle

function float GetDefenseStyle (Actor TargetActor)


GetDuckFlag

function byte GetDuckFlag ()


GetFacingDirection

function int GetFacingDirection ()


GetFireRating

function float GetFireRating ()


GetLastEnemyDetectedLocation

function Object.Vector GetLastEnemyDetectedLocation ()


GetLastEnemyDetectedTime

function float GetLastEnemyDetectedTime ()


GetLastEnemyDetectionLocation

function Object.Vector GetLastEnemyDetectionLocation ()


GetLastEnemySeeingLocation

function Object.Vector GetLastEnemySeeingLocation ()


GetLastEnemySeenLocation

function Object.Vector GetLastEnemySeenLocation ()


GetLastEnemySeenTime

function float GetLastEnemySeenTime ()


GetRunFlag

function byte GetRunFlag ()


GetSkill

function float GetSkill ()

Overrides: Actor.GetSkill


GetStateInfoString

function string GetStateInfoString ()


GetTacticalMoveType

function Actor.ETacticalMoveType GetTacticalMoveType ()


GetTarget

function Actor GetTarget ()


GetTimeSinceEnemyLastDetected

function float GetTimeSinceEnemyLastDetected ()


GetTimeSinceEnemyLastSeen

function float GetTimeSinceEnemyLastSeen ()


GetViewRotation

function Object.Rotator GetViewRotation ()


HandleHelpMessageFrom

function HandleHelpMessageFrom (Controller Other)


HandleKnockDown

function HandleKnockDown ()


HandlePanic

function HandlePanic ()


HandlePickup

function HandlePickup (Pickup pick)


InitPlayerReplicationInfo

function InitPlayerReplicationInfo ()


IsFacingTarget

function bool IsFacingTarget (Actor Target, float CosMinFacingAngle)


IsFrozen

function bool IsFrozen ()


IsMobile

function bool IsMobile ()


IsPreparedToAttack

function bool IsPreparedToAttack (bool bOwner)


IsPreparedToFire

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


IsPreparedToMelee

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


IsRealPlayer

function bool IsRealPlayer ()

Overrides: Actor.IsRealPlayer


IsStationary

function bool IsStationary ()


LevelChange

function LevelChange ()


MoverFinished

function MoverFinished ()


NotifyAddInventory

function NotifyAddInventory (Inventory NewItem)


NotifyInvalidLanding

function NotifyInvalidLanding (Actor.CheckResult Hit)


NotifyKilled

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


NotifyRemoveInventory

function NotifyRemoveInventory (Inventory RemovedItem)


NotifyStanceChange

function NotifyStanceChange (byte NewStance, float HeightAdjust)


NotifyTakeHit

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


NotifyValidLanding

function NotifyValidLanding (Actor.CheckResult Hit)


PawnDied

function PawnDied ()


PawnIsInPain

function PawnIsInPain (PhysicsVolume PainVolume)


Possess

function Possess (Pawn aPawn)


PressingAltFire

function bool PressingAltFire ()


PressingFire

function bool PressingFire ()


Reset

function Reset ()

Overrides: Actor.Reset


Restart

function Restart ()


SendMessage

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


SendVoiceMessage

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


ServerReStartPlayer

function ServerReStartPlayer ()


SetActorRangeTest

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


SetControllerEnemy

function SetControllerEnemy (Pawn Enemy)


SetControllerTarget

function SetControllerTarget (Actor Target)


SetDuckFlag

function SetDuckFlag (byte Val)


SetFall

function SetFall ()


SetFrozen

function SetFrozen (bool bVal)


SetLastEnemyDetectedLocation

function SetLastEnemyDetectedLocation (Object.Vector DetectedLocation)


SetRunFlag

function SetRunFlag (byte Val)


SetStationary

function SetStationary (bool bVal, optional bool bStayStationaryVal)


ShakeView

function ShakeView (float Magnitude, optional float Duration)


ShotFiredNotification

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


StartFalling

function StartFalling ()


StopFiring

function StopFiring (float SuggestedFireAgainDelay, EStopFiringInfo SFInfo)


StopMovement

function StopMovement (bool bKillAcceleration, bool bKillVelocity)

Overrides: Actor.StopMovement


TimeSinceTargetLastSeen

function float TimeSinceTargetLastSeen (Actor TargetActor)


UnderLift

function UnderLift (Mover M)


ValidEnemy

function bool ValidEnemy (Pawn P)


ValidPawn

function bool ValidPawn (Pawn P)


WaitForMover

function WaitForMover (Mover M)


WantsSmoothedView

function bool WantsSmoothedView ()


WeaponBob

function Object.Vector WeaponBob (float BobDamping)


WeaponPreference

function float WeaponPreference (Weapon W)


WouldReactToNoise

function bool WouldReactToNoise (float Loudness, Actor NoiseMaker)


WouldReactToSeeing

function bool WouldReactToSeeing (Pawn Seen)