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UE2:U2PlayerController (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Controller >> LicenseeController >> PlayerController >> U2PlayerController |
- Package:
- U2
- Direct subclass:
- U2PlayerTestController
- This class in other games:
- U2
| 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. |
U2PlayerController.uc
[edit] Constants
[edit] MissionFailedState
Value: 'MissionFailed'
[edit] ImpaledState
Value: 'Impaled'
[edit] LevelTransitionState
Value: 'LevelTransition'
[edit] MantlingState
Value: 'Mantling'
[edit] PlayerEndLevelImmediatelyState
Value: 'PlayerEndLevelImmediately'
[edit] LeanRate
Value: 256.0
offset change in units per sec when transition to/from leaning
[edit] LeanTraceFudge
Value: 16.0
fudge factor used when checking whether lean put camera into geometry
[edit] LeanWalkingPctScale
Value: 1.0
pct of walking speed used when leaning
[edit] Properties
[edit] Property group 'Music'
[edit] DeathMusic
Default value, index 0: "DEATH_1.ogg"
Default value, index 1: "DEATH_2.ogg"
Default value, index 2: "DEATH_3.ogg"
Default value, index 3: "DEATH_4.ogg"
[edit] Property group 'U2PlayerController'
[edit] bIgnoreNextWhenZoomed
Type: bool
Modifiers: globalconfig
Default value: True
[edit] ProneWeaponKickRatio
Type: float
Default value: 0.5
[edit] UIAlpha
Type: byte
Modifiers: globalconfig
Default value: 255
[edit] Internal variables
[edit] AmmoFlashTime
Type: float
[edit] AutoSaveIndex
Type: int
Modifiers: globalconfig
[edit] bAltWeaponKick
Type: bool
true for AltFire(), false for Fire()
[edit] bAutoTaunt
Type: bool
Modifiers: globalconfig
player automatically generates taunts when fragging someone
[edit] bInstantRocket
Type: bool
Modifiers: globalconfig
[edit] bNoAutoTaunts
Type: bool
Modifiers: globalconfig
don't receive auto-taunts
[edit] bNoMatureLanguage
Type: bool
Modifiers: globalconfig
[edit] bNoVoiceMessages
Type: bool
Modifiers: globalconfig
don't receive any voice messages
[edit] bNoVoices
Type: bool
Modifiers: globalconfig
[edit] bNoVoiceTaunts
Type: bool
Modifiers: globalconfig
don't receive any taunts
[edit] bReleaseLeanKeys
Type: bool
player needs to release lean keys before leaning direction can be set
[edit] bRising
Type: bool
[edit] bWantsToLean
Type: bool
player wants to lean -- next movement update will set direction
[edit] bWeaponKickDisabled
Type: bool
ARL test code
[edit] bWeaponKicking
Type: bool
true during recoil, false while idle or recovering
[edit] DesiredLeanOffset
Type: Object.Vector
desired additional camera offset due to leaning
[edit] LadderMoveLocation
Type: Object.Vector
hack to track ladder movement & play ladder climbing sound
[edit] LastAutoAimLocation
Type: Object.Vector
[edit] LastLeanDir
Type: ELeanDir
previous lean dir (for use while unleaning)
[edit] LastLeaningCheck
Type: float
[edit] LastWeaponKickTime
Type: float
last time weapon kick was updated
[edit] LeanDir
Type: ELeanDir
set to lean direction
[edit] StartSpot
Type: NavigationPoint
where player started the match
[edit] U2P
Type: U2Pawn
[edit] UnFreezeState
Type: name
[edit] WeaponKickOffset
Type: Object.Vector
resulting offset -- stored for use by U2Weapon.CalcDrawOffset()
[edit] WeaponKickPercent
Type: float
holds 0.0 (neutral position) to 1.0 (maximum kick offset)
[edit] WeaponOrder1
Type: array<WeaponInfo>
[edit] WeaponOrder2
Type: array<WeaponInfo>
[edit] WeaponOrder3
Type: array<WeaponInfo>
[edit] WeaponOrder4
Type: array<WeaponInfo>
[edit] WeaponOrder5
Type: array<WeaponInfo>
[edit] Default values
| Property | Value |
|---|---|
| ExecManagerClasses[0] | Class'U2.CheatManager' |
| ExecManagerClasses[1] | Class'U2.AdminManager' |
[edit] Enums
[edit] ELeanDir
- Lean_None
- Lean_Forward
- Lean_Left
- Lean_Right
- Lean_Up
[edit] Structs
[edit] WeaponInfo
Modifiers: native
- string WeaponName
- User readable name of the weapon.
- byte Priority
- Order within the tray (lower numbers = higher priority) - essentially group offset.
- Weapon Weapon
- Pointer to the associated weapon - if the player has it currently.
[edit] Functions
[edit] Exec functions
[edit] ActivateInventoryItem
Overrides: PlayerController.ActivateInventoryItem
[edit] AddBots
[edit] AltFire
Overrides: PlayerController.AltFire
[edit] ClearProgressMessages
Overrides: PlayerController.ClearProgressMessages
[edit] DeactivateInventoryItem
[edit] Fire
Overrides: PlayerController.Fire
[edit] Loaded
[edit] NextWeapon
Overrides: PlayerController.NextWeapon
[edit] PrevWeapon
Overrides: PlayerController.PrevWeapon
[edit] QuickLoad
Overrides: PlayerController.QuickLoad
[edit] QuickSave
Overrides: PlayerController.QuickSave
[edit] Reload
[edit] SetInstantRocket
[edit] SwitchToBestWeapon
Overrides: Controller.SwitchToBestWeapon
[edit] SwitchWeapon
Overrides: PlayerController.SwitchWeapon
[edit] Taunt
[edit] ThrowWeapon
Overrides: PlayerController.ThrowWeapon
[edit] Unuse
Overrides: PlayerController.Unuse
[edit] Use
Overrides: PlayerController.Use
[edit] Events
[edit] ClientHearSound
Overrides: PlayerController.ClientHearSound
[edit] EncroachingOn
Overrides: Actor.EncroachingOn
[edit] PlayerCalcView
Overrides: PlayerController.PlayerCalcView
[edit] PlayerTick
Overrides: PlayerController.PlayerTick
[edit] PostBeginPlay
Overrides: PlayerController.PostBeginPlay
[edit] RenderOverlays
Overrides: Controller.RenderOverlays
[edit] TeamMessage
Overrides: PlayerController.TeamMessage
[edit] Other instance functions
See U2PlayerController instance functions.
