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UE2:U2PlayerController (U2XMP)

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U2XMP Object >> Actor >> Controller >> LicenseeController >> PlayerController >> U2PlayerController

Contents

Package: 
U2
Direct subclass:
U2PlayerTestController
This class in other games:
U2

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

Type: array<string>


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

exec function ActivateInventoryItem (Class InvItem)

Overrides: PlayerController.ActivateInventoryItem


[edit] AddBots

exec function AddBots (optional int N)


[edit] AltFire

exec function AltFire ()

Overrides: PlayerController.AltFire


[edit] ClearProgressMessages

exec function ClearProgressMessages ()

Overrides: PlayerController.ClearProgressMessages


[edit] DeactivateInventoryItem

exec function DeactivateInventoryItem (Class InvItem)


[edit] Fire

exec function Fire ()

Overrides: PlayerController.Fire


[edit] Loaded

exec function Loaded ()


[edit] NextWeapon

exec function NextWeapon ()

Overrides: PlayerController.NextWeapon


[edit] PrevWeapon

exec function PrevWeapon ()

Overrides: PlayerController.PrevWeapon


[edit] QuickLoad

exec function QuickLoad ()

Overrides: PlayerController.QuickLoad


[edit] QuickSave

exec function QuickSave ()

Overrides: PlayerController.QuickSave


[edit] Reload

exec function Reload ()


[edit] SetInstantRocket

exec function SetInstantRocket (bool B)


[edit] SwitchToBestWeapon

exec function bool SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode)

Overrides: Controller.SwitchToBestWeapon


[edit] SwitchWeapon

exec function SwitchWeapon (byte F)

Overrides: PlayerController.SwitchWeapon


[edit] Taunt

exec function Taunt (name Sequence)


[edit] ThrowWeapon

exec function ThrowWeapon ()

Overrides: PlayerController.ThrowWeapon


[edit] Unuse

exec function Unuse ()

Overrides: PlayerController.Unuse


[edit] Use

exec function Use ()

Overrides: PlayerController.Use


[edit] Events

[edit] ClientHearSound

simulated event ClientHearSound (Actor Actor, int Id, Sound S, Object.Vector SoundLocation, Object.Vector Parameters, bool Attenuate)

Overrides: PlayerController.ClientHearSound


[edit] EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn


[edit] PlayerCalcView

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

Overrides: PlayerController.PlayerCalcView


[edit] PlayerTick

event PlayerTick (float DeltaTime)

Overrides: PlayerController.PlayerTick


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: PlayerController.PostBeginPlay


[edit] RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Controller.RenderOverlays


[edit] TeamMessage

event TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type)

Overrides: PlayerController.TeamMessage


[edit] Other instance functions

See U2PlayerController instance functions.

[edit] States

See U2PlayerController states.