Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE2:PlayerController states (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Controller >> PlayerController (states)

Contents

PlayerController states in other games:
U2XMP, UE2Runtime, UT2003, UT2004, UT3, UDK
Other member categories for this class:
exec functions, instance functions, internal variables

States[edit]

AttractMode[edit]

Extends: BaseSpectating

BaseSpectating[edit]

BaseSpectating.IsSpectating[edit]

function bool IsSpectating ()

Overrides: IsSpectating (global)


BaseSpectating.MOTDEnabled[edit]

function interface bool MOTDEnabled ()

Overrides: MOTDEnabled (global)


BaseSpectating.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


BaseSpectating.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


CantMove[edit]

CantMove.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


CantMove.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


CantMove.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


Dead[edit]

Inherits from: Controller.Dead

Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeeEnemy, SwitchWeapon

Dead.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Dead.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Dead.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Dead.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


Dead.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


Dead.IsDead[edit]

function bool IsDead ()

Overrides: IsDead (global)


Dead.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


Dead.ServerMove[edit]

function ServerMove (float TimeStamp, Object.Vector Accel, Object.Vector ClientLoc, bool NewbRun, bool NewbSprint, bool NewbDuck, bool NewbJump, bool NewbJumpStatus, bool NewbDoubleJump, Actor.EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel)

Overrides: ServerMove (global)


Dead.ServerReStartPlayer[edit]

function ServerReStartPlayer ()

Overrides: Controller.Dead.ServerReStartPlayer


GameEnded[edit]

Inherits from: Controller.GameEnded

Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, SeeEnemy, Suicide, TakeDamage

GameEnded.BeginState[edit]

event BeginState ()

Overrides: Controller.GameEnded.BeginState


GameEnded.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


GameEnded.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


GameEnded.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


GameEnded.IsSpectating[edit]

function bool IsSpectating ()

Overrides: IsSpectating (global)


GameEnded.LongClientAdjustPosition[edit]

function LongClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ)

Overrides: LongClientAdjustPosition (global)


GameEnded.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


GameEnded.ServerMove[edit]

function ServerMove (float TimeStamp, Object.Vector InAccel, Object.Vector ClientLoc, bool NewbRun, bool NewbSprint, bool NewbDuck, bool NewbJump, bool NewbJumpStatus, bool NewbDoubleJump, Actor.EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel)

Overrides: ServerMove (global)


GameEnded.ServerReStartGame[edit]

function ServerReStartGame ()

Overrides: ServerRestartGame (global)


GameEnded.ServerReStartPlayer[edit]

function ServerReStartPlayer ()

Overrides: Controller.ServerReStartPlayer (global)


GameEnded.ThrowWeapon[edit]

exec function ThrowWeapon ()

Overrides: ThrowWeapon (global)


PlayerClimbing[edit]

Ignores: Bump, HearNoise, SeeEnemy

PlayerClimbing.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerClimbing.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


PlayerClimbing.NotifyPhysicsVolumeChange[edit]

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


PlayerClimbing.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerClimbing.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


PlayerDriving[edit]

Ignores: Bump, HearNoise, SeeEnemy

PlayerDriving.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerDriving.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


PlayerDriving.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


PlayerDriving.ChangeTeam[edit]

exec function ChangeTeam (int N)

Overrides: ChangeTeam (global)


PlayerDriving.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


PlayerDriving.GetAimRotation[edit]

function Object.Rotator GetAimRotation ()

Overrides: Controller.GetAimRotation (global)


PlayerDriving.GetViewRotation[edit]

function Object.Rotator GetViewRotation ()

Overrides: GetViewRotation (global)


PlayerDriving.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerDriving.ProcessDrive[edit]

function ProcessDrive (float InForward, float InStrafe, bool InJump, Object.Rotator DeltaRot)

Overrides: ProcessDrive (global)


PlayerDriving.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


PlayerDriving.Reset[edit]

function Reset ()

Overrides: Reset (global)


PlayerDriving.Suicide[edit]

exec function Suicide ()

Overrides: Suicide (global)


PlayerDriving.TargetUse[edit]

function TargetUse ()

Overrides: TargetUse (global)


PlayerDriving.UnPossess[edit]

function UnPossess ()

Overrides: UnPossess (global)


PlayerDriving.UpdateRotation[edit]

function UpdateRotation (float DeltaTime, float maxPitch)

Overrides: UpdateRotation (global)


PlayerFlying[edit]

Ignores: Bump, HearNoise, SeeEnemy

PlayerFlying.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerFlying.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


PlayerFlying.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerSpidering[edit]

Ignores: Bump, HearNoise, SeeEnemy

PlayerSpidering.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerSpidering.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


PlayerSpidering.NotifyHitWall[edit]

event bool NotifyHitWall (Object.Vector HitNormal, Actor HitActor)

Overrides: Controller.NotifyHitWall (global)


PlayerSpidering.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: NotifyLanded (global)


PlayerSpidering.NotifyPhysicsVolumeChange[edit]

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


PlayerSpidering.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerSpidering.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


PlayerSpidering.UpdateRotation[edit]

function UpdateRotation (float DeltaTime, float maxPitch)

Overrides: UpdateRotation (global)


PlayerSwimming[edit]

Ignores: Bump, HearNoise, SeeEnemy

PlayerSwimming.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerSwimming.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: NotifyLanded (global)


PlayerSwimming.NotifyPhysicsVolumeChange[edit]

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


PlayerSwimming.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


PlayerSwimming.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerSwimming.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


PlayerSwimming.WantsSmoothedView[edit]

function bool WantsSmoothedView ()

Overrides: Controller.WantsSmoothedView (global)


PlayerTurreting[edit]

Ignores: Bump, HearNoise, SeeEnemy

PlayerTurreting.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerTurreting.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


PlayerTurreting.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


PlayerTurreting.ChangeTeam[edit]

exec function ChangeTeam (int N)

Overrides: ChangeTeam (global)


PlayerTurreting.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


PlayerTurreting.GetAimRotation[edit]

function Object.Rotator GetAimRotation ()

Overrides: Controller.GetAimRotation (global)


PlayerTurreting.GetViewRotation[edit]

function Object.Rotator GetViewRotation ()

Overrides: GetViewRotation (global)


PlayerTurreting.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerTurreting.ProcessDrive[edit]

function ProcessDrive (float InForward, float InStrafe, bool InJump, Object.Rotator DeltaRot)

Overrides: ProcessDrive (global)


PlayerTurreting.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


PlayerTurreting.Reset[edit]

function Reset ()

Overrides: Reset (global)


PlayerTurreting.Suicide[edit]

exec function Suicide ()

Overrides: Suicide (global)


PlayerTurreting.TargetUse[edit]

function TargetUse ()

Overrides: TargetUse (global)


PlayerTurreting.UnPossess[edit]

function UnPossess ()

Overrides: UnPossess (global)


PlayerTurreting.UpdateRotation[edit]

function UpdateRotation (float DeltaTime, float maxPitch)

Overrides: UpdateRotation (global)


PlayerWaiting[edit]

Extends: BaseSpectating

Modifiers: auto

Ignores: HearNoise, NextWeapon, NotifyBump, PhysicsVolumeChange, PrevWeapon, SeeEnemy, SwitchToBestWeapon, TakeDamage

PlayerWaiting.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerWaiting.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


PlayerWaiting.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


PlayerWaiting.ChangeTeam[edit]

exec function ChangeTeam (int N)

Overrides: ChangeTeam (global)


PlayerWaiting.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


PlayerWaiting.Jump[edit]

exec function Jump (optional float F)

Overrides: Jump (global)


PlayerWaiting.ServerRestartPlayer[edit]

function ServerRestartPlayer ()

Overrides: Controller.ServerReStartPlayer (global)


PlayerWaiting.Suicide[edit]

exec function Suicide ()

Overrides: Suicide (global)


PlayerWalking[edit]

Ignores: Bump, HearNoise, SeeEnemy

PlayerWalking.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerWalking.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


PlayerWalking.NotifyPhysicsVolumeChange[edit]

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


PlayerWalking.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerWalking.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


Scripting[edit]

Scripting.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


Scripting.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


Spectating[edit]

Extends: BaseSpectating

Ignores: ClientRestart, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, RestartLevel, Suicide, SwitchWeapon, ThrowWeapon

Spectating.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Spectating.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Spectating.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


Spectating.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


TeleportFixed[edit]

Extends: PlayerWalking

TeleportFixed.BeginState[edit]

event BeginState ()

Overrides: PlayerWalking.BeginState


TeleportFixed.DoUnTeleport[edit]

simulated function DoUnTeleport ()

Overrides: DoUnTeleport (global)


TeleportFixed.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerWalking.ProcessMove


WaitingForPawn[edit]

Extends: BaseSpectating

Ignores: HearNoise, KilledBy, SeeEnemy, SwitchWeapon

WaitingForPawn.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


WaitingForPawn.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


WaitingForPawn.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


WaitingForPawn.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


WaitingForPawn.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


WaitingForPawn.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


WaitingForPawn.LongClientAdjustPosition[edit]

function LongClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ)

Overrides: LongClientAdjustPosition (global)


Wounded[edit]

Extends: CantMove