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UE2:PlayerController states (UE2Runtime)

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UE2Runtime Object >> Actor >> Controller >> PlayerController (states)

Contents

PlayerController states in other games:
U2, U2XMP, UDK, UT2003, UT2004, UT3
Other member categories for this class:
exec functions, instance functions, internal variables

[edit] States

[edit] BaseSpectating

[edit] BaseSpectating.IsSpectating

function bool IsSpectating ()

Overrides: IsSpectating (global)


[edit] BaseSpectating.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


[edit] BaseSpectating.ProcessMove

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

Overrides: ProcessMove (global)


[edit] Dead

Inherits from: Controller.Dead

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

[edit] Dead.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Dead.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] Dead.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Dead.AltFire

exec function AltFire (optional float F)

Overrides: AltFire (global)


[edit] Dead.FindGoodView

function FindGoodView ()


[edit] Dead.Fire

exec function Fire (optional float F)

Overrides: Fire (global)


[edit] Dead.IsDead

function bool IsDead ()

Overrides: IsDead (global)


[edit] Dead.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


[edit] Dead.ServerMove

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

Overrides: ServerMove (global)


[edit] Dead.ServerReStartPlayer

function ServerReStartPlayer ()

Overrides: Controller.Dead.ServerReStartPlayer


[edit] GameEnded

Inherits from: Controller.GameEnded

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

[edit] GameEnded.BeginState

event BeginState ()

Overrides: Controller.GameEnded.BeginState


[edit] GameEnded.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] GameEnded.AltFire

exec function AltFire (optional float F)

Overrides: AltFire (global)


[edit] GameEnded.FindGoodView

function FindGoodView ()


[edit] GameEnded.Fire

exec function Fire (optional float F)

Overrides: Fire (global)


[edit] GameEnded.IsSpectating

function bool IsSpectating ()

Overrides: IsSpectating (global)


[edit] GameEnded.LongClientAdjustPosition

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)


[edit] GameEnded.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


[edit] GameEnded.ServerMove

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

Overrides: ServerMove (global)


[edit] GameEnded.ServerReStartGame

function ServerReStartGame ()

Overrides: ServerRestartGame (global)


[edit] GameEnded.ServerReStartPlayer

function ServerReStartPlayer ()

Overrides: Controller.ServerReStartPlayer (global)


[edit] GameEnded.ThrowWeapon

exec function ThrowWeapon ()

Overrides: ThrowWeapon (global)


[edit] PlayerClimbing

Ignores: Bump, HearNoise, SeePlayer

[edit] PlayerClimbing.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] PlayerClimbing.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] PlayerClimbing.NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


[edit] PlayerClimbing.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


[edit] PlayerClimbing.ProcessMove

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

Overrides: ProcessMove (global)


[edit] PlayerDriving

Ignores: Bump, HearNoise, SeePlayer

[edit] PlayerDriving.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] PlayerDriving.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] PlayerDriving.AltFire

exec function AltFire (optional float F)

Overrides: AltFire (global)


[edit] PlayerDriving.Fire

exec function Fire (optional float F)

Overrides: Fire (global)


[edit] PlayerDriving.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


[edit] PlayerDriving.ProcessDrive

function ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump)

Overrides: ProcessDrive (global)


[edit] PlayerDriving.ProcessMove

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

Overrides: ProcessMove (global)


[edit] PlayerDriving.ServerUse

function ServerUse ()

Overrides: ServerUse (global)


[edit] PlayerFlying

Ignores: Bump, HearNoise, SeePlayer

[edit] PlayerFlying.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] PlayerFlying.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


[edit] PlayerRocketing

Ignores: Bump, HearNoise, SeePlayer

[edit] PlayerRocketing.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] PlayerRocketing.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


[edit] PlayerRocketing.RocketServerMove

function RocketServerMove (float TimeStamp, Object.Vector InAccel, Object.Vector ClientLoc, byte ClientRoll, int View)

Overrides: RocketServerMove (global)


[edit] PlayerRocketing.ServerMove

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

Overrides: ServerMove (global)


[edit] PlayerSpidering

Ignores: Bump, HearNoise, SeePlayer

[edit] PlayerSpidering.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] PlayerSpidering.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] PlayerSpidering.NotifyHitWall

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

Overrides: Controller.NotifyHitWall (global)


[edit] PlayerSpidering.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: NotifyLanded (global)


[edit] PlayerSpidering.NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


[edit] PlayerSpidering.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


[edit] PlayerSpidering.ProcessMove

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

Overrides: ProcessMove (global)


[edit] PlayerSpidering.UpdateRotation

function UpdateRotation (float DeltaTime, float maxPitch)

Overrides: UpdateRotation (global)


[edit] PlayerSwimming

Ignores: Bump, HearNoise, SeePlayer

[edit] PlayerSwimming.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] PlayerSwimming.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: NotifyLanded (global)


[edit] PlayerSwimming.NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


[edit] PlayerSwimming.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] PlayerSwimming.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


[edit] PlayerSwimming.ProcessMove

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

Overrides: ProcessMove (global)


[edit] PlayerSwimming.WantsSmoothedView

function bool WantsSmoothedView ()

Overrides: Controller.WantsSmoothedView (global)


[edit] PlayerWaiting

Extends: BaseSpectating

Modifiers: auto

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

[edit] PlayerWaiting.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] PlayerWaiting.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] PlayerWaiting.AltFire

exec function AltFire (optional float F)

Overrides: AltFire (global)


[edit] PlayerWaiting.ChangeTeam

function ChangeTeam (int N)

Overrides: ChangeTeam (global)


[edit] PlayerWaiting.Fire

exec function Fire (optional float F)

Overrides: Fire (global)


[edit] PlayerWaiting.Jump

exec function Jump (optional float F)

Overrides: Jump (global)


[edit] PlayerWaiting.ServerRestartPlayer

function ServerRestartPlayer ()

Overrides: Controller.ServerReStartPlayer (global)


[edit] PlayerWaiting.Suicide

exec function Suicide ()

Overrides: Suicide (global)


[edit] PlayerWalking

Ignores: Bump, HearNoise, SeePlayer

[edit] PlayerWalking.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] PlayerWalking.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] PlayerWalking.NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


[edit] PlayerWalking.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


[edit] PlayerWalking.ProcessMove

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

Overrides: ProcessMove (global)


[edit] Scripting

[edit] Scripting.AltFire

exec function AltFire (optional float F)

Overrides: AltFire (global)


[edit] Scripting.Fire

exec function Fire (optional float F)

Overrides: Fire (global)


[edit] Spectating

Extends: BaseSpectating

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

[edit] Spectating.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Spectating.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] Spectating.AltFire

exec function AltFire (optional float F)

Overrides: AltFire (global)


[edit] Spectating.Fire

exec function Fire (optional float F)

Overrides: Fire (global)


[edit] WaitingForPawn

Extends: BaseSpectating

Ignores: HearNoise, KilledBy, SeePlayer, SwitchWeapon

[edit] WaitingForPawn.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] WaitingForPawn.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] WaitingForPawn.PlayerTick

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


[edit] WaitingForPawn.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] WaitingForPawn.AltFire

exec function AltFire (optional float F)

Overrides: AltFire (global)


[edit] WaitingForPawn.Fire

exec function Fire (optional float F)

Overrides: Fire (global)


[edit] WaitingForPawn.LongClientAdjustPosition

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)