I love the smell of UnrealEd crashing in the morning. – tarquin

UE2:PlayerController states (UE2Runtime)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UE2Runtime Object >> Actor >> Controller >> PlayerController (states)

Contents

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

States[edit]

BaseSpectating[edit]

BaseSpectating.IsSpectating[edit]

function bool IsSpectating ()

Overrides: IsSpectating (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)


Dead[edit]

Inherits from: Controller.Dead

Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeePlayer, 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.FindGoodView[edit]

function FindGoodView ()


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 NewbDuck, 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, SeePlayer, 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.FindGoodView[edit]

function FindGoodView ()


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 NewbDuck, 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, SeePlayer

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, SeePlayer

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.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


PlayerDriving.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerDriving.ProcessDrive[edit]

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

Overrides: ProcessDrive (global)


PlayerDriving.ProcessMove[edit]

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

Overrides: ProcessMove (global)


PlayerDriving.ServerUse[edit]

function ServerUse ()

Overrides: ServerUse (global)


PlayerFlying[edit]

Ignores: Bump, HearNoise, SeePlayer

PlayerFlying.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerFlying.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerRocketing[edit]

Ignores: Bump, HearNoise, SeePlayer

PlayerRocketing.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerRocketing.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerRocketing.RocketServerMove[edit]

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

Overrides: RocketServerMove (global)


PlayerRocketing.ServerMove[edit]

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)


PlayerSpidering[edit]

Ignores: Bump, HearNoise, SeePlayer

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, SeePlayer

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)


PlayerWaiting[edit]

Extends: BaseSpectating

Modifiers: auto

Ignores: HearNoise, NextWeapon, NotifyBump, PhysicsVolumeChange, PrevWeapon, SeePlayer, 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]

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, SeePlayer

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)


WaitingForPawn[edit]

Extends: BaseSpectating

Ignores: HearNoise, KilledBy, SeePlayer, 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)