Mostly Harmless
UE2:SavedMove (UT2004)
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SavedMove is used during network play to buffer recent client moves, for use when the server modifies the clients actual position, etc. This is a built-in Unreal class and it shouldn't be modified.
[edit] Properties
[edit] bDoubleJump
Type: bool
[edit] bDuck
Type: bool
[edit] bPressedJump
Type: bool
[edit] bRun
Type: bool
[edit] Delta
Type: float
amount of time for this move
[edit] DoubleClickMove
Type: Actor.EDoubleClickDir
Double click info.
[edit] EndBase
Type: Actor
[edit] NextMove
Type: SavedMove
Next move in linked list.
[edit] SavedLocation
Type: Object.Vector
[edit] SavedPhysics
Type: Actor.EPhysics
[edit] SavedRelativeLocation
Type: Object.Vector
[edit] SavedVelocity
Type: Object.Vector
[edit] StartBase
Type: Actor
[edit] StartFloor
Type: Object.Vector
[edit] StartLocation
Type: Object.Vector
[edit] StartRelativeLocation
Type: Object.Vector
[edit] StartVelocity
Type: Object.Vector
[edit] TimeStamp
Type: float
Time of this move.
[edit] Instance functions
[edit] Clear
final function Clear ()
[edit] GetStartLocation
function Object.Vector GetStartLocation ()
[edit] IsJumpMove
final function bool IsJumpMove ()
[edit] PostUpdate
final function PostUpdate (PlayerController P)
[edit] SetInitialPosition
final function SetInitialPosition (Pawn P)
[edit] SetMoveFor
final function SetMoveFor (PlayerController P, float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir InDoubleClick)
