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UE2:UnrealPlayer (UT2003)

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UT2003 Object >> Actor >> Controller >> PlayerController >> UnrealPlayer

Contents

Package: 
UnrealGame
Direct subclasses:
CinematicPlayer, DemoRecSpectator, XPlayer
This class in other games:
UT2004

UnrealPlayer.

[edit] Properties

[edit] Property group 'UnrealPlayer'

[edit] LastKillTime

Type: float


[edit] MultiKillLevel

Type: int


[edit] Internal variables

[edit] bDisplayLoser

Type: bool


[edit] bDisplayWinner

Type: bool


[edit] bLatecomer

Type: bool

entered multiplayer game after game started

[edit] bRising

Type: bool


[edit] CustomizedAnnouncerPack

Type: string

Modifiers: globalconfig


[edit] LastTaunt

Type: int


[edit] LastTauntAnimTime

Type: float


[edit] LastWhispTime

Type: float


[edit] PathWhisps

Type: class<WillowWhisp>

Array size: 2


Default value, index 0: Class'UnrealGame.WillowWhisp'

Default value, index 1: Class'UnrealGame.WillowWhisp'

[edit] Default values

Property Value
PlayerReplicationInfoClass Class'UnrealGame.TeamPlayerReplicationInfo'

[edit] Functions

[edit] Exec functions

[edit] BasePath

exec function BasePath (byte num)


[edit] ChangeLoadout

exec function ChangeLoadout (string LoadoutName)


[edit] CycleLoadout

exec function CycleLoadout ()


[edit] DropFlag

exec function DropFlag ()


[edit] RandomTaunt

exec function RandomTaunt ()


[edit] ShowAI

exec function ShowAI ()


[edit] SoakBots

exec function SoakBots ()


[edit] Taunt

exec function Taunt (name Sequence)


[edit] Events

[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: PlayerController.PostBeginPlay


[edit] Other instance functions

[edit] AutoTaunt

function bool AutoTaunt ()

Overrides: Controller.AutoTaunt


[edit] AwardAdrenaline

function AwardAdrenaline (float amount)

Overrides: Controller.AwardAdrenaline


[edit] ClientDelayedAnnouncement

function ClientDelayedAnnouncement (Sound AnnouncementSound, byte Delay)


[edit] ClientPlayTakeHit

function ClientPlayTakeHit (Object.Vector HitLoc, byte Damage, class<DamageTypedamageType)


[edit] ClientSendCombos

simulated function ClientSendCombos (TeamPlayerReplicationInfo PRI, byte Combos0, byte Combos1, byte Combos2, byte Combos3, byte Combos4)


[edit] ClientSendMultiKills

simulated function ClientSendMultiKills (TeamPlayerReplicationInfo PRI, byte MultiKills0, byte MultiKills1, byte MultiKills2, byte MultiKills3, byte MultiKills4, byte MultiKills5, byte MultiKills6)


[edit] ClientSendSprees

simulated function ClientSendSprees (TeamPlayerReplicationInfo PRI, byte Spree0, byte Spree1, byte Spree2, byte Spree3, byte Spree4, byte Spree5)


[edit] ClientSendStats

simulated function ClientSendStats (TeamPlayerReplicationInfo PRI, int newgoals, bool bNewFirstBlood, int newkills, int newsuicides, int newFlagTouches, int newFlagReturns, int newFlakCount, int newComboCount, int newHeadCount)


[edit] ClientSendWeapon

function ClientSendWeapon (TeamPlayerReplicationInfo PRI, class<WeaponW, int kills, int deaths, int deathsholding, int i)


[edit] CustomizeAnnouncer

function Sound CustomizeAnnouncer (Sound AnnouncementSound)

Overrides: PlayerController.CustomizeAnnouncer


[edit] DontReuseTaunt

function bool DontReuseTaunt (int T)

Overrides: Controller.DontReuseTaunt


[edit] GetMessageIndex

function byte GetMessageIndex (name PhraseName)

Overrides: Controller.GetMessageIndex


[edit] LogMultiKills

function LogMultiKills (float Reward, bool bEnemyKill)


[edit] NotifyTakeHit

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit


[edit] PlayStartupMessage

function PlayStartupMessage (byte StartupStage)


[edit] PlayWinMessage

function PlayWinMessage (bool bWinner)


[edit] Possess

function Possess (Pawn aPawn)

Overrides: PlayerController.Possess


[edit] PreloadCustomAnnouncer

function PreloadCustomAnnouncer ()


[edit] ServerChangeLoadout

function ServerChangeLoadout (string LoadoutName)


[edit] ServerDropFlag

function ServerDropFlag ()


[edit] ServerGetNextWeaponStats

function ServerGetNextWeaponStats (TeamPlayerReplicationInfo PRI, int i)


[edit] ServerShowPathToBase

function ServerShowPathToBase (int TeamNum)


[edit] ServerSpectate

function ServerSpectate ()


[edit] ServerTaunt

function ServerTaunt (name AnimName)


[edit] ServerUpdateStatArrays

function ServerUpdateStatArrays (TeamPlayerReplicationInfo PRI)


[edit] ServerUpdateStats

function ServerUpdateStats (TeamPlayerReplicationInfo PRI)


[edit] SoakPause

function SoakPause (Pawn P)


[edit] States

[edit] Dead

Inherits from: PlayerController.Dead

Ignores: HearNoise, KilledBy, SeePlayer, SwitchWeapon

[edit] Dead.Fire

exec function Fire (optional float F)

Overrides: PlayerController.Dead.Fire


[edit] PlayerWalking

Inherits from: PlayerController.PlayerWalking

Ignores: HearNoise, SeePlayer

[edit] PlayerWalking.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: PlayerController.NotifyLanded (global)


[edit] PlayerWalking.ProcessMove

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

Overrides: PlayerController.PlayerWalking.ProcessMove