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UE2:UnrealPlayer (UT2004)

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UT2004 Object >> Actor >> Controller >> PlayerController >> UnrealPlayer

Contents

Package: 
UnrealGame
Direct subclasses:
CinematicPlayer, DemoRecSpectator, XPlayer
This class in other games:
UT2003

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] bDontShowLoginMenu

Type: bool

Modifiers: globalconfig

Don't show the login menu unless forced by the server

[edit] bForceLoginMenu

Type: bool

Set by replicated function called by DeathMatch to whether it wants to force player to see login menu

[edit] bLatecomer

Type: bool

entered multiplayer game after game started

[edit] bReadyToStart

Type: bool

Ready to start the game - used to prevent player from clicking in until he's had a chance to see the login menu

[edit] bRising

Type: bool


[edit] CustomizedAnnouncerPack

Type: string

Modifiers: globalconfig

OBSOLETE

[edit] CustomRewardAnnouncerPack

Type: string

Modifiers: globalconfig


Default value: "UnrealGame.MaleAnnouncer"

[edit] CustomStatusAnnouncerPack

Type: string

Modifiers: globalconfig


Default value: "UnrealGame.FemaleAnnouncer"

[edit] LastAutoTauntTime

Type: float


[edit] LastKickWarningTime

Type: float


Default value: -1000.0

[edit] LastTaunt

Type: int


[edit] LastTauntAnimTime

Type: float


[edit] LastWhispTime

Type: float


[edit] LoginMenuClass

Type: string

Set by replicated function called by DeathMatch to the name of the login menu

[edit] MaxRecentServers

Type: int

Modifiers: globalconfig

Max length of RecentServers list (0 = always show login menu)

Default value: 25

[edit] NetBotDebugString

Type: string


[edit] RecentServers

Type: array<string>

Modifiers: globalconfig

IPs of recently visited servers - always in order with RecentServers[0] being the most recently visited server

[edit] RejoinChannels

Type: array<string>

Modifiers: transient, globalconfig

Channels which player was a member of during last match

[edit] Default values

Property Value
FovAngle 85.0
PlayerChatType "UnrealGame.UnrealPlayerChatManager"
PlayerReplicationInfoClass Class'UnrealGame.TeamPlayerReplicationInfo'

[edit] Functions

[edit] Exec functions

[edit] BasePath

exec function BasePath (byte num)


[edit] DropFlag

exec function DropFlag ()


[edit] NetDebugBot

exec function NetDebugBot ()


[edit] PlayVehicleHorn

exec function PlayVehicleHorn (int HornIndex)


[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] InitInputSystem

simulated event InitInputSystem ()

Overrides: PlayerController.InitInputSystem


[edit] KickWarning

event KickWarning ()

Overrides: PlayerController.KickWarning


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: PlayerController.PostBeginPlay


[edit] PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Actor.PostNetBeginPlay


[edit] PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


[edit] Other instance functions

See UnrealPlayer instance functions.

[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] PlayerWaiting

Inherits from: PlayerController.PlayerWaiting

Modifiers: auto

[edit] PlayerWaiting.CanRestartPlayer

function bool CanRestartPlayer ()

Overrides: PlayerController.CanRestartPlayer (global)


[edit] PlayerWaiting.Fire

exec function Fire (optional float F)

Overrides: PlayerController.PlayerWaiting.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