My program doesn't have bugs. It just develops random features.

Legacy:DeusExPlayer (DX)

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DeusExPlayer.

Constants[edit]

MPFLAG_FirstSpot = 0x01 
mpMsgDelay = 4.0 
MPMSG_CameraInv = 7 
MPMSG_CloseKills = 8 
MPMSG_DropItem = 11 
MPMSG_FirstBurn = 5 
MPMSG_FirstPoison = 4 
MPMSG_KilledTeammate = 12 
MPMSG_LostLegs = 10 
MPMSG_NoCloakWeapon = 15 
MPMSG_TeamComputer = 14 
MPMSG_TeamHackTurret = 16 
MPMSG_TeamHit = 2 
MPMSG_TeamLAM = 13 
MPMSG_TeamNsf = 1 
MPMSG_TeamSpot = 3 
MPMSG_TeamUnatco = 0 
MPMSG_TimeNearEnd = 9 
MPMSG_TurretInv = 6 
MPSERVERFLAG_CameraInv = 0x08 
MPSERVERFLAG_DropItem = 0x20 
MPSERVERFLAG_FirstBurn = 0x02 
MPSERVERFLAG_FirstPoison = 0x01 
MPSERVERFLAG_LostLegs = 0x10 
MPSERVERFLAG_NoCloakWeapon = 0x40 
MPSERVERFLAG_TurretInv = 0x04 
NintendoDelay = 6.0 

Properties[edit]

Computers ActiveComputer 
String AddedNanoKey 
SpyDrone aDrone 
AugmentationManager AugmentationSystem 
Augmentation system vars
Name AugPrefs[9] 
bool bAlwaysRun 
bool bAmmoDisplayVisible 
BarkManager barkManager 
bool bAskedToTrain 
bool bAugDisplayVisible 
bool bAutoReload 
bool bBuySkills 
bool bCompassVisible 
bool bConfirmNoteDeletes 
bool bConfirmSaveDeletes 
bool bCrosshairVisible 
bool bDisplayAllGoals 
bool bDisplayAmmoByClip 
bool bDisplayCompletedGoals 
bool bHelpMessages 
bool bHitDisplayVisible 
Bool bHUDBackgroundTranslucent 
Bool bHUDBordersTranslucent 
Bool bHUDBordersVisible 
bool bHUDShowAllAugs 
Bool bIgnoreNextShowMenu 
bool bKillerProfile 
float BleedRate 
Bool bMenusTranslucent 
bool bNintendoImmunity 
bool bNPCHighlighting 
bool bObjectBeltVisible 
bool bObjectNames 
bool bQuotesEnabled 
Bool bSavingSkillsAugs 
bool bShowAmmoDescriptions 
bool bSpyDroneActive 
Bool bStartingNewGame 
Bool bStartNewGameAfterIntro 
bool bSubtitles 
bool bToggleCrouch 
bool bToggleWalk 
toggle walk
String BurnString 
bool bWarrenEMPField 
String CanCarryOnlyOne 
String CannotDropHere 
String CannotLift 
float ClotPeriod 
Float CombatDifficulty 
Combat Difficulty, set only at new game time
Actor ConversationActor 
int Credits 
Credits (money) the player has
ShieldEffect DamageShield 
float DropCounter 
float drugEffectTimer 
GameInfo DXGame 
float Energy 
Energy the player has
String EnergyDepleted 
float EnergyDrain 
amount of energy left to drain
float EnergyDrainTotal 
total amount of energy to drain
float EnergyMax 
Maximum energy [?]
DataVaultImage FirstImage 
Data Vault Image linked list start
float FlashTimer 
name FloorMaterial 
DebugInfo GlobalDebugObj 
String GoalAdded 
String HandsFull 
String HeadString 
String HealedPointLabel 
String HealedPointsLabel 
String HUDThemeName 
String InventoryFull 
InvulnSphere invulnSph 
float JoltMagnitude 
KillerProfile killProfile 
Actor lastFirstPersonConvoActor 
float lastFirstPersonConvoTime 
float LastRefreshTime 
HUD Refresh timer
Actor lastThirdPersonConvoActor 
float lastThirdPersonConvoTime 
String LegsString 
float logTimeout 
byte maxLogLines 
float MaxRegenPoint 
in multiplayer, the highest that auto regen will take you
String MenuThemeName 
float MPDamageMult 
int mpMsgCode 
int mpMsgFlags 
int mpMsgOptionalParam 
String mpMsgOptionalString 
int mpMsgServerFlags 
float mpMsgTime 
float musicChangeTimer 
float musicCheckTimer 
EMusicMode musicMode 
Pawn myBurner 
Actor myKiller 
Pawn myPoisoner 
Actor myProjKiller 
Actor myTurretKiller 
String NextMap 
float NintendoImmunityTime 
float NintendoImmunityTimeLeft 
String NoneString 
String NoRoomToLift 
String NoteAdded 
int PlayerSkin 
Skin assigned to PC by player on the Character Generation screen.
int poisonCounter 
int poisonDamage 
String PoisonString 
float poisonTimer 
String PrimaryGoalCompleted 
String QuickSaveGameTitle 
float RegenRate 
the number of points healed per second in mp
float RunSilentValue 
communicate run silent value in multiplayer
int saveCount 
byte savedSection 
Float saveTime 
String SecondaryGoalCompleted 
float ServerTimeDiff 
float ServerTimeLastRefresh 
EShieldStatus ShieldStatus 
float ShieldTimer 
int SkillPointsAvail 
Available skill points
String SkillPointsAward 
int SkillPointsTotal 
Total skill points
SkillManager SkillSystem 
Reference to a Skill Manager [?]
int spyDroneLevel 
float spyDroneLevelValue 
String strStartMap 
float swimBubbleTimer 
float swimDuration 
float swimTimer 
String TakenOverString 
ColorThemeManager ThemeManager 
String TooHeavyToLift 
String TooMuchAmmo 
String TorsoString 
byte translucencyLevel 
String TruePlayerName 
Name assigned to PC by player on the Character Generation screen.
int UIBackground 
Actor ViewModelActor[8] 
Used by viewmodel
name WallMaterial 
Vector WallNormal 
int WarrenSlot 
float WarrenTimer 
String WeaponUnCloak 
String WithString 
String WithTheString 

_Conversation System[edit]

ConHistory conHistory 
Conversation History
ConPlay conPlay 
Conversation
DataLinkPlay dataLinkPlay 
Used for DataLinks

_Frob[edit]

Actor FrobTarget 
Actor being, or to be frobbed
float FrobTime 
Elapsed duration of frob [?]
float MaxFrobDistance 
Maximum frob distance [?]

_Goal Tracking[edit]

DeusExGoal FirstGoal 
First goal [?] start of list?
DeusExGoal LastGoal 
Last goal [?] end of list?

_Inventory System[edit]

bool bBeltIsMPInventory 
DEUS_EX AMSD Whether to ignore inv slots in multiplayer
bool bInHandTransition 
The inHand is being swapped out
Inventory ClientinHandPending 
Client temporary inhand pending, for mousewheel use.
Inventory inHand 
The current object in hand
Inventory inHandPending 
The pending item waiting to be put in hand
byte invSlots[30] 
5x6 grid of inventory slots
Inventory LastinHand 
Last object inhand, so we can detect inhand changes on the client.
int maxInvCols 
Maximum number of inventory columns
int maxInvRows 
Maximum number of inventory rows

_Keyring[edit]

NanoKeyInfo KeyList 
List of Keys
NanoKeyRing KeyRing 
Inventory Item

_Leaning[edit]

bool bCanLean 
float curLeanDist 
float prevLeanDist 

_Log Messages[edit]

DeusExLog FirstLog 
First log message (linked list start)
DeusExLog LastLog 
Last log message (linked list end)

_Multiplayer Option Propagation[edit]

bool bFirstOptionsSynced 
DEUS_EX AMSD For multiplayer option propagation UGH! In most cases options will sync on their own. But for initial loadout based on options, we need to send them to the server. Easiest thing to do is have a function at startup that sends that info.
bool bSecondOptionsSynced 

_Note Tracking[edit]

DeusExNote FirstNote 
First note (start of linked list)
DeusExNote LastNote 
Last note (end of linked list)

_While Crouching[edit]

bool bCrouchOn 
used by toggle crouch
bool bForceDuck 
Force duck
bool bWasCrouchOn 
used by toggle crouch
byte lastbDuck 
used by toggle crouch

Enums[edit]

EInvokeMethod[edit]

IM_Bump 
IM_Frob 
IM_Sight 
IM_Radius 
IM_Named 
IM_Other 

EMusicMode[edit]

MUS_Ambient 
MUS_Combat 
MUS_Conversation 
MUS_Outro 
MUS_Dying 

EShieldStatus[edit]

SS_Off 
SS_Fade 
SS_Strong 

Functions[edit]

AbortConversation( optional bool bNoPlayedFlag )
ActivateAllAugs( )
ActivateAugmentation( int num )
ActivateBelt( int objectNum )
ActivateKeypadWindow( Keypad KPad , bool bHacked )
AddAugmentationDisplay( Augmentation aug )
AddChargedDisplay( ChargedPickup item )
AddDamageDisplay( name damageType , vector hitOffset )
DeusExGoal AddGoal( Name goalName , bool bPrimaryGoal )
bool AddImage( DataVaultImage newImage )
bool AddInventory( inventory item )
DeusExLog AddLog( String logText )
DeusExNote AddNote( optional String strNote , optional Bool bUserNote , optional bool bShowInLog )
AddObjectToBelt( Inventory item , int pos , bool bOverride )
AllAugs( )
CHEAT - gives player all augs
AllCredits( )
CHEAT - gives player max credits
AllEnergy( )
CHEAT - gives player max energy
AllHealth( )
CHEAT - gives player max health
AllImages( )
CHEAT/DEBUG - gives player all images
AllSkillPoints( )
CHEAT - gives player max skill points
AllSkills( )
CHEAT - gives player max skills
AllWeapons( )
CHEAT - gives player (or spawns?) all weapons
AugAdd( class<Augmentation> aWantedAug )
BeginState( )
Bleed( float deltaTime )
BuySkills( )
BuySkillSound( int code )
float CalculatePlayerVisibility( ScriptedPawn P )
int CalculateSkillHealAmount( int baseHealPoints )
bool CanActorSeePlayer( Actor invokeActor )
bool CanBeLifted( Decoration deco )
bool CanStartConversation( )
CatchFire( Pawn burner )
int ChargePlayer( int baseChargePoints )
CheckActiveConversationRadius( )
bool CheckActorDistances( )
bool CheckConversationHeightDifference( Actor invokeActor , int heightOffset )
bool CheckConversationInvokeRadius( Actor invokeActor , Conversation con )
bool CheckFlagRefs( ConFlagRef flagRef )
ClearAugmentationDisplay( )
ClearBelt( )
ClearInventorySlots( )
ClearLog( )
ClearPosition( int pos )
ClientDeath( )
ClientFlash( float scale , vector fog )
ClientPlayAnimation( Actor src , Name anim , float rate , bool bLoop )
ClientPossessed( )
ClientSpawnHits( bool bPenetrating , bool bHandToHand , Vector HitLocation , Vector HitNormal , Actor Other , float Damage )
ClientSpawnProjectile( class<projectile> ProjClass , Actor owner , Vector Start , Rotator AdjustedAim )
ClientTurnOffScores( )
CloseComputerScreen( Computers computerToClose )
CloseThisComputer( Computers comp )
ConBindEvents( )
CreateColorThemeManager( )
DataVaultImageNote CreateDataVaultImageNoteObject( )
CreateDrone( )
DumpLocation CreateDumpLocationObject( )
GameDirectory CreateGameDirectoryObject( )
ConHistoryEvent CreateHistoryEvent( )
ConHistory CreateHistoryObject( )
CreateKeyRing( )
CreateKillerProfile( Pawn killer , int damage , name damageType , String bodyPart )
DeusExLog CreateLogObject( )
NanoKeyInfo CreateNanoKeyInfo( )
CreatePlayerTracker( )
CreateShadow( )
DamageAll( optional int amount )
DamagePart( int partIndex , optional int amount )
DeactivateAllAugs( )
DebugCommand( string teststr )
DeleteAllGoals( )
DeleteAllNotes( )
Bool DeleteGoal( DeusExGoal goalToDelete )
bool DeleteInventory( inventory item )
Bool DeleteNote( DeusExNote noteToDelete )
DeleteSaveGameFiles( optional String saveDirectory )
Died( pawn Killer , name damageType , vector HitLocation )
DisconnectPlayer( )
DoFrob( Actor Frobber , Inventory frobWith )
DoJump( optional float F )
DoneReloading( DeusExWeapon weapon )
DrawInvulnShield( )
DrawShield( )
DroneExplode( )
DropDecoration( )
bool DropItem( optional Inventory inv , optional bool bDrop )
DrugEffects( float deltaTime )
DualmapF10( )
DualmapF11( )
DualmapF12( )
DualmapF3( )
DualmapF4( )
DualmapF5( )
DualmapF6( )
DualmapF7( )
DualmapF8( )
DualmapF9( )
DumpInventoryGrid( )
DXDumpInfo( )
bool DXReduceDamage( int Damage , name damageType , vector hitLocation , out int adjustedDamage , bool bCheckOnly )
EditFlags( )
EndConversation( )
EndState( )
ExtinguishFire( )
FailConsoleCheck( )
FailRootWindowCheck( )
DeusExGoal FindGoal( Name goalName )
Bool FindInventorySlot( Inventory anItem , optional Bool bSearchOnly )
Bool FindInventorySlotXY( int invSlotsX , int invSlotsY , out int newSlotX , out int newSlotY )
Fire( optional float F )
Fly( )
ForceDisconnect( string Message )
ForceDroneOff( )
GenerateTotalHealth( )
Conversation GetActiveConversation( Actor invokeActor , EInvokeMethod invokeMethod )
Conversation GetActiveDataLink( String datalinkName )
int GetAugPriority( Augmentation AugToCheck )
float GetCurrentGroundSpeed( )
GetDebug( name cmd )
float GetDefaultCollisionHeight( )
string GetDeusExVersion( )
String GetDisplayName( Actor actor , optional Bool bUseFamiliar )
name GetFloorMaterial( )
bool GetHUDBackgroundTranslucency( )
bool GetHUDBordersVisible( )
bool GetHUDBorderTranslucency( )
DeusExLevelInfo GetLevelInfo( )
Float GetLogTimeout( )
Byte GetMaxLogLines( )
bool GetMenuTranslucency( )
int GetMPHitLocation( Vector HitLocation )
DeusExNote GetNote( Name textTag )
GetSkillInfoFromProj( DeusExPlayer killer , Actor proj )
name GetWallMaterial( out vector wallNormal )
GetWeaponName( DeusExWeapon w , out String name )
Inventory GetWeaponOrAmmo( Inventory queryItem )
Ghost( )
GiveInitialInventory( )
GiveNanoKey( Name newKeyID , String newDescription )
GoalAdd( Name goalName , String goalText , optional bool bPrimaryGoal )
GoalCompleted( Name goalName )
GoalSetPrimary( Name goalName , bool bPrimaryGoal )
GrabDecoration( )
GrantAugs( int NumAugs )
bool HandleItemPickup( Actor FrobTarget , optional bool bSearchOnly )
HandleWalking( )
HealPart( out int points , out int amt )
int HealPlayer( int baseHealPoints , optional Bool bUseMedicineSkill )
HighlightCenterObject( )
IAmWarren( )
bool InConversation( )
IncreaseClientFlashLength( float NewFlashTime )
InitializeSubSystems( )
InvokeComputerScreen( Computers computerToActivate , float CompHackTime , float ServerLevelTime )
InvokeConWindow( )
InvokeUIScreen( Class<DeusExBaseWindow> windowClass )
Bool IsEmptyItemSlot( Inventory anItem , int col , int row )
Bool IsEmptyItemSlotXY( int invSlotsX , int invSlotsY , int col , int row )
bool IsFrobbable( actor A )
bool IsHighlighted( actor A )
bool IsLeaning( )
KeypadRunEvents( Keypad KPad , bool bSuccess )
KeypadRunUntriggers( Keypad KPad )
KeypadToggleLocks( Keypad KPad )
KillerProfile( )
KillShadow( )
Landed( vector HitNormal )
Legend( )
LoadGame( int saveIndex )
LoadMap( )
LocalLog( String S )
LogMsg( string msg )
LoopHeadConvoAnim( )
MaintainEnergy( float deltaTime )
MakeCameraAlly( SecurityCamera camera )
MakePlayerIgnored( bool bNewIgnore )
Matrix( )
MoveActor( int xPos , int yPos , int zPos )
MoveDrone( float DeltaTime , Vector loc )
MultiplayerDeathMsg( Pawn killer , bool killedSelf , bool valid , String killerName , String killerMethod )
MultiplayerNotifyMsg( int code , optional int param , optional string str )
MultiplayerTick( float DeltaTime )
NewMultiplayerMatch( )
NextBeltItem( )
NextHUDColorTheme( )
NextMenuColorTheme( )
NintendoImmunityEffect( bool on )
NoteAdd( String noteText , optional bool bUserNote )
OpenSesame( )
ParseLeftClick( )
ParseRightClick( )
PickupNanoKey( NanoKey newKey )
PlaceItemInSlot( Inventory anItem , int col , int row )
PlayBodyThud( )
PlayDeathHit( float Damage , vector HitLocation , name damageType , vector Momentum )
PlayDXTakeDamageHit( float Damage , vector HitLocation , name damageType , vector Momentum , bool DamageReduced )
PlayerCalcView( out actor ViewActor , out vector CameraLocation , out rotator CameraRotation )
bool PlayerIsClient( )
bool PlayerIsListenClient( )
bool PlayerIsRemoteClient( )
PlayFootStep( )
PlayHit( float Damage , vector HitLocation , name damageType , vector Momentum )
PlayMusic( String musicToPlay , optional int sectionToPlay )
PlayMusicWindow( )
PlayPickupAnim( Vector locPickup )
PopHealth( float health0 , float health1 , float health2 , float health3 , float health4 , float health5 )
PostBeginPlay( )
PostIntro( )
PostNetBeginPlay( )
PostPostBeginPlay( )
PreTravel( )
PrevBeltItem( )
ProcessMove( float DeltaTime , vector newAccel , eDodgeDir DodgeMove , rotator DeltaRot )
PunishDetection( int DamageAmount )
PutCarriedDecorationInHand( )
PutInHand( optional Inventory inv )
QuickLoad( )
QuickLoadConfirmed( )
QuickSave( )
ReceiveFirstOptionSync( Name PrefZero , Name PrefOne , Name PrefTwo , Name PrefThree , Name PrefFour )
ReceiveSecondOptionSync( Name PrefFive , Name PrefSix , Name PrefSeven , Name PrefEight )
RefreshChargedPickups( )
RefreshSystems( float DeltaTime )
Reloading( DeusExWeapon weapon , float reloadTime )
ReloadWeapon( )
RemoveAugmentationDisplay( Augmentation aug )
RemoveChargedDisplay( ChargedPickup item )
RemoveInventoryType( Class<Inventory> removeType )
RemoveItemDuringConversation( Inventory item )
RemoveItemFromSlot( Inventory anItem )
RemoveNanoKey( Name KeyToRemove )
RemoveObjectFromBelt( Inventory item )
RepairInventory( )
bool ResetBasedPawnSize( )
ResetConversationHistory( )
ResetGoals( )
ResetPlayer( optional bool bTraining )
ResetPlayerToDefaults( )
RestartLevel( )
RestoreAllHealth( )
RestoreScopeView( )
RestoreSkillPoints( )
bool RestrictInput( )
ResumeDataLinks( )
SaveGame( int saveIndex , optional String saveDesc )
SaveSkillPoints( )
ServerConditionalNotifyMsg( int code , optional int param , optional string str )
ServerSetAutoReload( bool bAuto )
ServerUpdateLean( Vector desiredLoc )
bool SetBasedPawnSize( float newRadius , float newHeight )
name SetBoolFlagFromString( String flagNameString , bool bValue )
SetComputerHackTime( Computers computerToSet , float HackTime , float ClientLevelTime )
SetDamagePercent( float percent )
SetDebug( name cmd , name val )
SetHUDBackgroundTranslucency( bool bNewTranslucency )
SetHUDBordersVisible( bool bVisible )
SetHUDBorderTranslucency( bool bNewTranslucency )
SetInHand( Inventory newInHand )
SetInHandPending( Inventory newInHandPending )
SetInvSlots( Inventory anItem , int newValue )
SetLogTimeout( Float newLogTimeout )
SetMaxLogLines( Byte newLogLines )
SetMenuTranslucency( bool bNewTranslucency )
SetServerTimeDiff( float sTime )
SetState( name state )
SetTurretState( AutoTurret turret , bool bActive , bool bDisabled )
SetTurretTrackMode( ComputerSecurity computer , AutoTurret turret , bool bTrackPlayers , bool bTrackPawns )
ShowAcceleration( bool bShow )
ShowArea( bool bShow )
ShowAugmentationAddWindow( )
ShowAugmentationsWindow( )
ShowBase( bool bShow )
ShowBindName( bool bShow )
ShowClass( Class<Actor> newClass )
ShowConversationsWindow( )
ShowCredits( optional bool bLoadIntro )
ShowCylinder( bool bShow )
ShowData( bool bShow )
ShowDemoSplash( )
ShowDist( bool bShow )
ShowEnemy( bool bShow )
ShowEnemyResponse( bool bShow )
ShowER( bool bShow )
ShowEyes( bool bShow )
ShowGoalsWindow( )
ShowHealth( bool bShow )
ShowHealthWindow( )
ShowHud( bool bShow )
ShowImagesWindow( )
ShowInstigator( bool bShow )
ShowIntro( optional bool bStartNewGame )
ShowInventoryWindow( )
ShowLight( bool bShow )
ShowLogsWindow( )
ShowLOS( bool bShow )
ShowMainMenu( )
ShowMass( bool bShow )
ShowMesh( bool bShow )
ShowMultiplayerWin( String winnerName , int winningTeam , String Killer , String Killee , String Method )
ShowPhysics( bool bShow )
ShowPlayerPawnList( )
ShowPos( bool bShow )
ShowProgress( )
ShowQuotesWindow( )
ShowRGBDialog( )
ShowScores( )
ShowSkillsWindow( )
ShowState( bool bShow )
ShowVelocity( bool bShow )
ShowVisibility( bool bShow )
ShowZone( bool bShow )
SkillPointsAdd( int numPoints )
SpawnBlood( Vector HitLocation , float Damage )
Carcass SpawnCarcass( )
SpawnEMPSparks( Actor empActor , Rotator rot )
SpawnMass( Name ClassName , optional int TotalCount )
bool StartAIBarkConversation( Actor conOwner , EBarkModes barkMode )
bool StartConversation( Actor invokeActor , EInvokeMethod invokeMethod , optional Conversation con , optional bool bAvoidState , optional bool bForcePlay )
bool StartConversationByName( Name conName , Actor conOwner , optional bool bAvoidState , optional bool bForcePlay )
Bool StartDataLinkTransmission( String datalinkName , Optional DataLinkTrigger datalinkTrigger )
StartListenGame( string options )
StartMultiplayerGame( string command )
StartNewGame( String startMap )
StartPoison( Pawn poisoner , int Damage )
StartTrainingMission( )
StopPoison( )
Summon( string ClassName )
SupportActor( Actor standingActor )
SwitchAmmo( )
TakeDamage( int Damage , Pawn instigatedBy , Vector hitlocation , Vector momentum , name damageType )
Tantalus( )
TeamSay( string Msg )
Timer( )
ToggleAmmoDisplay( )
ToggleAugDisplay( )
ToggleCameraState( SecurityCamera cam , ElectronicDevices compOwner )
ToggleCompass( )
ToggleCrosshair( )
ToggleHitDisplay( )
ToggleLaser( )
ToggleObjectBelt( )
ToggleScope( )
ToggleWalk( )
ToggleWinFrames( )
ToggleWinStats( )
Trig( name ev )
UnloadTexture( Texture texture )
UnTrig( name ev )
UpdateAmmoBeltText( Ammo ammo )
UpdateAugmentationDisplayStatus( Augmentation aug )
UpdateBeltText( Inventory item )
UpdateCameraRotation( SecurityCamera camera , Rotator rot )
UpdateCarcassEvent( )
UpdateDynamicMusic( float deltaTime )
UpdateInHand( )
UpdatePlayerSkin( )
UpdatePoison( float deltaTime )
UpdateTimePlayed( float deltaTime )
UpdateTranslucency( float DeltaTime )
UpdateWarrenEMPField( float deltaTime )
bool UsingChargedPickup( class<ChargedPickup> itemclass )
VerifyConsole( Class<Console> ConsoleClass )
Verifies that console is Engine.Console. If you want something different, override this in a subclassed player class.
VerifyRootWindow( Class<DeusExRootWindow> WindowClass )
Verifies that the root window is the right kind of root window, since it can be changed in the ini
ViewFlash( float DeltaTime )
ViewModelAdd( int num , string ClassName )
ViewModelBlendPlay( int num , name anim , optional float fps , optional int slot )
ViewModelBlendStop( int num )
ViewModelDestroy( int num )
ViewModelGiveWeapon( int num , string weaponClass )
ViewModelLoop( int num , name anim , optional float fps )
ViewModelPlay( int num , name anim , optional float fps )
VMA( int num , string ClassName )
VMBP( int num , name anim , optional float fps , optional int slot )
VMBS( int num )
VMD( int num )
VMGW( int num , string weaponClass )
VML( int num , name anim , optional float fps )
VMP( int num , name anim , optional float fps )
Walk( )
WhereActor( optional int Me )
WinFrames( bool bFramesOn )
WinStats( bool bStatsOn )
ZoneChange( ZoneInfo NewZone )

Events[edit]

Destroyed( )
HeadZoneChange( ZoneInfo newHeadZone )
InterpolateEnd( Actor Other )
JoltView( float newJoltMagnitude )
PlayerCalcView( out actor ViewActor , out vector CameraLocation , out rotator CameraRotation )
PlayerInput( float DeltaTime )
PlayerTick( float deltaTime )
Possess( )
RenderOverlays( canvas Canvas )
TravelPostAccept( )
UpdateEyeHeight( float DeltaTime )

Xhiris: 12000 lines! UGH!