Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

Legacy:XPlayer

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2003 :: Object >> Actor >> Controller >> PlayerController >> UnrealPlayer >> xPlayer (Package: XGame)

The unreal tournament player pawn class.

Properties

Attract mode

See the functions in the AttractMode state.

AttractCamera camlist[20] 
int numcams 
int curcam 
Pawn attracttarget 
Pawn attracttarget2 
float camtime 
float targettime 
float gibwatchtime 
vector focuspoint 

Combos

MinComboKeyTime = 0.05 (const) 
Keys pressed faster than this will be considered a double-press
MaxComboKeyTime = 0.35 (const) 
Max time player has between button presses
int InputHistory[4] (transient) 
float LastKeyTime (transient) 
int OldKey (transient) 
float MinAdrenalineCost 
The minimum Adrenaline cost to activate any combo
string ComboNameList[16] 
List of combo names to be loaded into ComboList
class<Combo> ComboList[16] 

Other

xUtil.PlayerRecord PawnSetupRecord 
float LastRulesRequestTime 
float LastMapListRequestTime 
bool autozoom 
Used for camera stuff
bool bClassicTrans (globalconfig) 
bool bHighBeaconTrajectory 
bool bWaitingForPRI 
bool bWaitingForVRI 
bool bDebuggingVoiceChat (config) 
bool bAutoDemoRec (config) 

Functions

ProcessRule( string NewRule ) (delegate) 
Called from ClientReceiveRule. Used by AdminPanelPlayers, UT2K4Tab_AdminPlayerList, UT2K4Tab_MidGameRulesCombo, UT2K4Tab_ServerInfo, Tab_AdminPlayerList, and Tab_ServerInfo.
ProcessMapName( string NewMap ) (delegate) 
Called from ClientReceiveMapName. Used by AdminPanelMaps, UT2K4Tab_MidGameRulesCombo, UT2K4Tab_ServerMapList, and Tab_ServerMapList.
CheckPriority() (exec) 
DebugMessage( string DebugString, optional name Type ) (simulated) 
String GetRoleString() (simulated) 
String GetPhysicsString() (simulated) 
ServerRequestRules() 
ClientReceiveRule( string NewRule ) 
ServerRequestMapList() 
ClientReceiveMapName( string NewMap ) 
StopFiring() 
PlayBeepSound() (simulated) 
float RateWeapon( Weapon w ) (simulated) 
L33TPhrase( int phraseNum ) (exec) 
ServerSetClassicTrans( bool B ) 
FillCameraList() 
bool FindFixedCam( Pawn target, out int newcam ) 
Vector FindFloatingCam( Pawn target ) 
Pawn PickNextBot( Pawn current ) 
bool LineOfSight( int c, Pawn target ) 
Rotator CameraTrack( Pawn target, float DeltaTime ) 
PawnDied( Pawn P ) 
SetPawnClass( string inClass, string inCharacter ) 
SetPawnFemale() 
Possess( Pawn aPawn ) 
ChangeCharacter( string newCharacter ) (exec) 
for changing character on the fly (for next respawn)
bool NeedNetNotify() (simulated) 
AdminMenu( string CommandLine ) (exec) 
ServerRequestPlayerInfo() 
SpecViewGoal() (exec) 
ServerSpecViewGoal() 
ServerRequestBanInfo( int PlayerID ) 
ClientReceiveBan( string BanInfo ) 
InitializeVoiceChat() (exec, simulated) 
ShowAliases() (exec, simulated) 
ShowBindings() (exec, simulated) 
check() (exec) 

Combo-Related

PostBeginPlay() (simulated) 
Loads combos from the name list
ClientReceiveCombo( string NewCombo ) (simulated) 
Client-side combo loading
DoCombo( class<Combo> ComboClass ) 
Checks Adrenaline cost and calls ServerDoCombo
ServerDoCombo( class<Combo> ComboClass ) 
Calls DoCombo on the pawn

Events

PostBeginPlay() (simulated) 
PostNetBeginPlay() (simulated) 
PlayerTick( float DeltaTime ) 
Handle combo keyboard input
PostNetReceive() (simulated) 

States

ViewPlayer

Extends PlayerWalking.

AttractMode

Ignores SwitchWeapon, RestartLevel, ClientRestart, Suicide,ThrowWeapon, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Say and TeamSay.


Category:Legacy Class (UT2003)

Category:Legacy Class (UT2004)

Category:Legacy To Do – Fill in any missing definitions.