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UE1:CSPlayer (RTNP)

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RTNP Object >> Actor >> Pawn >> PlayerPawn >> UnrealIPlayer >> CSPlayer
Package: 
UDSDemo
Direct subclass:
CSHuman

The Unreal Director's Suite Release version: Jan 7th, 1999

[ CSPlayer ]

This is our new player class. It holds all the additional information needed to handle a cut sequence. It also has some of the specific code needed for the include ladder's mod.

MOD AUTHORS

If you have not already begun primary coding on your mod, I suggest just using this file to begin your new player class. If your mod already has extensive changes to the UrealIPlayer class, the you will need to merge this file in. You will also need to alter all of the other UDS classes to reference your particular new player class.

Properties[edit]

AdjVelocity[edit]

Type: Object.Vector

How to adjust his movement.

bCamDebug[edit]

Type: bool

Are we viewing a camera

bCanEsc[edit]

Type: bool

Can the player ESC this sequence

bCSCameraMode[edit]

Type: bool

Are we in Camera Mode

bCSInDebug[edit]

Type: bool

Are we debugging

bIsActing[edit]

Type: bool

Ignore movement commands

CSAbortSpeed[edit]

Type: float

When we abort, set the speed here

CSCamera[edit]

Type: CS_Camera

Where is the Camera pointed

CSDebug1[edit]

Type: string


CSDebug2[edit]

Type: string

Big ass hack, but UnrealScript doesn't allow

CSDebug3[edit]

Type: string

Array's of strings (as far as I can tell

CSDebug4[edit]

Type: string


CSDebug5[edit]

Type: string


CSDebug6[edit]

Type: string


CSDebugCnt[edit]

Type: int

Which debug line to drop shit in

CSLastAction[edit]

Type: string

The name of the last action command

CSMoveTarget[edit]

Type: CS_SpikeTape

Where is the player susposed to be going.

CSShotList[edit]

Type: CS_ShotList

What shotlist is currently in charge.

oldhudMode[edit]

Type: int

what is the old hud mode

Functions[edit]

Exec functions[edit]

AltFire[edit]

exec function AltFire (optional float F)

Overrides: PlayerPawn.AltFire


CamAdj[edit]

exec function CamAdj (int p, int r, int y)


CamMove[edit]

exec function CamMove (int x, int y, int z)


DebugCS[edit]

exec function DebugCS ()


Fire[edit]

exec function Fire (optional float F)

Overrides: PlayerPawn.Fire


GotoCamera[edit]

exec function GotoCamera (name CName)


ListCameras[edit]

exec function ListCameras ()


ResetView[edit]

exec function ResetView ()


ShowMenu[edit]

exec function ShowMenu ()

Overrides: PlayerPawn.ShowMenu


Events[edit]

PlayerCalcView[edit]

event PlayerCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)

Overrides: PlayerPawn.PlayerCalcView


Other instance functions[edit]

AdjustPlayer[edit]

function string AdjustPlayer ()


CS_AddDebug[edit]

function CS_AddDebug (string msg)


Freeze[edit]

function Freeze (bool value)


POVFirstPerson[edit]

function POVFirstPerson ()


POVGotoLocation[edit]

function POVGotoLocation (CS_Camera Camera)


POVThirdPerson[edit]

function POVThirdPerson (bool letterboxed)


ResetScriptedMove[edit]

function ResetScriptedMove ()


ScriptedMove[edit]

function ScriptedMove (Object.Vector NewVelocity)


States[edit]

LadderClimbing[edit]

Ignores: Bump, HearNoise, SeePlayer, TakeDamage

LadderClimbing.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


LadderClimbing.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


LadderClimbing.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerPawn.PlayerTick (global)


LadderClimbing.PlayerMove[edit]

function PlayerMove (float DeltaTime)


LadderClimbing.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDodgeDir DodgeMove, Object.Rotator DeltaRot)

Overrides: PlayerPawn.ProcessMove (global)


PlayerActing[edit]

Ignores: Bump, HearNoise, SeePlayer

PlayerActing.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


PlayerActing.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerActing.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


PlayerActing.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: PlayerPawn.Landed (global)


PlayerActing.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerPawn.PlayerTick (global)


PlayerActing.ZoneChange[edit]

event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


PlayerActing.FeignDeath[edit]

exec function FeignDeath ()

Overrides: PlayerPawn.FeignDeath (global)


PlayerActing.PlayerMove[edit]

function PlayerMove (float DeltaTime)


PlayerActing.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDodgeDir DodgeMove, Object.Rotator DeltaRot)

Overrides: PlayerPawn.ProcessMove (global)


PlayerWalking[edit]

PlayerWalking.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerPawn.PlayerWalking.PlayerMove