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UE1:PlayerPawn states (RTNP)

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RTNP Object >> Actor >> Pawn >> PlayerPawn (states)

Contents

PlayerPawn states in other games:
U1, UT
Other member categories for this class:
exec functions, instance functions, internal variables

States[edit]

CheatFlying[edit]

Ignores: Bump, HearNoise, SeePlayer, TakeDamage

CheatFlying.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


CheatFlying.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


CheatFlying.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


CheatFlying.PlayerMove[edit]

function PlayerMove (float DeltaTime)


CheatFlying.ProcessMove[edit]

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

Overrides: ProcessMove (global)


Dying[edit]

Inherits from: Pawn.Dying

Ignores: Bump, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, PainTimer, SeePlayer, SwitchWeapon, ZoneChange

Dying.BeginState[edit]

event BeginState ()

Overrides: Pawn.Dying.BeginState


Dying.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Dying.PlayerCalcView[edit]

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

Overrides: PlayerCalcView (global)


Dying.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


Dying.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.Dying.TakeDamage


Dying.Timer[edit]

event Timer ()

Overrides: Pawn.Dying.Timer


Dying.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


Dying.FindGoodView[edit]

function FindGoodView ()


Dying.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


Dying.PlayerMove[edit]

function PlayerMove (float DeltaTime)


Dying.ServerMove[edit]

function ServerMove (float TimeStamp, Object.Vector Accel, Object.Vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool bFired, bool bAltFired, Actor.EDodgeDir DodgeMove, byte ClientRoll, int View)

Overrides: ServerMove (global)


FeigningDeath[edit]

Ignores: AltFire, Bump, Fire, HearNoise, SeePlayer

FeigningDeath.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


FeigningDeath.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


FeigningDeath.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


FeigningDeath.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


FeigningDeath.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


FeigningDeath.ZoneChange[edit]

event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


FeigningDeath.ChangedWeapon[edit]

function ChangedWeapon ()

Overrides: ChangedWeapon (global)


FeigningDeath.PlayChatting[edit]

function PlayChatting ()

Overrides: PlayChatting (global)


FeigningDeath.PlayDying[edit]

function PlayDying (name DamageType, Object.Vector HitLocation)

Overrides: Pawn.PlayDying (global)


FeigningDeath.PlayerMove[edit]

function PlayerMove (float DeltaTime)


FeigningDeath.PlayTakeHit[edit]

function PlayTakeHit (float tweentime, Object.Vector HitLoc, int Damage)

Overrides: Pawn.PlayTakeHit (global)


FeigningDeath.ProcessMove[edit]

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

Overrides: ProcessMove (global)


FeigningDeath.Rise[edit]

function Rise ()


FeigningDeath.ServerMove[edit]

function ServerMove (float TimeStamp, Object.Vector Accel, Object.Vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool bFired, bool bAltFired, Actor.EDodgeDir DodgeMove, byte ClientRoll, int View)

Overrides: ServerMove (global)


FeigningDeath.Taunt[edit]

exec function Taunt (name Sequence)

Overrides: Taunt (global)


GameEnded[edit]

Inherits from: Pawn.GameEnded

Ignores: Bump, Died, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, PainTimer, SeePlayer, Suicide, TakeDamage, ZoneChange

GameEnded.BeginState[edit]

event BeginState ()

Overrides: Pawn.GameEnded.BeginState


GameEnded.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


GameEnded.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


GameEnded.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


GameEnded.FindGoodView[edit]

function FindGoodView ()


GameEnded.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


GameEnded.PlayerMove[edit]

function PlayerMove (float DeltaTime)


GameEnded.ViewClass[edit]

exec function ViewClass (class<ActoraClass, optional bool bQuiet)

Overrides: ViewClass (global)


GameEnded.ViewPlayer[edit]

exec function ViewPlayer (string S)

Overrides: ViewPlayer (global)


PlayerFlying[edit]

Ignores: Bump, HearNoise, SeePlayer

PlayerFlying.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


PlayerFlying.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerFlying.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


PlayerFlying.PlayerMove[edit]

function PlayerMove (float DeltaTime)


PlayerSpectating[edit]

Ignores: Bump, Died, HearNoise, SeePlayer, TakeDamage

PlayerSpectating.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerSpectating.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


PlayerSpectating.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


PlayerSpectating.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


PlayerSpectating.ChangeTeam[edit]

function ChangeTeam (int N)

Overrides: ChangeTeam (global)


PlayerSpectating.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


PlayerSpectating.PlayerMove[edit]

function PlayerMove (float DeltaTime)


PlayerSpectating.ProcessMove[edit]

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

Overrides: ProcessMove (global)


PlayerSpectating.SendVoiceMessage[edit]

function SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype)

Overrides: Pawn.SendVoiceMessage (global)


PlayerSpectating.Suicide[edit]

exec function Suicide ()

Overrides: Suicide (global)


PlayerSwimming[edit]

Ignores: Bump, HearNoise, SeePlayer

PlayerSwimming.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


PlayerSwimming.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerSwimming.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


PlayerSwimming.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


PlayerSwimming.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


PlayerSwimming.ZoneChange[edit]

event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


PlayerSwimming.PlayerMove[edit]

function PlayerMove (float DeltaTime)


PlayerSwimming.ProcessMove[edit]

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

Overrides: ProcessMove (global)


PlayerWaiting[edit]

Ignores: Bump, Died, HearNoise, SeePlayer, TakeDamage

PlayerWaiting.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerWaiting.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


PlayerWaiting.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


PlayerWaiting.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


PlayerWaiting.ChangeTeam[edit]

function ChangeTeam (int N)

Overrides: ChangeTeam (global)


PlayerWaiting.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (global)


PlayerWaiting.Jump[edit]

exec function Jump (optional float F)

Overrides: Jump (global)


PlayerWaiting.PlayerMove[edit]

function PlayerMove (float DeltaTime)


PlayerWaiting.ProcessMove[edit]

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

Overrides: ProcessMove (global)


PlayerWaiting.Suicide[edit]

exec function Suicide ()

Overrides: Suicide (global)


PlayerWaking[edit]

Ignores: Bump, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, SeePlayer, SwitchWeapon, ZoneChange

PlayerWaking.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerWaking.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


PlayerWaking.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


PlayerWaking.PlayerMove[edit]

function PlayerMove (float DeltaTime)


PlayerWalking[edit]

Ignores: Bump, HearNoise, SeePlayer

PlayerWalking.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


PlayerWalking.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerWalking.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


PlayerWalking.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


PlayerWalking.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


PlayerWalking.ZoneChange[edit]

event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


PlayerWalking.Dodge[edit]

function Dodge (Actor.EDodgeDir DodgeMove)


PlayerWalking.FeignDeath[edit]

exec function FeignDeath ()

Overrides: FeignDeath (global)


PlayerWalking.PlayerMove[edit]

function PlayerMove (float DeltaTime)


PlayerWalking.ProcessMove[edit]

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

Overrides: ProcessMove (global)