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UE1:PlayerPawn states (UT)

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

Contents

PlayerPawn states in other games:
RTNP, U1
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.PlayChatting[edit]

function PlayChatting ()

Overrides: PlayChatting (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 NewbJumpStatus, bool bFired, bool bAltFired, bool bForceFire, bool bForceAltFire, Actor.EDodgeDir DodgeMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel)

Overrides: ServerMove (global)


Dying.ServerReStartPlayer[edit]

function ServerReStartPlayer ()

Overrides: ServerReStartPlayer (global)


Dying.Suicide[edit]

exec function Suicide ()

Overrides: Suicide (global)


Dying.Taunt[edit]

exec function Taunt (name Sequence)

Overrides: Taunt (global)


FeigningDeath[edit]

Ignores: Bump, 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.AltFire[edit]

exec function AltFire (optional float F)

Overrides: AltFire (global)


FeigningDeath.ChangedWeapon[edit]

function ChangedWeapon ()

Overrides: ChangedWeapon (global)


FeigningDeath.Fire[edit]

exec function Fire (optional float F)

Overrides: Fire (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 NewbJumpStatus, bool bFired, bool bAltFired, bool bForceFire, bool bForceAltFire, Actor.EDodgeDir DodgeMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel)

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.ServerMove[edit]

function ServerMove (float TimeStamp, Object.Vector InAccel, Object.Vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool bFired, bool bAltFired, bool bForceFire, bool bForceAltFire, Actor.EDodgeDir DodgeMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel)

Overrides: ServerMove (global)


GameEnded.ServerReStartGame[edit]

function ServerReStartGame ()

Overrides: ServerReStartGame (global)


GameEnded.Taunt[edit]

exec function Taunt (name Sequence)

Overrides: Taunt (global)


GameEnded.ThrowWeapon[edit]

exec function ThrowWeapon ()

Overrides: ThrowWeapon (global)


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)


InvalidState[edit]

Modifiers: auto

InvalidState.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


InvalidState.PlayerMove[edit]

function PlayerMove (float DeltaTime)


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, FootZoneChange, HearNoise, SeePlayer, TakeDamage, ZoneChange

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.UpdateEyeHeight[edit]

event UpdateEyeHeight (float DeltaTime)

Overrides: UpdateEyeHeight (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, FootZoneChange, HearNoise, SeePlayer, TakeDamage, ZoneChange

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.PlayWaiting[edit]

function PlayWaiting ()

Overrides: Pawn.PlayWaiting (global)


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)


PlayerWalking.ServerFeignDeath[edit]

function ServerFeignDeath ()

Overrides: ServerFeignDeath (global)