UE2:Actor enums (UT2004): Difference between revisions

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==Enums==
==Enums==
====EDoubleClickDir====
====EDoubleClickDir====
<!-- enter enum description -->
Input states for dodging.
; DCLICK_None : <!-- enter enum value description -->
; DCLICK_None : No dodging input received.
; DCLICK_Left : <!-- enter enum value description -->
; DCLICK_Left : Pressed key for left.
; DCLICK_Right : <!-- enter enum value description -->
; DCLICK_Right : Pressed key for fight.
; DCLICK_Forward : <!-- enter enum value description -->
; DCLICK_Forward : Pressed key for forward.
; DCLICK_Back : <!-- enter enum value description -->
; DCLICK_Back : Pressed key for backward.
; DCLICK_Active : <!-- enter enum value description -->
; DCLICK_Active : Pressed same direction key for second time.
; DCLICK_Done : <!-- enter enum value description -->
; DCLICK_Done : Player already dodged. (Used to prevent more than one dodge/walldodge in one jump move combination.)


====EDrawType====
====EDrawType====
<!-- enter enum description -->
Actor draw modes.
; DT_None : <!-- enter enum value description -->
; DT_None : Actor isn't rendered at all.
; DT_Sprite : <!-- enter enum value description -->
; DT_Sprite : Render as camera-facing sprite as defined by {{tl|Texture|Actor|properties}}. If the texture is animated, loop the animation infinitely.
; DT_Mesh : <!-- enter enum value description -->
; DT_Mesh : Render as [[vertex mesh]] as defined in {{tl|Mesh|Actor|properties}}.
; DT_Brush : <!-- enter enum value description -->
; DT_Brush : Render as brush.
; DT_RopeSprite : <!-- enter enum value description -->
; DT_RopeSprite : ''Unused''
; DT_VerticalSprite : <!-- enter enum value description -->
; DT_VerticalSprite : ''Unused''
; DT_Terraform : <!-- enter enum value description -->
; DT_Terraform : ''Unused''
; DT_SpriteAnimOnce : <!-- enter enum value description -->
; DT_SpriteAnimOnce : Like DT_Sprite, but select texture animation frame based on remaining {{tl|LifeSpan|Actor|properties}}.
; DT_StaticMesh : <!-- enter enum value description -->
; DT_StaticMesh : Render as [[static mesh]] as defined in {{tl|StaticMesh|Actor|properties}}.
; DT_DrawType : <!-- enter enum value description -->
; DT_DrawType : ''Unused''
; DT_Particle : <!-- enter enum value description -->
; DT_Particle : Special draw type for {{cl|Emitter}}s, {{cl|xEmitter}}s, {{cl|xProcMesh}}s and {{cl|xWeatherEffect}}s.
; DT_AntiPortal : <!-- enter enum value description -->
; DT_AntiPortal : Special draw type for {{cl|AntiPortalActor}}s.
; DT_FluidSurface : <!-- enter enum value description -->
; DT_FluidSurface : Special draw type for {{cl|FluidSurfaceInfo}}s.


====EFilterState====
====EFilterState====
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====ENetRole====
====ENetRole====
<!-- enter enum description -->
[[Network role]]s.
; ROLE_None : No role at all.
; ROLE_None : No role at all.
; ROLE_DumbProxy : Dumb proxy of this actor.
; ROLE_DumbProxy : Dumb proxy of this actor.
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====ERenderStyle====
====ERenderStyle====
<!-- enter enum description -->
Rendering styles. See {{cl|FinalBlend}} for finer rendering controls.
; STY_None : <!-- enter enum value description -->
; STY_None : Not rendered at all.
; STY_Normal : <!-- enter enum value description -->
; STY_Normal : Normal rendering.
; STY_Masked : <!-- enter enum value description -->
; STY_Masked : Pixels are rendered either fully opaque or not at all.
; STY_Translucent : <!-- enter enum value description -->
; STY_Translucent : Pixel transparency depends on color brightness; black = fully transparent, white = fully opaque.
; STY_Modulated : <!-- enter enum value description -->
; STY_Modulated : <!-- enter enum value description -->
; STY_Alpha : <!-- enter enum value description -->
; STY_Alpha : Pixel transparency depends on alpha channel.
; STY_Additive : <!-- enter enum value description -->
; STY_Additive : Pixel color values are scaled by alpha values and added to background color values.
; STY_Subtractive : <!-- enter enum value description -->
; STY_Subtractive : Pixel color values are subtracted from background color values.
; STY_Particle : <!-- enter enum value description -->
; STY_Particle : Special render style for {{cl|xEmitter}}s, same as STY_Normal.
; STY_AlphaZ : <!-- enter enum value description -->
; STY_AlphaZ : Like STY_Alpha, but renders like {{tl|ZWrite|FinalBlend}}=True.


====ESoundOcclusion====
====ESoundOcclusion====

Latest revision as of 01:18, 7 July 2009

UT2004 Object >> Actor (enums)
Actor enums in other games:
Other member categories for this class:

Enums

EDoubleClickDir

Input states for dodging.

DCLICK_None
No dodging input received.
DCLICK_Left
Pressed key for left.
DCLICK_Right
Pressed key for fight.
DCLICK_Forward
Pressed key for forward.
DCLICK_Back
Pressed key for backward.
DCLICK_Active
Pressed same direction key for second time.
DCLICK_Done
Player already dodged. (Used to prevent more than one dodge/walldodge in one jump move combination.)

EDrawType

Actor draw modes.

DT_None
Actor isn't rendered at all.
DT_Sprite
Render as camera-facing sprite as defined by Actor.Texture. If the texture is animated, loop the animation infinitely.
DT_Mesh
Render as vertex mesh as defined in Actor.Mesh.
DT_Brush
Render as brush.
DT_RopeSprite
Unused
DT_VerticalSprite
Unused
DT_Terraform
Unused
DT_SpriteAnimOnce
Like DT_Sprite, but select texture animation frame based on remaining Actor.LifeSpan.
DT_StaticMesh
Render as static mesh as defined in Actor.StaticMesh.
DT_DrawType
Unused
DT_Particle
Special draw type for Emitters, xEmitters, xProcMeshs and xWeatherEffects.
DT_AntiPortal
Special draw type for AntiPortalActors.
DT_FluidSurface
Special draw type for FluidSurfaceInfos.

EFilterState

FS_Maybe
FS_Yes
FS_No

EFlagState

FLAG_Home
FLAG_HeldFriendly
FLAG_HeldEnemy
FLAG_Down

EForceType

FT_None
FT_DragAlong
FT_Constant

eKillZType

KILLZ_None
KILLZ_Lava
KILLZ_Suicide

ELightEffect

LE_None
LE_TorchWaver
LE_FireWaver
LE_WateryShimmer
LE_Searchlight
LE_SlowWave
LE_FastWave
LE_CloudCast
LE_StaticSpot
LE_Shock
LE_Disco
LE_Warp
LE_Spotlight
LE_NonIncidence
LE_Shell
LE_OmniBumpMap
LE_Interference
LE_Cylinder
LE_Rotor
LE_Negative
sjs
LE_Sunlight
LE_QuadraticNonIncidence

ELightType

LT_None
LT_Steady
LT_Pulse
LT_Blink
LT_Flicker
LT_Strobe
LT_BackdropLight
LT_SubtlePulse
LT_TexturePaletteOnce
LT_TexturePaletteLoop
LT_FadeOut

EMusicTransition

MTRAN_None
MTRAN_Instant
MTRAN_Segue
MTRAN_Fade
MTRAN_FastFade
MTRAN_SlowFade

ENetRole

Network roles.

ROLE_None
No role at all.
ROLE_DumbProxy
Dumb proxy of this actor.
ROLE_SimulatedProxy
Locally simulated proxy of this actor.
ROLE_AutonomousProxy
Locally autonomous proxy of this actor.
ROLE_Authority
Authoritative control over the actor.

EPhysics

PHYS_None
PHYS_Walking
PHYS_Falling
PHYS_Swimming
PHYS_Flying
PHYS_Rotating
PHYS_Projectile
PHYS_Interpolating
PHYS_MovingBrush
PHYS_Spider
PHYS_Trailer
PHYS_Ladder
PHYS_RootMotion
PHYS_Karma
PHYS_KarmaRagDoll
PHYS_Hovering
PHYS_CinMotion

ERenderStyle

Rendering styles. See FinalBlend for finer rendering controls.

STY_None
Not rendered at all.
STY_Normal
Normal rendering.
STY_Masked
Pixels are rendered either fully opaque or not at all.
STY_Translucent
Pixel transparency depends on color brightness; black = fully transparent, white = fully opaque.
STY_Modulated
STY_Alpha
Pixel transparency depends on alpha channel.
STY_Additive
Pixel color values are scaled by alpha values and added to background color values.
STY_Subtractive
Pixel color values are subtracted from background color values.
STY_Particle
Special render style for xEmitters, same as STY_Normal.
STY_AlphaZ
Like STY_Alpha, but renders like FinalBlend.ZWrite=True.

ESoundOcclusion

OCCLUSION_Default
OCCLUSION_None
OCCLUSION_BSP
OCCLUSION_StaticMeshes

ESoundSlot

SLOT_None
SLOT_Misc
SLOT_Pain
SLOT_Interact
SLOT_Ambient
SLOT_Talk
SLOT_Interface

ESurfaceTypes

EST_Default
EST_Rock
EST_Dirt
EST_Metal
EST_Wood
EST_Plant
EST_Flesh
EST_Ice
EST_Snow
EST_Water
EST_Glass
EST_Custom00
EST_Custom01
EST_Custom02
EST_Custom03
EST_Custom04
EST_Custom05
EST_Custom06
EST_Custom07
EST_Custom08
EST_Custom09
EST_Custom10
EST_Custom11
EST_Custom12
EST_Custom13
EST_Custom14
EST_Custom15
EST_Custom16
EST_Custom17
EST_Custom18
EST_Custom19
EST_Custom20
EST_Custom21
EST_Custom22
EST_Custom23
EST_Custom24
EST_Custom25
EST_Custom26
EST_Custom27
EST_Custom28
EST_Custom29
EST_Custom30
EST_Custom31

ETravelType

TRAVEL_Absolute
Absolute URL.
TRAVEL_Partial
Partial (carry name, reset server).
TRAVEL_Relative
Relative URL.

EUV2Mode

UVM_MacroTexture
UVM_LightMap
UVM_Skin