UE2:Actor enums (UT2004): Difference between revisions
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==Enums== | ==Enums== | ||
====EDoubleClickDir==== | ====EDoubleClickDir==== | ||
Input states for dodging. | |||
; DCLICK_None : | ; DCLICK_None : No dodging input received. | ||
; DCLICK_Left : | ; DCLICK_Left : Pressed key for left. | ||
; DCLICK_Right : | ; DCLICK_Right : Pressed key for fight. | ||
; DCLICK_Forward : | ; DCLICK_Forward : Pressed key for forward. | ||
; DCLICK_Back : | ; DCLICK_Back : Pressed key for backward. | ||
; DCLICK_Active : | ; DCLICK_Active : Pressed same direction key for second time. | ||
; DCLICK_Done : | ; DCLICK_Done : Player already dodged. (Used to prevent more than one dodge/walldodge in one jump move combination.) | ||
====EDrawType==== | ====EDrawType==== | ||
Actor draw modes. | |||
; DT_None : | ; DT_None : Actor isn't rendered at all. | ||
; DT_Sprite : | ; 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 : | ; DT_Mesh : Render as [[vertex mesh]] as defined in {{tl|Mesh|Actor|properties}}. | ||
; DT_Brush : | ; DT_Brush : Render as brush. | ||
; DT_RopeSprite : | ; DT_RopeSprite : ''Unused'' | ||
; DT_VerticalSprite : | ; DT_VerticalSprite : ''Unused'' | ||
; DT_Terraform : | ; DT_Terraform : ''Unused'' | ||
; DT_SpriteAnimOnce : | ; DT_SpriteAnimOnce : Like DT_Sprite, but select texture animation frame based on remaining {{tl|LifeSpan|Actor|properties}}. | ||
; DT_StaticMesh : | ; DT_StaticMesh : Render as [[static mesh]] as defined in {{tl|StaticMesh|Actor|properties}}. | ||
; DT_DrawType : | ; DT_DrawType : ''Unused'' | ||
; DT_Particle : | ; DT_Particle : Special draw type for {{cl|Emitter}}s, {{cl|xEmitter}}s, {{cl|xProcMesh}}s and {{cl|xWeatherEffect}}s. | ||
; DT_AntiPortal : | ; DT_AntiPortal : Special draw type for {{cl|AntiPortalActor}}s. | ||
; DT_FluidSurface : | ; DT_FluidSurface : Special draw type for {{cl|FluidSurfaceInfo}}s. | ||
====EFilterState==== | ====EFilterState==== | ||
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====ENetRole==== | ====ENetRole==== | ||
[[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==== | ||
Rendering styles. See {{cl|FinalBlend}} for finer rendering controls. | |||
; STY_None : | ; STY_None : Not rendered at all. | ||
; STY_Normal : | ; STY_Normal : Normal rendering. | ||
; STY_Masked : | ; STY_Masked : Pixels are rendered either fully opaque or not at all. | ||
; STY_Translucent : | ; 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 : | ; STY_Alpha : Pixel transparency depends on alpha channel. | ||
; STY_Additive : | ; STY_Additive : Pixel color values are scaled by alpha values and added to background color values. | ||
; STY_Subtractive : | ; STY_Subtractive : Pixel color values are subtracted from background color values. | ||
; STY_Particle : | ; STY_Particle : Special render style for {{cl|xEmitter}}s, same as STY_Normal. | ||
; STY_AlphaZ : | ; STY_AlphaZ : Like STY_Alpha, but renders like {{tl|ZWrite|FinalBlend}}=True. | ||
====ESoundOcclusion==== | ====ESoundOcclusion==== |
Latest revision as of 01:18, 7 July 2009
- 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
- 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