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UE2:Controller instance functions (U2)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Controller (instance functions) |
Contents
- 1 Instance functions
- 1.1 AdjustAim
- 1.2 AdjustDesireFor
- 1.3 AdjustToss
- 1.4 AdjustView
- 1.5 AllowVoiceMessage
- 1.6 AutoTaunt
- 1.7 AvoidCertainDeath
- 1.8 BotVoiceMessage
- 1.9 ChangedWeapon
- 1.10 CheckFutureSight
- 1.11 ClientDying
- 1.12 ClientGameEnded
- 1.13 ClientRevived
- 1.14 ClientSetLocation
- 1.15 ClientSetRotation
- 1.16 ClientSetWeapon
- 1.17 ClientSwitchToBestWeapon
- 1.18 ClientVoiceMessage
- 1.19 damageAttitudeTo
- 1.20 DisplayDebug
- 1.21 DontReuseTaunt
- 1.22 FearThisSpot
- 1.23 FireWeaponAt
- 1.24 GameHasEnded
- 1.25 GetAimRotation
- 1.26 GetFacingDirection
- 1.27 GetHumanReadableName
- 1.28 GetLastWeapon
- 1.29 GetMessageIndex
- 1.30 GetPawnClassName
- 1.31 GetTeam
- 1.32 GetViewRotation
- 1.33 HandleDying
- 1.34 HandleMercyKilled
- 1.35 HandlePickup
- 1.36 HandleRevived
- 1.37 HideHackEffects
- 1.38 InitPlayerReplicationInfo
- 1.39 IsRealPlayer
- 1.40 MoverFinished
- 1.41 NotifyAddInventory
- 1.42 NotifyAmmoChanged
- 1.43 NotifyDeleteInventory
- 1.44 NotifyGutBlowed
- 1.45 NotifyKilled
- 1.46 NotifyTakeHit
- 1.47 PawnDied
- 1.48 PawnIsInPain
- 1.49 PendingStasis
- 1.50 Possess
- 1.51 RateWeapon
- 1.52 ReceiveWarning
- 1.53 Reset
- 1.54 Restart
- 1.55 SameTeamAs
- 1.56 SendMessage
- 1.57 SendVoiceMessage
- 1.58 ServerGivePawn
- 1.59 ServerReStartPlayer
- 1.60 SetFall
- 1.61 SetPawnClass
- 1.62 SetTeam
- 1.63 ShakeView
- 1.64 ShowHackEffects
- 1.65 StartMonitoring
- 1.66 StopFiring
- 1.67 UnderLift
- 1.68 UnPossess
- 1.69 WaitForMover
- 1.70 WantsSmoothedView
- 1.71 WasKilledBy
- 1.72 WeaponPreference
- 1.73 WouldReactToNoise
- 1.74 WouldReactToSeeing
- Controller instance functions in other games:
- U2XMP, UE2Runtime, UT2003, UT2004, UT3, UDK
- Other member categories for this class:
- functions, internal variables
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Instance functions[edit]
AdjustAim[edit]
function bool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)
AdjustDesireFor[edit]
AdjustToss[edit]
function Object.Vector AdjustToss (float TSpeed, Object.Vector Start, Object.Vector End, bool bNormalize)
AdjustView[edit]
function AdjustView (float DeltaTime)
AllowVoiceMessage[edit]
AutoTaunt[edit]
function bool AutoTaunt ()
AvoidCertainDeath[edit]
function bool AvoidCertainDeath ()
BotVoiceMessage[edit]
ChangedWeapon[edit]
function ChangedWeapon ()
CheckFutureSight[edit]
ClientDying[edit]
ClientGameEnded[edit]
function ClientGameEnded ()
ClientRevived[edit]
function ClientRevived ()
ClientSetLocation[edit]
function ClientSetLocation (Object.Vector NewLocation, Object.Rotator NewRotation)
ClientSetRotation[edit]
function ClientSetRotation (Object.Rotator NewRotation)
ClientSetWeapon[edit]
ClientSwitchToBestWeapon[edit]
function ClientSwitchToBestWeapon ()
ClientVoiceMessage[edit]
function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, optional Object OptionalObject)
damageAttitudeTo[edit]
DisplayDebug[edit]
Overrides: Actor.DisplayDebug
DontReuseTaunt[edit]
FearThisSpot[edit]
function FearThisSpot (AvoidMarker aSpot)
FireWeaponAt[edit]
GameHasEnded[edit]
function GameHasEnded ()
GetAimRotation[edit]
function Object.Rotator GetAimRotation ()
GetFacingDirection[edit]
function int GetFacingDirection ()
GetHumanReadableName[edit]
simulated function string GetHumanReadableName ()
Overrides: Actor.GetHumanReadableName
GetLastWeapon[edit]
GetMessageIndex[edit]
GetPawnClassName[edit]
GetTeam[edit]
simulated function int GetTeam ()
Overrides: Actor.GetTeam
GetViewRotation[edit]
function Object.Rotator GetViewRotation ()
HandleDying[edit]
function HandleDying ()
HandleMercyKilled[edit]
function HandleMercyKilled ()
HandlePickup[edit]
function HandlePickup (Pickup pick)
HandleRevived[edit]
function HandleRevived ()
HideHackEffects[edit]
function HideHackEffects ()
InitPlayerReplicationInfo[edit]
function InitPlayerReplicationInfo ()
IsRealPlayer[edit]
function bool IsRealPlayer ()
Overrides: Actor.IsRealPlayer
MoverFinished[edit]
function MoverFinished ()
NotifyAddInventory[edit]
function NotifyAddInventory (Inventory NewItem)
NotifyAmmoChanged[edit]
function NotifyAmmoChanged ()
NotifyDeleteInventory[edit]
function NotifyDeleteInventory (Inventory NewItem)
NotifyGutBlowed[edit]
function NotifyGutBlowed ()
NotifyKilled[edit]
NotifyTakeHit[edit]
function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageType> damageType, Object.Vector Momentum)
PawnDied[edit]
function PawnDied (Pawn P)
PawnIsInPain[edit]
function PawnIsInPain (PhysicsVolume PainVolume)
PendingStasis[edit]
function PendingStasis ()
Possess[edit]
function Possess (Pawn aPawn)
RateWeapon[edit]
ReceiveWarning[edit]
Reset[edit]
function Reset ()
Overrides: Actor.Reset
Restart[edit]
function Restart ()
SameTeamAs[edit]
function bool SameTeamAs (Controller C)
SendMessage[edit]
function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)
SendVoiceMessage[edit]
function SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype)
ServerGivePawn[edit]
function ServerGivePawn ()
ServerReStartPlayer[edit]
function ServerReStartPlayer ()
SetFall[edit]
function SetFall ()
SetPawnClass[edit]
SetTeam[edit]
simulated function SetTeam (int NewTeam)
Overrides: Actor.SetTeam
ShakeView[edit]
ShowHackEffects[edit]
function ShowHackEffects (Actor HackObject)
StartMonitoring[edit]
StopFiring[edit]
function StopFiring ()
UnderLift[edit]
function UnderLift (Mover M)
UnPossess[edit]
function UnPossess ()
WaitForMover[edit]
function WaitForMover (Mover M)
WantsSmoothedView[edit]
function bool WantsSmoothedView ()
WasKilledBy[edit]
function WasKilledBy (Controller Other)