I don't need to test my programs. I have an error-correcting modem.

UE2:Controller instance functions (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Controller (instance functions)
Controller instance functions in other games:
U2XMP, UE2Runtime, UT2003, UT2004, UT3, UDK
Other member categories for this class:
functions, internal variables

Instance functions

AdjustAim

function bool AdjustAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)


AdjustDesireFor

function float AdjustDesireFor (Pickup P)


AdjustToss

function Object.Vector AdjustToss (float TSpeed, Object.Vector Start, Object.Vector End, bool bNormalize)


AdjustView

function AdjustView (float DeltaTime)


AllowVoiceMessage

function bool AllowVoiceMessage (name MessageType)


AutoTaunt

function bool AutoTaunt ()


AvoidCertainDeath

function bool AvoidCertainDeath ()


BotVoiceMessage

function BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)


ChangedWeapon

function ChangedWeapon ()


CheckFutureSight

function bool CheckFutureSight (float DeltaTime)


ClientDying

function ClientDying (class<DamageTypeDamageType, Object.Vector HitLocation)


ClientGameEnded

function ClientGameEnded ()


ClientRevived

function ClientRevived ()


ClientSetLocation

function ClientSetLocation (Object.Vector NewLocation, Object.Rotator NewRotation)


ClientSetRotation

function ClientSetRotation (Object.Rotator NewRotation)


ClientSetWeapon

function ClientSetWeapon (class<WeaponWeaponClass)


ClientSwitchToBestWeapon

function ClientSwitchToBestWeapon ()


ClientVoiceMessage

function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, optional Object OptionalObject)


damageAttitudeTo

function damageAttitudeTo (Pawn Other, float Damage)


DisplayDebug

function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Actor.DisplayDebug


DontReuseTaunt

function bool DontReuseTaunt (int T)


FearThisSpot

function FearThisSpot (AvoidMarker aSpot)


FireWeaponAt

function bool FireWeaponAt (Actor A)


GameHasEnded

function GameHasEnded ()


GetAimRotation

function Object.Rotator GetAimRotation ()


GetFacingDirection

function int GetFacingDirection ()


GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetLastWeapon

function class<WeaponGetLastWeapon ()


GetMessageIndex

function byte GetMessageIndex (name PhraseName)


GetPawnClassName

function string GetPawnClassName (class<PawnPawnClass, int Team)


GetTeam

simulated function int GetTeam ()

Overrides: Actor.GetTeam


GetViewRotation

function Object.Rotator GetViewRotation ()


HandleDying

function HandleDying ()


HandleMercyKilled

function HandleMercyKilled ()


HandlePickup

function HandlePickup (Pickup pick)


HandleRevived

function HandleRevived ()


HideHackEffects

function HideHackEffects ()


InitPlayerReplicationInfo

function InitPlayerReplicationInfo ()


IsRealPlayer

function bool IsRealPlayer ()

Overrides: Actor.IsRealPlayer


MoverFinished

function MoverFinished ()


NotifyAddInventory

function NotifyAddInventory (Inventory NewItem)


NotifyAmmoChanged

function NotifyAmmoChanged ()


NotifyDeleteInventory

function NotifyDeleteInventory (Inventory NewItem)


NotifyGutBlowed

function NotifyGutBlowed ()


NotifyKilled

function NotifyKilled (Controller Killer, Controller Killed, Pawn Other)


NotifyTakeHit

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)


PawnDied

function PawnDied (Pawn P)


PawnIsInPain

function PawnIsInPain (PhysicsVolume PainVolume)


PendingStasis

function PendingStasis ()


Possess

function Possess (Pawn aPawn)


RateWeapon

simulated function float RateWeapon (Weapon w)


ReceiveWarning

function ReceiveWarning (Pawn shooter, float projSpeed, Object.Vector FireDir)


Reset

function Reset ()

Overrides: Actor.Reset


Restart

function Restart ()


SameTeamAs

function bool SameTeamAs (Controller C)


SendMessage

function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)


SendVoiceMessage

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


ServerGivePawn

function ServerGivePawn ()


ServerReStartPlayer

function ServerReStartPlayer ()


SetFall

function SetFall ()


SetPawnClass

function SetPawnClass (string inClass, string inCharacter)


SetTeam

simulated function SetTeam (int NewTeam)

Overrides: Actor.SetTeam


ShakeView

function ShakeView (float Magnitude, optional float Duration)


ShowHackEffects

function ShowHackEffects (Actor HackObject)


StartMonitoring

function StartMonitoring (Pawn P, float MaxDist)


StopFiring

function StopFiring ()


UnderLift

function UnderLift (Mover M)


UnPossess

function UnPossess ()


WaitForMover

function WaitForMover (Mover M)


WantsSmoothedView

function bool WantsSmoothedView ()


WasKilledBy

function WasKilledBy (Controller Other)


WeaponPreference

function float WeaponPreference (Weapon W)


WouldReactToNoise

function bool WouldReactToNoise (float Loudness, Actor NoiseMaker)


WouldReactToSeeing

function bool WouldReactToSeeing (Pawn Seen)