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UE2:PlayerController states (U2XMP)

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Contents

PlayerController states in other games:
U2, UE2Runtime, UT2003, UT2004, UT3, UDK
Other member categories for this class:
exec functions, instance functions, properties

States[edit]

@BaseSpectatingState[edit]

@BaseSpectatingState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@BaseSpectatingState.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


@DeadState[edit]

Inherits from: Controller.@DeadState

Ignores: HearNoise, KilledBy, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, SwitchWeapon

@DeadState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@DeadState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@DeadState.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


@DeadState.AltFire[edit]

exec function AltFire ()

Overrides: AltFire (global)


@DeadState.FindGoodView[edit]

function FindGoodView ()


@DeadState.Fire[edit]

exec function Fire ()

Overrides: Fire (global)


@DeadState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@DeadState.ServerMove[edit]

function ServerMove (float TimeStamp, Object.Vector Accel, Object.Vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, Actor.EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel)

Overrides: ServerMove (global)


@DeadState.ServerRestartPlayer[edit]

function ServerRestartPlayer ()

Overrides: Controller.@DeadState.ServerReStartPlayer


@GameEndedState[edit]

Inherits from: Controller.@GameEndedState

Ignores: BeginFalling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, Suicide, TakeDamage

@GameEndedState.BeginState[edit]

event BeginState ()

Overrides: Controller.@GameEndedState.BeginState


@GameEndedState.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


@GameEndedState.AltFire[edit]

exec function AltFire ()

Overrides: AltFire (global)


@GameEndedState.FindGoodView[edit]

function FindGoodView ()


@GameEndedState.Fire[edit]

exec function Fire ()

Overrides: Fire (global)


@GameEndedState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@GameEndedState.ServerMove[edit]

function ServerMove (float TimeStamp, Object.Vector InAccel, Object.Vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, Actor.EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional byte OldTimeDelta, optional int OldAccel)

Overrides: ServerMove (global)


@GameEndedState.ServerReStartGame[edit]

function ServerReStartGame ()

Overrides: ServerRestartGame (global)


@GameEndedState.ThrowWeapon[edit]

exec function ThrowWeapon ()

Overrides: ThrowWeapon (global)


@PlayerClimbingState[edit]

Ignores: Bump, HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@PlayerClimbingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@PlayerClimbingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@PlayerClimbingState.NotifyPhysicsVolumeChange[edit]

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


@PlayerClimbingState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@PlayerClimbingState.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


@PlayerFlyingState[edit]

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@PlayerFlyingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@PlayerFlyingState.HandleWalking[edit]

function HandleWalking ()

Overrides: HandleWalking (global)


@PlayerFlyingState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@PlayerHelicopteringState[edit]

Extends: @PlayerFlyingState

@PlayerHelicopteringState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: @PlayerFlyingState.PlayerMove


@PlayerSpideringState[edit]

Ignores: Bump, HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@PlayerSpideringState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@PlayerSpideringState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@PlayerSpideringState.NotifyHitWall[edit]

event bool NotifyHitWall (Object.Vector HitNormal, Actor HitActor)

Overrides: Controller.NotifyHitWall (global)


@PlayerSpideringState.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: NotifyLanded (global)


@PlayerSpideringState.NotifyPhysicsVolumeChange[edit]

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


@PlayerSpideringState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@PlayerSpideringState.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


@PlayerSpideringState.UpdateRotation[edit]

function UpdateRotation (float DeltaTime, float maxPitch)

Overrides: UpdateRotation (global)


@PlayerSwimmingState[edit]

Ignores: Bump, HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@PlayerSwimmingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@PlayerSwimmingState.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: NotifyLanded (global)


@PlayerSwimmingState.NotifyPhysicsVolumeChange[edit]

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


@PlayerSwimmingState.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


@PlayerSwimmingState.GetAccel[edit]

function Object.Vector GetAccel (Object.Vector X, Object.Vector Y, Object.Vector Z)


@PlayerSwimmingState.HandleWalking[edit]

function HandleWalking ()

Overrides: HandleWalking (global)


@PlayerSwimmingState.LaunchActorOutofWater[edit]

function LaunchActorOutofWater ()


@PlayerSwimmingState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@PlayerSwimmingState.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


@PlayerSwimmingState.SetMovementVars[edit]

function SetMovementVars (Object.Vector Accel)


@PlayerSwimmingState.WantsSmoothedView[edit]

function bool WantsSmoothedView ()

Overrides: Controller.WantsSmoothedView (global)


@PlayerWaitingState[edit]

Extends: @BaseSpectatingState

Modifiers: auto

Ignores: HearNoise, NotifyBump, PhysicsVolumeChange, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, TakeDamage

@PlayerWaitingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@PlayerWaitingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@PlayerWaitingState.AltFire[edit]

exec function AltFire ()

Overrides: AltFire (global)


@PlayerWaitingState.ChangeTeam[edit]

function ChangeTeam (int N)

Overrides: ChangeTeam (global)


@PlayerWaitingState.Fire[edit]

exec function Fire ()

Overrides: Fire (global)


@PlayerWaitingState.Jump[edit]

exec function Jump (optional float F)

Overrides: Jump (global)


@PlayerWaitingState.ServerReStartPlayer[edit]

function ServerReStartPlayer ()

Overrides: Controller.ServerReStartPlayer (global)


@PlayerWaitingState.Suicide[edit]

exec function Suicide ()

Overrides: Suicide (global)


@PlayerWalkingState[edit]

Ignores: Bump, HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@PlayerWalkingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@PlayerWalkingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@PlayerWalkingState.NotifyPhysicsVolumeChange[edit]

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


@PlayerWalkingState.GetAccel[edit]

function Object.Vector GetAccel (Object.Vector X, Object.Vector Y, Object.Vector Z)


@PlayerWalkingState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@PlayerWalkingState.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


@PlayerWalkingState.SetMovementVars[edit]

function SetMovementVars (Object.Vector Accel)


@SpectatingState[edit]

Extends: @BaseSpectatingState

Ignores: NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, RestartLevel, Suicide, SwitchWeapon, ThrowWeapon

@SpectatingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@SpectatingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@SpectatingState.AltFire[edit]

exec function AltFire ()

Overrides: AltFire (global)


@SpectatingState.Fire[edit]

exec function Fire ()

Overrides: Fire (global)


@SpectatingState.NextWeapon[edit]

exec function NextWeapon ()

Overrides: NextWeapon (global)


@SpectatingState.PrevWeapon[edit]

exec function PrevWeapon ()

Overrides: PrevWeapon (global)


PlayerDriving[edit]

Ignores: AltFire, Bump, Fire, HearNoise, PressingAltFire, PressingFire, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

PlayerDriving.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PlayerDriving.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


PlayerDriving.PlayerCalcView[edit]

event PlayerCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)

Overrides: PlayerCalcView (global)


PlayerDriving.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerDriving.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)