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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

@BaseSpectatingState

@BaseSpectatingState.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@BaseSpectatingState.ProcessMove

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

Overrides: ProcessMove (global)


@DeadState

Inherits from: Controller.@DeadState

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

@DeadState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@DeadState.EndState

event EndState ()

Overrides: Object.EndState (global)


@DeadState.Timer

event Timer ()

Overrides: Actor.Timer (global)


@DeadState.AltFire

exec function AltFire ()

Overrides: AltFire (global)


@DeadState.FindGoodView

function FindGoodView ()


@DeadState.Fire

exec function Fire ()

Overrides: Fire (global)


@DeadState.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@DeadState.ServerMove

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

function ServerRestartPlayer ()

Overrides: Controller.@DeadState.ServerReStartPlayer


@GameEndedState

Inherits from: Controller.@GameEndedState

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

@GameEndedState.BeginState

event BeginState ()

Overrides: Controller.@GameEndedState.BeginState


@GameEndedState.Timer

event Timer ()

Overrides: Actor.Timer (global)


@GameEndedState.AltFire

exec function AltFire ()

Overrides: AltFire (global)


@GameEndedState.FindGoodView

function FindGoodView ()


@GameEndedState.Fire

exec function Fire ()

Overrides: Fire (global)


@GameEndedState.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@GameEndedState.ServerMove

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

function ServerReStartGame ()

Overrides: ServerRestartGame (global)


@GameEndedState.ThrowWeapon

exec function ThrowWeapon ()

Overrides: ThrowWeapon (global)


@PlayerClimbingState

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

@PlayerClimbingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@PlayerClimbingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@PlayerClimbingState.NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


@PlayerClimbingState.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@PlayerClimbingState.ProcessMove

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

Overrides: ProcessMove (global)


@PlayerFlyingState

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

@PlayerFlyingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@PlayerFlyingState.HandleWalking

function HandleWalking ()

Overrides: HandleWalking (global)


@PlayerFlyingState.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@PlayerHelicopteringState

Extends: @PlayerFlyingState

@PlayerHelicopteringState.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: @PlayerFlyingState.PlayerMove


@PlayerSpideringState

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

@PlayerSpideringState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@PlayerSpideringState.EndState

event EndState ()

Overrides: Object.EndState (global)


@PlayerSpideringState.NotifyHitWall

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

Overrides: Controller.NotifyHitWall (global)


@PlayerSpideringState.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: NotifyLanded (global)


@PlayerSpideringState.NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


@PlayerSpideringState.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@PlayerSpideringState.ProcessMove

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

Overrides: ProcessMove (global)


@PlayerSpideringState.UpdateRotation

function UpdateRotation (float DeltaTime, float maxPitch)

Overrides: UpdateRotation (global)


@PlayerSwimmingState

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

@PlayerSwimmingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@PlayerSwimmingState.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: NotifyLanded (global)


@PlayerSwimmingState.NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


@PlayerSwimmingState.Timer

event Timer ()

Overrides: Actor.Timer (global)


@PlayerSwimmingState.GetAccel

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


@PlayerSwimmingState.HandleWalking

function HandleWalking ()

Overrides: HandleWalking (global)


@PlayerSwimmingState.LaunchActorOutofWater

function LaunchActorOutofWater ()


@PlayerSwimmingState.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@PlayerSwimmingState.ProcessMove

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

Overrides: ProcessMove (global)


@PlayerSwimmingState.SetMovementVars

function SetMovementVars (Object.Vector Accel)


@PlayerSwimmingState.WantsSmoothedView

function bool WantsSmoothedView ()

Overrides: Controller.WantsSmoothedView (global)


@PlayerWaitingState

Extends: @BaseSpectatingState

Modifiers: auto

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

@PlayerWaitingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@PlayerWaitingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@PlayerWaitingState.AltFire

exec function AltFire ()

Overrides: AltFire (global)


@PlayerWaitingState.ChangeTeam

function ChangeTeam (int N)

Overrides: ChangeTeam (global)


@PlayerWaitingState.Fire

exec function Fire ()

Overrides: Fire (global)


@PlayerWaitingState.Jump

exec function Jump (optional float F)

Overrides: Jump (global)


@PlayerWaitingState.ServerReStartPlayer

function ServerReStartPlayer ()

Overrides: Controller.ServerReStartPlayer (global)


@PlayerWaitingState.Suicide

exec function Suicide ()

Overrides: Suicide (global)


@PlayerWalkingState

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

@PlayerWalkingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@PlayerWalkingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@PlayerWalkingState.NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


@PlayerWalkingState.GetAccel

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


@PlayerWalkingState.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


@PlayerWalkingState.ProcessMove

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

Overrides: ProcessMove (global)


@PlayerWalkingState.SetMovementVars

function SetMovementVars (Object.Vector Accel)


@SpectatingState

Extends: @BaseSpectatingState

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

@SpectatingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@SpectatingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@SpectatingState.AltFire

exec function AltFire ()

Overrides: AltFire (global)


@SpectatingState.Fire

exec function Fire ()

Overrides: Fire (global)


@SpectatingState.NextWeapon

exec function NextWeapon ()

Overrides: NextWeapon (global)


@SpectatingState.PrevWeapon

exec function PrevWeapon ()

Overrides: PrevWeapon (global)


PlayerDriving

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

PlayerDriving.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


PlayerDriving.EndState

event EndState ()

Overrides: Object.EndState (global)


PlayerDriving.PlayerCalcView

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

Overrides: PlayerCalcView (global)


PlayerDriving.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerDriving.ProcessMove

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

Overrides: ProcessMove (global)