Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE2:SavedMove (UE2Runtime)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 10:12, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UE2Runtime Object >> Actor >> Info >> SavedMove
Package: 
Engine
This class in other games:
RTNP, U1, UT, U2XMP, UT2003, U2, UT2004, UT3, UDK

SavedMove is used during network play to buffer recent client moves, for use when the server modifies the clients actual position, etc. This is a built-in Unreal class and it shouldn't be modified.

Properties

bDoubleJump

Type: bool


bDuck

Type: bool


bPressedJump

Type: bool


bRun

Type: bool


Delta

Type: float

Distance moved.

DoubleClickMove

Type: Actor.EDoubleClickDir

Double click info.

NextMove

Type: SavedMove

Next move in linked list.

SavedLocation

Type: Object.Vector


SavedPhysics

Type: Actor.EPhysics


SavedVelocity

Type: Object.Vector


TimeStamp

Type: float

Time of this move.

Instance functions

Clear

final function Clear ()


PostUpdate

final function PostUpdate (PlayerController P)


SetMoveFor

final function SetMoveFor (PlayerController P, float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir InDoubleClick)