I'm a doctor, not a mechanic

UE2:U2PlayerController (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Controller >> LicenseeController >> PlayerController >> U2PlayerController

Contents

Package: 
U2
Direct subclass:
U2PlayerTestController
This class in other games:
U2

U2PlayerController.uc

Constants[edit]

MissionFailedState[edit]

Value: 'MissionFailed'


ImpaledState[edit]

Value: 'Impaled'


LevelTransitionState[edit]

Value: 'LevelTransition'


MantlingState[edit]

Value: 'Mantling'


PlayerEndLevelImmediatelyState[edit]

Value: 'PlayerEndLevelImmediately'


LeanRate[edit]

Value: 256.0

offset change in units per sec when transition to/from leaning

LeanTraceFudge[edit]

Value: 16.0

fudge factor used when checking whether lean put camera into geometry

LeanWalkingPctScale[edit]

Value: 1.0

pct of walking speed used when leaning

Properties[edit]

Property group 'Music'[edit]

DeathMusic[edit]

Type: array<string>


Default value, index 0: "DEATH_1.ogg"

Default value, index 1: "DEATH_2.ogg"

Default value, index 2: "DEATH_3.ogg"

Default value, index 3: "DEATH_4.ogg"

Property group 'U2PlayerController'[edit]

bIgnoreNextWhenZoomed[edit]

Type: bool

Modifiers: globalconfig


Default value: True

ProneWeaponKickRatio[edit]

Type: float


Default value: 0.5

UIAlpha[edit]

Type: byte

Modifiers: globalconfig


Default value: 255

Internal variables[edit]

AmmoFlashTime[edit]

Type: float


AutoSaveIndex[edit]

Type: int

Modifiers: globalconfig


bAltWeaponKick[edit]

Type: bool

true for AltFire(), false for Fire()

bAutoTaunt[edit]

Type: bool

Modifiers: globalconfig

player automatically generates taunts when fragging someone

bInstantRocket[edit]

Type: bool

Modifiers: globalconfig


bNoAutoTaunts[edit]

Type: bool

Modifiers: globalconfig

don't receive auto-taunts

bNoMatureLanguage[edit]

Type: bool

Modifiers: globalconfig


bNoVoiceMessages[edit]

Type: bool

Modifiers: globalconfig

don't receive any voice messages

bNoVoices[edit]

Type: bool

Modifiers: globalconfig


bNoVoiceTaunts[edit]

Type: bool

Modifiers: globalconfig

don't receive any taunts

bReleaseLeanKeys[edit]

Type: bool

player needs to release lean keys before leaning direction can be set

bRising[edit]

Type: bool


bWantsToLean[edit]

Type: bool

player wants to lean -- next movement update will set direction

bWeaponKickDisabled[edit]

Type: bool

ARL test code

bWeaponKicking[edit]

Type: bool

true during recoil, false while idle or recovering

DesiredLeanOffset[edit]

Type: Object.Vector

desired additional camera offset due to leaning

LadderMoveLocation[edit]

Type: Object.Vector

hack to track ladder movement & play ladder climbing sound

LastAutoAimLocation[edit]

Type: Object.Vector


LastLeanDir[edit]

Type: ELeanDir

previous lean dir (for use while unleaning)

LastLeaningCheck[edit]

Type: float


LastWeaponKickTime[edit]

Type: float

last time weapon kick was updated

LeanDir[edit]

Type: ELeanDir

set to lean direction

StartSpot[edit]

Type: NavigationPoint

where player started the match

U2P[edit]

Type: U2Pawn


UnFreezeState[edit]

Type: name


WeaponKickOffset[edit]

Type: Object.Vector

resulting offset -- stored for use by U2Weapon.CalcDrawOffset()

WeaponKickPercent[edit]

Type: float

holds 0.0 (neutral position) to 1.0 (maximum kick offset)

WeaponOrder1[edit]

Type: array<WeaponInfo>


WeaponOrder2[edit]

Type: array<WeaponInfo>


WeaponOrder3[edit]

Type: array<WeaponInfo>


WeaponOrder4[edit]

Type: array<WeaponInfo>


WeaponOrder5[edit]

Type: array<WeaponInfo>


Default values[edit]

Property Value
ExecManagerClasses[0] Class'U2.CheatManager'
ExecManagerClasses[1] Class'U2.AdminManager'

Enums[edit]

ELeanDir[edit]

Lean_None 
Lean_Forward 
Lean_Left 
Lean_Right 
Lean_Up 

Structs[edit]

WeaponInfo[edit]

Modifiers: native

string WeaponName 
User readable name of the weapon.
byte Priority 
Order within the tray (lower numbers = higher priority) - essentially group offset.
Weapon Weapon 
Pointer to the associated weapon - if the player has it currently.

Functions[edit]

Exec functions[edit]

ActivateInventoryItem[edit]

exec function ActivateInventoryItem (Class InvItem)

Overrides: PlayerController.ActivateInventoryItem


AddBots[edit]

exec function AddBots (optional int N)


AltFire[edit]

exec function AltFire ()

Overrides: PlayerController.AltFire


ClearProgressMessages[edit]

exec function ClearProgressMessages ()

Overrides: PlayerController.ClearProgressMessages


DeactivateInventoryItem[edit]

exec function DeactivateInventoryItem (Class InvItem)


Fire[edit]

exec function Fire ()

Overrides: PlayerController.Fire


Loaded[edit]

exec function Loaded ()


NextWeapon[edit]

exec function NextWeapon ()

Overrides: PlayerController.NextWeapon


PrevWeapon[edit]

exec function PrevWeapon ()

Overrides: PlayerController.PrevWeapon


QuickLoad[edit]

exec function QuickLoad ()

Overrides: PlayerController.QuickLoad


QuickSave[edit]

exec function QuickSave ()

Overrides: PlayerController.QuickSave


Reload[edit]

exec function Reload ()


SetInstantRocket[edit]

exec function SetInstantRocket (bool B)


SwitchToBestWeapon[edit]

exec function bool SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode)

Overrides: Controller.SwitchToBestWeapon


SwitchWeapon[edit]

exec function SwitchWeapon (byte F)

Overrides: PlayerController.SwitchWeapon


Taunt[edit]

exec function Taunt (name Sequence)


ThrowWeapon[edit]

exec function ThrowWeapon ()

Overrides: PlayerController.ThrowWeapon


Unuse[edit]

exec function Unuse ()

Overrides: PlayerController.Unuse


Use[edit]

exec function Use ()

Overrides: PlayerController.Use


Events[edit]

ClientHearSound[edit]

simulated event ClientHearSound (Actor Actor, int Id, Sound S, Object.Vector SoundLocation, Object.Vector Parameters, bool Attenuate)

Overrides: PlayerController.ClientHearSound


EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn


PlayerCalcView[edit]

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

Overrides: PlayerController.PlayerCalcView


PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerController.PlayerTick


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: PlayerController.PostBeginPlay


RenderOverlays[edit]

simulated event RenderOverlays (Canvas Canvas)

Overrides: Controller.RenderOverlays


TeamMessage[edit]

event TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type)

Overrides: PlayerController.TeamMessage


Other instance functions[edit]

See U2PlayerController instance functions.

States[edit]

See U2PlayerController states.